Generative Artificial Intelligence in Digital Game Design and Development: A Bibliometric and Complex Network Analysis

  • Murilo Mazzotti Silvestrini UNICAMP
  • Pedro Henrique Salmaze USP
  • Leonardo Tórtoro Pereira UNESP

Resumo


Introduction: Generative AI (GenAI) has reshaped digital game design since 2017, yet the structural roles of its core concepts remain unmapped. Objective: This study maps GenAI in digital games (2018–2025) using bibliometric and keyword co-occurrence network analysis. Methodology: From 111 peer-reviewed articles (PRISMA-adapted pipeline, LLM-based semantic screening + human validation, Cohen’s ? = 0.60), we applied four centrality measures and Louvain community detection. Results: The network (29 nodes, 103 edges) shows atypical topology — density 0.254, clustering 0.675, modularity 0.136, 62.1% inter-community weight — with all centralities converging on five hubs: game, generative model, PCG, training, and LLM. Two anchors emerge: game (domain anchor, highest degree/eigenvector) and generative model (technology anchor, betweenness 2.8× higher). Both findings are robust across nine threshold configurations and 100 Louvain runs. Lexical analysis shows a paradigm shift: LLMs (+3.47 pp) and diffusion models (+1.28 pp) ascend, while GANs and generic deep-learning vocabulary dilute. The field is highly integrated, anchored by an umbrella technological concept, in early modular specialization. Search strings, screening prompt, per-record decisions, and reproduction scripts are publicly available.
Palavras-chave: Generative Artificial Intelligence, Digital Games, Bibliometric Analysis, Complex Networks, Procedural Content Generation

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Publicado
29/09/2026
SILVESTRINI, Murilo Mazzotti; SALMAZE, Pedro Henrique; PEREIRA, Leonardo Tórtoro. Generative Artificial Intelligence in Digital Game Design and Development: A Bibliometric and Complex Network Analysis. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2026 . p. 941-953. DOI: https://doi.org/10.5753/sbgames.2026.26160.