The use of artificial intelligence in the production of educational games
what does research show us through bibliometric analyses?
DOI:
https://doi.org/10.23925/1983-3156.2026.v28.e67308Keywords:
Technologies, Artificial intelligence, Educational games, Bibliometric analysisAbstract
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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