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A Proposal of Cognitive Classification of Electronic Games

Indicative classification by age group appeared in order to warn up parents how audiovisual works could exercise training of children. Therefore, this classification has contributed to the electronic games industry, while reduced the stigma of marginalization that many authors have attributed to these applications. Likewise, this work presents a cognitive classification which would consolidate and enhance the benefits of gaming in society. We propose a classification for electronic games based on the cognitive processes described in the literature, trying to integrate the features of each game to the benefits provided by the practice.