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Video Games Are Not Considered The Aspect Of Learning

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1. Introduction
1.1 Scale and trend
In the recent years, it is not a secret what the video game industry has experienced rapid growth. During 2009 to 2012, in the United States, the video game industry is increasing faster than the US economy as a whole four times, the report from the Entertainment Software Association released under in recent. Video games may be expected to continue to take place our TV, computers, smart phones and screen. By 2016, the size of the global game market will reach $ 86.1 billion.

1.2 Connect
Although video games are always not considered the aspect of learning, they are an essential collections that library must accept and implement them for their target audiences to truly improve their learning interesting.
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Year produced: November 17, 2009
3. Storybook workshop: Platform: Nintendo Wii game that is good for beginning or easy readers. Storybook workshop encompasses 16 fairy tales that enhances children’s experiences to listen to or perform, songs to sing, and record children reading the stories. Year produced: December 1, 2009
4. UDraw Studio: Instant Artist: Platform: Nintendo Wii. The UDraw studio drawing device enhances children’s creativity in the subject of art by utilizing built in games with avatars or by masterpiece creations from scratch. Year produced: November 14, 2010

2. Benefit in education
2.1 Cooperation capacity and communication.
70% gamers play with their friends who are in the same room, only 20% play alone. In many of these games, players have a team work together to achieve the goals, compete with other players or both. Their team collaboration capabilities need to be tested, in order to progress they must hone their communication and interpersonal skills. This pro-social behavior is the key to the healthy development of society - children with positive social skills are more likely to have higher self-esteem, good peer relationships to achieve in the school. They are also more likely to have a successful marriage and career.

2.2 Critical thinking skills and reading comprehension.
Video game presents a
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