Journals / Doğuş Üniversitesi Dergisi / 2026 / Cilt: 27 Sayı: 1

DIGITAL GAMES IN BUSINESS EDUCATION: A BIBLIOMETRIC ANALYSIS

İŞLETMECİLİK EĞİTİMDE DİJİTAL OYUNLAR: BİR BİBLİYOMETRİK ANALİZ

Oğuzhan İrengun(İSTANBUL ÜNİVERSİTESİ)0000-0003-0319-6005
Buket Akdöl Doyuran(İSTANBUL ÜNİVERSİTESİ)
Yiğit Yurder(İstanbul Üniversitesi)0000-0002-3064-374X
Pages
451–466
Publication Date
2026-02-25
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

The study offers the view that the integration of gaming technologies into various fields offers promising opportunities to bridge the gaps between theoretical learning and practical application.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Digital games, defined as interactive electronic experiences that blend visual, auditory and tactile stimuli, have evolved from entertainment tools into platforms that facilitate learning, problem solving and skill development.
📊
Key Findings & Data:The findings highlight eight thematic clusters, including the integration of gamification into education, strategy development, e-commerce, and the impact of digital games on decision-making and leadership skills.
💡
Conclusion & Impact:The study offers the view that the integration of gaming technologies into various fields offers promising opportunities to bridge the gaps between theoretical learning and practical application.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:İşletmecilik Eğitimi · İş Hayatında Oyunlar · Dijital Oyunlar

Abstract

Digital games, defined as interactive electronic experiences that blend visual, auditory and tactile stimuli, have evolved from entertainment tools into platforms that facilitate learning, problem solving and skill development. This study discusses the role of digital games in business education through a bibliometric analysis of academic publications in the field of business administration. In the study, a bibliometric analysis was conducted to identify the main trends, interrelationships and common themes in academic publications on digital games within in the business literature, using data from the Scopus database. The co-occurrences and thematic clusters of titles and keywords from articles, conference papers, books, and book chapters on digital games, serious games, gamification, and video games in business contexts were identified. In the analysis, VOSviewer software was used to visualize the thematic cluster maps in addition to the data from Scopus. The findings highlight eight thematic clusters, including the integration of gamification into education, strategy development, e-commerce, and the impact of digital games on decision-making and leadership skills. Furthermore, digital games were found to contribute significantly to areas such as sustainability, virtual goods and blockchain applications. The study offers the view that the integration of gaming technologies into various fields offers promising opportunities to bridge the gaps between theoretical learning and practical application.

Özet

Görsel, işitsel ve dokunsal uyaranları harmanlayan etkileşimli elektronik deneyimler olarak tanımlanan dijital oyunlar, eğlence araçlarından öğrenmeyi, problem çözmeyi ve beceri geliştirmeyi kolaylaştıran platformlara dönüşmüştür. Bu çalışmada, işletme alanlarındaki akademik yayınların bibliyometrik analizi yoluyla dijital oyunlar işletmecilik eğitimindeki rolü tartışılmaktadır. Araştırmada, Scopus veri tabanından alınan verilerle işletme literatüründe yayınlanan dijital oyunlara ilişkin akademik yayınların temel eğilimlerini, birbirleriyle ilişkilerini ve ortak temalarını belirlemek için bibliyometrik analiz yapılmıştır. Dijital oyunlar, ciddi oyunlar, oyunlaştırma ve iş bağlamında video oyunları konu alan makaleler bildiriler, kitaplar ve kitap bölümleri; adları ve anahtar kelimelerinin eş-oluşumları ve tematik kümeleri ortaya konulmuştur. Analizde Scopus’tan alınan verilerin yanında tematik küme haritalarının görselleştirmek için VOSviewer yazılımı kullanılmıştır. Bulgular, oyunlaştırmanın eğitime entegrasyonu, strateji geliştirme, e-ticaret ve dijital oyunların karar verme ve liderlik becerileri üzerindeki etkisi de dahil olmak üzere sekiz tematik kümeyi vurgulamaktadır. Ayrıca, dijital oyunların sürdürülebilirlik, sanal ürünler ve blok zincir uygulamaları gibi alanlara önemli ölçüde katkıda bulunduğu tespit edilmiştir. Çalışma, oyun teknolojilerinin çeşitli alanlara entegrasyonu, teorik öğrenme ve pratik uygulama arasındaki boşlukları doldurmak için umut verici fırsatlar sunduğu görüşünü sunmaktadır.

