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Both game-based learning and creativity have been gaining a lot of attention from researchers and educators, and many researchers have been exploring the possibility of developing educational games or using existing entertainment games to foster students’ creativity. However, little is known regarding how to best assess creativity within the game-based learning environment. This review examines the most recent research related to game-based learning and identified 46 studies that targeted creativity as a learning outcome. The findings suggest that performance-based assessment, especially divergent thinking tests (e.g., Torrance Tests of Creative Thinking or self-developed divergent thinking tests) remain the most widely used method to assess students’ creativity in the game-based learning environment. However, video games provide a unique opportunity for stealth assessment.