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A bibliometric study of the research area of videogames using Dimensions.ai database
5 references·3 citing·35 second hop
A bibliometric study of the research area of videogames using Dimensions.ai database (2019)A bibliometric study of the research area…The use of gamification in education: a bibliometric and text mining analysis (2016)The use of gamification in ed…Value all research products (2013)Value all research productsThe benefits of playing video games. (2013)The benefits of playing video…Comparison of scientific impact expressed by the number of citations in different fields of science (2005)Comparison of scientific impa…The educational benefits of videogames (2002)The educational benefits of v…Mapping Data-Driven Research Impact Science: The Role of Machine Learning and Artificial Intelligence (2025)Mapping Data-Driven Research …Distributional characteristics of Dimensions concepts: An Empirical Analysis using Zipf’s law (2024)Distributional characteristic…A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…Citation data: their use as quantitative indicators for science and technology evaluation and policy-making (1992)The top eight percent: development of approved and rejected applicants for a prestigious grant in Sweden (2006)How to Rank Journals (2016)Normalisation of citation impact in economics (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)From game design elements to gamefulness (2011)Play, Dreams And Imitation In Childhood (2013)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)State of Research on Gamification in Education: A Bibliometric Survey (2021)Educational video game for juvenile diabetes: results of a controlled trial (1997)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)Distinguishing between games and simulations: A systematic review (2007)Videogame Addiction and its Treatment (2009)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis (2022)Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions (2022)Gamification for behavior change: A scientometric review (2022)Power laws, Pareto distributions and Zipf's law (2005)Power-Law Distributions in Empirical Data (2009)The journal coverage of Web of Science, Scopus and Dimensions: A comparative analysis (2021)The theory of planned behavior (1991)Software survey: VOSviewer, a computer program for bibliometric mapping (2009)bibliometrix : An R-tool for comprehensive science mapping analysis (2017)Coverage and adoption of altmetrics sources in the bibliometric community (2014)Big Scholarly Data: A Survey (2017)The evaluation of scholarship in academic promotion and tenure processes: Past, present, and future (2018)
this work references cited by second hop

References

  • 2013The benefits of playing video games.2,456 cited
  • 2013Value all research products397 cited
  • 2002The educational benefits of videogames334 cited
  • 2016The use of gamification in education: a bibliometric and text mining analysis278 cited
  • 2005Comparison of scientific impact expressed by the number of citations in different fields of science100 cited

Cited by

  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2025Mapping Data-Driven Research Impact Science: The Role of Machine Learning and Artificial Intelligence19 cited
  • 2024Distributional characteristics of Dimensions concepts: An Empirical Analysis using Zipf’s law8 cited

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