Öz
Depending on the technological developments experienced, the importance of the concept of digitalization, which we encounter in all areas of our lives, is increasing. As a reflection of this situation, the definition of the concept of game has changed to include digital technologies. When the literature is examined, it has been determined that there is an increase in digital game-based studies. The main purpose of this research is to examine the studies on "digital game" in the literature by bibliometric method. Within the scope of the study, researches related to digital games were examined in terms of content and bibliometrically. As a result of the examination, the general trends in the relevant field, the authors who studied and the classification of the studies according to the years were shown with visual maps. Web of Science (WoS) was used to obtain the data. A total of 920 publications were reached in the research carried out by scanning the term "Digital game". Content analysis and bibliometric analysis were used in the analysis of the data. In the research, it was concluded that the distribution of the studies in WoS by years was between 2004-2022, and the most productive author was Gwo-Jen Hwang. It has been determined that the university with the most publications on the related subject is "National Taiwan University of Science and Technology", and the country with the most publications is America. According to the common word analysis, it was concluded that the most frequently repeated keyword in the studies was "Digital game-based learning", and according to the common citation analysis, the most cited author was Prensky. As a result of the co-author analysis, it was seen that the authors worked in small groups and there were no multiple connections between the authors.