“…Among some of the influential recommendations include to shift focus and rely less on quantitative studies and conduct more studies specifically on mix-methods (Tantawi, Sadaf &Alhumaid, 2016; Alsawaler, 2019), propose critical enquiry as a new of methodology for studies related to data mining, texts, translation, libraries, climate change, ideologies, museum, that require fusion of game elements to attract learners' attention (Cengiz, Birant&Derya, 2017;Ouariachiet al, 2017;Swiatek&Gorsse, 2016;Kidd, 2015;Inwood, 2014;O'Hagan, 2012;), to add suitable evaluation processes to test outcomes obtained from the research conducted to monitor behaviour . Among hot topics that need more attention specifically under serious games to focus social well-being of elderly people (Jinhui et al, 2018), to conduct more exploratory studies (Kelley & Johnston, 2015), recommendation to have more governance platforms for serious games for citizens (Kelley &Johnstoon, 2015), careful development of gamification that retains its values (Marini et al, 2018;Raftopoulos, 2014), provide clear and direct guidelines to develop successful serious games (Hamada& Wakabayashi,2014), development of mlearning to support literacy education (Smith et al, 2015), mobile education for primary school students (Kirci&Kahraman, 2015), generate innovative approaches in education with gamification (Birch & Earl, 2017; Głowacki,Kriukova&Avshenyuk,2018; Hung, 2018), more rigorous study designs required to examine the effectiveness of gamification and benefits that can gained (Tantawi, Sadaf &Alhumaid, 2016;, behaviour change to improve health outcomes (Gallagher et al, 2019;Edwards et al, 2016), to conduct more studies infusing games and electric energy consumption (Nishida & Braga, 2015), educational psychology modelling learners' personalities (Denden et al, 2018), effects of gamification on society and culture (Lifaniva, 2016) and to strike balance between content of the course and game elements (Inwood, 2014).…”