Author

  • Amira Emir Emir Hisham

    • Emir Agency Malaysia
    • Malaysia
  • Hanitahaiza Hairuddin

    • Universiti Teknologi MARA
    • Malaysia
  • Erne Suzila Kassim

    • Universiti Teknologi MARA
    • Malaysia
  • Amanina Emir Emir Hisham

    • Lincoln University College, Petaling Jaya
    • Malaysia

Corresponding Author

  • Sharidatul Akma Abu Seman

    • Universiti Teknologi MARA
    • Malaysia

Abstract

The growing use of gamification and game-based learning (GBL) is transforming education by promoting interactivity, engagement, and a learner-centered approach. This paper examines research trends in gamification and GBL, focusing on student motivation and the effectiveness of integrating these methods into curricula. We conducted a bibliometric analysis of research articles from the Scopus database published between 2012 and 2026. VOSviewer software was used to visualize research trends, keyword co-occurrences, research areas, and emerging themes. A qualitative analysis identified common themes. Results show a significant increase in research on gamification and GBL since 2018, with a notable rise after 2020. Network and density visualizations highlight motivation, teaching, and e-learning as primary themes. Time-slicing analysis indicates a shift from technology-centered research to a focus on learner engagement, motivation, e-learning, health education, and remote learning. Emerging topics include augmented reality, serious games, simulation, and escape rooms. The findings emphasize the importance of considering learner motivation and engagement, appropriate technology, instructional level, and educator readiness when implementing gamification and GBL. This study enhances understanding of key areas of focus in educational research on gamification and GBL. The results can inform practitioners, researchers, and policy-makers in the development and implementation of digital learning experiences.

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How to Cite

Emir Hisham, A. E., Abu Seman, S. A., Hairuddin, H., Kassim, E. S., & Emir Hisham, A. E. (2026). Motivation at Play: A Bibliometric Analysis of the Emerging Gamification and Game-Based Learning in Education. Information Management and Business Review, 18(4(I), 294-303. https://doi.org/10.22610/imbr.v18i4(I).4942

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Section

Research Paper

Published

2026-10-26

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