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Research trends in biofeedback in video games
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Abstract
En 中文
This research analyzes the recent evolution of biofeedback applied to video games, a field that combines technology, health, and physiological sensors to support rehabilitation processes, stress management, and immersive experiences through virtual reality and wearable devices. To identify trends, key contributors, and research gaps in the scientific output on biofeedback in video games. A bibliometric analysis was conducted following PRISMA-2020 with a systematic search and selection of documents in Scopus and Web of Science, applying inclusion and exclusion criteria to consolidate the final corpus. The findings show a marked increase in publications, with 2022 and 2023 standing out as the most productive years, the United States leading the way, and IEEE Access being the journal with the highest incidence. Research has shifted from focusing on traditional biofeedback techniques to incorporating virtual reality and wearable sensors. The keywords demonstrate an emphasis on rehabilitation, stress, and anxiety, along with advances in clinical applications such as the treatment of cerebellar tremor and the promotion of physical activity for mental well-being. Biofeedback in video games shows scientific consolidation and therapeutic potential, although gaps remain regarding its effectiveness in diverse populations and contexts, which guides a future agenda focused on more robust experimental studies.
Keywords:
Anxiety
Physiological self-regulation
Psychological stress
Technological innovation
Virtual reality
Journal
R
IF:
0.7
Papers:
17
Citations:
191
Organization
No organization information available
