Lang Jiaxin, Tian Yuan. Bibliometric analysis of the application of gamification in medical education[J]. Chinese journal of medical education research, 2025, 24(5): 615-622.
Lang Jiaxin, Tian Yuan. Bibliometric analysis of the application of gamification in medical education[J]. Chinese journal of medical education research, 2025, 24(5): 615-622. DOI: 10.3760/cma.j.cn116021-20240330-01925.
Bibliometric analysis of the application of gamification in medical education
and research hotspots of gamification in medical education using bibliometric methods.
Methods
2
VOSviewer 1.6.18 and Citespace 6.3.1 were used to analyze the annal volume of publication
journals
institutions
countries
keyword co-occurrence
and literature co-citation based on the literature related to application of gamification in medical education in the core collection of Web of Science from January 2003 to November 2023. A co-citation map was generated.
Results
2
A total of 633 articles related to application of gamification in medical education were identified. The publication volume increased year by year. Western developed countries dominated the research. Gamification in medical education has been used in a diverse range of disciplines. The high-frequency keywords included medical education
simulation
and serious game.
Conclusions
2
Gamification is increasingly applied in medical education
with diversifying research topics and application areas. Emerging technologies bring new opportunities and challenges to medical education. However
in-depth and systematic research is needed to validate its long-term effectiveness and practical value.
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