The use of artificial intelligence in the production of educational games

what does research show us through bibliometric analyses?

Authors

DOI:

https://doi.org/10.23925/1983-3156.2026.v28.e67308

Keywords:

Technologies, Artificial intelligence, Educational games, Bibliometric analysis

Abstract

This study aims to review the state of the art and analyze, through bibliometric techniques, the impact and effectiveness of Artificial Intelligence (AI) technologies in the design and development of digital games for educational purposes. Based on the analysis of 1,663 scientific articles published on the Web of Science platform over the past ten years, four main thematic categories were identified: Education and Games, Technology and Games, Modeling and Strategy, and Artificial Intelligence in Games. Using the VOSviewer® software, the most frequent and strongly connected keywords were mapped, providing an overview of trends, approaches, and recurring elements in literature. The results reveal that AI has significant potential to personalize learning experiences, optimize game strategies, and enrich the interactivity of educational environments. The analyses offer practical insights for the development of more effective, engaging, and pedagogically aligned digital games.

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Author Biographies

Luciana Maria Estevam Marques, Universidade Estadual de Campinas

Mestra em Educação, Ciências e Matemática

Estéfano Vizconde Veraszto, Universidade Federal de São Carlos

Physicist and PhD in Education, Science, and Technology from the State University of Campinas with a fellowship at the Complutense University of Madrid. Associate Professor at the Federal University of São Carlos, in the Department of Natural Sciences, Mathematics. Permanent faculty member of the Graduate Program in Science and Mathematics Education. Postdoctoral researcher in Education at UNESP (Inclusive Education) and UNICAMP (Interactive Digital Environments). Specializes in Virtual Learning Environments and Educational Indicators and Statistics. Leader of the Technologies and Inclusion Laboratory (LABINTEC). Faculty member of the Graduate Program in Education and collaborator at the Faculty of Education of the State University of Campinas

References

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Published

2026-03-23

How to Cite

Marques, L. M. E., & Veraszto, E. V. (2026). The use of artificial intelligence in the production of educational games: what does research show us through bibliometric analyses?. Educação Matemática Pesquisa, 28, 01–29. https://doi.org/10.23925/1983-3156.2026.v28.e67308

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Section

Artigos

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