Educational Games and Gamification
Educational Games and Gamification is a research topic within Developmental and Educational Psychology. Science Explorer counts 36k research works in it since 1950. 10.0% of them reached the world's top 10% most cited for their field and year.
This cluster of papers explores the use of gamification, game-based learning, and digital games to enhance education and learning outcomes. It covers topics such as motivation, student engagement, intrinsic motivation, and the impact of gamification on health. The research delves into the effectiveness of various game elements in educational contexts and their influence on learning and instructional design.
- Gamification
- Game-Based Learning
- Digital Games
- Motivation
- Educational Games
- Serious Games
- Learning Outcomes
- Student Engagement
- Intrinsic Motivation
- Health Gamification
- Research works
- 36k fractional, since 1950
- In the world top 10%
- 3.6k per year above
- Top-10% rate
- 10.0% share of its works in the world top 10%
- Growth, 2018-21 → 2022-25
- +57% the tick is no change
- Largest producer
United States
24% of the 10 largest, 2022-now
Which countries lead Educational Games and Gamification research?
By volume, the United States and Indonesia publish the most (1.9k and 1.6k works in 2022-now).
By volume, 2022-now
- 1
United States 1.9k works
- 2
Indonesia 1.6k works
- 3
China 854 works
- 4
Spain 570 works
- 5
Brazil 554 works
- 6
Germany 533 works
- 7
India 526 works
- 8
Malaysia 493 works
- 9
Türkiye 454 works
- 10
United Kingdom 432 works
How concentrated that is
The same countries as shares of everything the list above accounts for. A node where two countries do two thirds of the work and one spread evenly across twelve read alike as a ranking and not at all alike here.
Shares of the rows listed above, not of the whole node.
Which institutions lead Educational Games and Gamification research?
By volume in 2022-now, State University of Malang publishes the most Educational Games and Gamification research, followed by Universiti Teknologi MARA and Indonesia University of Education.
By volume, 2022-now
- 1
State University of Malang
Indonesia 73 works
- 2
Universiti Teknologi MARA
Malaysia 69 works
- 3
Indonesia University of Education
Indonesia 68 works
- 4
Binus University
Indonesia 67 works
- 5
Yogyakarta State University
Indonesia 65 works
- 6
State University of Semarang
Indonesia 54 works
- 7
Centre National de la Recherche Scientifique
France 48 works
- 8
Tecnológico de Monterrey
Mexico 46 works
- 9
National University of Malaysia
Malaysia 45 works
- 10
Sultan Idris Education University
Malaysia 44 works
Who are the leading researchers in Educational Games and Gamification?
The most-cited researchers publishing on Educational Games and Gamification include Elie A. Akl, JoAnn E. Manson and Florian Fischer.
- 1
Elie A. Akl
Canada 313k citations
- 2
JoAnn E. Manson
United States 263k citations
- 3
Florian Fischer
Germany 257k citations
- 4
Ilya Sutskever
Canada 219k citations
- 5
Holger Jens Schünemann
Canada 214k citations
- 6
Demis Hassabis
United Kingdom 199k citations
- 7
Jürgen Schmidhuber
Switzerland 188k citations
- 8
Derek C. Angus
United States 185k citations
Ranked by citations received across their whole record, among researchers with at least three works on this topic.
Where is Educational Games and Gamification research done?
The largest centres of Educational Games and Gamification research in 2022-now are Jakarta (Indonesia), Kuala Lumpur (Malaysia), Bandung (Indonesia) and Yogyakarta (Indonesia). Among places with at least 20 works in it, it is an unusually large share of all research in Vincennes, Durán and Toronto.
Largest cities, 2022-now
Where it is the local speciality
- VincennesUS · 20.0 works59×
- Durán39.6 works33×
- Toronto20.0 works24×
- Tai PoCN · 26.0 works13×
Location quotient: how much more of its research is in Educational Games and Gamification than the world average.
Where is the best place to study Educational Games and Gamification?
Among universities, judged by research, Education University of Hong Kong, University of Hong Kong and National Taiwan University of Science and Technology score highest, combining excellence, specialisation, size, growth and international reach. Research strength is one signal when choosing where to study; it does not measure teaching.
One dot per university in the first ten of the table below, at the default weights. The upper left is the interesting corner: small places doing unusually strong work.
Universities only. The score blends excellence (40%), size (30%), specialisation (10%), growth (10%), international reach (10%), 2022-now; growth compares 2018-21 with 2022-25 and counts up to +20%, since a jump from a small base is mostly noise.
Every institution in Educational Games and Gamification, country by countryIs Educational Games and Gamification research growing?
Output in 2022-2025 was 57% higher than in 2018-2021, peaking in 2025. The fastest-growing topics are Educational Games and Gamification.
The same series as a ribbon: one cell per year, darker for more. The line above answers how much; this answers when.
Its share of all research
Growing output can still be a shrinking share: all of science grows. This is Educational Games and Gamification as a percentage of every work published that year, 0.066% in 2024.
Fractional works of Educational Games and Gamification over all fractional works that year. How the balance of science has shifted.
How much of it reaches the world top 10%
Year by year.
Of each year's works in it, the share that reached the world's 10% most cited for their field and year. A field is the world for its own topics, so there is no other line to hold it against.
Which topics inside it are moving
Growth and decline on one axis around a shared zero. Two lists side by side hide the thing that matters: whether the growth dwarfs the decline, or the other way round.
Discussion
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