Abstract:
This research aims to analyze research trends related to the topic of Gamificaton from 2019 to 2023* through bibliometric analysis using the Scopus database. Based on the criteria,56 artcles were obtained from 326 documents. These articles have been translated from international journals indexed by Scopus. The selecton references were then managed using reference management sofware, namely Mendeley. Afer working on the database, this research classifies and visualizes it using VOSviewer sofware. The results indicate that Gamificaton research is gradually increasing every year. The United States, China and Japan contribute the most research globally. Visualizing gamification research trends for 2019-2023*revealsix clusters. The results of this research can support researchers regarding Gamificaton research trends worldwide and provide directon for further research. Overall, these reflectons provide an excellent reference point for further research on Gamificaton