A Scoping Review on Fuzzy Logic Used in Serious Games
Abstract
1. Introduction
Contributions of This Study
2. Methods
2.1. Identification of Research Questions
2.2. Identification of Relevant Studies
2.3. Study Selection
2.3.1. Inclusion Criteria
2.3.2. Exclusion Criteria
2.4. Chart the Data
2.4.1. RQ1—What Is the Taxonomy of Serious Games Using Fuzzy Logic?
- Application area. This explains the area on which the serious game aims to focus. For example: educational serious games, serious games for health applications, serious games for training, serious games for well-being, etc.
- Activity. This involves the activity that the player uses to play the game (i.e., physical exertion, mental, and physiological).
- Modality. It refers to the feedback given to the player in terms of the game design (i.e., visual, auditory, haptic, and smell aspects of the game).
- Interaction method. This refers to the means used by the player to interact with the game. For example: keyboard, smartphone touch screen, joystick, mouse, brain interface, eye-gaze interface, movement-tracking interface, etc.
- Environment. This involves whether the game’s graphical interface was implemented in 2D, 3D, or as a virtual environment.
2.4.2. RQ2—What Are the Game Design Characteristics?
- Game genre. This indicator considers the game genres proposed by [32], which are action, adventure, fight, logic, simulation, sport, and strategy.
- Narrative. It refers to the story of the game.
- Game rules. It explains how the game is played.
2.4.3. RQ3—What Is the Aim of Using Fuzzy Logic in Serious Games and How Is the Fuzzy Logic System Implemented?
- Aim of fuzzy logic. This explains the application of fuzzy logic in the serious game.
- Fuzzy Logic System. This involves the methods used for fuzzification (i.e., membership functions to convert crisp input values to fuzzy input sets), fuzzy inference (i.e., the rules—If (conditions) Then (consequences) statements—to map the fuzzy input sets to the fuzzy output sets), and defuzzification (i.e., the method used to convert the fuzzy output to the crisp output value).
2.4.4. RQ4—Were Experiments Conducted in the Studies?
- Participants. It indicates the sample of participants involved in the experiments in the study.
- Instruments and metrics. It explains the instruments used to assess the game performance and participants’ feedback (e.g., game score, questionnaires, participants’ emotions).
- Key results. It reports the main findings of the study.
- Statistical analysis. It presents the statistical tests that were applied to the results to support the findings.
3. Results
3.1. Results on RQ1—What Is the Taxonomy of Serious Games Using Fuzzy Logic?
3.2. Results on RQ2—What Are the Game Design Characteristics?
3.3. Results on RQ3—What Is the Aim of Using Fuzzy Logic in Serious Games and How Is the Fuzzy Logic System Implemented?
- Fuzzy inference systems (FIS): These systems involve those that have implemented the three stages in their systems: fuzzification, fuzzy inference, and defuzzification (75%: 21 out of 28 studies).
3.3.1. Fuzzy Inference Systems
3.3.2. Semi-Fuzzy Systems
3.4. Results on RQ4—Were Experiments Conducted in the Studies?
4. Discussion and Future Directions
4.1. Discussion on RQ1—What Is the Taxonomy of Serious Games Using Fuzzy Logic?
4.2. Discussion on RQ2—What Are the Game Design Characteristics?
4.3. Discussion on RQ3—What Is the Aim of Using Fuzzy Logic in Serious Games and How Is the Fuzzy Logic System Implemented?
4.4. Discussion on RQ4—Were Experiments Conducted in the Studies?
4.5. Risk of Bias of the Studies
4.6. Limitations
- Single-reviewer bias. Only the author (EJRR) screened and assessed the articles; consequently, this might have introduced a risk of bias in the scoping review.
- Keyword limitations. The search terms were selected based on the most widely used and recognized terminology in the reviews presented in Table 1. Several keywords could be associated with ‘serious games.’ Based on [18,19,20,22,23,24,25,26,27,28], ‘game’ and ‘serious game’ were included as search terms. Nevertheless, it is important to consider that studies using related terms such as ‘video games’, ‘gamification’, ‘digital games’, ‘computer games’, ‘technology’, ‘human-computer interaction’, or ‘application’ may have been excluded. Similarly, based on [16,27], ‘fuzzy logic’ was used as a search term to include fuzzy systems; consequently, studies referring to ‘fuzzy theory’, ‘fuzzy sets’, ‘neuro-fuzzy’, or ‘ANFIS’ (Adaptive Neuro-Fuzzy Inference System) may have been excluded as well.
- Database access limitations. Although nine databases were consulted, not all the articles retrieved were accessible. Consequently, articles indexed in other databases or inaccessible were not considered.
