Since the beginning of the 21st century, the number of studies on serious games has been surging, and more and more serious games are being used for educational purposes to facilitate students' learning and increase their motivation. This study systematically reviewed seven empirical studies on the application of serious games in higher arts education from 2019 to 2024, aiming to reveal the current state of recent research in the field, incorporating trends in the use of technology and the results of the impact on learners. The results show that most articles indicate that serious games are effective in higher arts education. Currently, researchers pay relatively little attention to this area, but this area has good research potential. In addition, integrating serious games with technologies such as augmented reality, virtual reality and mixed reality in higher arts education is a promising avenue for future research and development.