Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023)

Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core databases. Using specific selection criteria, 364 studies published between 2008 and 2023 were identified for analysis. The findings revealed the following: (a) research on DGBVL has demonstrated considerable growth in recent years, highlighting its high potential; (b) the United States, Taiwan, Mainland China, and Hong Kong emerged as the most prolific contributors to publications in this area; and (c) major research clusters include vocabulary learning, classroom teaching improvement, WhatsApp, augmented reality (AR), and other related topics. This review offers valuable insights for scholars and researchers in DGBVL, fostering further advancements in this field.

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Publication Details

Journal
International Journal of Computer-Assisted Language Learning and Teaching
Published
2025-01-09
DOI
https://doi.org/10.4018/ijcallt.366656
Citations
2
Primary Topic
Second Language Acquisition and Learning
Type
article
Field-Weighted Citation Impact
6.89
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article

Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023)

Kean Wah Lee, Junjie Gavin Wu, Zhaoyang Xiong
2 citations
International Journal of Computer-Assisted Language Learning and Teaching
Second Language Acquisition and Learning
6.89
article

Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023)

Kean Wah Lee, Junjie Gavin Wu, Zhaoyang Xiong
article en
2 citations

Abstract

Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core databases. Using specific selection criteria, 364 studies published between 2008 and 2023 were identified for analysis. The findings revealed the following: (a) research on DGBVL has demonstrated considerable growth in recent years, highlighting its high potential; (b) the United States, Taiwan, Mainland China, and Hong Kong emerged as the most prolific contributors to publications in this area; and (c) major research clusters include vocabulary learning, classroom teaching improvement, WhatsApp, augmented reality (AR), and other related topics. This review offers valuable insights for scholars and researchers in DGBVL, fostering further advancements in this field.

International Journal of Computer-Assisted Language Learning and TeachingVol. 14(1)
University of Nottingham Malaysia Campus (MY), Macao Polytechnic University (MO)
Quality Education
Openalex Percentile: Top 5%
Second Language Acquisition and Learning
6.89
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Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023) — Kean Wah Lee, Junjie Gavin Wu, et al. · International Journal of Computer-Assisted Language Learning and Teaching (2025) | TGRS Research Map | TGRS