
In general, we use the contributions of mutant brand Kreutz (2005), Felsing (2010) and Nes (2012), adding investigations in the context of toys with Vygotsky (1984) and Kishimoto (1996) and via digital games Huizinga (1993), and Salen & Zimmerman (2012).

In this work we investigate the mutation brand building on the work of different authors in building an analysis model. In this context, a special type of mutation brand was introduced by Google, a company that was born in cyberspace and brings elements of digital games to take offer a playful experience for its users. The development of new dynamic configurations in the visual identities of companies, which are known as mutations brands, had thrust on digital platforms of the XXI century. This view may be a very valuable foundation for future research. The conclusions of this systematic review illustrate the general status of current academic usability evaluations of these games and the main trends in the selection of methodologies and how are they applied. In this paper, we elicit six research questions and conduct a systematic review of the scientific literature, which resulted in the selection of 187 papers that contained the most relevant responses. However, evaluation of the usability of this kind of games requires a redefinition of techniques, methods and even terminology. Usability, which is a key factor in any video game, becomes even more important in these so-called “serious games”, where the users’ special characteristics should be considered, and the game efficacy depends on the users’ adherence and engagement. In the last years, there has been an increasing interest in the design of video games as a tool for education, training, health promotion, socialization, etc. Currently, new devices are being enhanced to make their usability better for the user, and there are new applications such as using serious games in support of the fields of education and health and in the future, there will be nanotechnology projects applied to virtualizing reality and overcoming the limitations of the human body within the virtual world. In the context of digital games, in the past there was a major difficulty about using equipment such as a helmet with goggles, for ergonomic reasons. This study sets out a review the state of the art on the concept of VR used in the universe of digital games, whether in the context of research or entertainment, starting with a re-reading of scientific articles, books and online publications on the subject. Based on movies such as Tron, by Steven Lisberger, the concept became known worldwide as a technology for digital games the aim of which was to prompt the user into greater interaction with, immersion in and engagement with the environment and the projected narrative. The term Virtual Reality (VR) was coined by the artist and computer scientist Jaron Lanier, by which he succeeded in expressing the search for the merger between what is real and what is virtual in the 80s.
