Resumen: [EN] The impact of technologies in all areas is one of the main points that characterize the current society. In the educational context, recently, great efforts are being made to adapt the system to characteristics and needs of the students of the 21st century. Gamification in education consist on the use of structures, characteristics, dynamics and aesthetics of games for educational purposes, to increase students participation and motivation. The escape room is a gamified activity in which one or more teams must leave a place during a limited time solving a challenge whose goal is learning. This study pretends to analyze research trends through a bibliometric study of scientific production deposited in Scopus. 32 articles were obtained for the analysis. The results indicate an increase in scientific publications in last decade, and the main mean of dissemination are journals, specially in Social Sciences field. In addition, data shows the low impact and the absence of medium and large producers. Finally, the weight of Spain highlights and the implementation of escape rooms in the Higher Education stage stands out too.