Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021

Objective Extended reality technologies (e.g. virtual reality (VR), augmented reality (AR) and mixed reality (MR)) are gaining popularity in sports owing to their unique advantages. This study aims to analyse the progress of the application of extended reality technology in sports and reveal its coo...

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Main Authors: Jie Zhao, Jie Mao, Jing Tan
Format: Article
Language:English
Published: SAGE Publishing 2022-10-01
Series:Digital Health
Online Access:https://doi.org/10.1177/20552076221131141
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author Jie Zhao
Jie Mao
Jing Tan
author_facet Jie Zhao
Jie Mao
Jing Tan
author_sort Jie Zhao
collection DOAJ
description Objective Extended reality technologies (e.g. virtual reality (VR), augmented reality (AR) and mixed reality (MR)) are gaining popularity in sports owing to their unique advantages. This study aims to analyse the progress of the application of extended reality technology in sports and reveal its cooperative features, research hotspots and development trends. Methods We searched the literature in the Web of Science Core Collection (WoSCC) database within the period 2000 to 2021 and conducted a bibliometric analysis. The analysis methods included statistical, co-occurrence, hierarchical clustering and social network analyses. Results A total of 340 articles were gathered. The literature related to its research showed an increasing trend over time. The paper collaboration rate was 90.88% (309/340 papers), and the degree of author collaboration was 3.96 (1345/340). VR was found to be the most productive journal, and Queen's University Belfast was the most productive institution. The United States, China and the United Kingdom were the three main contributors to the field. The foundational themes in sports extended reality research were (i) sports games and extended reality systems, (ii) virtual simulation devices and artificial intelligence, (iii) sports training and performance and (iv) age-appropriate physical activity, sports rehabilitation and physical education. Conclusion The level of author collaboration was low, but the degree of author collaboration is largely on the rise. The closeness of the collaboration between institutions and countries was also low. In addition, the subject of sport extended reality is relatively fragmented. Therefore, more research is needed to strengthen it in the future.
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spelling doaj.art-a0a31f48689e433eab176d27f38bbccd2022-12-22T03:32:04ZengSAGE PublishingDigital Health2055-20762022-10-01810.1177/20552076221131141Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021Jie ZhaoJie MaoJing TanObjective Extended reality technologies (e.g. virtual reality (VR), augmented reality (AR) and mixed reality (MR)) are gaining popularity in sports owing to their unique advantages. This study aims to analyse the progress of the application of extended reality technology in sports and reveal its cooperative features, research hotspots and development trends. Methods We searched the literature in the Web of Science Core Collection (WoSCC) database within the period 2000 to 2021 and conducted a bibliometric analysis. The analysis methods included statistical, co-occurrence, hierarchical clustering and social network analyses. Results A total of 340 articles were gathered. The literature related to its research showed an increasing trend over time. The paper collaboration rate was 90.88% (309/340 papers), and the degree of author collaboration was 3.96 (1345/340). VR was found to be the most productive journal, and Queen's University Belfast was the most productive institution. The United States, China and the United Kingdom were the three main contributors to the field. The foundational themes in sports extended reality research were (i) sports games and extended reality systems, (ii) virtual simulation devices and artificial intelligence, (iii) sports training and performance and (iv) age-appropriate physical activity, sports rehabilitation and physical education. Conclusion The level of author collaboration was low, but the degree of author collaboration is largely on the rise. The closeness of the collaboration between institutions and countries was also low. In addition, the subject of sport extended reality is relatively fragmented. Therefore, more research is needed to strengthen it in the future.https://doi.org/10.1177/20552076221131141
spellingShingle Jie Zhao
Jie Mao
Jing Tan
Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021
Digital Health
title Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021
title_full Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021
title_fullStr Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021
title_full_unstemmed Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021
title_short Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021
title_sort global trends and hotspots in research on extended reality in sports a bibliometric analysis from 2000 to 2021
url https://doi.org/10.1177/20552076221131141
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AT jiemao globaltrendsandhotspotsinresearchonextendedrealityinsportsabibliometricanalysisfrom2000to2021
AT jingtan globaltrendsandhotspotsinresearchonextendedrealityinsportsabibliometricanalysisfrom2000to2021