🔖

Cite This Article

İrengun, O., Doyuran, B. A., Yurder, Y. (2026). DIGITAL GAMES IN BUSINESS EDUCATION: A BIBLIOMETRIC ANALYSIS. Doğuş Üniversitesi Dergisi, Cilt: 27 Sayı: 1, 451–466. https://doi.org/10.31671/doujournal.1619348

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (43)

  1. Adachi, P.J.C., Willoughby, T. More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades. J Youth Adolescence 42, 1041–1052 (2013). Https://doi.org/10.1007/s10964-013-9913-9
  2. Barr, M. (2017). Video games can develop graduate skills in higher education students: a randomised trial. Computers & Education, 113, 86-97.
  3. Bathke, D., Haigh, T., Bernadt, T., Wall, N., Hill, H., & Carson, A. (2019). Using serious games to facilitate collaborative water management planning under climate extremes. Journal of contemporary water research & education, 167(1), 50-67. Https://doi.org/10.1111/j.1936-704x.2019.03311.x
  4. Chuang, T. Y., & Tsai, C. M. (2015). Forecast the scarcity of game generation: digital game literacy. New media and learning in the 21st century: a socio-cultural perspective, 109-128.
  5. Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296. https://doi.org/10.1016/j.jbusres.2021.04.070
  6. Edery, D., & Mollick, E. (2009). Goals and games: designing your employees' goals like game designers design video games. Pearson Education.
  7. Fox, N., Campbell‐Arvai, V., Lindquist, M., Berkel, D., & Serrano-Vergel, R. (2022). Gamifying decision support systems to promote inclusive and engaged urban resilience planning. Urban Planning, 7(2). https://doi.org/10.17645/up.v7i2.4987
  8. Gampell, A. (2016). Stop disasters 2.0: video games as tools for disaster risk reduction. International Journal of Mass Emergencies & Disasters, 34(2), 283-316. https://doi.org/10.1177/028072701603400205
  9. García‐Díaz, P., Montti, L., Powell, P., Phimister, E., Pizarro, J., Fasola, L., … & Lambin, X. (2021). Identifying priorities, targets, and actions for the long-term social and ecological management of invasive non-native species. Environmental Management, 69(1), 140-153. https://doi.org/10.1007/s00267-021-01541-3
  10. García-Sánchez, P., Mora, A. M., Castillo, P. A., & Pérez, I. J. (2019). A bibliometric study of the research area of videogames using Dimensions. ai database. Procedia Computer Science, 162, 737-744.
  11. Goi, C. L. (2023). Gamification in business education: Visualizing bibliometric networks analysis. Journal of Education for Business, 98(5), 229-241.
  12. Griffiths, M. D. (2002). The educational benefits of videogames. Education and health, 20(3), 47-51. History-Computer. (2022). The complete history of Tennis for Two. Retrieved from https://history-computer.com/complete-history-tennis-for-two/
  13. Huizinga, Johan. Homo Ludens. The Beacon Press, Boston, 1950 (1944). Türkçe 2020
  14. Juul, J. (2003, January). The game, the player, the world: Looking for a heart of gameness. In Proceedings of DiGRA 2003 Conference: Level Up.
  15. Katsaliaki, K., & Mustafee, N. (2012, December). A survey of serious games on sustainable development. In Proceedings of the 2012 Winter Simulation Conference (WSC) (pp. 1-13). IEEE.
  16. Kavouras, I., Sardis, E., Protopapadakis, E., Rallis, I., Doulamis, A., & Doulamis, N. (2023). A low-cost gamified urban planning methodology enhanced with co-creation and participatory approaches. Sustainability, 15(3), 2297. https://doi.org/10.3390/su15032297
  17. Lang, F., Pueschel, T., & Neumann, D. (2009). Serious gaming for the evaluation of market mechanisms. ICIS 2009 Proceedings, 97.
  18. Liu, M. and Wang, G. (2023). Indoor fire simulation in low-rise teaching buildings based on bim–fds. Fire, 6(5), 203. https://doi.org/10.3390/fire6050203
  19. Martinez, L., Gimenes, M., & Lambert, E. (2023). Video games and board games: effects of playing practice on cognition. PLoS One, 18(3), e0283654.
  20. Mat, R., Zulkifli, A., Nordin, N., & Yusof, S. (2015). Online 3d oil palm plantation management based on game engine: a conceptual idea. Jurnal Teknologi, 78(2-2). https://doi.org/10.11113/jt.v78.6937
  21. McConville, J., Billger, M., Niwagaba, C., & Kain, J. (2022). Assessing the potential to use serious gaming in planning processes for sanitation designed for resource recovery. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.4144139
