- Papia Bawa. Why Games?: Use of Massively Multiplayer Online Games in English and Business Courses in Higher Education - Administrator and Faculty Perceptions. IJGBL, 12(1):1-12, 2022.
- Marc C. DeArmond, Brett E. Shelton, Yu-Chang Hsu. The Gap Between Korean Esports and Educational Gaming. IJGBL, 12(1):1-12, 2022.
- László Szendroi, Krishna S. Dhir, Katalin Czakó. Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course. IJGBL, 12(1):1-19, 2022.
- Tanja von Leipzig, Eric Lutters, Vera Hummel, Corne Schutte. An Architecture for Bidirectional Learning Games. IJGBL, 12(1):1-22, 2022.
- Gamze Kaya, Hatice Cilsalar Sagnak. Gamification in English as Second Language Learning in Secondary Education Aged Between 11-18: A Systematic Review Between 2013-2020. IJGBL, 12(1):1-14, 2022.
- Arpit Bawa. The Quest for Motivation: Tabletop Role Playing Games in the Educational Arena. IJGBL, 12(1):1-12, 2022.
- Ee Wen Teh, Gengeswari Krishnapillai, Ling Meng Chan. Tertiary Student Experiences With Digital Language Games for Enhancing the English Language. IJGBL, 12(1):1-18, 2022.
- Garry Gorman, Nigel McKelvey, Thomas C. Dowling. Gamification of Computer Programming Tasks to Promote the Growth Mind-Set in a Disadvantaged School. IJGBL, 12(1):1-24, 2022.
- Liping Sun, Heli Ruokamo, Marjaana Kangas, Pirkko Siklander. Effects of Collaborative Digital Gameplay on Students' Three Dimensions of Engagement in Mathematics. IJGBL, 12(1):1-16, 2022.
- Franck Taillandier, Alice Micolier, Gérard Sauce, Myriam Chaplain. DOMEGO: A Board Game for Learning How to Manage a Construction Project. IJGBL, 11(2):20-37, 2021.