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Published on: December 16, 2010
Gamification and Cognitive Factors: Research Hotspots, Knowledge Structure, and Future Directions Based on
Deao Song1, Jien Guo1, Xuaner Rao1
1Faculty of Humanities and Arts, Macau University of Science and Technology, Taipa, Macau 999078, China.
Journal of Intelligence
|July 27, 2026
Summary
This bibliometric analysis maps research on gamification and cognitive factors. It reveals key themes like executive function and cognitive training, highlighting future directions for digital learning and health interventions.
Area of Science:
- Educational Technology
- Cognitive Psychology
- Health Informatics
Background:
- Gamification is increasingly used in digital learning, cognitive training, and health interventions.
- Understanding the cognitive mechanisms and research trends in gamification is crucial but lacks synthesis.
Purpose of the Study:
- To conduct a bibliometric analysis of gamification and cognitive factors research from 2012-2024.
- To identify research hotspots, evolutionary trends, and thematic structures.
- To suggest future research directions.
Main Methods:
- Bibliometric analysis of 813 publications from the Web of Science Core Collection (2012-2024).
- Utilized CiteSpace for analyzing publication trends, collaborations, keyword co-occurrence, and knowledge maps.
- Identified 10 interrelated themes through cluster analysis.
Main Results:
- Identified 10 key research themes: flipped classroom, active learning, continuance intention, dementia, executive function, cognitive control training, computational thinking, cognitive training, cognitive load, and user experience.
- Revealed research trajectories and thematic structures in gamification and cognitive factors.
- Highlighted emerging research directions based on bibliometric patterns.
Conclusions:
- Future research should expand gamification across educational contexts and refine theoretical models focusing on cognitive processes.
- Applications in cognitive training, cognitive impairment intervention, and digital health should be promoted.
- Further research needs to optimize experimental design, interdisciplinary collaboration, and clarify gamification's impact on cognitive processes.