5. Conclusions
Supplementary Materials
Funding
Data Availability Statement
Conflicts of Interest
References
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| Reviews on Fuzzy Logic | |||||
|---|---|---|---|---|---|
| Review | Year | Type | Keywords Used for the Search | Aim | Comment |
| [11] Q. A. Tarbosh et al. 2020 | 2020 | Literature | --- | It focuses on the design, functioning, and impact of rule reduction for fuzzy logic controllers. | No serious games were considered |
| [12] M. M. Ferdaus, et al. 2020 | 2020 | Literature | --- | It presents fuzzy systems related to unmanned aerial vehicles. | No serious games were considered |
| [13] B. N. Lima et al. 2021 | 2021 | Systematic | Not available. Only abstract was accessible | It explains how fuzzy logic has been used to identify the human movement of healthy people. | No serious games were considered |
| [14] S. Kambalimath and P. C. Deka 2020 | 2020 | Literature | --- | It investigates applications of fuzzy logic in hydrology and water resources. | No serious games were considered |
| [16] J. Serrano-Guerrero, F. P. Romero, and J. A. Olivas 2021 | 2021 | Literature | “fuzzy logic”, “fuzzy sets”, “pythagorean fuzzy sets”, “type-2 fuzzy sets”, “interval type-2 fuzzy sets”, “neutrosophic fuzzy sets”, “hesitant fuzzy sets” | It focuses on applications of fuzzy logic for opinion mining. | No serious games were considered |
| [17] S. Vashishtha, V. Gupta, and M. Mittal 2023 | 2023 | Literature | --- | It presents how fuzzy logic has been used for sentiment analysis. | No serious games were considered |
| Reviews on Serious Games | |||||
| [18] M. Fitzgerald and G. Ratcliffe 2020 | 2020 | Scoping | “games”, “gaming”, “serious games” | It analyzes studies using serious games and gamification for mental illnesses. | Artificial techniques were not considered. |
| [19] A. Dewhirst, R. Laugharne, and R. Shankar 2022 | 2022 | Scoping | “serious games”, “videogames” | It studies the feasibility and benefits of serious games in treating mental health disorders. | Artificial techniques were not considered |
| [20] V. Longley, J. Wilkey, and C. Opdebeeck, 2025 | 2025 | Scoping | “serious games,” “digital games” | It presents outcomes assessed in research on serious games for people suffering from dementia and cognitive impairment | Artificial techniques were not considered |
| [21] O. Mubin, F. et al. 2022 | 2022 | Scoping | Not available. Only abstract was accessible | It analyzes design features of games created for stroke rehabilitation. | Artificial techniques were not considered |
| [22] E. Koutsiana, et al. 2020 | 2020 | Scoping | “game,” “serious gaming,” “serious game” | It assesses the role of serious games in upper limb rehabilitation. | Only one article was related to fuzzy logic in the references. |
| [23] Y. Wang et al. 2022 | 2022 | Scoping | serious gam*”, “video game”, “computer game” | It presents applications of serious games in healthcare. | Artificial techniques were not considered |
| [24] S. Kim, P. Wilson, and O. Abraham 2024 | 2024 | Scoping | “Video games”, “serious game”, “computer game” | It provides an analysis serious games used for cancer prevention. | Artificial techniques were not considered |
| [25] J. Martínez-Miranda and I. E. Espinosa-Curiel 2022 | 2022 | Scoping | “serious games”, “game”, “gamification”, “videogame” | It focuses on serious games for the prevention and treatment of alcohol and drug consumption. Moreover, it investigates the use of artificial intelligence techniques in serious games. The authors mentioned that the studies only provided the platform on which the game is played. | Details on artificial intelligence techniques were not found. |
| [26] E. F. H. Reinders 2024 | 2024 | Scoping | “Gamification”, “Game”, “serious game”, “computer game”, “video game” | It presents serious games used for diabetes. | Artificial techniques were not considered |
| [27] A. Abd-alrazaq et al., 2022 | 2022 | Scoping | Keywords were used for each artificial intelligence technique. Keywords related to this review: “Fuzzy Logic”, “Video Games”, “serious gam*”, “gamification” | It focuses on serious games for healthcare. The authors explored the use of artificial intelligence techniques in this type of serious game. | The authors reported six articles using fuzzy logic for healthcare |
| [28] D. Tolks, J. J. Schmidt, and S. Kuhn 2024 | 2024 | Scoping | “game”, “gamification”, “artificial intelligence” | It presents artificial intelligence techniques used in serious games for health. | No articles were found using fuzzy logic as artificial intelligence techniques |
| Database | Filters and Advanced Search Options Used in Electronic Databases |
|---|---|
| ACM Digital Library | The ACM full-text collection, research articles, and journals |
| IEEE Xplore | None—in first search Title: game—in second search |
| IOPscience Web of Science | Open access |
| MDPI PubMed | None |
| ScienceDirect Wiley | Open access—in both searches Article title: game—in second search |
| Springer | Research articles, articles—in both searches Article title: game—in second search |
| Reference | Year | Application Area | Activity | Modality | Interaction Method | Environment | Hardware Architecture (Platform) |
|---|---|---|---|---|---|---|---|
| [60] (Guniš et al., 2025) | 2025 | Education: to assess computational thinking by controlling a robot through commands (computational skills) | Mental | Visual | Not explicitly indicated Mouse Keyboard (inferred from the article) | Not explicitly indicated 2D (inferred from the article) | Not explicitly indicated Desktop or laptop (inferred from the article) |
| [49] (García-Ramón et al., 2024) | 2024 | Healthcare: to assist in hand rehabilitation | Physical exertion | Visual | Hand movements were detected via a Leap motion controller using Ultraleap tracking service version 5.7.2., Control panel version 3.1.0, and Unity package Ultraleap tracking version 6.7.0 | Not explicitly indicated 3D: Unity version 2021.3.24f1 (inferred from the article) | Desktop or laptop |
| [73] (Liu et al., 2024) | 2024 | Education: to model reactions in virtual characters | Mental | Visual Auditory | Not explicitly indicated Mouse Keyboard (inferred from the article) | Not explicitly indicated 3D (inferred from the article) | Not explicitly indicated Desktop or laptop (inferred from the article) |
| [75] (Nourian et al., 2024) | 2024 | Education: to help participants with spatial planning and decision-making in urban redevelopment issues (e.g., residential, commercial, cultural spaces) | Mental | Visual | Not explicitly indicated Mouse Keyboard (inferred from the article) | 3D: multi-player online game. The interactive interface was created via the React framework in JavaScript. The maps were included via MapBox. Geospatial information was displayed using Vis.gl. The game engine was implemented via Python 2.7: NumPy for the algebraic processes, Pandas for organizing data, topoGenesis for spatial indexing, and HoneyBee https://github.com/ladybug-tools/honeybee (accessed on 28 September 2025) for solar analyses | Not explicitly indicated Desktop or laptop (inferred from the article) |
