Previous studies indicate that gamification in e- government potentially increases social interactions between citizens and government. As a result, it can lead to more active participation of citizens in government programs. However, there are many cases of e-government that are lack of citizens' involvement. To address this problem, a Systematic Literature Review (SLR) with Kitchenham method on gamification in e- government was employed. It analyzed lesson learned from gamification in e-government, which was implemented in 8 countries in Asia, Europe, America and Australia. The results show that citizens prefer accepting rewards such as money, better feeling, digital badges, and certificates of appreciation to take part in e-government. These findings become inputs for further study to develop a protype of gamification for e- government in Indonesia.