The Use of Video Games in Language Learning: A Bibliometric Analysis

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Abstract

Advances in technology and changes in the way people entertain themselves have made video games a cultural agent on a par with more traditional games. In addition, the use of video games in education is becoming increasingly common and numerous benefits associated with their use have been discovered. The aim of this article is to analyze the search trends in studies dealing with the use of video games in language learning. To this end, a bibliometric analysis was carried out by applying the traditional laws of bibliometrics (exponential growth law, Bradford's law of concentration, Lotka's law, Zipf's law, etc.) to documents published in journals indexed in the Core Collection of the Web of Science (WoS). Annual publications between 2009 and 2022 show an exponential growth R2=86%. The journals with the most publications are Computer assisted language learning (Taylor & Francis) and Computers and Education (Elsevier). Jie Chi-Yang and Gwo Jen-Hwan were the most cited authors. The United States and Taiwan were the countries with the highest scientific output. The use of video games in language learning has been of particular interest in recent years, with benefits found for students who use them in their classes, although more research is needed to establish criteria and requirements for each video game for its intended purpose.

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