Mapping gamification in the LIS context: A bibliometric analysis of the research landscape, gaps, and future directions
Abstract
Gamification has emerged as a transformative approach in the library and information science (LIS) context, enabling a shift from passive information provision to interactive, user-centered learning environments. Despite its growing adoption, the literature remains fragmented and lacks a comprehensive synthesis of its intellectual structure and development. To address this gap, this study employs a bibliometric analysis guided by the PRISMA framework to examine the evolution of gamification research in LIS. Drawing on a curated dataset of high-quality, indexed publications, the findings reveal a clear chronological progression from early exploratory studies to a rapidly expanding, mature field, particularly following the digital transformation accelerated by the COVID-19 pandemic. The analysis identifies a core body of influential studies, while thematic analysis highlights key research clusters related to pedagogy, service design, digital ecosystems, and user engagement. The evolutionary analysis indicates a shift toward structured pedagogical approaches and immersive, technology-driven applications. The study also identifies critical gaps, including limited theoretical integration, a lack of longitudinal and cross-contextual research, and insufficient attention to ethical and organizational dimensions. This study provides a comprehensive bibliometric mapping of gamification, offering a structured understanding of its intellectual landscape and future research directions. The findings highlight the need for theory-driven frameworks and offer practical insights for developing user-centered, ethically grounded, and strategically integrated gamified library services.