Advancing Quality Education through Gamification in Non-Formal Digital Learning Contexts

Purpose: This study conducts a systematic bibliometric analysis to map the intellectual landscape, research
trends, and thematic evolution of gamification within non-formal digital education from 2018 to 2025. It
aims to provide a comprehensive overview of the field’s development by identifying key contributors,
dominant themes, research gaps, and future trajectories.
Methodology: Employing a quantitative bibliometric methodology, the analysis is based on 200 scholarly
works indexed in major databases (Scopus, Web of Science, Google Scholar). Data visualization and
analysis were performed using VOSviewer and Bibliometrix (R package), examining publication trends,
citation networks, author/institutional productivity, keyword co-occurrence, and thematic clustering.
Findings: The analysis reveals significant, accelerating growth in research output post-2020, driven by
global digital transformation. Five dominant thematic clusters emerge: (1) Motivational and Engagement
Frameworks, (2) Technology Integration and Digital Tools (e.g., mobile learning, VR/AR), (3) Adult and
Professional Upskilling, (4) Credentialing and Micro-Certifications, and (5) Inclusion and Accessibility.
Geographically, European institutions lead in policy-oriented and credentialing research, while Southeast
Asia contributes strongly to applied, context-specific studies.
Research Limitations: The study is limited by its focus on indexed, English-dominant publications, which
may underrepresent gray literature and non-English case studies from the Global South. The findings
highlight the need for greater methodological diversity, longitudinal impact studies, and culturally
contextualized gamification models.
Practical Implications: For practitioners, the study underscores the importance of designing gamified non
formal learning that is purpose-driven, grounded in adult learning principles (andragogy), and integrated
with verifiable digital credentialing systems to validate outcomes.
Originality/Value: This paper provides the first dedicated, large-scale bibliometric synthesis of
gamification in non-formal digital education. It offers a structured roadmap for researchers and an evidence
based strategic guide for educators, policymakers, and learning designers seeking to leverage gamification
to enhance the quality, reach, and effectiveness of lifelong learning in the digital age.