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Key research papers on gamification in education

Meta-analyses, the theory behind gamified learning and the most-cited classroom studies, with search strings for your literature review.

Data from OpenAlex, retrieved September 21, 2026

In short

Gamification means using game design elements in settings that are not games. The meta-analyses find positive effects on learning: small ones on cognitive, motivational and behavioural outcomes in Sailer and Homner (2020), and a medium effect on academic performance in Bai, Hew and Huang (2020), who also note that the evidence is mixed and the idea controversial. The most-cited primary study is Hanus and Fox (2015), a longitudinal classroom study of intrinsic motivation, social comparison, satisfaction, effort and academic performance. Read it alongside the meta-analyses.

How the literature is organised

The earliest titles on gamification in education in OpenAlex date from 2009, and there were about 220 in 2015. The first wave consisted of design frameworks and single-course experiments: Simões, Redondo and Vilas (2013) proposed a social gamification framework for a primary-school platform, de-Marcos et al. (2014) compared gamification with social networking in an e-learning course, and Su and Cheng (2015) tested a mobile gamified system for science learning. Hanus and Fox (2015) stands out as a longitudinal study that measured intrinsic motivation, social comparison, satisfaction, effort and academic performance.

By 2019 there were enough experiments for synthesis. Sailer and Homner (2020) meta-analysed effects on cognitive, motivational and behavioural learning outcomes. Zainuddin et al. (2020) systematically reviewed the empirical evidence, and Bai, Hew and Huang (2020) combined a meta-analysis with a synthesis of qualitative data.

Main debates

Two questions dominate. The first is what gamification does to motivation, which Hanus and Fox (2015) examined over time and Buckley and Doyle (2016) examined by relating students' intrinsic and extrinsic motivation to their participation and performance in a gamified intervention. The second is theoretical: Krath et al. (2021) reviewed the theoretical foundations used in research on gamification, serious games and game-based learning because an overview of the psychological mechanisms was lacking.

Where recent work is heading

The current direction is tailoring. Studies examine how personality and player type change the response to game elements (Smiderle et al., 2020; Oliveira et al., 2022), and Zourmpakis, Kalogiannakis and Papadakis (2023) test adaptive gamification in science education. Subject-specific reviews now cover science, health professions and language learning. There are also creative applications with a clear purpose, such as the Cranky Uncle game for building resilience to climate misinformation (Cook et al., 2023).

Most-cited foundational papers

Published before 2021 and ranked by how often later work cites them. Read the abstract of each and the full text of the three or four closest to your question. Citation count measures attention, not quality, so treat this as a map of what the field has argued about rather than a ranking of what is true.

  1. 1
    Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance

    Michael D. Hanus, Jesse Fox (2015). Computers & Education.

    Cited by 1,908doi:10.1016/j.compedu.2014.08.019

  2. 2
    The Gamification of Learning: a Meta-analysis

    Michael Sailer, Lisa Homner (2020). Educational Psychology Review.

    Cited by 1,426Open accessdoi:10.1007/s10648-019-09498-w

  3. 3
    The impact of gamification on learning and instruction: A systematic review of empirical evidence

    Zamzami Zainuddin and 3 others (2020). Educational Research Review.

    Cited by 938doi:10.1016/j.edurev.2020.100326

  4. 4
    Gamification and student motivation

    Patrick Buckley, Elaine Doyle (2016). Interactive Learning Environments.

    Cited by 886doi:10.1080/10494820.2014.964263

  5. 5
    A social gamification framework for a K-6 learning platform

    Jorge Simões, Rebeca Díaz Redondo, Ana Fernández Vilas (2013). Computers in Human Behavior.

    Cited by 852doi:10.1016/j.chb.2012.06.007

  6. 6
    Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

    Shurui Bai, Khe Foon Hew, Biyun Huang (2020). Educational Research Review.

    Cited by 682doi:10.1016/j.edurev.2020.100322

  7. 7
    Serious Gaming and Gamification Education in Health Professions: Systematic Review

    Sarah Victoria Gentry and 10 others (2019). Journal of Medical Internet Research.

