Information and Communications Technology (ICT) improve learning quality and increases outcomes while allowing for more natural control of learning systems. It has a significant impact on the economy in many regions. However, there is a lack of female engagement in ICT fields in many countries. Serious Games are effective tools for learning, and it can be used to motivate women to study Computer Science. Gender preference factors affect engagement and motivation to play certain types of digital games, but few studies have designed digital games for females. Furthermore, most games with Computer Science content do not interest young adult females and fail to describe how the social and cultural content of the game explains the game experience of female players. As a solution, an extensive study of related literature on effective Serious Game elements, including motivational elements that influence a player to engage with digital games, effective educational game elements, female preference elements regarding digital games, and elements that impact the motivation of players to engage with the game was conducted. The result is a conceptual model for gender-based engagement in Serious Games. The proposed model will be implemented to increase the engagement of undergraduate females in Computer Science.