Pemanfaatan game-based learning (GBL) terbukti efektif meningkatkan motivasi dan keterlibatan aktif pebelajar. Namun, mayoritas kajian literatur GBL masih berfokus pada pendidikan anak usia dini dan remaja, sehingga terdapat kekosongan informasi mengenai efektivitas, variasi bidang studi, serta tantangan implementasi GBL yang spesifik bagi karakteristik pembelajar dewasa. Oleh karena itu, tinjauan literatur sistematis (Systematic Literature Review) ini bertujuan untuk mensintesis temuan riset terkini (2014-2023) terkait peluang dan tantangan penerapan GBL pada orang dewasa. Mengikuti protokol PRISMA, penelusuran artikel dilakukan pada tiga database utama (ERIC, Scopus, dan Google Scholar) dan berhasil menjaring 15 artikel relevan untuk dianalisis secara mendalam setelah melalui kriteria inklusi dan eksklusi yang ketat. Hasil analisis menunjukkan bahwa implementasi GBL bagi pembelajar dewasa dominan dijalankan pada perangkat komputer/desktop (54%) dibandingkan perangkat mobile dan gim tradisional. Penerapan GBL tersebar secara merata pada bidang ilmu saintek, humaniora, dan kesehatan, tanpa adanya bidang yang mendominasi. Mayoritas artikel (13 dari 15) melaporkan dampak positif yang signifikan bagi hasil belajar, termasuk potensi inklusivitas bagi pembelajar disabilitas dewasa. Meskipun demikian, efektivitas GBL sangat menuntut keselarasan antara desain mekanik gim dengan prinsip andragogi guna menghindari resistensi psikologis dari pembelajar dewasa. Pengembang gim edukasi digital masa depan perlu menitikberatkan pada aspek UI/UX adaptif yang mempertimbangkan kondisi fisik dan kognitif orang dewasa The use of game-based learning (GBL) has been proven effective in increasing motivation and active engagement of learners. However, most GBL literature studies still focus on early childhood and adolescent education, resulting in limited information regarding the effectiveness, variety of study areas, and challenges of GBL implementation specific to the characteristics of adult learners. Therefore, this systematic literature review aims to synthesize the findings of recent research (2014-2023) related to the opportunities and challenges of GBL implementation for adults. Following the PRISMA protocol, a search of articles was conducted in three major databases (ERIC, Scopus, and Google Scholar) and successfully captured 15 relevant articles for in-depth analysis after going through strict inclusion and exclusion criteria. The analysis results show that GBL implementation for adult learners is predominantly carried out on computers/desktop devices (54%) compared to mobile devices and traditional games. GBL implementation is evenly distributed across the fields of science, humanities, and health, with no single field dominating. Most articles (13 of 15) reported significant positive impacts on learning outcomes, including the potential for inclusivity for adult learners with disabilities. However, the effectiveness of GBL requires alignment between game mechanics and andragogical principles to avoid psychological resistance from adult learners. Future digital educational game developers need to emphasize adaptive UI/ UX aspects that take into account the physical and cognitive conditions of adults.