... Most of the studies in this cluster had involved research on video games and learning methods (Bayeck, 2020;Carr and Rogers, 2016;Denham and Guyotte, 2018;Gocheva, Somova, Angelova, and Kasakliev, 2020;Gómez-Carrasco et al., 2020;Mulcahy and Zainuddin, 2020;Núnez, 2018;Nunoo, 2019;Ofosu-Ampong and Boateng, 2018;Silva, Rodrigues, and Leal, 2019;Mathupayas Thongmak, 2019). The effects of serious games had been assessed by focussing on diversified areas such as perceived team cohesiveness (Bozanta, Kutlu, and Nowlan, 2016), mental illness (Fitzgerald and Ratcliffe, 2020), early childhood education (Heljakka et al., 2019), higher education (Cerrato, Ferrara, Ponticorvo, and Sica, 2017;Taylor, Kayis-Kumar, and Bain, 2017;Venter, 2016), pro-environmental behaviours aimed at energy efficiency (Morganti, Pallavicini, Cadel, and Candelieri, 2017;Wu et al., 2020), financial literacy amongst young decision-makers (Rasco et al., 2020), cultural heritage (Escudero and Villagrasa, 2017;Khan et al., 2020;Slavova-Petkova, 2017;Wang and Nunes, 2019), sustainability transition (Stanitsas, Kirytopoulos, and Vareilles, 2019), and the application of game-based techniques for higher education (Dikcius and Urbonavicius, 2020;Gibbens, Gettle, Thompson, and Muller, 2015;Vintimilla--Tapia et al., 2018;Zamora et al., 2018). ...