Gamification Research in Sustainable Educational Settings: A Thematic Analysis Approach
DOI:
https://doi.org/10.3991/ijim.v19i23.59119Keywords:
gamification; motivation; science mapping; thematic evolution; bibliometric analysis; SciMAT; sustainable education; educational technology; engagement; learner-centered pedagogyAbstract
Gamification has gained increasing prominence in educational research as a strategy for enhancing learner engagement, motivation, and performance. Despite a growing body of literature, a comprehensive understanding of how gamification themes have evolved over time remains limited. This study conducts a bibliometric and science mapping analysis using SciMAT to examine the thematic evolution of gamification in education based on 3,414 peer-reviewed journal articles indexed in Scopus. The analysis spans three distinct periods—1962–2009, 2010–2019, and 2020–2025—revealing a progression from peripheral and exploratory themes to more mature, theoretically grounded, and diversified research clusters. Key motor themes such as gamification, motivation, and humans persist throughout all periods, while emerging themes include special education, virtual reality, and autonomous learning. The study underscores the field’s conceptual maturation and diversification in response to technological advances and pedagogical shifts, particularly in the post-pandemic era. Findings offer strategic insights for educators, researchers, and policymakers seeking to design inclusive and sustainable gamified learning environments.
References
[1] S. Deterding, D. Dixon, R. Khaled and L. Nacke, “From game design elements to gamefulness: Defining gamification” In Proceedings of the 15th International Academic MindTrek Conference, Tampere, Finland, 28–30 September 2011; pp. 9–15. https://doi.org/10.1145/2181037.2181040
[2] F. Hamari, J. Koivisto and H. Sarsa, “Does gamification work? A literature review of empirical studies on gamification” In Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS), Waikoloa, HI, USA, 6–9 January 2014; pp. 3025–3034. https://doi.org/10.1109/HICSS.2014.377
[3] E. L. Deci and R. M. Ryan, “The “What” and “Why” of goal pursuits: Human needs and the self-determination of behavior” Psychological Inquiry, vol. 11 no. 4, pp. 227–268, 2000. https://doi.org/10.1207/S15327965PLI1104_01
[4] K. Seaborn and D. L. Fels, “Gamification in theory and action: A survey”, International Journal of Human-Computer Studies, vol. 74, pp. 14–31, 2015. https://doi.org/10.1016/j.ijhcs.2014.09.006
[5] I. Caponetto, J. Earp, M. Ott, “Gamification and education: A literature review. In Proceedings of the 8th European Conference on Games Based Learning (ECGBL 2014)”, Berlin, Germany, 9–10 October 2014; De Gloria, A., Ed.; Academic Conferences and Publishing International Limited: Reading, UK, vol. 1, pp. 50–57, 2014.
[6] J. Koivisto and J. Hamari, “The rise of motivational information systems: A review of gamification research”, International Journal of Information Management, vol. 45, pp. 191–210, 2019. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
[7] S. Subhash and E. A. Cudney, “Gamified learning in higher education: A systematic review of the literature”, Computers in Human Behavior, vol. 87, pp. 192–206, 2018. https://doi.org/10.1016/j.chb.2018.05.028
[8] P. Hallinger, and D. Kulophas, “The evolving knowledge base on leadership and teacher professional learning: a bibliometric analysis of the literature 1960-2018”, Professional Development in Education, vol. 46, no. 4, pp. 521-540, 2020. https://doi.org/10.1080/19415257.2019.1623287
[9] M. J. Page, J. E. McKenzie, P. M. Bossuyt, I. Boutron, T. C. Hoffmann, C. D. Mulrow, L. Shamseer, J. M. Tetzlaff, E. A. Akl, S. E. Brennan, et al. “The PRISMA 2020 statement: An updated guideline for reporting systematic reviews”, BMJ, vol. 10, pp. 89–100, 2021. https://doi.org/10.1136/bmj.n71
[10] M. J. Cobo, A. G. López-Herrera, E. Herrera-Viedma and F. Herrera, “SciMAT: A new science mapping analysis software tool”, Journal of the American Society for Information Science and Technology, vol. 63, no. 8, pp. 1609-1630, 2012. https://doi.org/10.1002/asi.22688
[11] M. J. Cobo, A. G. López-Herrera, E. Herrera-Viedma and F. Herrera, “Science mapping software tools: Review, analysis, and cooperative study among tools”, Journal of the American Society for Information Science and Technology, vol. 62, no. 7, pp. 1382-1402, 2011. https://doi.org/10.1002/asi.21525
[12] I. MacFadden, M. Santana, E. Vázquez-Cano and E. López-Meneses, “A science mapping analysis of ‘marginality, stigmatization and social cohesion’ in WoS (1963–2019)”, Quality & Quantity, vol. 55, pp. 275–293, 2021. https://doi.org/10.1007/s11135-020-01004-7