| [62] (Panjaburee et al., 2024) | 2024 | Education: to encourage digital citizenship behavior | Mental | Visual Auditory | Not explicitly indicated Touch screen. (inferred from the article) | 2D | Not explicitly indicated Smartphone (inferred from the article) |
| [70] (Tselepati-otis and Alepis, 2024) | 2024 | Education: to teach general knowledge in terms of animals, arts, sports, history, and geography. | Mental | Visual Auditory | Touch screen | 2D: Unity | Smartphone |
| [56] (Chrysafiadi et al., 2023) | 2023 | Education: to teach HTML | Mental | Visual | Not indicated and cannot be inferred from the article | 3D | Not indicated and cannot be inferred from the article |
| [74] (Felix et al., 2023) | 2023 | Education: to improve health professionals’ learning using 360° videos to support women experiencing domestic violence | Mental | Visual Auditory | A smartphone, headphones, and a virtual reality headset | Virtual reality (3D) | Virtual reality headset, smartphone |
| [50] (Jiang et al., 2023) | 2023 | Healthcare: to assess the degree of upper limb motor impairment | Physical exertion | Visual | Hand movements were detected using a Kinect depth camera | 3D: Unity3D engine and C# | Desktop or laptop |
| [63] (Jondya et al., 2023) | 2023 | Education: to teach historical events in Indonesia’s struggle for independence | Mental | Visual | Touch screen Joystick Swiping the screen | 2D, 3D | Smartphone |
| [59] (Krouska et al., 2023) | 2023 | Education: to teach C++ programming | Mental | Not indicated and cannot be inferred from the article | Not indicated and cannot be inferred from the article | Not indicated and cannot be inferred from the article | Not indicated and cannot be inferred from the article |
| [66] (Méndez et al., 2023) | 2023 | Education: to teach and encourage consumers to reduce energy consumption through optimized thermostat usage | Mental | Visual | Not explicitly indicated Touch screen (inferred from the article) | 3D | Not explicitly indicated Smartphone (inferred from the article) |
| [69] (Rueda et al., 2023) | 2023 | Education: to teach students electrotherapy techniques through simulations of real-world clinical scenarios | Mental | Visual | Touch screen | Not explicitly indicated 2D (inferred from the article) | Two iOS devices: an iPad 2 WLAN + 3G 64 GB of 2011 and an iPad Mini 4 64 GB of 2015. |
| [57] (Chrysafiadi et al., 2022) | 2022 | Education: to teach HTML programming | Mental | Visual | Not explicitly indicated Mouse or keyboard (inferred from the article) | Not explicitly indicated 3D (inferred from the article) | Not explicitly indicated Desktop or laptop (inferred from the article) |
| [51] (Ghorbani et al., 2022) | 2022 | Healthcare: to assess cognitive functions in elderly people | Mental | Visual Auditory | Voice, touch screen, and augmented reality | 3D: ARCore SDK (Software Development Kit) for Unity Augmented reality | Smartphone Samsung Galaxy S9 Plus smartphone, with a dual 12 MP rear camera to view the augmented reality experience |
| [71] (Haryanto et al., 2022) | 2022 | Education: to study key elements of disaster mitigation | Mental | Visual | Not indicated and cannot be inferred from the article | Not explicitly indicated 2D (inferred from the article) | Not indicated and cannot be inferred from the article |
| [52] (Morales et al., 2022) | 2022 | Healthcare: to support children with autism in practicing box breathing | Physical exertion Physiological | Visual Auditory | Breathing was measured via a smartwatch Accelerometry data and visual attention measured via an RGB camera | Not explicitly indicated 3D (inferred from the article) | Tablet |
| [64] (Rachmawati et al., 2022) | 2022 | Education: to teach historical figures of the Indonesian revolution | Mental | Visual | Not indicated and cannot be inferred from the article | Not explicitly indicated 2D (inferred from the article) Single player | Not indicated and cannot be inferred from the article |
| [53] (Aziz Hutama et al., 2021) | 2021 | Healthcare: to assist in the treatment of dysgraphia. Dysgraphia affects the ability to write in children. | Mental Physical exertion | Visual | Hand movements were identified using a Kinect Studio V2 and Visual Gesture Builder. The game and Kinect were connected via Kinect for Windows SDK 2.0 | 3D: Unity3D and C# | Not explicitly indicated Desktop or laptop (inferred from the article) |
| [54] (Lara-Alvarez et al., 2021) | 2021 | Education: to introduce inductive control—i.e., eliciting emotions in the player to improve the learning process—in educational games, specifically in a game designed to teach basic mathematics | Mental | Visual Auditory | Keyboard and voice. The voice was processed using the openEAR toolkit | Not explicitly indicated 3D (inferred from the article) | Not explicitly indicated Desktop or laptop (inferred from the article) |
| [65] (Purnamasari et al., 2021) | 2021 | Education: to learn Javanese letters | Mental | Visual | Touch screen | Not explicitly indicated 3D (inferred from the article) | Smartphone |
| [76] (Suwindra et al., 2021) | 2021 | Education: to develop children’s characters using cultural wisdom | Mental | Visual | Not explicitly indicated Keyboard (inferred from the article) | Not explicitly indicated 3D (inferred from the article) | Not explicitly indicated Desktop or laptop (inferred from the article) |
| [68] (Björn et al., 2020) | 2020 | Education: to teach electroencephalography electrode placement | Mental | Visual | Not explicitly indicated Keyboard, mouse (inferred from the article) | 3D | Desktop or laptop |
| [72] (Bourhim and Cherkaoui, 2020) | 2020 | Education: to simulate pre-evacuation human reactions in fire emergencies | Mental | Visual Auditory | Head movements and tap controllers were used to navigate in the environment through an HTC Vive head-mounted virtual reality display | Virtual reality (3D): Unity3D 2016 Modeling of the environment was created via AutoCAD and 3Ds Max | Laptop, virtual reality headset |
| [58] (Chrysafiadi et al., 2020) | 2020 | Education: to teach HTML programming language | Mental | Visual | Not explicitly indicated Keyboard Mouse Touch screen (inferred from the article) | Not explicitly indicated 3D (inferred from article) Online | Desktop or laptop Smartphone |
| [61] (Lee et al., 2020) | 2020 | Education: to assist co-learning between students and robots in classroom environments | Mental | Visual Auditory | Players interacted with the robot and visual programming tools (i.e., Blockly on CodeLab: https://developers.google.com/blockly (accessed on 28 September 2025), or Webduino:Bit) to edit robot behaviors, not to play the Go game interface | Not explicitly indicated 2D (Inferred from the article) | Not explicitly indicated Desktop or laptop (inferred from the article) |
| [67] (Ponce et al., 2020) | 2020 | Education: to teach and encourage consumers to reduce energy consumption through optimized thermostat usage | Mental | Visual | Not explicitly indicated Touch screen (inferred from the article) | Not explicitly indicated 3D (Inferred from the article) | Not explicitly indicated Smartphone (inferred from the article) |
