基于文献计量学的游戏化设计研究进展与趋势分析
Research Progress and Trend Analysis of Gamification Design Based on Bibliometric Methods
DOI: 10.12677/design.2025.104026, PDF,    科研立项经费支持
作者: 何 宇, 谢诗薇, 张 寒:华中师范大学美术学院,湖北 武汉
关键词: 游戏化设计文献计量学前沿趋势知识图谱Gamification Design Bibliometrics Emerging Trends Knowledge Mapping
摘要: 随着人工智能、虚拟现实等新兴技术的发展,游戏化设计逐渐渗透至教育、健康、传媒等多个领域,成为融合教育学、心理学、计算机科学与传播学等多学科理论与方法的重要研究方向。尽管该领域研究持续升温,但其整体发展脉络、研究热点与演化趋势仍缺乏系统性的量化梳理,难以全面把握其知识图谱结构与前沿动向。为此,本文以2014~2024年间收录于Web of Science与中国知网数据库的相关文献为数据基础,采用文献计量学方法,结合CiteSpace与VOSviewer等可视化工具,从发文趋势、研究热点、合作网络与前沿主题演化等维度对国内外游戏化设计研究进行系统分析。研究结果表明:过去十年间,游戏化设计相关文献数量显著增长,国际研究热点主要聚焦于教育创新、健康干预与商业应用三大领域;其中,美国和西班牙在合作网络中具有较高的中心性,学术影响力突出。前沿趋势显示,研究正逐步向老龄照护、成人数字学习、编程教育等社会需求导向议题拓展,并加快与人工智能(AI)、虚拟现实(VR)等技术的融合步伐。本研究有助于厘清游戏化设计领域的发展路径与研究焦点,为后续理论体系构建与跨学科融合提供量化支撑。同时也揭示出该领域当前面临的理论分散、实证研究周期短、跨文化适应性不足等挑战,提示未来应进一步推动理论整合与方法创新,以实现游戏化设计研究的系统化与可持续发展。
Abstract: With the rapid development of emerging technologies such as artificial intelligence and virtual reality, gamification design has been increasingly applied in various fields including education, healthcare, and media. As a multidisciplinary research domain integrating pedagogy, psychology, computer science, and communication studies, gamification design has attracted growing academic interest. However, the overall knowledge structure, thematic hotspots, and evolutionary trends in this field remain insufficiently synthesized from a quantitative perspective. To address this gap, this study conducts a bibliometric analysis based on 5503 articles retrieved from the Web of Science, Scopus, and CNKI databases between 2014 and 2024. Using CiteSpace and VOSviewer as visualization tools, the study systematically examines research trends, thematic clusters, collaboration networks, and emerging frontiers in the global gamification design literature. The findings reveal a significant and steady increase in publication output over the past decade. International research has concentrated primarily on three thematic areas: educational innovation, health interventions, and commercial applications. The United States and Spain occupy central positions in global collaboration networks, indicating strong academic influence. Trend analysis further suggests a gradual shift toward socially driven topics such as elderly care, adult digital learning, and programming education, along with an accelerated integration with AI and VR technologies. This study provides a comprehensive overview of the development landscape and thematic evolution in gamification design, offering a quantitative foundation for future theoretical construction and interdisciplinary integration. It also highlights existing challenges, including fragmented theoretical frameworks, limited longitudinal empirical research, and insufficient cross-cultural applicability—issues that future studies must address to promote a more coherent and sustainable trajectory for gamification research.
文章引用:何宇, 谢诗薇, 张寒. 基于文献计量学的游戏化设计研究进展与趋势分析[J]. 设计进展, 2025, 10(4): 239-253. https://doi.org/10.12677/design.2025.104026

参考文献

[1] Koivisto, J. and Hamari, J. (2019) The Rise of Motivational Information Systems: A Review of Gamification Research. International Journal of Information Management, 45, 191-210. [Google Scholar] [CrossRef
[2] 陈鹤阳. 国内外图情领域游戏化研究现状及动向研判[J]. 现代情报, 2020, 40(3): 24-37.
