GAME-BASED ENGLISH LANGUAGE LEARNING: RESEARCH TRENDS AND KNOWLEDGE MAPPING THROUGH BIBLIOMETRIC ANALYSIS

Authors

DOI:

https://doi.org/10.35631/IJMOE.829085

Keywords:

Game-Based Learning, English Language Learning, ESL, EFL

Abstract

The integration of game-based learning (GBL) into English language education has gained significant scholarly attention over the past two decades, reflecting both the rapid growth of digital technologies and the urgent need to enhance learner motivation, engagement, and proficiency. Despite the increasing body of literature, few studies have systematically mapped the global research landscape to identify trends, influential works, and emerging themes in this field. Addressing this gap, the present study conducts a bibliometric analysis of research on game-based approaches in English language learning, aiming to provide a comprehensive overview of its development and intellectual structure. Data were collected using the Scopus advanced search function with the keywords “Game-Based Learning” and “English Language Learning,” yielding a final dataset of 445 documents. To ensure accuracy, the dataset was cleaned and standardized using OpenRefine before further analysis. Descriptive statistics and publication trends were generated through Scopus Analyzer, while network visualizations of co-authorship, co-citation, and keyword co-occurrence were produced using VOSviewer software. The results reveal steady growth in publications since 2005, with a sharp increase after 2020, peaking in 2024. This reflects the heightened interest in digital pedagogy during and after the COVID-19 pandemic. Taiwan, China, and Malaysia emerged as leading contributors, while highly cited works emphasized the impact of mobile, virtual, and gamified learning environments on motivation, vocabulary acquisition, and communicative competence. Co-occurrence keyword analysis highlighted six thematic clusters, including pedagogy, learner motivation, technology integration, and vocabulary learning, underscoring the field’s multidisciplinary nature. Overall, this study contributes to the body of knowledge by mapping global patterns, identifying research hotspots, and highlighting opportunities for future inquiry into the evolving role of GBL in English language learning. 

 

Downloads

Download data is not yet available.

References

Al-Khoury, A., Hussein, S. A., Abdulwhab, M., Aljuboori, Z. M., Haddad, H., Ali, M. A., Abed, I. A., & Flayyih, H. H. (2022). Intellectual Capital History and Trends: A Bibliometric Analysis Using Scopus Database. Sustainability (Switzerland), 14(18). https://doi.org/10.3390/su141811615

Alves, J. L., Borges, I. B., & De Nadae, J. (2021). Sustainability in complex projects of civil construction: Bibliometric and bibliographic review. Gestao e Producao, 28(4). https://doi.org/10.1590/1806-9649-2020v28e5389

Andersson, S. (2022). Japan university EFL students’ experience, attitudes, and perceived effectiveness of watching gameplay for language-learning purposes. JALT CALL Journal, 18(3), 412–443. https://doi.org/10.29140/jaltcall.v18n3.764

Appio, F. P., Cesaroni, F., & Di Minin, A. (2014). Visualizing the structure and bridges of the intellectual property management and strategy literature: a document co-citation analysis. Scientometrics, 101(1), 623–661. https://doi.org/10.1007/s11192-014-1329-0

Assyakur, D. S., & Rosa, E. M. (2022). Spiritual Leadership in Healthcare: A Bibliometric Analysis. Jurnal Aisyah : Jurnal Ilmu Kesehatan, 7(2). https://doi.org/10.30604/jika.v7i2.914

Chen, Y.-L., & Hsu, C.-C. (2020). Self-regulated mobile game-based English learning in a virtual reality environment. Computers and Education, 154. https://doi.org/10.1016/j.compedu.2020.103910

di Stefano, G., Peteraf, M., & Veronay, G. (2010). Dynamic capabilities deconstructed: A bibliographic investigation into the origins, development, and future directions of the research domain. Industrial and Corporate Change, 19(4), 1187–1204. https://doi.org/10.1093/icc/dtq027

Fahimnia, B., Sarkis, J., & Davarzani, H. (2015). Green supply chain management: A review and bibliometric analysis. In International Journal of Production Economics (Vol. 162, pp. 101–114). https://doi.org/10.1016/j.ijpe.2015.01.003

Frolli, A., Cerciello, F., Esposito, C., Russo, M., & Bisogni, F. (2023). Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach. Pediatric Reports, 15(3), 502–511. https://doi.org/10.3390/pediatric15030046

Gu, D., Li, T., Wang, X., Yang, X., & Yu, Z. (2019). Visualizing the intellectual structure and evolution of electronic health and telemedicine research. International Journal of Medical Informatics, 130. https://doi.org/10.1016/j.ijmedinf.2019.08.007

Hwang, G.-J., Hsu, T.-C., Lai, C.-L., & Hsueh, C.-J. (2017). Interaction of problem-based gaming and learning anxiety in language students’ English listening performance and progressive behavioral patterns. Computers and Education, 106, 26–42. https://doi.org/10.1016/j.compedu.2016.11.010

Hwang, W.-Y., Shih, T. K., Ma, Z.-H., Shadiev, R., & Chen, S.-Y. (2016). Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer Assisted Language Learning, 29(4), 639–657. https://doi.org/10.1080/09588221.2015.1016438

Khiste, G. P., & Paithankar, R. R. (2017). Analysis of Bibliometric term in Scopus. International Research Journal, 01(32), 78–83.

