Gaming activities related to technology have been revolutionized by the iPad, smartphones and mobile devices are always connected to new technologies that characterize them. The user plays actively interacting and producing content that shapes the games by creating new immersive experiences and engaging in it. Such example are the widespread online or browser games as the Ladbroke Games which have become increasingly popular recently.
The tablet has revolutionized the technological game. This was done by integrating technology, functionality and devices such as video games, toys, and electronic media in a single instrument of entertainment, information, education and play. The idea of integrating the game and learning technology is new and at the same time complicated. New for the proposal and complicated for the objectives.
The game has always helped young people to understand the practices and values of a society, but the emergence of new electronic and digital equipment has profoundly transformed our perceptions and uses of the technology that we do in our private lives. The role of technology has become so significant as to affect the outset maturation and the formation of new generations. The formation passes through the exposure and knowledge of the thousands of technology tools and also makes it easier and more fun to play.
An important role in the formation of new generation gaming was played by the so called intelligent games. Games that thanks to the integrated electronics have shown surprising results in time learning ability and have thus adapted to the demands of the player. Today, these capabilities are expressed in terms of technology with sensors, software for voice recognition, adaptive interfaces and sensory, mobility and connectivity tools that have developed the cognitive and social skills of the users.
Today, many games have become interactive, animated, available for download in the form of APP but also on mobile devices as they are able to incorporate the user feedback and change accordingly. Everybody is doing it more and more with a mobile device, a smartphone, a tablet or an iPod.
In the first two years of their life, while attracted by the display of an iPad, children seem to prefer that of a TV. Their brain is probably not developed enough to make them understand the possibilities of a touch screen in a practice game. As they grow older the children become more aware of their abilities to influence events on the screen. It is no coincidence that their use of computers and mobile phones increases. At six years there are no limits in the use of many technological devices available that are suitable for complex logic exercises, interactions and communications with varied socialization.
Following the growth of adolescents and their relationship with technological gadgets, many scholars have noted how digital games have an important function similar to that of other media in determining their mood, their search for new stimuli, the awareness of themselves and their ability to relate to others. The technological game, especially since it is feasible on mobile devices can be played anywhere and with real people.
It can handle massive amounts of content that changes to instantly fit the player. It becomes a powerful learning tool because it puts the player in the position of having to evaluate choices and challenges by taking decisions that are not easy and requires experience in continuing to develop new routes and new thoughts. Finally simulation games encourage visualization, experimentation and creativity generating forms of informal learning constants as you learn from mistakes, experimentation and comparison with the others.