[3] Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011) From game design elements to gamefulness: Defining “Gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, 28-30 September 2011, 9-15. [Google Scholar] [CrossRef
[4] Sailer, M., Hense, J.U., Mayr, S.K. and Mandl, H. (2017) How Gamification Motivates: An Experimental Study of the Effects of Specific Game Design Elements on Psychological Need Satisfaction. Computers in Human Behavior, 69, 371-380. [Google Scholar] [CrossRef
[5] 鲍雪莹, 赵宇翔. 游戏化学习的研究进展及展望[J]. 电化教育研究, 2015, 36(8): 45-52.
[6] 庞景安. 科学计量研究方法论[M]. 北京: 科学技术文献出版社, 1999.
[7] 杨红云, 陈旭辉. 国内外翻转课堂研究的文献计量分析[J]. 高教探索, 2016(4): 78-85.
[8] 谭翔尹. 游戏化: 公共图书馆中华传统经典阅读推广的模式再造——以广东省立中山图书馆“梦回大唐”为例[J]. 国家图书馆学刊, 2022, 31(3): 62-73.
[9] 邱均平, 杨思洛, 宋艳辉. 知识交流研究现状可视化分析[J]. 中国图书馆学报, 2012, 38(2): 78-89.
[10] 兰国帅. 21世纪以来国际教育技术研究热点与前沿——基于18种SSCI期刊的可视化分析[J]. 开放教育研究, 2017, 23(2): 92-101.
[11] 王伟伟, 魏婷, 余隋怀. 基于知识图谱的情境感知交互设计研究综述[J]. 包装工程, 2021, 42(24): 73-83.
[12] Luarn, P., Chen, C. and Chiu, Y. (2023) Enhancing Intrinsic Learning Motivation through Gamification: A Self-Determination Theory Perspective. The International Journal of Information and Learning Technology, 40, 413-424. [Google Scholar] [CrossRef
[13] Six, S.G., Byrne, K.A., Tibbett, T.P. and Pericot-Valverde, I. (2021) Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-Analysis. JMIR Mental Health, 8, e32199. [Google Scholar] [CrossRef] [PubMed]
[14] Rodrigues, L.F., Oliveira, A. and Rodrigues, H. (2019) Main Gamification Concepts: A Systematic Mapping Study. Heliyon, 5, e01993. [Google Scholar] [CrossRef] [PubMed]
[15] 邱均平, 温芳芳. 近五年来图书情报学研究热点与前沿的可视化分析——基于13种高影响力外文源刊的计量研究[J]. 中国图书馆学报, 2011, 37(2): 51-60.
[16] 陈新亚, 李艳. 近20年来我国教育技术研究的热点与前沿——基于7种CSSCI期刊的文献计量分析[J]. 现代教育技术, 2020, 30(12): 12-19.
[17] 邱淞, 潘黎, 侯剑华. 国际特殊教育研究的热点领域和前沿演进——基于SSCI中最有影响力的十种特殊教育期刊文献的计量和可视化分析[J]. 中国特殊教育, 2013(7): 8-16.
[18] Liu, C., Lin, Y., Lo, F., Chang, C. and Lin, H. (2024) From Readers to Players: Exploring Student Engagement in a Gamified Metaverse and Its Effect on Reading Interest. Education and Information Technologies, 30, 421-447. [Google Scholar] [CrossRef
[19] 殷乐希, 项仲平. 影游融合视域下交互式电影游戏的叙事嬗变[J]. 未来传播, 2024, 31(5): 117-124.
[20] Goshevski, D., Veljanoska, J. and Hatziapostolou, T. (2017) A Review of Gamification Platforms for Higher Education. Proceedings of the 8th Balkan Conference in Informatics, Skopje, 20-23 September 2017, 1-6. [Google Scholar] [CrossRef