Abstract
Innovative technologies have revolutionized the process of acquiring vocabulary, within which digital game-based vocabulary learning (DGBVL) has garnered growing research interest. To understand the latest advancements in DGBVL, this chapter reports findings from a bibliometric analysis of 1,173 publications from the Web of Science Core Collection and Scopus databases between 2008 and 2023. Leveraging CiteSpace for assessment, the chapter sheds light on the characteristics of scholarly publications to delineate primary research themes and identify emerging trends. The analysis indicated that, firstly, there has been a notable increase in the number of publications related to DGBVL, indicating a mounting interest in the field over the past 15 years. Secondly, the United States and the Greater China area have emerged as leading contributors to DGBVL research, with the National Taiwan Normal University standing out as the most prolific institution in this domain. Thirdly, the research landscape primarily centers on the characteristics and performance of vocabulary learners, alongside the design and technological aspects of digital games for vocabulary learning. This review provides researchers and practitioners with a detailed understanding of contemporary DGBVL research, facilitating future inquiries and outlining implications for vocabulary learning.
Original language | English |
---|---|
Title of host publication | Theory and Practice in Vocabulary Research in Digital Environments |
Editors | Mark Feng TENG, Agnes KUKULSKA-HULME, Junjie Gavin WU |
Publisher | Taylor and Francis Ltd. |
Chapter | 3 |
Pages | 39-59 |
Number of pages | 21 |
ISBN (Electronic) | 9781040172032, 9781003367543 |
ISBN (Print) | 9781032434858 |
DOIs | |
Publication status | Published - 27 Dec 2024 |
Bibliographical note
Publisher Copyright:© 2025 selection and editorial matter, Mark Feng Teng, Agnes Kukulska-Hulme, and Junjie Gavin Wu; individual chapters, the contributors.