13 Best Computer Games Programming

List Updated September 2020

Bestselling Computer Games Programming in 2020


Robot Wars Coding Board Game - Learn and Play with Computer Programming. Geeky STEM Toy and Gift for Boys and Girls Ages 7 Years and up. No Prior Coding Skills Required

Robot Wars Coding Board Game - Learn and Play with Computer Programming. Geeky STEM Toy and Gift for Boys and Girls Ages 7 Years and up. No Prior Coding Skills Required
BESTSELLER NO. 1 in 2020

ThinkFun Code Master Programming Logic Game and STEM Toy for Boys and Girls Age 8 and Up – Teaches Programming Skills Through Fun Gameplay

ThinkFun Code Master Programming Logic Game and STEM Toy for Boys and Girls Age 8 and Up – Teaches Programming Skills Through Fun Gameplay
BESTSELLER NO. 2 in 2020

Coder Bunnyz - The Most Comprehensive STEM Coding Board Game Ever! Learn All The Concepts You Ever Need in Computer Programming in a Fun Adventure. Featured at NBC, Sony, Google, Maker Faires!

Coder Bunnyz - The Most Comprehensive STEM Coding Board Game Ever! Learn All The Concepts You Ever Need in Computer Programming in a Fun Adventure. Featured at NBC, Sony, Google, Maker Faires!
BESTSELLER NO. 3 in 2020
  • HIGH QUALITY - STEM Education Toy and Gift for Girls and Boys ages 4 - 104! Program the Bunnyz with the Code Cards to traverse through the maze, eat the carrot and reach a playful destination.
  • EASY PLAY - Use it at home, in school, coding clubs, montessori, STEM clubs, boys girls scout, summer clubs, tutoring, after school, day care, maker space, hackathons and for Girls who code! Within less than an year of launch, CoderBunnyz is already being used as a STEM coding tool at 106 schools in the US!
  • YOUNG INVENTOR - Created by a Samaira, a 9 year old girl and covered by over 30 Media and News, including NBC, Sony, Mercury News and many more( scroll down for her Hulu Video)
  • PLAYED AT GOOGLE - Played by over 2000 kids at 60 workshops, including 50 at Google Headquarters. Teaches simple concepts like loops, branches, functions, conditionals and advance concepts like Inheritance, Parallelism, List, Stack, Queue and Algorithm writing.
  • AWARD WINNER - Recognized by Board of Education, Maker Faires, Science Fairs, several libraries, schools and tech events. Winner of Infy Maker Award 2016. The only board game that you would need to learn concepts of all programming language. No Prior Coding Experience Required. Learn and Play with Computer Programming Today. The ultimate coding board game.

Base Coding Kit | Kids 9+ Learn Real Code Hands-On | Free Lessons and Guides Included!

Base Coding Kit | Kids 9+ Learn Real Code Hands-On | Free Lessons and Guides Included!
BESTSELLER NO. 4 in 2020
  • STEM kit that teaches kids real coding while they build fun and hands-on projects!
  • Free software and projects compatible with Windows, Mac, and Chromebook computers.
  • Kit contains 12 electronic pieces, carrying case, & reference cards for dozens of different circuits.
  • Fun and educational gift for kids interested in science, technology, engineering, and math.
  • No other tools, software, tutoring or resources required. An all-in-one package for learning code.

Robot Wars Coding Board Game - Learn and Play with Computer Programming. Geeky STEM Toy and Gift for Boys and Girls Ages 7 Years and up. No Prior Coding Skills Required

Robot Wars Coding Board Game - Learn and Play with Computer Programming. Geeky STEM Toy and Gift for Boys and Girls Ages 7 Years and up. No Prior Coding Skills Required
BESTSELLER NO. 5 in 2020

Code Car Toy for Kids Age 8-12 | Typed Coding for Beginners | Free Project Guides Included

Code Car Toy for Kids Age 8-12 | Typed Coding for Beginners | Free Project Guides Included
BESTSELLER NO. 6 in 2020
  • Empowers kids 8 to 12 to understand technology and inspires them to get creative!
  • Free software and projects compatible with Windows, Mac, and Chromebook computers.
  • Kit contains Car, retractable USB cable, reference cards, and box. Nothing else required!
  • No experience needed- Code Car includes access to projects and learning resources online.
  • Perfect gift for kids who are interested in science, technology, engineering, and math (STEM).

Littlecodr - Kids Coding Game

Littlecodr - Kids Coding Game
BESTSELLER NO. 7 in 2020
  • Card game for kids and kids at heart
  • Introduces coding and computer programming to anyone age 4 and up
  • Crowdfunded on Kickstarter

Ultimate Coding Kit for Kids | Typed Coding and STEM Toy for Kids 10-15 | Lessons Included!

Ultimate Coding Kit for Kids | Typed Coding and STEM Toy for Kids 10-15 | Lessons Included!
BESTSELLER NO. 8 in 2020
  • Ages 10+. Code 60+ projects that control circuits. Boost their critical thinking skills!
  • Free step-by-step online guides to learn the basics of coding.
  • Kids start coding in 10 minutes! No tools or coding knowledge required.
  • Free software with easy installation on Windows, Mac, or Chromebook computers.
  • Includes 17 components like LED light strip, speaker, sensors, buttons, and an LCD screen.

