Game Learning Analytics in Serious Games: A Systematic Review Study and Perspectives for Integration with Generative Artificial Intelligence
Resumo
Introduction: Game Learning Analytics (GLA) has increasingly been used in serious games to monitor learning processes and analyze player behavior, while advances in Generative Artificial Intelligence (GenAI) create new opportunities for adaptive systems. Objective: This study systematically maps the use of GLA in serious games and investigates the presence of Artificial Intelligence (AI) techniques, focusing on opportunities for integration with GenAI. Methodology: A systematic review was conducted across major scientific databases, resulting in a set of primary studies analyzed according to predefined research questions. Results: GLA is mainly applied to performance analysis, behavior tracking, and learning assessment, often using Machine Learning (ML) and data mining. However, AI usage is largely limited to analytical tasks, with little evidence of generative approaches for dynamic adaptation. Conclusion: The results reveal a gap between data-driven analysis and adaptive content generation, highlighting the potential for integrating GLA with GenAI to enable real-time personalization in serious games.
Palavras-chave:
Serious Games, Game Learning Analytics, Generative Artificial Intelligence, Systematic Review
Referências
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Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2022). Game learning analytics:: Blending visual and data mining techniques to improve serious games and to better understand player learning. Journal of Learning Analytics, 9(3):32–49.
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2022). Game learning analytics:: Blending visual and data mining techniques to improve serious games and to better understand player learning. Journal of Learning Analytics, 9(3):32–49.
Antonio Calvo-Morata, Baltasar Fernández-Manjón, Cristina Alonso-Fernández, Iván J. Pérez-Colado, Iván Martínez-Ortiz, and Manuel Freire (2019). Improving teacher game learning analytics dashboards through ad-hoc development.
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Baggen, R. (2024). Generative ai for automatic feedback generation in serious games. Master’s thesis, Utrecht University.
Banh, L. and Strobel, G. (2023). Generative artificial intelligence. Electronic markets, 33(1):63.
Barrera Yañez, A. G., Alonso-Fernández, C., and Fernández-Manjón, B. (2025). Video games that educate: Breaking gender stereotypes and promoting gender equality with a serious video game. Information, 16(3):199.
Bastos, M., Honda, F., Lima, M., Pessoa, M., and Pires, F. (2025a). How do llms analyze and interpret data from educational games? a study with gla experts. In Anais do XXXVI Simpósio Brasileiro de Informática na Educação (SBIE 2025), SBIE 2025, page 1318–1331. Sociedade Brasileira de Computação - SBC.
Bastos, M., Honda, F., Lima, M., Pessoa, M., and Pires, F. (2025b). How do llms analyze and interpret data from educational games? a study with gla experts. In Anais do XXXVI Simpósio Brasileiro de Informática na Educação (SBIE 2025), SBIE 2025, page 1318–1331. Sociedade Brasileira de Computação - SBC.
Calderón, A. and Ruiz, M. (2015). A systematic literature review on serious games evaluation: An application to software project management. Computers & Education, 87:396–422.
Calvo-Morata, A., Alonso-Fernández, C., Santilario-Berthilier, J., Martínez-Ortiz, I., and Fernández-Manjón, B. (2025). Learning analytics to guide serious game development: A case study using articoding. Computers, 14(4):122.
Cano, A. R., Fernández-Manjón, B., and García-Tejedor, Á. J. (2016). Glaid: Designing a game learning analytics model to analyze the learning process in users with intellectual disabilities. In International Conference on Serious Games, Interaction and Simulation, pages 45–52. Springer.
Cloude, E. B., Carpenter, D., Dever, D. A., Azevedo, R., and Lester, J. (2021). Game-based learning analytics for supporting adolescents’ reflection. Journal of Learning Analytics, 8(2):51–72.
Filho, D., Honda, F., Pires, F., and Pessoa, M. (2025). Exploring the use of open-source llms for game learning analytics: an empirical study. In Anais do XXXVI Simpósio Brasileiro de Informática na Educação (SBIE 2025), SBIE 2025, page 1303–1317. Sociedade Brasileira de Computação - SBC.
Freire, M. et al. (2016). Game learning analytics: Learning analytics for serious games. In Learning, Design, and Technology, pages 1–29. Springer, Cham.
Goodfellow, I., Bengio, Y., and Courville, A. (2016). Deep Learning. MIT Press, Cambridge.
Honda, F., Macena, J., Duarte, J. C., and Pires, F. (2023). Um estudo de caso para a implementação de game learning analytics (gla) no desenvolvimento de jogos educacionais. In Workshop sobre Aplicações Práticas de Análise de Aprendizagem (WAPLA), volume 1, pages 1–10.
Honda, F., Pessoa, M., Harada, E., and Pires, F. (2025a). Evaluation of a specialist agent in game learning analytics by learning designers: a case study. In Anais do XXXVI Simpósio Brasileiro de Informática na Educação (SBIE 2025), SBIE 2025, page 1362–1376. Sociedade Brasileira de Computação - SBC.
