Time and again in scientific quantitative research gamers have shown to outperform non-gamer control groups. According to social science scholars games are not a new phenomenon of the 21st century to be used in learning. They have been around for a long time and were used by the Department of Defense to inspire or stimulate military and political crises situations. For instance, in the Polish nationalistic uprising, the pro-Castro movement and in the Cold War. But the way games are used have come a long way and are much more than conniving military strategy tools. They are now ingrained in our culture and form a significant component of our contemporary culture.
But video games since their inception have been an object of both fascination as well as fear among the masses. Today the gaming fear has subsided and as per reports, 75 percent of corporate managers in IT giants like Apple, Google and HP under the age of 35 play video games on a regular basis. Also employees above the age of 35 play or have substantial gaming experience. In fact these days’ games are so popular that they are purchased in numbers greater movies.
There has been a shift towards educational video games along with other educational toys like the Rubik’s cube. Educational video games have very many positive effects on kids like, give them a sense of achievement when they begin to solve a problem and progressively get good at it, they learn real world problem solving strategies, there is optimism from persevering to solve the game as they understand that they are fairly smart and regular play of such educational games for kids work to keep their brains active and stay sharp. Their mental reflexes to a problem at hand changes for the better and also gives them a wider perception to solving problems. There are also other benefits to such game play, like, it improves hand-eye coordination, improves children’s concentration levels and helps them to process thoughts faster and also improves short-term memory skills.