[13] M. K. Sott, L. B. Furstenau, L. M. Kipper, Y. P. R. Rodrigues, J. R. Lopez–Robles, F. D. Giraldo and M. J. Cobo, “Process modeling for smart factories: Using science mapping to understand the strategic themes, main challenges and future trends”, Business Process Management Journal, vol. 27, pp. 1391–1417, 2021. https://doi.org/10.1108/BPMJ-05-2020-0181
[14] M. A. Martinez, M. J. Cobo, M. Herrera and E. Herrera-Viedma, “Analyzing the scientific evolution of social work using science mapping”, Research on Social Work Practice, vol. 25, no. 2, pp. 257-277, 2015. https://doi.org/10.1177%2F1049731514522101
[15] R. N. Landers, “Developing a theory of gamified learning: Linking serious games and gamification of learning”, Simulation & Gaming, vol. 45, no. 6, pp. 752–768, 2015. https://doi.org/10.1177/1046878114563660
[16] H. Naccache, M. Altae, and A. Barham “Enhancing Mathematics Achievement: A Game-Based Learning Intervention in Qatar”, Educational Process: International Journal, vol. 18, e2025481, 2025. https://doi.org/10.22521/edupij.2025.18.481
[17] S. Orhani, and Shatri, “Impact of Computer Games on Learning Concepts in the Subject of Technology with ICT”, Educational Process: International Journal, vol. 17, e2025299, 2025. https://doi.org/10.22521/edupij.2025.17.299
[18] B. P. Arzfi and R. Maria Montessori, “Development of Digital Game Based Learning Model Teaching Materials to Improve Learning Outcomes in Primary Schools”, Educational Process: International Journal, vol. 15, e2025114, 2025. https://doi.org/10.22521/edupij.2025.15.114
[19] Z. Hu, “Game-Based Learning: Alternative Approaches to Teaching and Learning Strategies in Health Sciences Education.”, Educational Process: International Journal, vol. 13, no. 2, pp. 90-104, 2024. https://doi.org/10.22521/edupij.2024.132.6
[20] J. J. Lee and J. Hammer, “Gamification in education: What, how, why bother?” Academic exchange quarterly, vol. 15, no. 2, pp. 146–151, 2011.
[21] T. Karakose, and H. Polat, “Science Mapping of the Knowledge Base on the Effects of Artifcial Intelligence (AI)-Based Chatbots on Student Learning Outcomes: A Bibliometric Study”. In: Lampropoulos, G., Papadakis, S. (eds) Social Robots in Education. Studies in Computational Intelligence, vol. 1194. Springer, Cham., 2025. https://doi.org/10.1007/978-3-031-82915-4_18
[22] A. Mora, D. Riera, C. González, and J. Arnedo-Moreno, “Gamification: A systematic review of design frameworks”, Journal of Computing in Higher Education, vol. 32, pp. 411–437., 2020. https://doi.org/10.1007/s12528-019-0920-1
[23] A. I. Zourmpakis, M. Kalogiannakis, and S. Papadakis, “A review of the literature for designing and developing a framework for adaptive gamification in physics education. In The International Handbook of Physics Education Research: Teaching Physics”, C. Henderson, L. Hsu, E. F. Redish, Eds., American Physical Society and AAPT: College Park, MD, USA, pp. 5-1, 2023. https://doi.org/10.1186/s13643-021-01626-4
[24] T. Karakose and T. Tulubas, “The Role of Educational Leaders in the Age of Artificial Intelligence (AI)”, Educational Process: International Journal, vol. 16, e2025267, 2025. https://doi.org/10.22521/edupij.2025.16.267
[25] R. S. Alsawaier, “The effect of gamification on motivation and engagement”, International Journal of Information and Learning Technology, vol. 35, no. 1, pp. 56–79, 2018. https://doi.org/10.1108/IJILT-02-2017-0009
[26] M. Ozdogru, T. Tulubas, T. Karakose, S. Kanadlı, A. Kardas and S. Papadakis, “How does teacher self-efficacy mediate the relationship between student outcomes and principal leadership for learning? Results from meta-analytic structural equation modelling (MASEM)”, Acta Psychologica, vol. 258, 105144, 2025. https://doi.org/10.1016/j.actpsy.2025.105144
[27] T. Karakose, T. Tülübaş, S. Kanadli, and D. Gurr, “What factors mediate the relationship between principal leadership and teacher professional learning? Evidence from meta-analytic structural equation modelling (MASEM)” Journal of Educational Administration, vol. 63, no. 1, 6376, 2025. https://doi.org/10.1108/JEA0520240160
[28] C. Cheong, J. Filippou and F. Cheong, “Towards the gamification of learning: Investigating student perceptions of game elements” Journal of Information Systems Education, vol. 25, no. 3, pp. 233–244, 2014.
[29] S. Bai, K. F. Hew and B. Huang, “Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts”, Educational Research and Reviews, vol. 30, 100322, 2020. https://doi.org/10.1016/j.edurev.2020.100322
[30] C. Dichev, and D. Dicheva, “Gamifying education: What is known, what is believed and what remains uncertain: A critical review”, International Journal of Educational Technology in Higher Education, vol. 14, no. 9, 2017. https://doi.org/10.1186/s41239-017-0042-5
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Turgut Karakose, Stamatios Papadakis

This work is licensed under a Creative Commons Attribution 4.0 International License.

