“…We found four main categories: (1) Learning [3, 4, 12, 15-17, 19, 27, 28, 37-40, 47, 55, 60, 67, 68, 71, 76, 77, 85, 86, 93, 98, 100, 102, 104, 109, 115, 120, 128, 131, 137, 146, 147, 149, 167, 174, 176, 178, 179, 185, 188, 191, 197, 200, 201, 203-206, 210, 212, 217, 218, 223, 225, 227, 229, 239, 240, 242-244, 251, 253, 259], including formal or informal approaches; (2) Health [5, 6, 10, 18, 23, 29, 32, 45, 48, 52, 56-58, 66, 69, 72, 73, 79, 87, 91, 92, 94, 99, 103, 114, 119, 121, 127, 130, 140, 159, 162, 169, 173, 180, 183, 184, 186, 195, 213, 214, 216, 222, 226, 231-233, 238, 245, 247-249, 255], which can be divided into the categories shown in Fig. 3; (3) Accessibility [152,161,202,207,221], including any game that is not in the previous categories and focuses on the inclusion of people with sensory impairments; and ( 4 189,190,193,199,208,228,230,234,235,237,250,254,256,258], which serves as a miscellanea category, where we included analysis of networked commercial games or mobile games that did not pay attention to any of the previous specific areas. This final group of tests included training tools for aircraft pilots, design tools for architects or engineers and analysis of famous commercial games, among others.…”