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This study employs Systematic Literature and Network Analysis (SLNA) to explore game-based learning (GBL) in English language acquisition. A total of 1,774 publications on GBL and English as a Foreign Language (EFL), published between 2020 and 2025, were identified in Scopus, of which 444 met the eligibility criteria and were included in the final analysis. Citation network mapping and thematic clustering were conducted using VOSviewer to identify research trends and methodological developments. The findings reveal a growing emphasis on mobile technologies, artificial intelligence, immersive learning environments, and virtual reality applications in language learning, learner motivation, and vocabulary acquisition. Despite these advances, several limitations remain, including the lack of longitudinal studies examining long-term impacts, insufficient teacher training, and limited pedagogical integration of GBL practices. This study contributes to the existing literature by identifying emerging trends, gaps, and future research directions in the development and application of GBL in EFL contexts.
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Abdullah et al. (2026) studied this question.
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