Compares games as one of the most interesting phenomena related to the computerization are the subject of many foreign and domestic psychological researches. The article presents the characteristics of the following international study destinations of computer (video) games: firstly, the scope of use of computer games in education, secondly, study computer’s game influence of the cognitive domain of children, as well as formation of different skills. Such studies, however, do not consider computer games as an object, and stop only at specific areas of attention or perception. We discussed the question about common conceptual and methodological basis for the construction of research, which will classify and interpret the private research in this area. It lists the various (both positive and negative) effects on the influence of computer games on the mental development of the player, their significant developmental and educational potential.
Keywords: computer games, educational influence of computer games on the identity technology
Bandura A. Teoriya social'nogo naucheniya [Social learning theory]. Saint
Petersburg: Evraziya, 2000. 320 p.
Smirnova E.O., Sokolova M.V., Sheina E.G. Podhody k ponimaniyu igry v
sovremennoi zapadnoi psihologii [Elektronnyi resurs] [Approaches to the
understanding of play in contemporary western psychology]. Sovremennaya
zarubezhnaya psihologiya [Contemporary foreign psychology], 2012,
no. 1, pp. 53–64. URL: http://psyjournals.ru/jmfp/2012/n1/50107.shtml
Anderson C.A., Bushman B.J. Effects of violent video games on aggressive
behavior, aggressive cognition, aggressive affect, psychological arousal and
prosocial behavior: a meta-analytic review of the scientific literature.
Psychological science, 2001, no. 12(5), pp. 353-359.
Blumberg F. (Ed.). Learning by playing: Video gaming in education. New
York, NY: Oxford University Press, 2014, 42 p.
Breuer J., Kowert R., Festl R., Quand T. Sexist games = sexist
gamers? A longitudinal study on the relationship between video game use and
sexist attitudes. Cyberpsychology, Behavior, and Social Networking,
2015, no. 18(4). 197 p.
Breuer J., Vogelgesang J., Quandt T., Festl R. Violent video games and
physical aggression: Evidence for a selection effect among adolescents.
Psychology of Popular Media Culture, 2015, no. 4(4), pp. 305-328.
Gee J.P. What video games have to teach us about learning and literacy. New
York: Palgrave Macmillan, 2003. 256 p.
Gee J.P. The Anti-Education Era: Creating Smarter Students through Digital
Learning. New York, NY: St.Martin’s Press, 2013. 215 p.
Gentile D.A., Stone, W. Violent video games effects on children and
adolescents: a review of the literature. Minerva pediatrica, 2005, no.
57, pp. 337-358.
Green S.C., Bavelier D. Action video game modifies visual selective
attention. Nature, 2003, no. 423, pp. 534-537.
Griffiths M. Violent video games and aggression: a review of the
literature. Agression and violent behavior, 1999, no. 4 (2), pp.
Kirriemuir J., McFarlane, A. Literature revive in games and learning.
Harbourside: NESTA futurelab, 2004. 40 p.
MacMahan A. Immersion, Engagement, and Presence: A method for analyzing 3-D
video games. New York: Routledge, 2003, pp. 67-86.
Mayer R. E. Computer games for learning: An evidence-based approach.
Cambridge, MA: MIT Press, 2014. 281 p.
McGonigal J. The puppet master problem: Design for real-world mission-based
gaming. Harrigan P. (adds), Second Person Role-playing and story in games.
Journal of educational psychology, 2007, no. 97(1), pp.117-128.
Moreno R., Mayer R.E. Role of guidance, reflection, and interactivity in an
agent-based multimedia game. Journal of educational psychology, 2005,
no. 97(1), pp. 117-128.
Prensky M. Digital game-based learning. New York: McGraw-Hill, 2001.
Pursell C. From playground to PlayStation: the interaction of
technology and play. Johns Hopkins University Press, 2015. 216 p.
Rebetez C., Betancourt M. Video game research in cognitive and educational
sciences. Cognition, Brain, and Behavior. 2007, no. XI, no. 1 (March),
Rieber L.P., Tzeng S.-C., Tribble K. Discovery learning, representation,
and explanation within a computer-based simulation: finding the right mix.
Learning and Instruction, 2004, no. 14, pp. 307-323.
Young M. F., Slota S., Cutter A. B., Jalette G., Mullin G., Lai B.,
Yukhymenko M. Our princess is in another castle: A review of trends in serious
gaming. Review of Educational Research, 2012, no. 82 (1), pp. 61–89.