Honda, F., Pessoa, M., Pires, F., and Oliveira, E. H. T. (2025b). Chatgpt, gemini or deepseek? an empirical study in game learning analytics. In Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames 2025), SBGames 2025, page 1827–1839. Sociedade Brasileira de Computação.
Laamarti, F., Eid, M., and El Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014(1):358152.
Lara, D. F., Lima, J. V. d., Canto Filho, A. B. d., and Garcia, L. M. L. d. S. (2023). A produção acadêmica sobre o uso de jogos sérios na educação: Avanços alcançados. Technical report, NAMID/UFPB.
Moon, J. et al. (2025). Generative artificial intelligence in educational game design: Nuanced challenges, design implications, and future research. Technology, Knowledge and Learning, 30(1):447–459.
Morata, A. C., Fernandez, C. A., Freire, M., Martinez-Ortiz, I., and Fernandez-Manjon, B. (2019). Game learning analytics for educators. In 2019 IEEE Global Engineering Education Conference (EDUCON), page 1436–1442. IEEE.
Perez-Colado, V. M., Perez-Colado, I. J., Freire-Moran, M., Martinez-Ortiz, I., and Fernandez-Manjon, B. (2021). A tool supported approach for teaching serious game learning analytics. In 2021 IEEE Frontiers in Education Conference (FIE), page 1–8. IEEE.
Qasrawi, R., Amro, M., and Jayousi, R. (2020). Automatic analytics model for learning skills analysis using game player data and robotic process automation in a serious game for education. In 2020 International Conference on Promising Electronic Technologies (ICPET), page 94–98. IEEE.
Rawassizadeh, R. (2025). Machine learning and artificial intelligence: concepts, algorithms and models. Reza Rawassizadeh.
Rhee, H. et al. (2020). Effects of interdisciplinary courses on future engineers’ competency. Higher Education, Skills and Work-Based Learning, 10:467–479.
Savi, R. and Ulbricht, V. R. (2008). Jogos digitais educacionais: Benefícios e desafios. Revista Novas Tecnologias na Educação (RENOTE), 6:1–10.
Silva, D. et al. (2022). Glboard: Um sistema para auxiliar na captura e análise de dados em jogos educacionais. In Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), pages 959–968. SBC.
Tugwell, P. and Tovey, D. (2021). Prisma 2020. Journal of Clinical Epidemiology, 134:A5–A6.
Yu, Z., Gao, M., and Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3):522–546.
Zeng, J., Parks, S., and Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Human Behavior and Emerging Technologies, 2:186–195.
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2022). Game learning analytics:: Blending visual and data mining techniques to improve serious games and to better understand player learning. Journal of Learning Analytics, 9(3):32–49.
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2022). Game learning analytics:: Blending visual and data mining techniques to improve serious games and to better understand player learning. Journal of Learning Analytics, 9(3):32–49.
Antonio Calvo-Morata, Baltasar Fernández-Manjón, Cristina Alonso-Fernández, Iván J. Pérez-Colado, Iván Martínez-Ortiz, and Manuel Freire (2019). Improving teacher game learning analytics dashboards through ad-hoc development.
Avila-Pesantez, D., Usca, B. A. T., Angamarca, B. G., and Avila, L. M. (2021a). Improving the serious game design using game learning analytics and eye-tracking: A pilot study. In 2021 IEEE URUCON, pages 536–540. IEEE.
Avila-Pesantez, D., Usca, B. A. T., Angamarca, B. G., and Avila, L. M. (2021b). Improving the serious game design using game learning analytics and eye-tracking: A pilot study. In 2021 IEEE URUCON, page 536–540. IEEE.
Baggen, R. (2024). Generative ai for automatic feedback generation in serious games. Master’s thesis, Utrecht University.
Banh, L. and Strobel, G. (2023). Generative artificial intelligence. Electronic markets, 33(1):63.
Barrera Yañez, A. G., Alonso-Fernández, C., and Fernández-Manjón, B. (2025). Video games that educate: Breaking gender stereotypes and promoting gender equality with a serious video game. Information, 16(3):199.
Bastos, M., Honda, F., Lima, M., Pessoa, M., and Pires, F. (2025a). How do llms analyze and interpret data from educational games? a study with gla experts. In Anais do XXXVI Simpósio Brasileiro de Informática na Educação (SBIE 2025), SBIE 2025, page 1318–1331. Sociedade Brasileira de Computação - SBC.
Bastos, M., Honda, F., Lima, M., Pessoa, M., and Pires, F. (2025b). How do llms analyze and interpret data from educational games? a study with gla experts. In Anais do XXXVI Simpósio Brasileiro de Informática na Educação (SBIE 2025), SBIE 2025, page 1318–1331. Sociedade Brasileira de Computação - SBC.
Calderón, A. and Ruiz, M. (2015). A systematic literature review on serious games evaluation: An application to software project management. Computers & Education, 87:396–422.
