The objective of this study was to review the literature on digital game-based learning (DG) in engineering education for the period 2002-2022. The process for elaborating the bibliometric study on DG includes a scientific mapping approach using the SciMAT analysis tool. The results indicate that the overlay map presents a stability index of 65%, showing a consistent thematic development. In the period 2002-2016, the topics captured with SciMAT involve serious games, learning games, simulation games and game-based learning. The most prominent topics for the period 2017-2022 on the evolution map are students' performance, online learning environment, video game, simulation games, and educational video games. In the context of engineering, simulations games can potentially be used to develop and analyze difficult concepts in different subjects. These applications relate to dangerous or expensive environments that would otherwise have been inaccessible for classroom use. However, to sustain progress in the use of DG learning in engineering education, there should be more studies on its effectiveness. Therefore, promoting the development of interdisciplinary applications involving students from different engineering specialties could contribute to the development and application of DG in this important area of learning.