Bibliometric Research on Youth Entertainment Activities in Social Media between 2000 and 2021 from Scopus

The development of information communication and technology have changed the entertainment activities of Youth. This research elucidated the knowledge base of Youth Entertainment Activities in Social Media (YEASM) by applying the bibliometric methods for 531 Scopus articles from 2000 to 2021. The results showed the annual growth trend of publications over time, leading the United States. Small and emerging research groups, contributed to the YEASM related research community between 2017 and 2021. The sources were interested in four published themes, including Cyber behaviour and Cyberpsychology, Human-Computer interaction, Business studies, and Tourism studies. In addition, nine themes in YEASM were explored, of which the two most important topics were about virtual games and the well-being of young people. Besides that, two other concerned themes were gender & internet usage and adolescent enjoyment in social media. Moreover, ten topical topics were addressed, in which COVID-19 context was a new approach in several studies. Overall, this research could be valuable reference information for scientists in determining future research directions.


INTRODUCTION
The innovation of information communication and technology was the driver of the rapid development of social media. The Internet was ubiquitous globally and used for social purposes also personal communication. [1] Social media was one of the revolutionary trends that changed users' habit, [2] e.g., study, work, and entertainment. [1] There was no distance between nations or ethnic groups worldwide when people used digital media technologies. [3] Social media was determined as a group of Internet-based applications built on the ideological and technological foundation of Web 2.0 in which users could create and exchange their content. [4] According to Han 2018, [5] social media was considered a distinct subset of media tools with common traits and characteristics. People could facilitate perceptions of interactions among users, adopting the valuation from their creation contents.
The World Wide Web invention in 1991 had enlarged networked media, formed online communities and created a new global infrastructure for people to communicate. [6] From the late 1990s onward, many online communication platforms had spread out and become popular applications for humans. [7] The initial era of social media started when an early social networking site appeared in "Open Diary" for over 20 years and many new terms, e.g. weblog, blog. [8] Then, the appearance of Web 2.0 applications gave the users many free choices of interaction, collaboration and other kinds of virtual content in social media dialogue. [9] The development of new online social media applications brought a new primary aim to general social purposes. These tended to be the social presence, media richness, and self-presentation/self-disclosure. The virtual social world requires a higher level of self-disclosure that forces users to behave differently. [4] Social media affected various areas, including education, entertainment, politics, ethical issues, and strategic communication. [10] Besides, it impacted people's health in general and specifically on perception, activities and other psychological issues of Youth. [11] The rapid development of TV cab and the Internet brought out various experiments that differ with diverse types of entertainment activities, e.g. video streaming, [12] location-based video gaming [13] or social media poetry. [14] The recent studies were implemented to determine Journal of Scientometric Research, Vol 10, Issue 3, Sep-Dec 2021 2020 [38] was about how cyber parent control their children in using the Internet and providing a safe environment.
Although the scholars researched youth entertainment activities in various fields, the overview of YEASM has not been concerned yet. Therefore, this study aimed to provide valuable information on the knowledge base of YEASM. The specific goals were to answer the following research questions (RQs):

METHODS
We conducted the bibliometrics method in this study. According to Pritchard 1969, [39] this method was popularised applied in many science fields nowadays, [40] e.g. mental health, [41] sustainable constructions, [42] simulations and serious games, [43] speech disorders of preschoolers. [44] Data collect processing The data collection process followed the PRISMA instruction, Preferred Reporting Items for Systematic Reviews and Meta-Analyses, including four steps: identification, screening, eligibility, and included phase. [45] In the first step, all the documents related to social media entertainment activities have been searched. Additions, keywords associated with Youth entertainment, leisure activities on social media were listed (Table 1). These keywords were aggregated based on the social media classification of Kaplan and Haenlein 2010. [4] The Scopus database was chosen for data retrieval by its appropriation to the bibliometrics method and its extensive use in other social science studies, e.g. Pham et al. 2021, [40] Hallinger et al. 2020. [43] On the Scopus search engine, 3,488 documents were referenced (14:30 September 11, 2021) when searching for keywords in the title, abstract and keyword domains.
In the second step, the initial dataset was narrowed in which criteria were determined as follows:

