Participatory gamification for resilient educational infrastructures: bibliometric analysis in vulnerable Andean contexts

Authors

DOI:

https://doi.org/10.69821/DISCE.v3i1.87

Keywords:

Gamification, educational infrastructure, inclusion, urban design

Abstract

This study sought to systematically analyze the bibliographic evidence on gamification as a participatory strategy, in order to enhance urban planning for resilient educational infrastructure in vulnerable contexts such as those in Huancayo, Peru. The methodology was based on a qualitative documentary approach with a systematic review of the Scopus, SciELO, Google Scholar, and Dialnet databases (2015-2026), where 22 relevant documents were selected using explicit criteria. The bibliometric analysis was performed with the support of VOSviewer 1.6.19 software, configured for co-occurrences in titles/abstracts/keywords, minimum 2 occurrences, 3 automatic clusters. The findings revealed three clusters with 87% co-occurrences, the red cluster with 45% in participatory gamification and a high percentage of spatial understanding via Unity, the green cluster revealed 62% ICT exclusion mitigated by 45% through mobile games, and the blue cluster represents local vulnerability in Huancayo with a potential of more than 40% in post-earthquake continuity of studies. The conclusions showed that gamification emerges as an interdisciplinary catalyst represented in the triad of urbanism-pedagogy-engineering, democratizing access to the E.030 standard through accessible simulations, which transforms digital exclusion into technical social capital, although there is an urgent need for empirical validation with local pilot tests and studies.

Downloads

Download data is not yet available.

References

Abd Elrahman, A. S., & Mahmoud, R. A. (2021). Urban design & urban planning: A critical analysis to the theoretical relationship gap. Ain Shams Engineering Journal, 12(1), 1163–1173. https://doi.org/10.1016/j.asej.2015.10.007

ACELDAT-PERU. (2020). Norma E.030. ACELDAT-PERU. https://www.igp.gob.pe/servicios/aceldat-peru/norma-e.030

Buyukdemircioglu, M., & Kocaman, S. (2020). Reconstruction and Efficient Visualization of Heterogeneous 3D City Models. Remote Sensing 2020, Vol. 12, 12(13). https://doi.org/10.3390/rs12132128

Dembski, F., Wössner, U., Letzgus, M., Ruddat, M., & Yamu, C. (2020a). Urban Digital Twins for Smart Cities and Citizens: The Case Study of Herrenberg, Germany. Sustainability 2020, Vol. 12, 12(6). https://doi.org/10.3390/su12062307

Dembski, F., Wössner, U., Letzgus, M., Ruddat, M., & Yamu, C. (2020b). Urban Digital Twins for Smart Cities and Citizens: The Case Study of Herrenberg, Germany. Sustainability 2020, Vol. 12, 12(6). https://doi.org/10.3390/su12062307

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamificación en la educación: un estudio de mapeo sistemático en JSTOR. Educational Technology & Society, 18(3), 75–88. https://www.jstor.org/stable/jeductechsoci.18.3.75

Enssle, F., & Kabisch, N. (2020). Urban green spaces for the social interaction, health and well-being of older people— An integrated view of urban ecosystem services and socio-environmental justice. Environmental Science & Policy, 109, 36–44. https://doi.org/10.1016/j.envsci.2020.04.008

Fernandez Párraga, A., & Párraga Catay, C. N. (2013). Vulnerabilidad sísmica de centros educativos de Huancayo Metropolitano [Universidad Nacional del Centro del Perú]. http://hdl.handle.net/20.500.12894/439

Instituto Nacional de Defensa Civil (INDECI). (2022). Normas y Documentos. Plataforma Del Estado Peruano. https://www.gob.pe/indeci

Kavouras, I., Rallis, I., Sardis, E., Protopapadakis, E., Doulamis, A., & Doulamis, N. (2025). Empowering Communities Through Gamified Urban Design Solutions. Smart Cities 2025, Vol. 8, 8(2). https://doi.org/10.3390/smartcities8020044

Li, X., Zhang, F., Hui, E. C. man, & Lang, W. (2020). Collaborative workshop and community participation: A new approach to urban regeneration in China. Cities, 102, 102743. https://doi.org/10.1016/j.cities.2020.102743

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability 2021, Vol. 13, 13(4), 1–14. https://doi.org/10.3390/su13042247

Medved, P. (2016). A contribution to the structural model of autonomous sustainable neighbourhoods: new socio-economical basis for sustainable urban planning. Journal of Cleaner Production, 120(1), 21–30. https://doi.org/10.1016/j.jclepro.2016.01.091

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69(2), 371–380. https://doi.org/10.1037/a0018985

MINEDU. (2020). Resolución Viceministerial N.° 030-2020-MINEDU - Normas y documentos legales - Ministerio de Educación - Plataforma del Estado Peruano. Plataforma Del Estado Peruano. https://www.gob.pe/institucion/minedu/normas-legales/419664-030-2020-minedu

Mouratidis, K. (2021). Urban planning and quality of life: A review of pathways linking the built environment to subjective well-being. Cities, 115(4), 103229. https://doi.org/10.1016/j.cities.2021.103229

Ng, P., Zhu, S., Li, Y., & Van Ameijde, J. (2024). Digitally gamified co-creation: enhancing community engagement in urban design through a participant-centric framework. Design Science, 10, e17. https://doi.org/10.1017/dsj.2024.17

O’Neill, E., Brereton, F., Shahumyan, H., & Clinch, J. P. (2016). The Impact of Perceived Flood Exposure on Flood-Risk Perception: The Role of Distance. Risk Analysis, 36(11), 2158–2186. https://doi.org/10.1111/risa.12597

Shao, D., & Lee, I. J. (2020). Acceptance and Influencing Factors of Social Virtual Reality in the Urban Elderly. Sustainability 2020, Vol. 12, 12(22), 1–19. https://doi.org/10.3390/su12229345

Sun, Y., Li, Y., Ma, R., Gao, C., & Wu, Y. (2022). Mapping urban socio-economic vulnerability related to heat risk: A grid-based assessment framework by combing the geospatial big data. Urban Climate, 43, 101169. https://doi.org/10.1016/j.uclim.2022.101169

Yin, G., Liu, Y., & Chen, Y. (2024). “Ghost city” or habitable city? The production and transformation of space in China’s new towns. Cities, 145, 104678. https://doi.org/10.1016/j.cities.2023.104678

Downloads

Published

2026-02-15

Issue

Section

Artículos

How to Cite

Ramos Piñas, D. (2026). Participatory gamification for resilient educational infrastructures: bibliometric analysis in vulnerable Andean contexts. DISCE. Revista Científica Educativa Y Social, 3(1), 187-200. https://doi.org/10.69821/DISCE.v3i1.87

Similar Articles

1-10 of 57

You may also start an advanced similarity search for this article.