Users have a rather low security awareness, this has led to ideas about creating a security awareness system. By using gamification, it may be possible to motivate the user to change to a more secure behavior. The aim of this thesis is to study the relation between game elements, user and riskful behavior (context) in order to understand which game elements has a positive/negative effect on the users in which context. This was done by conducting a literature analysis, by collecting studies conducted with gamified system and compare and contrast their results. The literature analysis used four different databases and each of the databases was searched through by using four different search terms. The results shows that there seems to be lacking gamified system within security context, thus a conclusion could not be drawn from a literature analysis.