Some evidence suggests that important skills
may be built or reinforced by videogames. For
example, spatial visualization ability (i.e., mentally, rotating and manipulating two- and
three-dimensional objects) improve with video
game playing.9
Videogames were also more
effective for children who started out with relatively poor skills. It has also been suggested that
videogames may be useful in equalizing individual differences in spatial skill performance.
For over 20 years researchers have been using
videogames as a means of researching individuals. Many of these reasons also provide an
insight as to why they may be useful educationally. For instance :
Videogames can be used as research and/or measurement tools. Furthermore, as research tools they
have great diversity
Videogames attract participation by individuals
across many demographic boundaries (e.g., age,
gender, ethnicity, educational status)
Videogames can assist children in setting goals,
ensuring goal rehearsal, providing feedback, reinforcement, and maintaining records of behavioural
change
Videogames can be useful because they allow the
researcher to measure performance on a very wide
variety of tasks, and can be easily changed, standardized and understood
Videogames can be used when examining individual
characteristics such as self-esteem, self-concept,
goal-setting and individual differences
Videogames are fun and stimulating for participants.