A bibliometric analysis of digital game-based learning in educational contexts.

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Title: A bibliometric analysis of digital game-based learning in educational contexts.
Authors: Panlong Wang1 767366188@qq.com, Han Yi2 yihan@blcu.edu.cn
Source: Research & Practice in Technology Enhanced Learning. 2025, Vol. 20, p1-24. 24p.
Subject Terms: *Gamification, *Digital learning, *Bibliometrics, *Educational games, Citation networks
Abstract: As an emerging topic, digital game-based learning holds great significance as it revolutionizes traditional modes of education by harnessing engagement and enhancing learning outcomes. We bibliometrically analyzed the current studies of digital game-based learning, aiming to explore the key topics and domains of the trend that may inspire further research and innovations. This study employed VOSviewer to explore the top ten authors, sources, organizations, and countries and established a citation network using clustering techniques in CitNetExplorer to visualize the results. Based on the research, it is found that motivation maintenance, in-game feedback, and post-game motivation are important factors impacting sustainable digital learning. This study proposes a framework comprising three elements--Preparation, Process, and Settlement--aligned with different stages of digital gaming. By integrating factors affecting learners with gaming elements, the framework aims to enhance the effectiveness and sustainability of digital learning. Future research could involve implementing game designs based on our proposed framework to evaluate its effectiveness. Additionally, there is potential to integrate AI to promote learner experiences and optimize learning outcomes. [ABSTRACT FROM AUTHOR]
Copyright of Research & Practice in Technology Enhanced Learning is the property of Asia-Pacific Society for Computers in Education (APSCE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: A bibliometric analysis of digital game-based learning in educational contexts.
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  Data: <searchLink fieldCode="AR" term="%22Panlong+Wang%22">Panlong Wang</searchLink><relatesTo>1</relatesTo><i> 767366188@qq.com</i><br /><searchLink fieldCode="AR" term="%22Han+Yi%22">Han Yi</searchLink><relatesTo>2</relatesTo><i> yihan@blcu.edu.cn</i>
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  Data: <searchLink fieldCode="JN" term="%22Research+%26+Practice+in+Technology+Enhanced+Learning%22">Research & Practice in Technology Enhanced Learning</searchLink>. 2025, Vol. 20, p1-24. 24p.
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  Data: *<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Digital+learning%22">Digital learning</searchLink><br />*<searchLink fieldCode="DE" term="%22Bibliometrics%22">Bibliometrics</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br /><searchLink fieldCode="DE" term="%22Citation+networks%22">Citation networks</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: As an emerging topic, digital game-based learning holds great significance as it revolutionizes traditional modes of education by harnessing engagement and enhancing learning outcomes. We bibliometrically analyzed the current studies of digital game-based learning, aiming to explore the key topics and domains of the trend that may inspire further research and innovations. This study employed VOSviewer to explore the top ten authors, sources, organizations, and countries and established a citation network using clustering techniques in CitNetExplorer to visualize the results. Based on the research, it is found that motivation maintenance, in-game feedback, and post-game motivation are important factors impacting sustainable digital learning. This study proposes a framework comprising three elements--Preparation, Process, and Settlement--aligned with different stages of digital gaming. By integrating factors affecting learners with gaming elements, the framework aims to enhance the effectiveness and sustainability of digital learning. Future research could involve implementing game designs based on our proposed framework to evaluate its effectiveness. Additionally, there is potential to integrate AI to promote learner experiences and optimize learning outcomes. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
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  Group: Ab
  Data: <i>Copyright of Research & Practice in Technology Enhanced Learning is the property of Asia-Pacific Society for Computers in Education (APSCE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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    Identifiers:
      – Type: doi
        Value: 10.58459/rptel.2025.20037
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      – Code: eng
        Text: English
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        PageCount: 24
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    Subjects:
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Digital learning
        Type: general
      – SubjectFull: Bibliometrics
        Type: general
      – SubjectFull: Educational games
        Type: general
      – SubjectFull: Citation networks
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              Text: 2025
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              Y: 2025
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