A Scoping Review on Fuzzy Logic Used in Serious Games

This scoping review investigates the use of fuzzy logic in serious games. Articles were searched in nine databases: ACM Digital Library, IEEE Xplore, IOPscience, MDPI, PubMed, ScienceDirect, Springer, Wiley, and Web of Science. The search retrieved 494 articles published between January 2020 and February 2025, of which 28 met the inclusion criteria. Specifically, four research questions were addressed, focusing on the taxonomy of serious games that use fuzzy logic, the characteristics of game design, the purpose and implementation of the fuzzy logic system within the game, and the experiments conducted in the studies. Results reported that 80% of the studies focused on educational serious games, while 20% addressed health applications. Mouse, keyboard, and smartphone touch screen were the most widely used interaction methods. The adventure genre was the most widely implemented in the studies (35.71%). Fuzzy logic was mainly used for adjusting game difficulty, followed by providing tailored feedback in the game. Mamdani inference was the most widely used inference method in the studies. Although 79% of the studies involved human participants in their experiments, 57% did not perform any statistical analysis of their results.

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Publication Details

Journal
Technologies
Published
2025-10-02
DOI
https://doi.org/10.3390/technologies13100448
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

A Scoping Review on Fuzzy Logic Used in Serious Games

Ericka Janet Rechy-Ramirez
Technologies
Educational Games and Gamification
article

A Scoping Review on Fuzzy Logic Used in Serious Games

Ericka Janet Rechy-Ramirez
article en

Abstract

This scoping review investigates the use of fuzzy logic in serious games. Articles were searched in nine databases: ACM Digital Library, IEEE Xplore, IOPscience, MDPI, PubMed, ScienceDirect, Springer, Wiley, and Web of Science. The search retrieved 494 articles published between January 2020 and February 2025, of which 28 met the inclusion criteria. Specifically, four research questions were addressed, focusing on the taxonomy of serious games that use fuzzy logic, the characteristics of game design, the purpose and implementation of the fuzzy logic system within the game, and the experiments conducted in the studies. Results reported that 80% of the studies focused on educational serious games, while 20% addressed health applications. Mouse, keyboard, and smartphone touch screen were the most widely used interaction methods. The adventure genre was the most widely implemented in the studies (35.71%). Fuzzy logic was mainly used for adjusting game difficulty, followed by providing tailored feedback in the game. Mamdani inference was the most widely used inference method in the studies. Although 79% of the studies involved human participants in their experiments, 57% did not perform any statistical analysis of their results.

TechnologiesVol. 13(10)
Universidad Veracruzana (MX)
Openalex Percentile: Top 71%
Educational Games and Gamification
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