Publication stage: Final and published
Subject areas: Social Sciences, Psychology, Arts and Humanities, Business, Management and Accounting, Health Professions, Economics, Econometrics and Finance the perception, behaviours and level of acceptance when people interact with new social media applications. [15] The benefits of using social media were admitted. Students could seek information materials and other current issues sources, share information or connect to others easily and quickly anytime, anywhere. [16] Besides, social media was considered an excellent channel to educate personal characteristics. [17] Lin et al. 2018 [18] explored that playing online games helped Taiwan students increase emotion, happiness, and comfort in real life. Savela et al. 2020 [19] pointed out that the influence of AR functioned on social interaction enhanced their emotional and social activities and improved their academic outcomes. Besides, entertainment on social media applications allowed people to connect and gather into various groups, e.g. roleplaying games and strategy games improve interaction skills, self-confidence, and risk of acceptance. [20,21] However, if social media is uncontrolled, it could negatively impact personal performance. [22] Youth behaviours such as smoking, bullying or other destructive behaviours were the consequences of some advertisements. [23] The children got sleep disorder syndrome such as tiredness, nightmare, or talking while sleeping, cause of spending too much time watching games and TV shows. [24] The influence of violent games was also a prevalent issue in many decades cause of the tendency to imitation, animation characters or behaviour in real life. [25] Moreover, violent video games increased extremist beliefs, aggressive behaviours. [26,27] Internet addiction was an extremely problem with either children or adults. The scientist estimated that if they used too much of the Internet by laptop, smartphone, or other social media tools, they could get some internet addiction symptoms. [28,29] The phenomenons appeared in men higher than in women, [30] and their characteristics were young, unemployed, students, stress, or often playing games, shopping or watching video games online. [31,32] Some researchers applied bibliometric method analysis to explore the relationship between online games, social media, and Youth. Mustaro and Fortim 2012 [33] concerned young culture in online games between 2007 and 2011. Lopes et al. 2017 [34] studied the influence of Facebook factors in many countries from 2008 onwards. According to Wang et al. 2019, [35] social media applications were used to express themselves. Stehmann 2020 [36] showed six leading online gambling and gaming research streams, including assessment of Internet gaming disorder, neurobiological processes, Internet gambling associated with problem gambling, psychological characteristics, social interaction, and motivation factors. Martí-Parreño 2016 [37] analyzed current researches and evolution of the usefulness of games, e.g. the promising tool to motivate and engage students. A study by Altarturi et al. Relate to entertainment activities on the Internet AND young OR youth OR teen OR "generation z" OR "generation y" OR millennial OR "Generation Alpha" OR "gen z" OR "gen y" OR adolescent OR adult About the age of Youth AND "social media" OR "social network" OR "Tik Tok " OR "virtual world*  There were 2,268 eliminated documents, and the remained dataset included 1,220. In the third step, each record was eligible for which title, abstract, and even full-text documents were checked. Six hundred eighty-nine articles were removed. In the last step, 531 eligibility articles were used for bibliometric analysis. The straightforward process was described in Figure 1.

Data analysis
Due to answer RQs, we used two approaches: statistical analysis and science mapping analysis. Based on the number of articles, the results addressed the publication trend, the most relevant authors, and the most relevant countries in YEASM.
In addition, the citation index was used to list the most relevant scholars. The relationships between the knowledge base objects (e.g. authors, sources, documents) were referred to analyze the science mappings. Co-author analysis was used to identify research groups and the whole YEASM community. Co-citation of sources showed the relationship between journals that explored the main source scopes in YEASM. Otherwise, co-occurrence keywords analysis expressed the co-occurrence of keywords in documents. This method addressed the research themes and topical topics of the knowledge base. The data analysis process was performed with Microsoft Excel, Tableau, R and VOSviewer applications. Microsoft Excel and Tableau were used to visualize the results, Microsoft Excel and R conducted descriptive statistics, and R and VOSviewer created science mappings.

