Contemplating and Visualizing Gameful Experience (GAMEX) in Education Through Bibliometric Analysis of Literature

Gameful experience (GAMEX) refers to integrating game-like elements and mechanics into educational contexts to enhance engagement, motivation, and learning outcomes. The purpose of utilizing bibliometric literature analysis is to explore the publication trends and thematic clusters and identify critical areas of focus, influential researchers and publications, and gaps in the current state of GAMEX research. We developed a research question to understand the trends related to GAMEX in education thoroughly. To achieve the aims of this study, we collected data from the Scopus database. The dataset in the study comprises 90 documents with a timespan of 2005 to 2024. Further, R-studio software is used to tabulate and visualize the analyzed data. The key findings indicate prominent research growth trends, with countries like Spain and Finland leading contributors to the quantity and impact of research publications in this field. The benefits of GAMEX in education are well-supported due to its ability to foster soft skills. For upskilling, educational institutions train faculty members to integrate online activities within the course content for students' digital skills development.

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Publication Details

Published
2025-01-15
DOI
https://doi.org/10.1109/lt64002.2025.10940878
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.33
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article

Contemplating and Visualizing Gameful Experience (GAMEX) in Education Through Bibliometric Analysis of Literature

Asad Abbas, Mehul Mahrishi
3 citations
Educational Games and Gamification
10.33
article

Contemplating and Visualizing Gameful Experience (GAMEX) in Education Through Bibliometric Analysis of Literature

Asad Abbas, Mehul Mahrishi
article en
3 citations

Abstract

Gameful experience (GAMEX) refers to integrating game-like elements and mechanics into educational contexts to enhance engagement, motivation, and learning outcomes. The purpose of utilizing bibliometric literature analysis is to explore the publication trends and thematic clusters and identify critical areas of focus, influential researchers and publications, and gaps in the current state of GAMEX research. We developed a research question to understand the trends related to GAMEX in education thoroughly. To achieve the aims of this study, we collected data from the Scopus database. The dataset in the study comprises 90 documents with a timespan of 2005 to 2024. Further, R-studio software is used to tabulate and visualize the analyzed data. The key findings indicate prominent research growth trends, with countries like Spain and Finland leading contributors to the quantity and impact of research publications in this field. The benefits of GAMEX in education are well-supported due to its ability to foster soft skills. For upskilling, educational institutions train faculty members to integrate online activities within the course content for students' digital skills development.

Institute of Technology Management (IN), Tecnológico de Monterrey (MX)
Quality Education
Openalex Percentile: Top 2%
Educational Games and Gamification
10.33
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Contemplating and Visualizing Gameful Experience (GAMEX) in Education Through Bibliometric Analysis of Literature — Asad Abbas, Mehul Mahrishi · (2025) | TGRS Research Map | TGRS