Research article    |    Open Access
International Journal on New Trends in Education and Their Implications 2025, Vol. 16(2) 30-44

Bibliometric Analysis of Scientific Trends in Educational Games: A Comprehensive Roadmap and Trend Identification

Serdar ÇİFTCİ

pp. 30 - 44

Publish Date: December 31, 2025  |   Single/Total View: 5/5   |   Single/Total Download: 7/5


Abstract

This study aims to analyze research trends in the field of educational digital games, as indexed in the Web of Science (WOS) database, from 2005 to 2025, using bibliometric analysis. A total of 906 publications were analyzed, with their distribution over the years, author productivity, country contributions, citation impact, keyword networks, and emerging trend themes assessed. The findings indicate that the number of publications in the field has increased significantly, notably since 2016, and that interest in digital learning and game-based instruction has risen rapidly since 2020, primarily due to the COVID-19 pandemic. Spain, China, and Taiwan are among the most productive countries, while the researchers with the most publications include Martí-Parreño J., Hwang G.J., and Hamari J. The keyword occurrence network showed that research on educational digital games mainly focuses on the concepts of “gamification”, "motivation", "learning outcomes", and "student engagement". Based on trend analysis, "virtual reality", "self-determination theory", and "student engagement" are the fastest-growing themes in recent years. In contrast, "educational games", "computer games", and "e-learning" are established themes that form the traditional foundation of the field but currently attract less interest. The results indicate that the field of educational digital games is experiencing a theoretical and pedagogical shift driven by technological advances. While early studies focused on hardware and content design, current research emphasizes student experience, motivation, and sustainable learning. These findings suggest that future game-based learning research will be shaped by virtual reality, self-determination theory, and experiential teaching methods.

Keywords: Educational digital games, gamification, motivation, bibliometric analysis, trend analysis


How to Cite this Article?

APA 7th edition
CIFTCI, S. (2025). Bibliometric Analysis of Scientific Trends in Educational Games: A Comprehensive Roadmap and Trend Identification. International Journal on New Trends in Education and Their Implications, 16(2), 30-44.

Harvard
CIFTCI, S. (2025). Bibliometric Analysis of Scientific Trends in Educational Games: A Comprehensive Roadmap and Trend Identification. International Journal on New Trends in Education and Their Implications, 16(2), pp. 30-44.

Chicago 16th edition
CIFTCI, Serdar (2025). "Bibliometric Analysis of Scientific Trends in Educational Games: A Comprehensive Roadmap and Trend Identification". International Journal on New Trends in Education and Their Implications 16 (2):30-44.

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