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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jul 19, 2022
Date Accepted: Jan 20, 2023

The final, peer-reviewed published version of this preprint can be found here:

Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study

Fan T, Wang X, Song x, Zhao G, Zhang Z

Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study

JMIR Serious Games 2023;11:e41091

DOI: 10.2196/41091

PMID: 36877556

PMCID: 10028519

Research Status and Emerging Trends in Virtual Reality Rehabilitation: A Bibliometric and Knowledge Graph Study

  • Ting Fan; 
  • Xiaobei Wang; 
  • xiaoxi Song; 
  • Gang Zhao; 
  • Zhichang Zhang

ABSTRACT

Background:

Virtual reality (VR) technology has been widely used in rehabilitation training because of its immersive, interactive, and imaginative features. A comprehensive bibliometric review is required to help researchers focus on future directions based on the new definitions of VR technologies in rehabilitation, which reveal new situations and requirements.

Objective:

Herein, we aimed to summarize the effective research methods and potential innovative approaches to VR rehabilitation by evaluating publications from various countries to encourage research on efficient strategies to improve VR rehabilitation.

Methods:

The SCIE database was searched on Jan 20, 2022 for publications related to the application of VR technology in rehabilitation research. We found 1,617 papers and we created a clustered network from 46,116 references cited in the manuscripts. CiteSpace V and VOSviewer were used to identify countries, institutions, journals, keywords, co-cited references, and research hotspots.

Results:

Among these, 63 countries and 1,921 institutes had contributed publications, the United States of America has taken the leading position in this field and has the highest publication number, h-index and collaborative network with other countries. The reference clusters of SCIE papers were divided into nine categories: kinematics, neurorehabilitation, brain injury, exergame, aging, motor rehabilitation, mobility, cerebral palsy, and exercise intensity. The research frontiers were represented by the key words: video games (2017–2021), and young adults (2018–2021).

Conclusions:

Our study comprehensively assesses the current research states of VR rehabilitation and analyzes the current research hotspots and future trends in the field, with the aim of providing resources for more intensive investigation and encouraging more researchers to further develop VR rehabilitation.


 Citation

Please cite as:

Fan T, Wang X, Song x, Zhao G, Zhang Z

Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study

JMIR Serious Games 2023;11:e41091

DOI: 10.2196/41091

PMID: 36877556

PMCID: 10028519

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