Integration of creative industries and cognitive modeling

a review of innovative approaches

Authors

  • Elena Lyapuntsova Bauman MSTU

Keywords:

video game industry, history of video games, Russian game development, game studies, game design, games as a service, digital culture, national school of game design, post-Soviet game industry, Tetris, Escape from Tarkov

Abstract

The article examines the integration of creative industries and cognitive modeling as a promising direction for the development of the digital economy, education, and technological entrepreneurship. Creative industries — including design, music, cinema, games, advertising, media, digital art, and interactive environments — increasingly rely on artificial intelligence algorithms, generative models, and user behavior analytics. However, most existing approaches describe AI in the creative sector primarily as a tool for automated content generation, whereas cognitive modeling allows the creative process to be considered more broadly: as a system of perception, attention, memory, decision- making, emotional evaluation, and human interaction with digital environments. The aim of the article is to systematize the main areas of application of cognitive models and AI algorithms in creative industries, identify the levels of their integration, and outline key limitations. The paper discusses models of information processing, decision-making, creative cognition, user experience, emotional perception, and network diffusion of ideas. It is shown that cognitive modeling can be used not only for content generation but also for personalization, interface design, audience analysis, adaptive media, and support for creative teams. The article concludes that creative industries need to move from an instrumental understanding of AI toward a cognitively oriented architecture of creative production.

Published

2026-04-30

How to Cite

Lyapuntsova, E. (2026). Integration of creative industries and cognitive modeling: a review of innovative approaches. Game Innovation and Creative Industries, 1(1), 62–66. Retrieved from https://ojs.gamedev.science/index.php/GIKI/article/view/14