Motivation at Play: A Bibliometric Analysis of the Emerging Gamification and Game-Based Learning in Education

The growing use of gamification and game-based learning (GBL) is transforming education by promoting interactivity, engagement, and a learner-centered approach. This paper examines research trends in gamification and GBL, focusing on student motivation and the effectiveness of integrating these methods into curricula. We conducted a bibliometric analysis of research articles from the Scopus database published between 2012 and 2026. VOSviewer software was used to visualize research trends, keyword co-occurrences, research areas, and emerging themes. A qualitative analysis identified common themes. Results show a significant increase in research on gamification and GBL since 2018, with a notable rise after 2020. Network and density visualizations highlight motivation, teaching, and e-learning as primary themes. Time-slicing analysis indicates a shift from technology-centered research to a focus on learner engagement, motivation, e-learning, health education, and remote learning. Emerging topics include augmented reality, serious games, simulation, and escape rooms. The findings emphasize the importance of considering learner motivation and engagement, appropriate technology, instructional level, and educator readiness when implementing gamification and GBL. This study enhances understanding of key areas of focus in educational research on gamification and GBL. The results can inform practitioners, researchers, and policy-makers in the development and implementation of digital learning experiences.

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Publication Details

Journal
Information Management and Business Review
Published
2026-10-26
DOI
https://doi.org/10.22610/imbr.v18i4(i).4942
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Motivation at Play: A Bibliometric Analysis of the Emerging Gamification and Game-Based Learning in Education

Hanitahaiza Hairuddin, Erne Suzila Kassim, Sharidatul Akma Abu Seman, Amira Emir Emir Hisham et al.
Information Management and Business Review
Educational Games and Gamification
article

Motivation at Play: A Bibliometric Analysis of the Emerging Gamification and Game-Based Learning in Education

Hanitahaiza Hairuddin, Erne Suzila Kassim, Sharidatul Akma Abu Seman, Amira Emir Emir Hisham, Amanina Emir Emir Hisham
article en

Abstract

The growing use of gamification and game-based learning (GBL) is transforming education by promoting interactivity, engagement, and a learner-centered approach. This paper examines research trends in gamification and GBL, focusing on student motivation and the effectiveness of integrating these methods into curricula. We conducted a bibliometric analysis of research articles from the Scopus database published between 2012 and 2026. VOSviewer software was used to visualize research trends, keyword co-occurrences, research areas, and emerging themes. A qualitative analysis identified common themes. Results show a significant increase in research on gamification and GBL since 2018, with a notable rise after 2020. Network and density visualizations highlight motivation, teaching, and e-learning as primary themes. Time-slicing analysis indicates a shift from technology-centered research to a focus on learner engagement, motivation, e-learning, health education, and remote learning. Emerging topics include augmented reality, serious games, simulation, and escape rooms. The findings emphasize the importance of considering learner motivation and engagement, appropriate technology, instructional level, and educator readiness when implementing gamification and GBL. This study enhances understanding of key areas of focus in educational research on gamification and GBL. The results can inform practitioners, researchers, and policy-makers in the development and implementation of digital learning experiences.

Information Management and Business ReviewVol. 18(4(I))
Lincoln University College (MY), Universiti Teknologi MARA System (MY), Universiti Teknologi MARA (MY)
Universiti Teknologi MARA
Openalex Percentile: Top 5%
Educational Games and Gamification
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Motivation at Play: A Bibliometric Analysis of the Emerging Gamification and Game-Based Learning in Education — Hanitahaiza Hairuddin, Erne Suzila Kassim, et al. · Information Management and Business Review (2026) | TGRS Research Map | TGRS