    Cited by 663Open accessdoi:10.2196/12994

  8. 8
    A mobile gamification learning system for improving the learning motivation and achievements

    C‐H. Su, C‐H. Cheng (2015). Journal of Computer Assisted Learning.

    Cited by 649doi:10.1111/jcal.12088

  9. 9
    An empirical study comparing gamification and social networking on e-learning

    Luis de-Marcos and 3 others (2014). Computers & Education.

    Cited by 627Open accessdoi:10.1016/j.compedu.2014.01.012

  10. 10
    The impact of gamification on students’ learning, engagement and behavior based on their personality traits

    Rodrigo Smiderle and 4 others (2020). Smart Learning Environments.

    Cited by 492Open accessdoi:10.1186/s40561-019-0098-x

Most-cited papers since 2021

Primary studies and conceptual papers from 2021 onwards. A paper published in 2024 has had a few years to accumulate citations where the works in the section above have had decades, so compare these counts with each other rather than with the ones above.

  1. 1
    Benefits of gamification in medical education

    Kandamaran Krishnamurthy and 10 others (2022). Clinical Anatomy.

    Cited by 246doi:10.1002/ca.23916

  2. 2
    Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

    Luis R. Murillo-Zamorano and 3 others (2021). International Journal of Educational Technology in Higher Education.

    Cited by 192Open accessdoi:10.1186/s41239-021-00249-y

  3. 3
    Gamification for student engagement: a framework

    Errol Scott Rivera, Claire Louise Palmer Garden (2021). Journal of Further and Higher Education.

    Cited by 179Open accessdoi:10.1080/0309877x.2021.1875201

  4. 4
    Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students

    Guillermo M. Chans, May Portuguez Castro (2021). Computers.

    Cited by 173Open accessdoi:10.3390/computers10100132

  5. 5
    Gamification for educational purposes: What are the factors contributing to varied effectiveness?

    Zhanni Luo (2022). Education and Information Technologies.

    Cited by 146doi:10.1007/s10639-021-10642-9

  6. 6
    The effects of personalized gamification on students’ flow experience, motivation, and enjoyment

    Wilk Oliveira and 6 others (2022). Smart Learning Environments.

    Cited by 139Open accessdoi:10.1186/s40561-022-00194-x

  7. 7
    The cranky uncle game—combining humor and gamification to build student resilience against climate misinformation

    John Cook and 11 others (2023). Environmental Education Research.

    Cited by 122Open accessdoi:10.1080/13504622.2022.2085671

  8. 8
    Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation

    Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis, Stamatios Papadakis (2023). Computers.

    Cited by 118Open accessdoi:10.3390/computers12070143

Recent reviews and meta-analyses

The fastest way into a literature. A good review gives you the structure of the field, a reference list to mine and, in its limitations section, the gaps other researchers have already spotted.

  1. 1
    Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning

    Jeanine Krath, Linda Schürmann, Harald F.O. von Korflesch (2021). Computers in Human Behavior.

    Cited by 941Open accessdoi:10.1016/j.chb.2021.106963

  2. 2
    Gamification of health professions education: a systematic review

    A. E. J. van Gaalen and 5 others (2021). Advances in Health Sciences Education.

    Cited by 647Open accessdoi:10.1007/s10459-020-10000-3

  3. 3
    Gamification in Science Education. A Systematic Review of the Literature

    Michail Kalogiannakis, Stamatios Papadakis, Alkinoos-Ioannis Zourmpakis (2021). Education Sciences.

    Cited by 634Open accessdoi:10.3390/educsci11010022

  4. 4
    Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education

    Ana Manzano-León and 6 others (2021). Sustainability.

    Cited by 501Open accessdoi:10.3390/su13042247

  5. 5
    Gamification Applications in E-learning: A Literature Review

    Awaz Naaman Saleem, Narmin Mohammed Noori, Fezile Ozdamli (2022). Technology, Knowledge and Learning.

