Putri Haryani, Ayatulloh Michael Musyaffi, Hera Khairunnisa, Ellis Snnisa, Rochma Sudiati, Hilmun Azzahra
Game-based learning has become the latest trend because it can do learning through fun games. However, in its development, there are several research gaps. The bibliometric analysis of ERP gamification is carried out in this paper. This research utilizes 209 references from the Scopus database covering the years 2006-2022; however, only 175 of those articles are appropriate for an in-depth analysis. The results show that the trend of ERP gamification development continues to increase until its peak in 2014, and until 2022, the number fluctuates. One author has contributed to most of the publications on ERP gamification. However, in the top 10 citation counts, almost all articles have more than three authors. At the same time, the countries with the most author contributions are the United States, China, and Germany. Most of these articles were published in Lecture Notes in Computer Science, Communications in Computer and Information Science, Lecture Notes in Business Information Processing, and Procedia Computer Science. In comparison, the most cited authors are Wareham et al. (387 citations), Badcock et al. (246 citations), and Leger et al. (62 citations). Then, the most mentioned keywords were Enterprise Resource Planning (144 words), ERP (39 words), Students (36 words), and Gamification (29 words). © 2024 IEEE.
University of Jakarta, Faculty of Economics State, Jakarta, Indonesia; State University of Jakarta, Faculty of Economics, Jakarta, Indonesia
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