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Bibliometric review reveals rapid growth and competitive design biases in entrepreneurship education, highlighting persistent conceptual ambiguity between games and gamification.
Gamification has gained increasing attention in entrepreneurship education (EE) due to its potential to enhance student engagement, motivation, and learning outcomes. However, research on gamification in entrepreneurship education (GiEE) remains conceptually fragmented and methodologically uneven, particularly bcecause gamification is often conflated with games, serious games, and game-based learning. To address these issues, this study adopts a hybrid review approach integrating bibliometric analysis and content analysis. An initial dataset of 171 publications retrieved from the Scopus database was systematically/f data/ screened, resulting in a final sample of 44 studies published between 2015 and 2025. The bibliometric analysis maps the evolution of the field and identifies influential authors and keyword trends, while the content analysis examines methodological characteristics, educational contexts, and gamification designs. The findings reveal rapid growth in GiEE research after 2019, a strong concentration in undergraduate education, and a predominance of quantitative methods. The study also highlights persistent conceptual ambiguity and a design preference for social-competitive gamification elements. These findings provide directions for more conceptually rigorous and methodologically diverse future research.
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Nguyen et al. (2026) studied this question.
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