INFORMATION TECHNOLOGIES FOR CREATING MUSIC AND GAME PROJECTS: BIBLIOMETRIC ANALYSIS

Authors

  • Tetiana Fesenko
  • Danylo Serheiev
  • Oleksii Dolhopolov
  • Illia Serhorodtsev
  • Maksym Zhuk

DOI:

https://doi.org/10.26906/SUNZ.2025.3.142

Keywords:

music and game projects, information technology (IT), bibliometric analysis, bibliometric data, bibliometric map, keyword clustering

Abstract

Relevance. The development of information technology (IT) is contributing to the emergence of new forms of creative interaction, in particular in the field of music and gaming projects that combine music, game mechanics, and digital technologies. The integration of IT into such products creates innovative opportunities for learning, rehabilitation, and entertainment, which makes it necessary to systematize knowledge in this area. Object of research: scientific publications on the use of information technology for the implementation of music and gaming projects. Purpose of the article. to identify publications that form knowledge about modern IT for creating music and game projects. Research results. The article conducts a bibliometric analysis of 414 documents from the Scopus database using the query “music AND game AND projects” (1995-2025). The article identifies 24 subject areas grouped into six branches of knowledge. It was found that the majority of publications belong to computer science. The keywords are analyzed and structured into four semantic clusters: music game development technologies, educational multimedia platforms, psychological and therapeutic aspects, and socio-economic effects. The insufficient representation of areas related to robotics, multisensory systems, and music therapy in the game environment has been revealed. Conclusions. The obtained results allow us to expand our understanding of the scientific structure of the topic of music and game projects and identify areas for further research, in particular in the educational and rehabilitation field and in the development of interactive IT products. Scope of application of the results: educational, cultural, rehabilitation and creative digital platforms based on music and game interactions.

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Published

2025-09-30