    Cited by 477doi:10.1007/s10758-020-09487-x

  6. 6
    Gamification of e-learning in higher education: a systematic literature review

    Amina Khaldi, Rokia Bouzidi, Fahima Nader (2023). Smart Learning Environments.

    Cited by 395Open accessdoi:10.1186/s40561-023-00227-z

How big the literature is, and where it is published

OpenAlex indexes 8,897 works whose title matches this topic. The chart shows how many were published each year from 2009 to 2025; the current year is left out because it is incomplete.

2009: 2 works220092011: 8 works2012: 17 works2013: 63 works2014: 119 works2015: 219 works2016: 251 works2017: 293 works2018: 378 works2019: 475 works2020: 568 works2021: 656 works2022: 652 works2023: 897 works2024: 1,176 works2025: 1,612 works1,6122025
Show the numbers as a table
YearWorks
20092
20118
201217
201363
2014119
2015219
2016251
2017293
2018378
2019475
2020568
2021656
2022652
2023897
20241,176
20251,612

Journals behind the most-cited work

Counted across the 166 most-cited works on the topic, not across everything published. Browsing recent issues of the first two or three is a reliable way to find current work that has not yet been cited much.

Sub-topics to narrow into

A thesis-sized question usually sits inside one of these, combined with a population or a setting.

How to cite these papers

Every paper above has a DOI, a part of the reference that is easy to leave out. Here is one of them, “Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance” (2015), in the two styles students ask about most:

APA 7th edition

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019

MLA 9th edition

Hanus, Michael D., and Jesse Fox. “Assessing the Effects of Gamification in the Classroom: A Longitudinal Study on Intrinsic Motivation, Social Comparison, Satisfaction, Effort, and Academic Performance.” Computers & Education, vol. 80, 2015, pp. 152–61, https://doi.org/10.1016/j.compedu.2014.08.019.

Check the details against the article itself before you submit: databases, including the one behind this page, sometimes carry the online-first year rather than the volume year. Full rules and more examples are in our guides to APA, MLA, Chicago, Harvard, Vancouver and ABNT, with the rest in the citation guides. You can also format a reference from its DOI with our free citation tools.

Frequently asked questions

What is the difference between gamification and game-based learning?

Gamification adds game elements to an activity that is not a game, such as awarding badges for completed homework. Game-based learning and serious games use an actual game as the learning activity. The literatures overlap but their evidence is different, so decide which you are reviewing and exclude the other in your search.

Does gamification work?

On average the meta-analyses find a positive effect. Sailer and Homner (2020) report small effects on cognitive (g = .49), motivational (g = .36) and behavioural (g = .25) learning outcomes. Bai, Hew and Huang (2020), pooling 30 interventions with 3,202 participants, report a medium effect on academic performance (g = 0.504). Averages hide variation: Luo (2022) reviews the factors behind varied effectiveness, and Hanus and Fox (2015) is the longitudinal classroom study to read for what can happen over a whole course.

Where do I find the general definition of gamification?

Works that define gamification in general do not contain education terms in their titles, so they are not in the list on this page. Buckley and Doyle (2016) map the central concepts required for a learning intervention to count as gamified; follow their references, and those of Sailer and Homner (2020), to the general definitions and cite the original.

How this page was made

The lists come from OpenAlex, an open index of scholarly works whose data are published under a CC0 licence, queried on September 21, 2026 for works whose title matches (gamification AND (education OR educational OR learning OR students OR classroom)). Only works with a DOI are listed. Each one was checked against the publisher’s own record at Crossref or DataCite (title, year, first author, journal, volume and pages), and in three cases, where the publisher deposited no byline, against PubMed; anything OpenAlex or Crossref flags as retracted was left out, and an editor took out results that matched the words but not the subject. Citation counts are OpenAlex’s on that date and are usually lower than Google Scholar’s, which counts more kinds of document. Ranking by citations tells you what a field has relied on, not what is correct; several heavily cited papers on any topic are cited because later work disputes them. Books without a DOI are missing, which matters in fields where the founding text is a book.

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