| [55] (Robles and Quintero M., 2020) | 2020 | Education: to teach math | Mental | Visual Auditory | Not explicitly indicated Keyboard and mouse (inferred from the article) | 2D: online Website: https://www.arcademics.com/ (accessed on 28 September 2025) | Not explicitly indicated Desktop or laptop (inferred from the article) |
| Reference | Year | Game Genre | Narrative/Storyline | Game rules How the Game is Played |
|---|---|---|---|---|
| [60] (Guniš et al., 2025) | 2025 | Logic—Puzzle | Light-Bot is an educational game that teaches computational thinking. Players create a set of instructions (an algorithm) to guide a robot to light up all the blue boxes in each level. | Players must light up blue boxes using the following commands: move forward, turn 90° right, turn 90° left, light the box, call function 1, call function 2, and jump (either up or down). |
| [49] (García-Ramón et al., 2024) | 2024 | Action—shooter | A wall and boxes are to be destroyed by throwing a ball. | The ball is controlled using hand movements:
|
| [73] (Liu et al., 2024) | 2024 | Adventure game | The virtual character responds to environmental stimuli based on perception, motivation, and emotion. The virtual character explores a waterside village. Stimuli are displayed to the virtual character (e.g., a barking dog, a fruit stand, a friend, a dancer). Based on perception and motivation, the virtual character:
| The player watches how virtual characters react to different stimuli and situations in the game. |
| [75] (Nourian et al., 2024) | 2024 | Simulation game | Equicity game (multiplayer online game). It simulates participatory urban planning. Players act as stakeholders (e.g., planners, citizens, developers), each with different levels of control, interest, and goals. Players collaborate and negotiate to co-design a spatial configuration of an urban district. | Players make decisions on how to allocate types of spaces (“colors”) to various urban sites, guided by personal and collective objectives. Players interact via an interface that shows a 3D map of the district, information panels, and sliders and controls to submit decisions. |
| [62] (Panjaburee et al., 2024) | 2024 | Adventure | The game uses text, images, animation, and narration to help players understand digital citizenship. It provides interactive storytelling where players make choices and see the consequences of their decisions, highlighting positive or negative behaviors. | The player must make a decision based on the story presented in the game scene. |
| [70] (Tselepatiotis and Alepis, 2024) | 2024 | Adventure | The game shows a world full of zombies. Players are survivors who answer general knowledge questions to fight the zombies. The questions cover animals, arts, sports, history, and geography. | The player must solve the question by shooting the zombie with the right answer. |
| [56] (Chrysafiadi et al., 2023) | 2023 | Adventure | Surviving Businessman: The game has an island with castles, forests, and catacombs. The game dynamically changes the difficulty of battles and maze navigation according to the player’s skills. | The player must explore mazes and fight enemies to find keys that unlock gates, allowing progression to the next stage of the game. |
| [74] (Felix et al., 2023) | 2023 | Adventure | The game narrative follows a female character named Marta through three key stages (levels of the game) of her life: childhood and adolescence, adulthood, and her search for healthcare support. 40 questions were created for the three levels of the game. This information was obtained from [77]. | The player must solve quizzes. |
| [50] (Jiang et al., 2023) | 2023 | Sport | Ping pong game. | First stage of the game: The player must pick up the ping pong ball from the table and move it to the specified area to finish the task using hand movements. Competition stage: The player must try to mimic the correct striking posture and swing the arm to hit the ping pong ball. |
| [63] (Jondya et al., 2023) | 2023 | Adventure | Players undertake a journey through the game world to learn about historical events, engaging with its characters and completing missions. | The player must solve missions: visit a location, navigate the world to identify items or individuals for the successful completion of missions, search for items required by non-player characters, and answer quizzes. |
| [59] (Krouska et al., 2023) | 2023 | Logic—Puzzle | Puzzles, tasks, and missions are based on knowledge in C++ programming. | The player must solve the puzzles. |
| [66] (Méndez et al., 2023) | 2023 | Simulation | Scenarios that simulate real-world energy consumption and thermal comfort outcomes are presented to the player. Specifically, heating and cooling setpoint schedules combined with specific California locations are used as scenarios. | The player adjusts thermostat settings in the game and compares strategies to save energy. The player can use two strategies: i) using heating/cooling systems, and ii) natural ventilation, opening windows. |
| [69] (Rueda et al., 2023) | 2023 | Simulation | The game simulates real-world clinical scenarios that require electrotherapy interventions. | The player (a student) must (i) select the type and number of electrodes and position them on a virtual patient; (ii) select the current type and configure the electrical device; and (iii) select the duration and intensity of the treatment. |
| [57] (Chrysafiadi et al., 2022) | 2022 | Adventure | FuzAd_Escape game: The player must escape from a locked house by exploring its rooms and garden, collecting objects, and using them throughout the game. Once all missions are completed, the house is unlocked. There are puzzles and quizzes on HTML programming in each room that the player must solve. | The player must solve the puzzles. |
| [51] (Ghorbani et al., 2022) | 2022 | Simulation | The game simulates daily living situations to assess cognitive functions (e.g., pattern separation and completion, visuospatial and episodic memory, decision-making ability, concentration) | Players must perform five tasks: retrieving objects’ locations; memorizing objects’ colors; recognizing an extra object; identifying unnatural placement of objects; and recalling the sequence of numbers. |
| [71] (Haryanto et al., 2022) | 2022 | Simulation | A disaster mitigation game that teaches what to bring in a disaster. Items include medicine, protective equipment, communication tools, and food. | The player puts items into four designated bags based on their type. Each bag must be filled. If items are placed in the wrong bag, the player loses a life. The game ends when lives run out. |
| [52] (Morales et al., 2022) | 2022 | Adventure | EtherealBreathing: Children help an “Akhi” guru to preserve the elemental balance of water, wind, earth, and fire to protect the world. | Children practice box breathing exercises to select the elements that need to be balanced in each temple of the game story |
| [64] (Rachmawati et al., 2022) | 2022 | Logic—Puzzle | A puzzle on historical figures of the Indonesian revolution. | The player must arrange the puzzle pieces properly. |
| [53] (Aziz Hutama et al., 2021) | 2021 | Action | The game shows a farmer who must catch falling apples. Each apple has a letter attached. | The player must catch the correct apple using hand movements |
