There is intense interest in computer games. A total of 65 percent of
all American households play computer games, and sales of such games
increased 22.9 percent last year. The average amount of game playing
time was found to be 13.2 hours per week. The popularity and market
success of games is evident from both the increased earnings from games,
over $7 Billion in 2005, and from the fact that over 200 academic
institutions worldwide now offer game related programs of study. In view
of the intense interest in computer games educators and trainers, in
business, industry, the government, and the military would like to use
computer games to improve the delivery of instruction. Computer Games
and Instruction is intended for these educators and trainers. It reviews
the research evidence supporting use of computer games, for instruction,
and also reviews the history of games in general, in education, and by
the military. In addition chapters examine gender differences in game
use, and the implications of games for use by lower socio-economic
students, for students' reading, and for contemporary theories of
instruction. Finally, well known scholars of games will respond to the
evidence reviewed.