Abstract

The use of Online Games (OGs) in education has sparked significant interest in recent years. Despite the proliferation of various applications and approaches, the precise role of OGs in higher education remains uncertain. Therefore, this study aims to provide an overview of the integration of Online Games (OGs) in higher education. This study considered the broad perspective of OGs' use, not limiting the application to teaching strategies, to fully understand the variety of implementations. Using bibliometric analysis and coding, we processed journal articles and conference papers from the Scopus database, resulting in a sample of 109 documents. Four dimensions were found, with studies currently focused on: types of content and learning goals (89.9%), students’ behavior towards the use of OGs in higher education (57.79%), OG software and applications (53.21%), and teachers’ behavior toward the use of OGs in higher education (5.5%). Within these dimensions, we identified a total of 16 distinct elements as subtopics for further discussion and research opportunities. Notably, there is a lack of context-specific studies, both in terms of geographical region and disciplinary focus, indicating a pressing need for empirical investigations tailored to diverse educational contexts.

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