Background: The use of the term “video game” has changed over the years. This term is composed of two axes. It’s position as a game and using video technology. Video game is an interactive entertainment that is performed by an electronic device equipped with a processor.
Aim: This study aimed to investigate the effect of two-dimensional and three-dimensional video games on problem-solving styles, creativity and social skills of students.
Methodology: This study was conducted in an experimental design, with pretest-posttest and control group, at Persian Gulf University of Bushehr. Participants in two groups performed two-dimensional and three-dimensional video games during 20 sessions. All members of the two groups, experimental and control groups performed the scales of problem-solving styles, creativity and social skills.
Results: The results showed that two-dimensional and three-dimensional video games affect helplessness and creativity, which are the components of problem-solving styles. Also, two-dimensional and three-dimensional video games affect fluency and only three-dimensional video games affect flexibility, which is one of the components of creativity. In addition, only two-dimensional video games affect social control, which is the component of social skills.
Conclusions: This study concluded that two-dimensional and three-dimensional video games, are influencing factors on problem-solving styles (helplessness and creativity styles), creativity (fluency and flexibility) and social skills (social control). So, video game can be used as a tool for teaching problem solving styles, creativity and social skills.