  Serious games are simulation software designed to assist people in learning
the practical concepts of various application fields such as Health, wellness,
Education and Culture. People improve their individual knowledge, skills and
attitude through training. This study identified the changing trends with
existing studied applications, approaches and methods. We collected 37 papers
from Google Scholar, Elsevier, Springer, IEEE Xplore and ACM Digital library.
We have collected the evidence answer to six research questions and analyzed
the result and identify the change in trends with the comparison with previous
systematic literature review (SLR) results. We achieved the best results by
techniques (questionnaires and interviews) and procedure (pre/post). Our
findings will be useful for practitioners and researchers who can test serious
games in different fields.
