The Use of Video Games in Language Learning: A Bibliometric Analysis

Advances in technology and changes in the way people entertain themselves have made video games a cultural agent on a par with more traditional games, including language learning. In addition, the use of video games in education is becoming increasingly common and numerous benefits associated with their use have been discovered. The aim of this article is to analyze the search trends in studies dealing with the use of video games in language learning. To this end, a bibliometric analysis was carried out by applying the traditional laws of bibliometrics (Price’s law, Bradford’s law of concentration, Lotka’s law, Zipf’s law and h-index) to documents published in journals indexed in the Core Collection of the Web of Science (WoS). Annual publications between 2009 and 2022 show an exponential growth R2 = 86%. The journals with the most publications are Computer assisted language learning (Taylor & Francis) and Computers and Education (Elsevier). Jie Chi-Yang and Gwo Jen-Hwan were the most cited authors. The United States and Taiwan were the countries with the highest scientific output. The use of video games in language learning has been of particular interest in recent years, with benefits found for students who use them in their classes, although more research is needed to establish criteria and requirements for each video game for its intended purpose.

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Journal
Metrics
Published
2025-07-21
DOI
https://doi.org/10.3390/metrics2030012
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44

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article

The Use of Video Games in Language Learning: A Bibliometric Analysis

Alain Presentación-Muñoz, Miguel Rodal, Jesús Acevedo-Borrega, Alberto González-Fernández
1 citations
Metrics
Educational Games and Gamification
3.44
article

The Use of Video Games in Language Learning: A Bibliometric Analysis

Alain Presentación-Muñoz, Miguel Rodal, Jesús Acevedo-Borrega, Alberto González-Fernández
article en
1 citations

Abstract

Advances in technology and changes in the way people entertain themselves have made video games a cultural agent on a par with more traditional games, including language learning. In addition, the use of video games in education is becoming increasingly common and numerous benefits associated with their use have been discovered. The aim of this article is to analyze the search trends in studies dealing with the use of video games in language learning. To this end, a bibliometric analysis was carried out by applying the traditional laws of bibliometrics (Price’s law, Bradford’s law of concentration, Lotka’s law, Zipf’s law and h-index) to documents published in journals indexed in the Core Collection of the Web of Science (WoS). Annual publications between 2009 and 2022 show an exponential growth R2 = 86%. The journals with the most publications are Computer assisted language learning (Taylor & Francis) and Computers and Education (Elsevier). Jie Chi-Yang and Gwo Jen-Hwan were the most cited authors. The United States and Taiwan were the countries with the highest scientific output. The use of video games in language learning has been of particular interest in recent years, with benefits found for students who use them in their classes, although more research is needed to establish criteria and requirements for each video game for its intended purpose.

MetricsVol. 2(3)
Universidad de Extremadura (ES)
Junta de Extremadura
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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The Use of Video Games in Language Learning: A Bibliometric Analysis — Alain Presentación-Muñoz, Miguel Rodal, et al. · Metrics (2025) | TGRS Research Map | TGRS