RQ1: How was the published trend of YEASM between 2000 and 2021? Which countries have dominated this domain?
The Scopus indexed publications in YEASM tended to increase between 2000 and 2021. The average annual growth rate was 12.12% per year. Although the annual growth was unstable, the difference between years was insignificant.
Based on the numbers of annual publications, there has been divided into three phases. First, from 2000 to 2010, the annual publication volumes were less than 20. Second, from 2011 to 2016, the annual publications were between 20 and 40 articles. Last, from 2017 to 2021, annual publications were more than 40 articles. There were two notes, the sudden growth of publications in 2020 and the number of publications in 2021 counted at the data collection time.
In the YEASM domain, 64 countries published at least one Scopus indexed article between 2000 and 2021. Figure  2 showed the United States was the leading country in   The collaboration of the YEASM community between 2000 and 2021 was shown in Figure 3. The network in Figure 4 represented 1,534 authors in 482 research groups. The largest group, 24 members, was centrally located, in which Griffiths M.D was labelled in Figure 4. There were two research groups with 12 members, Corbett S.'s group and Riva G.'s group. In addition, the list of authors in Table 2 Table 3. Based on their scopes, most of the leading journals were multidisciplinary journals, excepted Journal of Retailing and Consumer Services và International Journal of Contemporary Hospitality Management. In addition, 13 of 20 journals were ranked Q1 in all majors. There were five journals with at least one primary ranked Q1. The Journal of Internet Commerce majors were ranked in Q2, and the JMIR Serious Games majors were indexed in Q2 and Q3 (Table 3). Besides, these journals' scopes were diverse. Three leading journals were on the computer and human interaction, i.e. Cyberpsychology, Behavior, and Social Networking (ranking #1), Cyberpsychology and Behavior (#2), and Computers in Human Behavior (#3). Other scopes  Based on the co-citations of source analysis, four published themes were explored ( Figure 5)  Continued...    Table 4. First, Cole and Griffiths 2007, [46] 527 citations, concerned the social interaction of players in and out of the game. Second, Dutta-Bergman 2004, [47] 336 citations, found positive communication on the Internet, which helped people gather health and healthy activity information. Third, Smyth 2007, [48] 182 citations, explored the relationships between the different types of video games and health, wellbeing, rest time, social communication, academic outcomes of young people between 18 and 20.
The topics of the listed article in Table 4 were quite varied. Both topics, video games and using social media, were mentioned in five articles. Video game studies were Cole and Griffiths 2007, [46] Smyth 2007, [48] Klimmt, Hartmann and Frey 2007, [49] Rau, Peng and Yang 2006, [50] Dauriat et al. 2011. [51] The topic of social media usage was Tosun 2012, [52] Nikken and Schols 2015, [53] Shaw and Gant 2002, [54] Belch, Krentler and Willis-Flurry 2005, [55] Zhou et al. 2011. [56] Other topics were business, [57][58][59] well-being, [56,60] gender differences. [54,57,61] From the broader perspective, nine themes were identified in the YEASM domain between 2000 and 2021. The results were analyzed from 250 keywords ( Figure 6). The topic location on the thematic map determined its development degree and its relevant degree. The two most important topics were motor themes, upper-right quadrant, #1 Virtual games (included keywords are virtual reality, games, motivation, physical activity) and #2 Well-being of young people (young people, media, happiness, well-being, covid-19    Figure 7. The yellow nodes represented recently published topics. In this way, ten topical ones of YEASM were addressed. The first was concerned with the relationship between youth well-being and gaming in the COVID-19 pandemic (related keywords: relationship, gaming, mobile gaming, screen time, Youth, COVID-19).
The second was about happiness in using social media in COVID-19 (COVID-19, social media, happiness, pleasure, media consumption). Media literacy of generation Z was the third (generation Z, young people, media literacy, fake news, misinformation, competencies). The fourth was gender violence in social media (gender violence, ICT, social media, discourse analysis, cyberbullying). The fifth was loneliness in COVID-19 (loneliness, COVID-19, communication, social interaction). Live streaming in South Korea (live streaming, South Korea) was the sixth. The seventh was online dating (online dating, dating apps, tinder, gender differences, social interaction, online relationships). The eighth was the online purchase intention of millennials (social media, purchase intention, attitude, millennials, online advertising, credibility). The ninth was perceived enjoyment in social media (social media, social interaction, trust, attitude, social presence). The last was sexual health (sexual health, porn, Internet, pleasure, sex).

