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. 21.4% 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%
- 7.7k per year above
- Top-10% rate
- 21.4% share of its works in the world top 10%
- Growth, 2013–17 → 2018–22
- +63% the tick is no change
Which countries lead Educational Games and Gamification research?
By volume, the United States and Indonesia publish the most (1.7k and 1.4k works in 2022–2025).
By volume, 2022–2025
- 1 United States 1.7k works
- 2 Indonesia 1.4k works
- 3 China 624 works
- 4 Spain 512 works
- 5 Germany 489 works
- 6 Brazil 486 works
- 7 India 439 works
- 8 Malaysia 432 works
- 9 Türkiye 411 works
- 10 United Kingdom 381 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 2022–2025, State University of Malang publishes the most Educational Games and Gamification research, followed by Indonesia University of Education and Binus University.
By volume, 2022–2025
- 1 State University of Malang Indonesia 68 works
- 2 Indonesia University of Education Indonesia 61 works
- 3 Binus University Indonesia 61 works
- 4 Yogyakarta State University Indonesia 60 works
- 5 Universiti Teknologi MARA Malaysia 59 works
- 6 State University of Semarang Indonesia 49 works
- 7 Tecnológico de Monterrey Mexico 43 works
- 8 State University of Padang Indonesia 41 works
- 9 National University of Malaysia Malaysia 40 works
- 10 Sultan Idris Education University Malaysia 38 works
Who are the leading researchers in Educational Games and Gamification?
The most-cited researchers publishing on Educational Games and Gamification include Richard E. Mayer and Mark D. Griffiths.
- 1 Richard E. Mayer 4.7k citations
- 2 Mark D. Griffiths 3.3k 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 2022–2025 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, 2022–2025
- 1 Jakarta Indonesia 154 works
- 2 Kuala Lumpur Malaysia 137 works
- 3 Bandung Indonesia 130 works
- 4 Yogyakarta Indonesia 111 works
- 5 Beijing China 106 works
- 6 Malang Indonesia 106 works
- 7 Semarang Indonesia 94 works
- 8 Surabaya Indonesia 90 works
- 9 Taipei Taiwan 90 works
- 10 São Paulo Brazil 87 works
Where it is the local speciality
- VincennesUS · 20.0 works60×
- Durán31.1 works33×
- Toronto20.0 works25×
- Tai PoCN · 22.8 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 Yunlin 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 table below. The upper left is the interesting corner: small places doing unusually strong work.
| # | University | Score | Top 10% | Specialisation | Works | Growth |
|---|---|---|---|---|---|---|
| 1 | Education University of Hong Kong Hong Kong | 72.6 | 60.0% | 13.3× | 23 | -20.6% |
| 2 | University of Hong Kong Hong Kong | 72.3 | 56.1% | 3.1× | 32 | +363.9% |
| 3 | National Yunlin University of Science and Technology Taiwan | 69.4 | 41.3% | 10.8× | 12 | +262.2% |
| 4 | Tecnológico de Monterrey Mexico | 68.4 | 15.2% | 13.9× | 43 | +366.3% |
| 5 | Tampere University Finland | 66.6 | 37.5% | 8.8× | 29 | +114.9% |
| 6 | National Taiwan University of Science and Technology Taiwan | 66.3 | 44.8% | 12.1× | 28 | +9.6% |
| 7 | University of West Attica Greece | 65.7 | 61.2% | 8.7× | 14 | — |
| 8 | Binus University Indonesia | 65.2 | 13.8% | 9.4× | 61 | +882.0% |
| 9 | University of Aveiro Portugal | 64.2 | 26.8% | 7.7× | 29 | +304.2% |
| 10 | Sultan Idris Education University Malaysia | 63.0 | 9.4% | 15.8× | 38 | +322.1% |
Universities only. Score blends excellence (30%), specialisation (25%), size (20%), growth (15%) and international reach (10%), 2015–2022; growth compares 2010–14 with 2015–19.
Is Educational Games and Gamification research growing?
Output in 2018–2022 was 63% higher than in 2013–2017, 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.
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.