Abstract
The paper deals with the theory of the application of video games in teaching discuss the advantages and disadvantages of using video games as a teaching tool, as well as to raises some additional issues that require further consideration of the use of video games in the classroom. The cathode ray tube amusement device (patent US2455992A) is at the start of its ninth generation of technology. All current knowledge, skills, and innovations of the current age of civilization are united in the creation of such a device and medium when it reproduces for entertainment. Certainly, each of these media, of any kind and how much content, of which there are already more than a million (as shown by digital video game stores Steam, GOG, Google store, PlayStation network), carries a certain amount of data, all kinds of knowledge of our civilization. As video games are popular with all ages, the idea of using them for education and in-classroom automatically arises. This paper is an overview of theoretical considerations of various aspects of the application of video games in the teaching of various authors who have researched this field.