International Journal For Multidisciplinary Research

E-ISSN: 2582-2160     Impact Factor: 9.24

A Widely Indexed Open Access Peer Reviewed Multidisciplinary Bi-monthly Scholarly International Journal

Call for Paper Volume 7, Issue 4 (July-August 2025) Submit your research before last 3 days of August to publish your research paper in the issue of July-August.

Bibliometric Analysis of Gamification Research: Trends, Contributions, and Global Impact

Author(s) Dr. KAVITHA A, Dr. MURUGAN C, Dr. KAMALA DEVI K
Country India
Abstract This bibliometric analysis examines research trends in gamification across four key domains such as school level, college level, professional development, and professional education, using data retrieved from the Web of Science database for the period of 2020 to 2024. A total of 365 school level-related, 77 college level-related, 84 professional development, and 124 professional education-related publications were initially retrieved, with duplication removal yielding 210, 60, 44, and 79 records, respectively. The study analyses year-wise distribution, document types, language preferences, influential journals, top contributing institutions, and leading countries in gamification related research. The results indicate a steady increase in gamification-related publications, particularly at school level and professional education, with English being the dominant language. Education and Information Technologies and Sustainability emerge as the most influential journals. Spain, China, and the USA lead in research output, while institutions such as the University of Hong Kong, Universidad de Granada, and the University of Zaragoza make significant contributions. The visualization of keyword co-occurrence in gamification research reveals key themes and trends across school, college, professional development, and professional education contexts, highlighting the impact of gamification on motivation, engagement, and learning outcomes. The findings highlight gamification's growing impact on education and professional training, with potential for further expansion in diverse learning environments.
Keywords Gamification, Bibliometrics, Web of Science, School Level, College Level, Professional Development, Professional Education
Field Arts
Published In Volume 7, Issue 4, July-August 2025
Published On 2025-07-30
DOI https://doi.org/10.36948/ijfmr.2025.v07i04.52240
Short DOI https://doi.org/g9vprt

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