Lin, C.-J., Hwang, G.-J., Fu, Q.-K., & Cao, Y.-H. (2020). Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach. Computers and Education, 152. https://doi.org/10.1016/j.compedu.2020.103876

Lin, D. T. A., Ganapathy, M., & Manjet, M. (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Sciences and Humanities, 26(1), 565–582. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85045525024&partnerID=40&md5=2f289beb827fad108109309ed6388c45

Liu, T.-Y., & Chu, Y.-L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers and Education, 55(2), 630–643. https://doi.org/10.1016/j.compedu.2010.02.023

Peterson, M. (2010). Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning, 23(5), 429–439. https://doi.org/10.1080/09588221.2010.520673

Rajendran, M., Ray, M., Ilangovan, A., Xavier, Y. C. S., & Parthasarathy, G. (2025). Game-based learning and its impact on students’ motivation and academic performance. Multidisciplinary Reviews, 8(3). https://doi.org/10.31893/multirev.2025074

Ray, M., & Ilangovan, A. (2024). Digital Game-Based Learning in Higher Education: ESL Teachers and Students Perceptions. World Journal of English Language, 14(5), 638–653. https://doi.org/10.5430/wjel.v14n5p638

Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 38–57. https://doi.org/10.1017/S0958344014000226

Thanyawatpokin, B., & Vollmer, C. (2022). Language Learner Identity and Games and Gamification in the Language Learning Classroom: Observations from the Japanese Context. In English Language Education (Vol. 24, pp. 323–344). Springer Science and Business Media B.V. https://doi.org/10.1007/978-3-030-91881-1_16

Van Eck, N. J., & Waltman, L. (2010). Software survey: VOSviewer, a computer program for bibliometric mapping. Scientometrics, 84(2), 523–538. https://doi.org/10.1007/s11192-009-0146-3

Van Eck, N. J., & Waltman, L. (2017). Citation-based clustering of publications using CitNetExplorer and VOSviewer. Scientometrics, 111(2), 1053–1070. https://doi.org/10.1007/s11192-017-2300-7

Van Eck, N. J., & Waltman, L. (2007). Bibliometric mapping of the computational intelligence field. International Journal of Uncertainty, Fuzziness and Knowldege-Based Systems, 15(5), 625–645. https://doi.org/10.1142/S0218488507004911

Vandercruysse, S., Vandewaetere, M., Cornillie, F., & Clarebout, G. (2013). Competition and students’ perceptions in a game-based language learning environment. Educational Technology Research and Development, 61(6), 927–950. https://doi.org/10.1007/s11423-013-9314-5

Verbeek, A., Debackere, K., Luwel, M., & Zimmermann, E. (2002). Measuring progress and evolution in science and technology - I: The multiple uses of bibliometric indicators. International Journal of Management Reviews, 4(2), 179–211. https://doi.org/10.1111/1468-2370.00083

Wu, Y. C. J., & Wu, T. (2017). A decade of entrepreneurship education in the Asia Pacific for future directions in theory and practice. In Management Decision (Vol. 55, Issue 7, pp. 1333–1350). https://doi.org/10.1108/MD-05-2017-0518

Yang, J. C., Chen, C. H., & Jeng, M. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers and Education, 55(3), 1346–1356. https://doi.org/10.1016/j.compedu.2010.06.005

Yang, Q.-F., Chang, S.-C., Hwang, G.-J., & Zou, D. (2020). Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students’ English vocabulary learning performance, anxiety and behaviors. Computers and Education, 148. https://doi.org/10.1016/j.compedu.2020.103808

Downloads

Published

31-03-2026

How to Cite

Ismail, R., & Abd. Rahman, S. F. (2026). GAME-BASED ENGLISH LANGUAGE LEARNING: RESEARCH TRENDS AND KNOWLEDGE MAPPING THROUGH BIBLIOMETRIC ANALYSIS. INTERNATIONAL JOURNAL OF MODERN EDUCATION (IJMOE), 8(29), 1417–1432. https://doi.org/10.35631/IJMOE.829085