Gamification in genetics, genomics, and pharmacogenomics education: a bibliometric analysis of research trends, collaboration, and emerging themes (2000–2025) - Summary - MDSpire

Gamification in genetics, genomics, and pharmacogenomics education: a bibliometric analysis of research trends, collaboration, and emerging themes (2000–2025)

  • By

  • Azhar T. Rahma

  • Reem AlSheryani

  • Noon Hatim Khalid Alrabee

  • Ahmed Alderei

  • Alnawa Alharthi

  • Asma Alshebli

  • Fatima Alriyami

  • Sara Alzaabi

  • Gamila Ahmed

  • Falah Mohammed AlMarzooqi

  • Saif Al-Shamsi

  • July 7, 2026

  • 0 min

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Objective:

To conduct a bibliometric analysis of global research trends and thematic developments in gamification applied to genetics, genomics, and pharmacogenomics education between 2000 and 2025.

Approach:
  • Study Design: A bibliometric analysis was employed to map the extent, characteristics, and conceptual structure of literature on gamification in genetics education.
  • Data Sources: A systematic search was conducted across Web of Science, Scopus, and PubMed, covering publications from January 2000 to December 2025.
  • Search Strategy: The search utilized controlled vocabulary and free-text terms related to gamification, genetics, and education.
Key Findings:
  • Minimal research activity was observed in the early years, with increased publication growth after 2015.
  • Research output was dominated by institutions in high-income countries, with limited contributions from low- and middle-income regions.
  • Thematic analysis revealed a focus on student engagement, interactive learning, simulation, and digital tools.
  • There is an emerging interest in pharmacogenomics education.
  • Few studies addressed long-term learning outcomes.
Interpretation:

Limitations:
  • Limited contributions from low- and middle-income regions may affect the generalizability of findings.
  • Few studies focused on long-term learning outcomes.
Conclusion:

Sources:

Original Source(s)

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