| [54] (Lara-Alvarez et al., 2021) | 2021 | Action | Two game scenes:
|
|
| [65] (Purnamasari et al., 2021) | 2021 | Logic—Puzzle | Aksara. The player must answer 10 questions shown in Latin characters by choosing the correct option. The game has a 60-s timer, and players earn a score if they finish all questions before time runs out. The countdown adds challenge to the game. | The player must answer the questions. |
| [76] (Suwindra et al., 2021) | 2021 | Adventure | The game is based on Balinese culture: Rajapala was a hunter who married an angel, and together they had a son named I Durma. The game includes questions on emotions. | The player must answer the questions. |
| [68] (Björn et al., 2020) | 2020 | Simulation | The game presents a 3D human head model where players position EEG electrodes according to the 10–20 system. | The player must choose an electrode from a diagram showing the 10–20 electrode placement system. |
| [72] (Bourhim and Cherkaoui, 2020) | 2020 | Simulation | A virtual reality game is set in a residential building environment and includes elements such as fire, smoke, lighting, furniture, and fire-escape tools within the game scene. | The player must walk, climb, and grab objects to evacuate the building. |
| [58] (Chrysafiadi et al., 2020) | 2020 | Adventure | The game’s main character is trapped inside a building that has several rooms and a spacious garden. | The player must help the main character escape. To do so, the player must solve questions on HTML programming displayed in the game. |
| [61] (Lee et al., 2020) | 2020 | Strategy | AlphaGo game: https://deepmind.com/alphago-master-series (accessed on 28 September 2025) Players alternate placing black or white stones on a grid, aiming to gain control of more territory than their opponent. | The authors used the database of results from playing AlphaGo, the game was not played directly. The aim was to analyze the state of the game, predict outcomes (win rates), train fuzzy and machine learning models, and use these to teach students via a robot interface. |
| [67] (Ponce et al., 2020) | 2020 | Simulation | The player interacts with elements associated with a connected thermostat interface (e.g., system mode, humidity, indoor temperature, weather, quick changes, voice control, manual temperature adjustment, and menu options). | The player must solve a problem related to the thermostat’s behavior. Once solved, the stage is unlocked, and the player is rewarded. |
| [55] (Robles and Quintero M., 2020) | 2020 | Action—Race | From Arcademics: https://www.arcademics.com/ (accessed on 28 September 2025)
| The player must solve the exercises |
| Reference | Year | Aim | Fuzzification | Fuzzy Inference | Defuzzification |
|---|---|---|---|---|---|
| [49] (García-Ramón et al., 2024) | 2024 | To adjust the game difficulty (i.e., the position and size of the box to be destroyed by the player) according to the players’ range of motion. The fuzzy logic system was implemented using C# in Unity version 2021.3.24f1. | Fuzzy input sets Range of motion (ROM) of the hand movements:
| Mamdani fuzzy inference system 12 rules in total: Adjustment of the box position:
Adjustment of the box size:
| Fuzzy output sets Game difficulty:
Membership functions: All trapezoidal Defuzzification method: center of sums |
| [62] (Panjaburee et al., 2024) | 2024 | To offer tailored feedback on digital citizenship behaviors in the game. | Fuzzy input sets Error degree is computed using max-min composition on: (i) response of a sheet table; (ii) the test items covered in the storytelling scene; and (iii) record of the storingtelling scenes related to each aspect of digital citizenship
Membership functions: For Low:
| Mamdani fuzzy inference system three rules in total with the following structure:
| Fuzzy output sets
Defuzzification method: The maximum membership between poorly performed, partially-performed, and well-performed |
| [70] (Tselepatiotis and Alepis, 2024) | 2024 | To adjust zombie behavior according to player skill: more aggressive for skilled players and easier for less skilled players. | Fuzzy input sets
| Mamdani fuzzy inference system 15 rules in total: Initial three fuzzy rules with the following structure:
| Fuzzy output sets
The defuzzification method is not indicated |
| [56] (Chrysafiadi et al., 2023) | 2023 | To adapt dynamically the game difficulty (i.e., the number and difficulty of the questions and quizzes). | Fuzzy input sets For Battle skill:
Membership functions: All trapezoidal | Mamdani fuzzy inference system 26 rules in total: Battle skill (10 rules). Examples:
| Fuzzy output sets
The defuzzification method is not indicated |
| [74] (Felix et al., 2023) | 2023 | Two fuzzy systems:
| Fuzzy input sets for FSE:
Fuzzy input sets for FPAS:
| Mamdani fuzzy inference system FSE: 64 rules:
FPAS: 30 rules with the following structure:
| Fuzzy output sets for FSE:
Fuzzy output sets for FPAS:
The defuzzification method is not indicated |
| [50] (Jiang et al., 2023) | 2023 | To evaluate upper limb motor function in stroke patients. | Fuzzy input sets
FIS (Fuzzy Inference System) 1:
| Hierarchical fuzzy inference A tree structure with three FIS subsystems Mamdani fuzzy inference system 24 rules in total: FIS 1: To identify if the player corresponds to the healthy group or the hemiparesis group Eight rules with the structure:
FIS 2: To identify if the player corresponds to the {moderate, mild} hemiparesis group or the severe hemiparesis group Eight rules with the following structure:
FIS 3: to identify if the player corresponds to the mild hemiparesis group or the moderate hemiparesis group Eight rules with the following structure:
| Fuzzy output sets FIS 1:
FIS 3:
All triangular Defuzzification method: Center of area |
| [63] (Jondya et al., 2023) | 2023 | To adapt gameplay based on the player’s understanding of the historical narrative and evaluate that understanding dynamically. | Fuzzy input sets
| Mamdani fuzzy inference system 10 rules:
| Fuzzy output sets
The defuzzification method is not indicated |
| [59] (Krouska et al., 2023) | 2023 | To estimate the level of challenge in the game. | Fuzzy input sets
| Mamdani fuzzy inference system 81 rules:
| Fuzzy output sets
Defuzzification method: center of area |
| [66] (Méndez et al., 2023) | 2023 | To classify players based on their personality traits (openness, conscientiousness, extraversion, agreeableness, and neuroticism). To use the “effects” obtained from the first system (engagement, energy usage, attitude, and knowledge) to propose the most suitable gamification elements (e.g., challenges, points, badges, feedback) for tailoring the interface. | Fuzzy input sets First part of the fuzzy logic decision system Based on personality traits:
Second part of the fuzzy logic decision system Based on effects elements:
| Mamdani fuzzy inference system First part of the fuzzy logic decision system The number of rules is not indicated. Only two rules are provided as examples with the following structure:
Second part of the fuzzy logic decision system The number of rules is not indicated.
