Abstract
The purpose of this quantitative study was to identify significant factors that prevented teachers in Saudi Arabia from using video games in their classroom; and found differences in hindering factors between gender and level of teaching and teaching experience. The results showed that there were five factors that prevented Saudi teachers from using video games in their classroom among 25 categories of reasons. These five factors were "The impact of education video games on student and learning process", "Required times, cost, training, and technical issues of applying educational video games", "Characteristics of educational video games", "Harmonization between the educational video games and teaching", "Unawareness of educational video games".