DISCUSSION
This study provided an overview of the YEASM between 2000 2021, in which data were collected from the Scopus database. Using the bibliometric analysis on a dataset of 531 records showed the trends of research publication, dominant . [65] In addition, 2020 was a breakthrough year of research published in the YEASM domain. In the Covid-19 pandemic context, many social activities have changed the mode of operation, from traditional to online, such as health, society and the economy, [66] including young activities. [67] Besides, most studies have been implemented by researchers from the United States, United Kingdom, Australia. These were the leading countries in terms of technological expertise, [68] advanced technologies (World Population Review, n.d.), and economies. [69] Second, the YEASM community consisted of mainly small groups and recent assemblage. Most groups ( Figure 3)  Third, the main scopes of journals in YEASM concerned cyberpsychology, cyber behaviour, human-computer interaction, business, and tourism studies. Sources related to human-computer interaction have a higher citation index than others (Table 3) because of the differences between research fields. [70] Moreover, new technologies could change the interaction between humans with computers, e.g. voice commands or gestures. Therefore, new research approaches in YEASM could appear and in future.
Forth, online games were one of the most relevant topics in the YEASM domain ( Table 4). The contents focused on the social interaction, [46] exploring the consequences of online games, [48] enjoyment in playing games, [49] time for playing games, [50] motivation to play games. [51] In this topic, scholars tried to find the balance between the positive and negative sides of gamers' emotions, motivations and engagement. [71,72] Fifth, the two most important topics in YEASM were #1 Virtual games and #2 Well-being of young people ( Figure  6). The #1 Virtual games topic had exciting issues, e.g. playing games in the virtual environment to reduce stress, anxiety and pain, [73] improving the creative content of games of Kenya young in the virtual environment, [74] exploring the reason Youth use virtual environments, e.g. virtual games on Facebook, escape real life. [75] The #2 Well-being of young people related motivations in playing mobile games, [13] determining the psychological factors, e.g. loving-kindness, pleasant emotions, improving the user's well-being by an online diary or/and online forum, [76] intimating partner violence on online media in China, [77] users' emotions when using Snapchat, [78] Figuring the relationship between watching the live game streams and their difficult periods in life, [79] between users' psychological well-being and their media usage, [80] between intricacies of young's social media and their happiness or their pleasure activities. [81] Otherwise, in Figure 6, two topics were in between two themes. First, topic #3 Gender Internet usage tended to develop from basic themes to motor themes. Topics #8 Adult enjoyment in social media usage moved from emerging or declining themes to basic ones. These implications were valuable for the community about the research approaches of YEASM in future.
Finally, among ten topical topics, three used Covid-19 pandemic context as a new approach, i.e. relationship between youth well-being and gaming in COVID-19, happiness in using social media in COVID-19, loneliness in COVID-19. The Covid-19 pandemic situation is complicated, so it could be feasible and practical to expand to other YEASM topics. Significantly, the studies on positive well-being strategies to reduce the negative impact of social media or/and Covid-19. [82] Journal of Scientometric Research, Vol 10, Issue 3, Sep-Dec 2021

CONCLUSION
This study used bibliometric methods to explore the knowledge base of the YEASM. The analysis results of 531 Scopus index articles between 2000 and 2021 presented the tendency of annual publications. The predominant countries belonged to the developed countries with economic and science-technology potential. The research community was mainly the small groups that have recently appeared for a few years. Virtual games and the well-being of young people were two essential topics of YEASM. Besides that, among the topical issues, Covid-19 was a new approach in this field. The limitation of this study was data gathering from the unique database; therefore, we suggested further research direction by expanding other information resources, e.g. Web of Sciences, Dimensions, Microsoft Academic, Google Scholar, or/and applied content analysis in collected data.