This study aimed to examine the studies on digital games presented in The Congress of European Research in Mathematics Education (CERME) using a systematic analysis approach in terms of research method, data collection tool, and how they define digital games. Sixteen studies related to games were selected from the proceedings. The findings of the research revealed that the number of studies on games has increased in recent years, and the interest of the mathematics education community in this subject has gradually increased. It was seen that qualitative research approaches were used in most of these studies. As a data collection tool, a semi-structured or clinical interview form was mainly used. To reach more comprehensive results, it is necessary to give importance to quantitative research approaches and even to prefer the use of both approaches together. It was indicated that the tendency towards mathematical reasoning and puzzle games has continued predominantly in recent years. Although it was seen that the number of studies on digital games has increased in the last five years, only six studies in total were presented at the CERME. Moreover, three digital games developed by using the tools in the context of dynamic geometry environments were found. Another significant finding was that most of these studies did not define games. Only a few studies that defined the game considered the game as a tool used to acquire a mathematical concept or knowledge. Based on the findings, it can be argued that digital games are not among the interests of the mathematics education community. Finally, it was observed that mathematical theorems and approaches were central to the studies reviewed. Games were generally defined as tools within these studies. Therefore, future research should particularly consider fundamental game features such as game mechanics to create more integrated research environments with mathematics education.
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