| Fuzzy output sets First part of the fuzzy logic decision system Based on effect elements:
Based on energy end-user elements:
Based on gamified player elements:
Second part of the fuzzy logic decision system Based on trigger elements:
Defuzzification method: center of area |
| [51] (Ghorbani et al., 2022) | 2022 | To assist players in making decisions and to send reminders of events through messages based on their cognitive state. | Fuzzy input sets Variables on players’ real-time location, and their cognitive state:
| Mamdani fuzzy inference system Only eight rules were provided:
| Fuzzy output sets Messages to the players:
The defuzzification method is not indicated |
| [71] (Haryanto et al., 2022) | 2022 | To create the dynamic behavior of how often the item appears in the game. | Fuzzy input sets
| Mamdani fuzzy inference system 27 rules in total:
| Fuzzy output sets Item occurrence frequency:
Defuzzification method: center of area |
| [52] (Morales et al., 2022) | 2022 | To adjust the game difficulty according to the breathing prompts and visual attention. | Fuzzy input sets
| Mamdani fuzzy inference system 22 rules: Defined by experts: a pediatrician and an author
| Fuzzy output sets
The defuzzification method is not indicated |
| [64] (Rachmawati et al., 2022) | 2022 | To compute game scores and to measure game time. | Fuzzy input sets
| Mamdani fuzzy inference system 27 rules:
| Not explained |
| [53] (Aziz Hutama et al., 2021) | 2021 | To adjust the game difficulty dynamically. The fuzzy logic system was implemented using C#. | Fuzzy input sets
Membership functions: All triangular | Zero-order Sugeno fuzzy model Nine rules with the following structure:
| Fuzzy output sets
|
| [54] (Lara-Alvarez et al., 2021) | 2021 | To assess players’ performance and emotions to adjust the difficulty and visual design of the game. The player’s emotional state (which is modeled using Russell’s circumplex model) is detected via voice. | Fuzzy input sets
| Mamdani fuzzy inference system 27 rules in total: Three rules with the following structure:
Twenty-four rules with the following structure:
| Fuzzy output sets
Membership functions: All Gaussian Defuzzification method: center of area |
| [65] (Purnamasari et al., 2021) | 2021 | To compute the game score. | Fuzzy input sets
| Mamdani fuzzy inference system Nine rules with the following structure:
| Fuzzy output sets
The membership function and the defuzzification method are not indicated. |
| [76] (Suwindra et al., 2021) | 2021 | To determine the player character. The fuzzy logic system was implemented using Simulink of the Fuzzy Logic Toolbox for MATLAB 2021. | Fuzzy input sets
Eight types were analyzed: triangular, trapezoidal, generalized bell-shaped, gaussian, two Gaussian, sigmoidal, difference sigmoidal, and product sigmoidal. | Sugeno neuro-fuzzy system 25 rules in total:
| Fuzzy output sets
Defuzzification method: center of area |
| [68] (Björn et al., 2020) | 2020 | To provide human feedback (i.e., a directional arrow indicating where the electrode should be moved and a linguistic variable—word describing the required magnitude of movement) on the correct position of the electroencephalography electrode placement. The fuzzy logic system was implemented using C#. | Fuzzy input sets
Information on the fuzzy system was obtained from [79]. | Mamdani fuzzy inference system Seven rules with the following structure:
| Fuzzy output sets
Defuzzification method: center of sums |
| [61] (Lee et al., 2020) | 2020 | To predict the win rate of the game of Go as Black or White using a genetic algorithm as well. Fuzzy Markup Language was used in the fuzzy logic system. | Fuzzy input sets For the number of simulations of Black and White:
| Mamdani fuzzy inference system 16 rules:
| Fuzzy output sets For the win rates of Black and White:
The membership functions are not indicated; however, it can be inferred that they are trapezoidal functions. The defuzzification method is not indicated |
| [67] (Ponce et al., 2020) | 2020 | To identify the gamification and game elements to be shown in the interface that best match each energy consumer type. The fuzzy logic system was implemented using LabVIEW 2018. | Fuzzy input sets Effects elements:
| Mamdani fuzzy inference system The number of rules is not indicated
| Fuzzy output sets Trigger elements:
Defuzzification method: center of area |
| [55] (Robles and Quintero M., 2020) | 2020 | To evaluate user performance and suggest learning material based on the challenges from the Arcademics educational games. The fuzzy logic system was implemented using the fuzzy logic library of Python. | Fuzzy input sets
| Mamdani fuzzy inference system 15 rules in total: Eight rules with the following structure:
Seven rules with the following structure:
| Fuzzy output sets
Defuzzification method: center of area |
| Reference | Year | Aim | Fuzzy Foundation |
|---|---|---|---|
| [60] (Guniš et al., 2025) | 2025 | To analyze and interpret students’ solutions to the Light-Bot game, not directly within the game mechanics itself. Fuzzy attribute implications were implemented using the R package fcaR 1.2.1.9000. | Fuzzy sets, fuzzy relations, and fuzzy attribute implications were used to express the students’ solutions. Attributes of the students’ solutions (e.g., command count, strategy similarity) were normalized in [0, 1] to reflect degrees of attribute satisfaction. |
| [73] (Liu et al., 2024) | 2024 | To model the perception of a virtual character in terms of distance from a stimulus. | The perception P(t) was modelled using fuzzy sets as follows: where fl is the intensity of the stimulus, distance between the virtual character and the stimulus shortest distance longest distance |
| [75] (Nourian et al., 2024) | 2024 | To assign a multi-criteria score to each voxel based on urban layouts (spatial configurations) in a 3D urban design space by aggregating multiple performance indicators (e.g., daylight access, walkability, accessibility, and environmental quality) in a way that reflects real-world ambiguity, trade-offs, and stakeholder preferences. The datasets of the study are available in the EquiCityData repository: https://github.com/shervinazadi/EquiCity_Data, (accessed on 20 August 2025). | It uses a fuzzy AND aggregation to compute a score for each voxel (volumetric cell) based on multiple quality criteria. |
| [69] (Rueda et al., 2023) | 2023 | To represent the values of electrode placement (well oriented, centered, and well distributed) and electrical parameters for the treatment (i.e., pulse width, frequency, amplitude, rest time, treatment time) using fuzzy sets. | Fuzzy sets for:
|
