Mapping Research Trends in Gamification and the Development of Playful Elements for Children

<p>This study analyzes current research trends in the development of playful elements and the application of gamification strategies to social projects for children. A systematic review of 1,810 articles (published between 2020 and 2025) retrieved from the Scopus and Web of Science databases was conducted, followed by bibliometric and content analyses to identify topics, authors, countries, areas of knowledge, and emerging trends in this interdisciplinary field. The results reveal sustained growth in scientific production since 2020, with participation from countries such as China, Germany, Finland, Spain, and Ecuador. The most recurring themes are educational gamification, game-based learning, the use of immersive technologies such as augmented reality, and initiatives related to children’s health and cultural preservation. The analysis revealed six key themes: educational gamification, immersive technologies applied to teaching, preservation of cultural heritage through playful tools, children’s health and gamified rehabilitation, community participation in educational processes, and development of social–emotional skills through play, which shows a strong pedagogical and cultural orientation of the research. Likewise, consolidated co-authorship networks were identified, mainly between Asian and European countries. At the same time, in Latin America, particularly in Ecuador, an emerging line of development in this work can be observed. The mapping reveals that global and Latin American research is mostly based on digital solutions, highlighting a gap in the development of physical game materials for low-connectivity contexts. The findings serve as guides for the design of culturally contextualized pedagogical methodologies in the educational realities of marginalized communities in the Global South.</p>

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Publication Details

Journal
The International Journal of Technology Knowledge and Society
Published
2026-06-17
DOI
https://doi.org/10.18848/1832-3669/cgp/a1036
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Mapping Research Trends in Gamification and the Development of Playful Elements for Children

Beatriz García Prósper, Elizabeth Stefanía Elizalde Ríos, Patricia Rodrigo
The International Journal of Technology Knowledge and Society
Educational Games and Gamification
article

Mapping Research Trends in Gamification and the Development of Playful Elements for Children

Beatriz García Prósper, Elizabeth Stefanía Elizalde Ríos, Patricia Rodrigo
article en

Abstract

<p>This study analyzes current research trends in the development of playful elements and the application of gamification strategies to social projects for children. A systematic review of 1,810 articles (published between 2020 and 2025) retrieved from the Scopus and Web of Science databases was conducted, followed by bibliometric and content analyses to identify topics, authors, countries, areas of knowledge, and emerging trends in this interdisciplinary field. The results reveal sustained growth in scientific production since 2020, with participation from countries such as China, Germany, Finland, Spain, and Ecuador. The most recurring themes are educational gamification, game-based learning, the use of immersive technologies such as augmented reality, and initiatives related to children’s health and cultural preservation. The analysis revealed six key themes: educational gamification, immersive technologies applied to teaching, preservation of cultural heritage through playful tools, children’s health and gamified rehabilitation, community participation in educational processes, and development of social–emotional skills through play, which shows a strong pedagogical and cultural orientation of the research. Likewise, consolidated co-authorship networks were identified, mainly between Asian and European countries. At the same time, in Latin America, particularly in Ecuador, an emerging line of development in this work can be observed. The mapping reveals that global and Latin American research is mostly based on digital solutions, highlighting a gap in the development of physical game materials for low-connectivity contexts. The findings serve as guides for the design of culturally contextualized pedagogical methodologies in the educational realities of marginalized communities in the Global South.</p>

The International Journal of Technology Knowledge and Society
Polytechnic University of Puerto Rico (PR), Universitat Politècnica de València (ES)
Openalex Percentile: Top 5%
Educational Games and Gamification
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