Trends in digital game-based learning research: Bibliometric analysis (2001-2021)

The aim of this research is to reveal the global research dynamics of digital game-based learning studies and to contribute to a holistic understanding of the subject area. Within this purpose, the current situation of the field, with its emerging new orientations and its intellectual structure are...

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Veröffentlicht in:Política e Gestão Educacional 2022-12, p.e022168
Hauptverfasser: Karagöz, Beytullah, Ateş, Hüseyin
Format: Artikel
Sprache:eng
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Zusammenfassung:The aim of this research is to reveal the global research dynamics of digital game-based learning studies and to contribute to a holistic understanding of the subject area. Within this purpose, the current situation of the field, with its emerging new orientations and its intellectual structure are examined with an in-depth perspective. Bibliometric analysis and social network analysis were performed on 494 publications published between 2001-2021. As a result of the analysis, the publications in the field were first observed in the WoS database in 2001; it has been determined that the publications have been in an increasing trend starting from the period of 2006-2010. In the common keyword analysis, it was seen that the prominent concepts were "digital game-based learning" and "serious games". It was found that the studies were mainly conducted by researchers from Taiwan and the USA.
ISSN:1519-9029
1519-9029
DOI:10.22633/rpge.v26i00.17726