| [57] (Chrysafiadi et al., 2022) | 2022 | To create a profile of the player based on their quiz performance and determine whether it is necessary to extend the learning experience by adjusting the storyline and introducing additional exercises. | Fuzzy sets are used to represent the knowledge level of each student: {Beginner, Moderate, Good, Expert}, and these are mapped to cognitive states {Does not learn, Learns, Forgets, Reaches the target knowledge} using rules and state machines. where x is the learner’s degree in the quizzes. |
| [72] (Bourhim and Cherkaoui, 2020) | 2020 | To assess the virtual environment usability. | Layers were used to represent the criteria (e.g., interaction, side effects, engagement, navigation, object manipulation, visual criteria, auditory criteria, presence, immersion) assessed for usability. Each layer represents a criterion. Four fuzzy sets were used to assess each criterion: {high, relatively high, moderate, low}. |
| [58] (Chrysafiadi et al., 2020) | 2020 | To adjust the game scene dynamically according to each learner’s individual needs. | Fuzzy sets are used to represent the student knowledge level: {novice, average, good, excellent} on HTML programming. They use trapezoidal membership functions. These fuzzy sets serve as fuzzy states within a state diagram that shows how the game adapts dynamically and tracks the learner’s progression over time. |
| Reference | Year | Participants | Instruments and Metrics | Key Results | Statistical Analysis |
|---|---|---|---|---|---|
| [60] (Guniš et al., 2025) | 2025 | University students (age: 22–24 years) and teachers (age: 30–50 years) generated 64 solutions. | Player’s solution: quantitative and qualitative attributes from each solution (e.g., number of commands, use of recursion, unnecessary commands). | The characterization of solutions with unnecessary commands or applying indirect recursion can be identified via fuzzy attribute implications. | Statistical tests were not used. |
| [49] (García-Ramón et al., 2024) | 2024 | 53 healthy participants (mean age = 27.88, standard deviation = 9.71) played the tailored game mode (i.e., with dynamic difficulty adjustment) and the non-tailored game mode. |
| Wilcoxon Signed-Rank test reported a significant difference in the engagement index between game modes when the EEG signal was obtained using the Unicorn sensor (p value = 0.04054). Fisher’s exact tests showed significant associations between the game modes (non-tailored, tailored) and the players’ variables: ease of play using Unicorn sensor to collect the EEG (p value = 0.009341), and frustration using the Unicorn sensor to collect the EEG (p value = 0.0466). |
|
| [73] (Liu et al., 2024) | 2024 | 98 students (age 12) participated in the experiments to assess the security knowledge they obtained via the virtual character. | Questionnaire. | Experiments proved that the model can create autonomous virtual characters that help players understand what happens after their actions. The questionnaire results showed that watching how virtual characters react in the game helps players understand safety risks more easily. | Statistical tests were not used. |
| [75] (Nourian et al., 2024) | 2024 | Authors organized multiple test-play workshops using a planning scenario: the redevelopment of a factory into an urban neighborhood. They did not indicate the number of participants. | Authors did not mention controlled experiments or surveys to quantify user experience or learning outcomes. The evaluation was qualitative, based on observations, player behavior, and reflections. | The game successfully enabled participatory decision-making. Players were able to reach consensual decisions using the mathematical tools of the game (e.g., opinion pooling, proportional fitting). | Statistical tests were not used. |
| [62] (Panjaburee et al., 2024) | 2024 | 110 Thai eighth-graders (mean age = 14) participated in the experiments as follows:
|
| Students who played the personalized game using fuzzy logic and decision trees learned more than those who played the version without personalization. Experimental results reported that the game improved students’ digital citizenship outcomes and positively influenced their perceptions. Eye-tracking results indicated that the gaming environment effectively increased student engagement. |
|
| [70] (Tselepatiotis and Alepis, 2024) | 2024 | 23 participants (15 males and 8 females, ages: 17–28). | Questionnaire to collect opinions on tutorial clarity, interest in the game, quality of graphics and sound, attractiveness, and fun. | Most players found the tutorial, goals, and rules of the game clear, giving positive feedback. Players rated the game S enjoyable and educational, indicating that it effectively combined fun with learning. | Correlation analysis. |
| [56] (Chrysafiadi et al., 2023) | 2023 | Three groups (ages: 18–20) Total: 102 participants
|
| Results showed that the adapted game (i) reduces negative emotions such as boredom and frustration, (ii) maintains players’ interest, and (iii) encourages replayability. | t-test. |
| [74] (Felix et al., 2023) | 2023 | 52 participants (ages: 13–63 years; mean = 33.55; standard deviation = 12.4; 35 female; 17 male) composed of: 35 professionals from a public health institution, 17 students and independent professionals without any formal employment relationship. Each participant played the game using virtual reality goggles, headphones, and a smartphone. |
| Players reported the highest number of recommendations in the categories of “Gender and Human Rights” (50%) and “Human Rights” (22%), suggesting they mainly struggled with challenges related to violations of women’s basic rights. Results showed that the model adapted its assessment of players’ performance based on how they explored the 360° videos. Consequently, the model helped to identify players with learning difficulties. | Statistical tests were not used. |
| [50] (Jiang et al., 2023) | 2023 |
|
| Support vector machines, k-nearest neighbors, regression trees, and fuzzy inference systems (FISs) were compared in terms of accuracy, recall, precision, and F1 score. Evaluations of 32 participants proved that the game-based assessment system effectively differentiated between varying degrees of paralysis, achieving a 93.5% accuracy rate when compared to the therapist’s manual scale. |
|
| [63] (Jondya et al., 2023) | 2023 | 51 students from middle and high school. | Questionnaire. | 82.4% of the participants mentioned that the game’s interactivity and adaptiveness features improved their understanding of historical events related to Indonesian Independence. 80.4% of the participants felt that using the game enriched their experience of learning history. | Statistical tests were not used. |