  22. McConville, J., Rauch, S., Helgegren, I., & Kain, J. (2017). Using role-playing games to broaden engineering education. International Journal of Sustainability in Higher Education, 18(4), 594-607. https://doi.org/10.1108/ijshe-08-2015-0146
  23. Moskalets, V. (2021). Denotate of the scientific and psychological term" game". Journal of Vasyl Stefanyk Precarpathian National University, 8(2), 108-115.
  24. Nguyen, U. P., & Hallinger, P. (2020). Assessing the distinctive contributions of simulation & gaming to the literature, 1970-2019: a bibliometric review. Simulation & Gaming, 51(6), 744-769.
  25. Ornetsmüller, C., Castella, J. C., & Verburg, P. H. (2018). A multiscale gaming approach to understand farmer’s decision making in the boom of maize cultivation in Laos. Ecology and Society, 23(2). https://doi.org/10.5751/es-10104-230235
  26. Otto, J., Brown, C., Buontempo, C., Doblas-Reyes, F., Jacob, D., Juckes, M., Keup-Thiel, E., Kurnik, B., Schulz, J., Taylor, A., Verhoelst, T., & Walton, P. (2016). Uncertainty: lessons learned for climate services. Bulletin of the American Meteorological Society, 97(12), ES265-ES269. https://doi.org/10.1175/bams-d-16-0173.1
  27. Padarian, J., McBratney, A., & Minasny, B. (2020). Game theory interpretation of digital soil mapping convolutional neural networks. Soil, 6(2), 389-397. https://doi.org/10.5194/soil-6-389-2020
  28. Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1), 21-21.
  29. Ramadan, M. (2009). Adapting the irrigation management simulation game to the surface irrigation system in the nile delta "a case study from dakahlia governorate". Journal of Soil Sciences and Agricultural Engineering, 34(6), 7455-7466. https://doi.org/10.21608/jssae.2009.103874
  30. Simons, A., Wohlgenannt, I., Weinmann, M., & Fleischer, S. (2021). Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization. Review of Managerial Science, 15, 957-990.
  31. Simons, A., Wohlgenannt, I., Zelt, S. et al. Intelligence at play: game-based assessment using a virtual-reality application. Virtual Reality 27, 1827–1843 (2023). https://doi.org/10.1007/s10055-023-00752-9
  32. Smed, J., & Hakonen, H. (2003). Towards a definition of a computer game (pp. 1-3). Turku, Finland: Turku Centre for Computer Science.
  33. Soyluçiçek, S. (2017). New generation console game technologies; console game application supported with projection mapping. Global Journal of Arts Education, 6(4), 120-125. https://doi.org/10.18844/gjae.v6i4.1827
  34. Su, H. N., & Lee, P. C. (2010). Mapping knowledge structure by keyword co-occurrence: A first look at journal papers in Technology Foresight. Scientometrics, 85(1), 65–79. https://doi.org/10.1007/s11192-010-0259-8
  35. Tchokoté, I. D., & Bawack, R. E. (2024). Linking Business Games to Business and Entrepreneurship Education: Insights from a Bibliometric and Literature Review. Theoretical Economics Letters, 14(02), 436-467.
  36. Tretkoff, Eric. American Physical Society. (2008). October 1958: Physicist invents first video game. Retrieved from https://www.aps.org/publications/apsnews/200810/physicshistory.cfm
  37. Trimble, M. and Aarde, R. (2014). Supporting conservation with biodiversity research in sub-saharan africa’s human-modified landscapes. Biodiversity and Conservation, 23(9), 2345-2369. https://doi.org/10.1007/s10531-014-0716-4
  38. Turchi, A., Lumino, R., Gambardella, D., & Leone, M. (2023). Coping capacity, adaptive capacity, and transformative capacity preliminary characterization in a “multi-hazard” resilience perspective: the soccavo district case study (city of naples, italy). Sustainability, 15(14), 10877. https://doi.org/10.3390/su151410877
  39. Uslu, H. (2022). Oyun temelli öğrenme süreçlerinin akademik başarı üzerindeki etkilerinin incelenmesi. Journal of Social Research and Behavioral Sciences, 8(16), 816-828.
  40. Washburn, R. M. (2017). Game and components thereof. U.S. Patent Application No. 14/848,539
  41. Woodham, O. P. (2018). Testing the effectiveness of a marketing simulation to improve course performance. Marketing Education Review, 28(3), 203-216.
  42. Xiao, Z., Wang, J., & Deng, H. (2022). A 3d multimedia ecological landscape environment and teaching mode based on digital interactive experience. Mobile Information Systems, 2022, 1-9. https://doi.org/10.1155/2022/6299646
  43. Yu, Y., Li, Y., Zhang, Z., Gu, Z., Zhong, H., Zha, Q., Yang, L., Zhu, C., & Chen, E. (2020). A bibliometric analysis using VOSviewer of publications on COVID-19. Annals of Translational Medicine, 8(13), 816. https://doi.org/10.21037/atm-20-4235