Mapping gamification in the LIS context: A bibliometric analysis of the research landscape, gaps, and future directions

Gamification has emerged as a transformative approach in the library and information science (LIS) context, enabling a shift from passive information provision to interactive, user-centered learning environments. Despite its growing adoption, the literature remains fragmented and lacks a comprehensive synthesis of its intellectual structure and development. To address this gap, this study employs a bibliometric analysis guided by the PRISMA framework to examine the evolution of gamification research in LIS. Drawing on a curated dataset of high-quality, indexed publications, the findings reveal a clear chronological progression from early exploratory studies to a rapidly expanding, mature field, particularly following the digital transformation accelerated by the COVID-19 pandemic. The analysis identifies a core body of influential studies, while thematic analysis highlights key research clusters related to pedagogy, service design, digital ecosystems, and user engagement. The evolutionary analysis indicates a shift toward structured pedagogical approaches and immersive, technology-driven applications. The study also identifies critical gaps, including limited theoretical integration, a lack of longitudinal and cross-contextual research, and insufficient attention to ethical and organizational dimensions. This study provides a comprehensive bibliometric mapping of gamification, offering a structured understanding of its intellectual landscape and future research directions. The findings highlight the need for theory-driven frameworks and offer practical insights for developing user-centered, ethically grounded, and strategically integrated gamified library services.

Authors

Institutions

Publication Details

Journal
Journal of Librarianship and Information Science
Published
2026-07-30
DOI
https://doi.org/10.1177/09610006261465453
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Mapping gamification in the LIS context: A bibliometric analysis of the research landscape, gaps, and future directions

Mohamed Aboelmaged, Gharib Hashem, Moyassar Al-Taie, Rana Mohamad Albatarni et al.
Journal of Librarianship and Information Science
Educational Games and Gamification
article

Mapping gamification in the LIS context: A bibliometric analysis of the research landscape, gaps, and future directions

Mohamed Aboelmaged, Gharib Hashem, Moyassar Al-Taie, Rana Mohamad Albatarni, Walaa Wahid ElKelish
article en

Abstract

Gamification has emerged as a transformative approach in the library and information science (LIS) context, enabling a shift from passive information provision to interactive, user-centered learning environments. Despite its growing adoption, the literature remains fragmented and lacks a comprehensive synthesis of its intellectual structure and development. To address this gap, this study employs a bibliometric analysis guided by the PRISMA framework to examine the evolution of gamification research in LIS. Drawing on a curated dataset of high-quality, indexed publications, the findings reveal a clear chronological progression from early exploratory studies to a rapidly expanding, mature field, particularly following the digital transformation accelerated by the COVID-19 pandemic. The analysis identifies a core body of influential studies, while thematic analysis highlights key research clusters related to pedagogy, service design, digital ecosystems, and user engagement. The evolutionary analysis indicates a shift toward structured pedagogical approaches and immersive, technology-driven applications. The study also identifies critical gaps, including limited theoretical integration, a lack of longitudinal and cross-contextual research, and insufficient attention to ethical and organizational dimensions. This study provides a comprehensive bibliometric mapping of gamification, offering a structured understanding of its intellectual landscape and future research directions. The findings highlight the need for theory-driven frameworks and offer practical insights for developing user-centered, ethically grounded, and strategically integrated gamified library services.

Journal of Librarianship and Information Science
University of Sharjah (AE), Arab Open University (EG), Helwan University (EG)
Openalex Percentile: Top 5%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.