Calvo-Morata, A., Alonso-Fernández, C., Santilario-Berthilier, J., Martínez-Ortiz, I., and Fernández-Manjón, B. (2025). Learning analytics to guide serious game development: A case study using articoding. Computers, 14(4):122.
Cano, A. R., Fernández-Manjón, B., and García-Tejedor, Á. J. (2016). Glaid: Designing a game learning analytics model to analyze the learning process in users with intellectual disabilities. In International Conference on Serious Games, Interaction and Simulation, pages 45–52. Springer.
Cloude, E. B., Carpenter, D., Dever, D. A., Azevedo, R., and Lester, J. (2021). Game-based learning analytics for supporting adolescents’ reflection. Journal of Learning Analytics, 8(2):51–72.
Filho, D., Honda, F., Pires, F., and Pessoa, M. (2025). Exploring the use of open-source llms for game learning analytics: an empirical study. In Anais do XXXVI Simpósio Brasileiro de Informática na Educação (SBIE 2025), SBIE 2025, page 1303–1317. Sociedade Brasileira de Computação - SBC.
Freire, M. et al. (2016). Game learning analytics: Learning analytics for serious games. In Learning, Design, and Technology, pages 1–29. Springer, Cham.
Goodfellow, I., Bengio, Y., and Courville, A. (2016). Deep Learning. MIT Press, Cambridge.
Honda, F., Macena, J., Duarte, J. C., and Pires, F. (2023). Um estudo de caso para a implementação de game learning analytics (gla) no desenvolvimento de jogos educacionais. In Workshop sobre Aplicações Práticas de Análise de Aprendizagem (WAPLA), volume 1, pages 1–10.
Honda, F., Pessoa, M., Harada, E., and Pires, F. (2025a). Evaluation of a specialist agent in game learning analytics by learning designers: a case study. In Anais do XXXVI Simpósio Brasileiro de Informática na Educação (SBIE 2025), SBIE 2025, page 1362–1376. Sociedade Brasileira de Computação - SBC.
Honda, F., Pessoa, M., Pires, F., and Oliveira, E. H. T. (2025b). Chatgpt, gemini or deepseek? an empirical study in game learning analytics. In Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames 2025), SBGames 2025, page 1827–1839. Sociedade Brasileira de Computação.
Laamarti, F., Eid, M., and El Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014(1):358152.
Lara, D. F., Lima, J. V. d., Canto Filho, A. B. d., and Garcia, L. M. L. d. S. (2023). A produção acadêmica sobre o uso de jogos sérios na educação: Avanços alcançados. Technical report, NAMID/UFPB.
Moon, J. et al. (2025). Generative artificial intelligence in educational game design: Nuanced challenges, design implications, and future research. Technology, Knowledge and Learning, 30(1):447–459.
Morata, A. C., Fernandez, C. A., Freire, M., Martinez-Ortiz, I., and Fernandez-Manjon, B. (2019). Game learning analytics for educators. In 2019 IEEE Global Engineering Education Conference (EDUCON), page 1436–1442. IEEE.
Perez-Colado, V. M., Perez-Colado, I. J., Freire-Moran, M., Martinez-Ortiz, I., and Fernandez-Manjon, B. (2021). A tool supported approach for teaching serious game learning analytics. In 2021 IEEE Frontiers in Education Conference (FIE), page 1–8. IEEE.
Qasrawi, R., Amro, M., and Jayousi, R. (2020). Automatic analytics model for learning skills analysis using game player data and robotic process automation in a serious game for education. In 2020 International Conference on Promising Electronic Technologies (ICPET), page 94–98. IEEE.
Rawassizadeh, R. (2025). Machine learning and artificial intelligence: concepts, algorithms and models. Reza Rawassizadeh.
Rhee, H. et al. (2020). Effects of interdisciplinary courses on future engineers’ competency. Higher Education, Skills and Work-Based Learning, 10:467–479.
Savi, R. and Ulbricht, V. R. (2008). Jogos digitais educacionais: Benefícios e desafios. Revista Novas Tecnologias na Educação (RENOTE), 6:1–10.
Silva, D. et al. (2022). Glboard: Um sistema para auxiliar na captura e análise de dados em jogos educacionais. In Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), pages 959–968. SBC.
Tugwell, P. and Tovey, D. (2021). Prisma 2020. Journal of Clinical Epidemiology, 134:A5–A6.
Yu, Z., Gao, M., and Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3):522–546.
Zeng, J., Parks, S., and Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Human Behavior and Emerging Technologies, 2:186–195.
Publicado
29/09/2026
Como Citar
CABRAL, Íris Campanella; SILVA, Guilherme; VITTORI, Karla; GOYA, Denise Hideko; BRANDÃO, André L..
Game Learning Analytics in Serious Games: A Systematic Review Study and Perspectives for Integration with Generative Artificial Intelligence. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 846-858.
DOI: https://doi.org/10.5753/sbgames.2026.25664.
