AI-, VR-, and Exergame-Based Dance and Movement Research on Psychological Outcomes: A Bibliometric and Topic-Modeling Analysis of Thematic Structure and Development
Abstract
1. Introduction
2. Materials and Methods
2.1. Search Strategy and Data Retrieval
2.2. Eligibility Criteria
2.3. Data Analyses
3. Results
3.1. Analysis of Theme Evolution and Frontiers in AI-Driven Decision Support
3.1.1. Analysis of Publication Trends
3.1.2. Keyword Analysis
3.1.3. Country and Institution Analysis
3.1.4. Document and Journal Analysis
3.2. LDA-Based Topic Modeling and Evolutionary Trend Analysis
3.2.1. Perplexity and Coherence Evaluation
3.2.2. Topic Overview and Analysis
3.2.3. Topic Prevalence Distribution and Strength Analysis
3.2.4. Topic Interrelations and Multi-Topic Keyword Bridging
3.2.5. Topic Temporal Evolution Analysis
4. Discussion
4.1. Overview of Main Findings and Contribution
4.2. Thematic Insights: From Movement-Based Interventions to AI-Based Modeling
4.2.1. Dance and Exergaming as Vehicles for Psychological Health
4.2.2. Clinical Rehabilitation and the Underexplored Mental-Health Dimension
4.2.3. AI-Driven Motion and Emotion Recognition as an Emerging Layer
4.3. Practical Implications for Program and Technology Design
4.3.1. Educational and Community Programs
4.3.2. Rehabilitation Practice
4.3.3. AI and VR System Development
4.4. Research Gaps and Future Directions
4.4.1. Thematic Blind Spots in Psychological Outcomes
4.4.2. Study Design, Follow-Up and Reporting
4.4.3. Measurement Quality and Theoretical Integration
4.4.4. Connecting AI-Based Modeling with Real-World Interventions
4.4.5. Diversity of Settings and Populations
4.5. Strengths and Limitations
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| AI | Artificial Intelligence |
| VR | Virtual Reality |
| LDA | Latent Dirichlet Allocation |
| WoS | Web of Science |
| LLR | Log-likelihood ratio |
| C_v | Coherence score |
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| Ranking | Cited Reference | Year | Frequency | Centrality |
|---|---|---|---|---|
| 1 | Active video games to promote physical activity in children and youth: a systematic review | 2010 | 12 | 0.07 |
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| 5 | A meta-analysis of active video games on health outcomes among children and adolescents | 2015 | 9 | 0.08 |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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Wu, M.; Zhang, H.; Li, K.; Lipowski, M.; Hu, W. AI-, VR-, and Exergame-Based Dance and Movement Research on Psychological Outcomes: A Bibliometric and Topic-Modeling Analysis of Thematic Structure and Development. Healthcare 2026, 14, 1662. https://doi.org/10.3390/healthcare14121662
Wu M, Zhang H, Li K, Lipowski M, Hu W. AI-, VR-, and Exergame-Based Dance and Movement Research on Psychological Outcomes: A Bibliometric and Topic-Modeling Analysis of Thematic Structure and Development. Healthcare. 2026; 14(12):1662. https://doi.org/10.3390/healthcare14121662
Chicago/Turabian StyleWu, Mingzhu, Hongfei Zhang, Kunpeng Li, Mariusz Lipowski, and Wenjun Hu. 2026. "AI-, VR-, and Exergame-Based Dance and Movement Research on Psychological Outcomes: A Bibliometric and Topic-Modeling Analysis of Thematic Structure and Development" Healthcare 14, no. 12: 1662. https://doi.org/10.3390/healthcare14121662
APA StyleWu, M., Zhang, H., Li, K., Lipowski, M., & Hu, W. (2026). AI-, VR-, and Exergame-Based Dance and Movement Research on Psychological Outcomes: A Bibliometric and Topic-Modeling Analysis of Thematic Structure and Development. Healthcare, 14(12), 1662. https://doi.org/10.3390/healthcare14121662

