Vol.14, No.1, February 2025.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


Research on Serious Games: Bibliometric Study of Current Status and Future Trends

 

Bexi Perdomo, Carlos Pérez Pérez

 

© 2025 Bexi Perdomo, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 14, Issue 1, Pages 805-815, ISSN 2217-8309, DOI: 10.18421/TEM141-71, February 2025.

 

Received: 18 July 2024.

Revised: 03 February 2025.
Accepted: 08 February 2025.
Published: 27 February 2025.

 

Abstract:

 

Serious games are digital software for learning rather than for entertainment. They have been effective in different environments. Research on serious games has increased in the last decades; however, there is lack of studies on serious games scientific production. This study aims to determine research current and future trends regarding serious games. Specific objectives are: (1) To analyze the performance of literature, (2) To analyze collaboration networks, and (3) To analyze science mapping of serious games. It is a bibliometric study exploring the database Scopus. The authors used the specialized software VosViewer, Bibliometix, and ggplot2 in RStudio to process and visualize the data. Results show that scientific production is mainly addressed to using serious games in formal education. The fields with higher production were Environmental Sciences, Business, Management, Mathematics and Arts and Humanities. There is growing interest for research on serious games use and effectiveness; however, in some contexts, like Latin American countries, this production is scarce and must be enhanced. Areas for further research were identified; for example, the use of serious games to improve the employees’ skills and decision-making. This paper contributes to better knowledge on the topic and sheds light on potential new topics for researchers.

 

Keywords – Bibliometrics, serious games, education, research trends, science mapping.

 

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