Since their inception, video games have greatly interested different types of users and organizations, and the academy is not an exception. The principal purpose of serious video games in the academy is to discover new ways to interact with students and strengthen learning and teaching. Video games in education are constantly used in a greater scope to improve the educational process. On the other hand, it is essential to consider the characteristics that must be considered in these types of tools so that they fulfil their purpose without neglecting the interest and motivation of the player. The objective of this work was to perform a systematic review of the topic "technological acceptance models (TAM) applied to serious video games". The investigation was done by performing searches in 6 scientific libraries to obtain a corpus of papers published between 2015 and 2021. Consequently, a lexical analysis was performed, and 4 clusters were identified about this topic: i) Emotions, social influence, and gratifications; ii) Structural equations; iii) Educational challenges with technology, and iv) The technology acceptance model.