| [59] (Krouska et al., 2023) | 2023 | 40 university students (22 males, 18 females, age: 18–22 years old). | Questionnaire for the following aspects: game engagement, experience, educational effectiveness, usability, and user satisfaction. | 80% of the students reported high levels of satisfaction with the game engagement, the system’s usability, and the overall user experience. 77.5% of the students reported that the game improved their knowledge and programming skills. | Statistical tests were not used. |
| [66] (Méndez et al., 2023) | 2023 | A simulated user. | Output of the fuzzy system. | The fuzzy system can efficiently customize the user interface based on the user’s profile. | Statistical tests were not used. |
| [69] (Rueda et al., 2023) | 2023 | 36 students who finished the course on electrotherapy. |
| Cohen’s Kappa coefficient was applied to evaluate the level of agreement between the expert professor and the serious game on categorical items such as electrode technique, electrode selection, constant current, and constant voltage. The results showed perfect agreement between the expert and the serious game on these items. The Shrout and Fleiss intraclass correlation coefficient was used to assess agreement on continuous items. The results showed moderate to excellent agreement, with moderate agreement specifically for electrode placement, current modulation, and applied intensity. |
|
| [57] (Chrysafiadi et al., 2022) | 2022 | Experiment 1. Two simulated participants. Experiment 2. 128 students: Group A: 64 students learning the HTML programming language in a course and playing the FuzAd-Escape game. Group B: 64 students learning the HTML programming language in a course only. | Game score. Questionnaire. Test on the HTML programming language. | Experiment 1. The simulations showed that the changes to the game scene were based on the player’s knowledge. Experiment 2. A t-test revealed a significant difference between groups (A and B) in terms of the test on HTML programming language. Group A reported better marks on the test than group B. | t-test. |
| [51] (Ghorbani et al., 2022) | 2022 | 37 participants (16 females, 21 males, age: over 50 years). |
| A high correlation was found between the overall score of the serious game and the overall score of MoCA in the control group, while a moderate correlation was reported in the mild cognitive impairment group. |
|
| [71] (Haryanto et al., 2022) | 2022 | 20 configurations were tested. | Output of the fuzzy system. | The fuzzy system can create a variation in the frequency of item occurrences. | Statistical tests were not used. |
| [52] (Morales et al., 2022) | 2022 | 20 children from 6 to 12 years old (mean age = 8.3; standard deviation = 1.76) with autism of medium and high functioning levels. |
| Results showed that the personalization module could adjust the difficulty of the next level based on the player’s performance. | Statistical tests were not used. |
| [64] (Rachmawati et al., 2022) | 2022 | 40 participants. |
| The game “Historical Knowledge Test” showed stable results. | Statistical tests were not used. |
| [53] (Aziz Hutama et al., 2021) |
| Questionnaire to assess the children’s engagement. | Children reported that the game was fun to play. Experts reported that the game could serve as an alternative medium for therapy. | Statistical tests were not used. | |
| [54] (Lara-Alvarez et al., 2021) | 2021 | 40 participants in secondary school. |
| Inductive control with the fuzzy logic system improved learning by identifying and encouraging positive emotions. |
|
| [65] (Purnamasari et al., 2021) | 2021 | 20 participants. |
| Results showed that fuzzy logic was successful in computing the game score. | Statistical tests were not used |
| [76] (Suwindra et al., 2021) | 2021 | 18 students (age: 12–14 years). |
All of them applied in the game. | There was a relationship between game-factor, emotional, and character variables. The neuro-fuzzy approach can identify how game elements, emotional responses, and children’s characteristics are related. This can assist teachers in guiding students to select proper games and manage their emotions, which can influence children’s character development. |
|
| [68] (Björn et al., 2020) | 2020 | 35 participants (10 males, 25 females, ages: 20–30 years) randomly assigned to three equally sized groups:
| Questionnaire on the knowledge of the EEG method. | Wilcoxon signed-rank test revealed that the two groups using a computer-based electrode placement simulator reported significant improvement in theoretical knowledge and practical skills compared to the group that learned without the simulator. Results showed that incorporating a simulator into electrode placement training improved students’ practical electrode placement abilities. | Wilcoxon signed-rank test. |
| [72] (Bourhim and Cherkaoui, 2020) | 2020 | 181 participants (55.8% males, 44.2% females, mean age: 32.25 years). | Questionnaire on virtual reality experience. | 77.34% of the participants indicated that it was intuitive to manipulate objects and navigate in the game. 91.39% of the participants reported that the simulation felt realistic. Participants indicated strong satisfaction with the fire simulation system. | Pearson correlation coefficient. |
| [58] (Chrysafiadi et al., 2020) | 2020 | Two examples. It is not indicated whether there were real participants or simulated participants. |
| The game dynamically adjusted its scenario based on the learners’ knowledge level and followed their progress and navigation in the game. | Statistical tests were not used. |
| [61] (Lee et al., 2020) | 2020 | 74 elementary school students. | Questionnaire. | - Most students provided positive feedback. - The artificial intelligence fuzzy agent for the robotic game of Go was well-received by the participating students. | Statistical tests were not used. |
| [67] (Ponce et al., 2020) | 2020 | Not indicated. | Not indicated. | A theoretical model and prototype for a gamified system designed to encourage energy-saving habits in users of smart thermostats. | Statistical tests were not used. |
| [55] (Robles and Quintero M., 2020) | 2020 | 206 high school students played 5400 games in total. | Game score. | The students improved around 14% in the topics covered. | Statistical tests were not used. |
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Rechy-Ramirez, E.J. A Scoping Review on Fuzzy Logic Used in Serious Games. Technologies 2025, 13, 448. https://doi.org/10.3390/technologies13100448
Rechy-Ramirez EJ. A Scoping Review on Fuzzy Logic Used in Serious Games. Technologies. 2025; 13(10):448. https://doi.org/10.3390/technologies13100448
Chicago/Turabian StyleRechy-Ramirez, Ericka Janet. 2025. "A Scoping Review on Fuzzy Logic Used in Serious Games" Technologies 13, no. 10: 448. https://doi.org/10.3390/technologies13100448
APA StyleRechy-Ramirez, E. J. (2025). A Scoping Review on Fuzzy Logic Used in Serious Games. Technologies, 13(10), 448. https://doi.org/10.3390/technologies13100448

