چکیده مقاله
This study explores the convergence of the metaverse and gamification through a bibliometric analysis, aiming to map the research landscape and identify key trends, themes, and contributors in this interdisciplinary field Utilizing advanced bibliometric techniques and R based analytics, a comprehensive review of 503 documents from the Scopus database was conducted Tools such as VOS viewer and R based software were employed for data visualization and analysis The study identifies major research clusters, including Game Based E Learning, Artificial Intelligence, Virtual Worlds, and Immersive Marketing, showcasing the diverse applications of these technologies Co citation and bibliographic coupling analyses reveal foundational studies and influential trends, while geographic analysis highlights China as the leading contributor, followed by the United States and India Word Cloud analysis of authors' keywords emphasizes prominent terms such as Virtual Reality VR , Augmented Reality AR , and Gamification Emerging themes like VR, AR, and blockchain, alongside foundational themes such as artificial intelligence and game based learning, underscore the transformative potential of integrating gamification into the metaverse This bibliometric study provides valuable insights for researchers and practitioners, demonstrating the growing significance of these technologies in education, marketing, and digital transformation
کلیدواژهها
نویسندگان
شیوه ارجاع
Yazdi, Azin and Ashrafi Mahabadi, Elahe,1403,Exploring the Convergence of Metaverse and Gamification: A Bibliometric Perspective on Research Trends and Applications,The 14th ECDC2025 international e-commerce conference with the approach of artificial intelligence, Internet of Things, business and metaverse,Shiraz
ارائهشده در
مجموعه مقالات چهاردهمین کنفرانس بین المللی تجارت الکترونیک ECDC۲۰۲۵ با رویکرد هوش مصنوعی، اینترنت اشیاء، کسب و کار و متاورس25 بهمن 1403 · شیراز