Table 5.
The top 20 keywords of the co-occurrence frequency.
| Number | Keyword | Count | Centrality |
|---|---|---|---|
| 1 | Video game | 98 | 0.07 |
| 2 | Health | 88 | 0.08 |
| 3 | Children | 87 | 0.22 |
| 4 | Virtual reality | 69 | 0.07 |
| 5 | Physical activity | 69 | 0.14 |
| 6 | Adolescent | 65 | 0.10 |
| 7 | Intervention | 63 | 0.03 |
| 8 | Performance | 58 | 0.09 |
| 9 | Rehabilitation | 51 | 0.05 |
| 10 | Serious game | 51 | 0.00 |
| 11 | Older adult | 47 | 0.07 |
| 12 | Education | 45 | 0.08 |
| 13 | Meta analysis | 41 | 0.05 |
| 14 | Exercise | 40 | 0.10 |
| 15 | Technology | 37 | 0.03 |
| 16 | Game | 37 | 0.04 |
| 17 | Adult | 36 | 0.12 |
| 18 | Care | 35 | 0.05 |
| 19 | Simulation | 35 | 0.03 |
| 20 | Design | 34 | 0.06 |