Bibliometric analysis of digital game-based learning research

Digital Game-Based Learning (DGBL) has emerged as a significant research area in educational technology, providing innovative strategies to foster student engagement and improve learning outcomes. This study conducts a bibliometric analysis of DGBL research published between 2014 − 2024, examining publication trends, key research themes, influential authors, and collaboration networks. Using bibliometric tools, we analyse data from major academic databases to identify the most cited publications, prominent journals, and emerging research directions in the field. Drawing data from the Scopus database and utilizing bibliometric tools such as R's Bibliometrix and VOS viewer, the analysis identifies trends in publication growth, citation patterns, author collaborations, and journal prominence. The findings reveal a steady increase in DGBL research, with a strong focus on gamification, adaptive learning, and cognitive skill development. Moreover, the study underscores the importance of interdisciplinary collaboration and technological advancements in shaping the future of DGBL. The results provide valuable insights for educators, researchers, and policymakers, facilitating a deeper understanding of the evolution and impact of DGBL in modern education. Key challenges identified include limited access to technology in educational settings, design complexities in aligning games with pedagogical goals, and difficulties in evaluating learning outcomes through traditional assessment tools. Despite these barriers, the field is expanding rapidly, offering new possibilities for personalized and experiential learning through digital platforms. This bibliometric inquiry offers valuable insights for educators, policymakers, and researchers seeking to maximize the potential of DGBL and encourages future research to explore qualitative and empirical dimensions that complement the current bibliometric findings, thereby deepening the understanding of DGBL’s pedagogical value.

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Publication Details

Journal
Multidisciplinary Reviews
Published
2025-08-11
DOI
https://doi.org/10.31893/multirev.2026086
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Bibliometric analysis of digital game-based learning research

Sri Marmoah, Olzhas B. Kenzhaliyev, Nur Fajrie, Mohd Syaubari Othman et al.
Multidisciplinary Reviews
Educational Games and Gamification
article

Bibliometric analysis of digital game-based learning research

Sri Marmoah, Olzhas B. Kenzhaliyev, Nur Fajrie, Mohd Syaubari Othman, Mohamed Nor Azhari Azman, Hendri Pratama
article en

Abstract

Digital Game-Based Learning (DGBL) has emerged as a significant research area in educational technology, providing innovative strategies to foster student engagement and improve learning outcomes. This study conducts a bibliometric analysis of DGBL research published between 2014 − 2024, examining publication trends, key research themes, influential authors, and collaboration networks. Using bibliometric tools, we analyse data from major academic databases to identify the most cited publications, prominent journals, and emerging research directions in the field. Drawing data from the Scopus database and utilizing bibliometric tools such as R's Bibliometrix and VOS viewer, the analysis identifies trends in publication growth, citation patterns, author collaborations, and journal prominence. The findings reveal a steady increase in DGBL research, with a strong focus on gamification, adaptive learning, and cognitive skill development. Moreover, the study underscores the importance of interdisciplinary collaboration and technological advancements in shaping the future of DGBL. The results provide valuable insights for educators, researchers, and policymakers, facilitating a deeper understanding of the evolution and impact of DGBL in modern education. Key challenges identified include limited access to technology in educational settings, design complexities in aligning games with pedagogical goals, and difficulties in evaluating learning outcomes through traditional assessment tools. Despite these barriers, the field is expanding rapidly, offering new possibilities for personalized and experiential learning through digital platforms. This bibliometric inquiry offers valuable insights for educators, policymakers, and researchers seeking to maximize the potential of DGBL and encourages future research to explore qualitative and empirical dimensions that complement the current bibliometric findings, thereby deepening the understanding of DGBL’s pedagogical value.

Multidisciplinary ReviewsVol. 9(2)
Sebelas Maret University (ID), Sultan Idris Education University (MY), Kazakh-British Technical University (KZ)
Universiti Pendidikan Sultan Idris
Openalex Percentile: Top 71%
Educational Games and Gamification
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