Kara, Nuri2021-08-182021-08-182021-042148-2896https://hdl.handle.net/11411/4015https://doi.org/10.18009/jcer.858500https://search.trdizin.gov.tr/yayin/detay/435526ABSTRACT: The aim of this study was to indicate bibliometric results of articles on the use of serious games to assist people with disabilities and to use content analysis to conduct a methodological review of articles over the last seven years. For the bibliometric analysis, a total of 343 articles from the Web of Science database were included. For the content analysis, a total of 52 articles published between 2014 and 2020 were selected. The bibliometric results showed that serious games, disability, and rehabilitation were the most used author keywords. USA was the most cited country followed by European countries, namely England, Netherlands and Spain. Based on the content analysis results, “education” was the most commonly used field in the articles reviewed in this study. Computer games were the most commonly researched game platform. Intellectual disability was the most common kind of disability investigated. The main contribution of this study is to reveal research trends in the use of serious games to assist people with disabilities by utilizing the diversity of applied analyses.eninfo:eu-repo/semantics/openAccessBibliometric and content analysis of research trends on the use of serious games to assist people with disabilitiesArticle10.18009/jcer.858500435526