Piper Computer Kit (2016 Edition)

Piper Computer Kit (2016 Edition)
BESTSELLER NO. 9 in 2020
  • Replaced by Newer Model: Piper Computer Kit (2018 Edition)
  • Material: wood and lithium ion rechargeable battery

c-jump Computer Programming Board Game

c-jump Computer Programming Board Game
BESTSELLER NO. 10 in 2020
  • Helps children to learn basics of programming languages C++ and Java
  • Fun and entertainment for the whole family
  • Ideal for home school education
  • Based on the code of a real computer program
  • No prior knowledge of computer programming is required!

Boolean Box | A STEM Educational Computer Kit, Teaches Coding and Electronics, Includes Scratch, Minecraft, and Python | Build a computer and electronic circuits, code and animate | For girls 8 and up

Boolean Box | A STEM Educational Computer Kit, Teaches Coding and Electronics, Includes Scratch, Minecraft, and Python | Build a computer and electronic circuits, code and animate | For girls 8 and up
BESTSELLER NO. 11 in 2020

ThinkFun Clue Master Logic Game and STEM Toy - Teaches Critical Thinking Skills Through Fun Gameplay

ThinkFun Clue Master Logic Game and STEM Toy - Teaches Critical Thinking Skills Through Fun Gameplay
BESTSELLER NO. 12 in 2020
  • WHAT YOU GET - Clue Master, a fun logic game and STEM toy, Includes 9 magnetic tokens, game board, 40 challenges and solutions and instruction booklet.
  • CLEAR INSTRUCTIONS - Easy to learn with a clear, high quality instruction manual. You can start playing immediately!
  • DEVELOPS CRITICAL SKILLS - Learn logical reasoning and deduction skills through fun gameplay.
  • COMES WITH MULTI-LEVEL CHALLENGES - Clue Master comes with 40 beginner to expert challenges that become increasingly difficult as you play through them.
  • AWARD WINNER - Purdue University Engineering Gift Guide Award

Think Fun Robot Turtles STEM Toy and Coding Board Game for Preschoolers - Made Famous on Kickstarter, Teaches Programming Principles to Preschoolers

Think Fun Robot Turtles STEM Toy and Coding Board Game for Preschoolers - Made Famous on Kickstarter, Teaches Programming Principles to Preschoolers
BESTSELLER NO. 13 in 2020
  • What you get - Robot Turtles is one of ThinkFun's best games for kids ages 4 and up. It was designed by programming expert Dan Shapiro and was the most-backed board game in Kickstarter history when first released. For 2-5 players, includes What you get cardboard and cardstock components.
  • Clear instructions - Easy to learn with a clear, high quality instruction manual. You can start playing immediately!
  • Develops critical skills - Gameplay provides a stealth learning experience, where players learn key programming princples in a fun, easy to learn way. Inspired by the Logo programming language, Robot Turtles lets kids ages 4 and up write programs with playing cards.
  • Parents and children play together - Robot Turtles was designed for parents and children to have a fun play experience together, which makes this preschool game a great gift for either parents or boys and girls ages 4 and up.
  • Award winner - Major Fun Award, Teachers' Pick Award from Scholastic Instructor Magazine, ASTRA Best Toys for Kids and more. Featured in the New York Times, NPR, Bloomberg, TechCrunch and more.

The Effects of the Video Game Culture

This essay explores the effects of video games becoming a mainstream phenomenon

In the "old days," before Tony Hawk signed his name to video games and MTV Cribs showed professional athletes with cabinets of video game consoles, being a gamer wasn't something to be proud of. Only geeks were gamers, and to be obsessed with Final Fantasy or Super Mario Brothers was a crime as nerdy as having a collection of Dungeons and Dragons games, or playing Magic: the Gathering on school break periods.

However, at some point, video games became cool. Instead of saving their money to buy bicycles and basketballs, kids started to save in order to buy a Playstation 2 or Nintendo Gamecube. While many people might dismiss this as a shift in interests, just as the interests of youth changed between 1900 and 1940 due to technology, the movement that pushed video games from unforgivable geekery to the new cool thing to do had a number of effects.

Video games, since their move to the mainstream, have gone from a small industry to one that brings in upwards of six billion dollars per year, according to PC World writer Tom Mainelli. The video game Halo 2 grossed $125 million in its first day of sales alone. The Numbers, a website devoted to movie finances and records, quotes the highest weekend opening of a movie as being the film "Spiderman," which opened at just under $115 million in its first weekend during May of 2002. As the figures point out, it is clear that video games are rapidly catching up to, and even eclipsing movies as a tool for cultural entertainment.

The cultural effects of the video game phenomenon are even greater than the economic effect. There are few people in today's society who haven't heard the cry of "video games are turning our children violent!" Everything from suicide to the school shootings in Littleton, Colorado have been blamed on video games. As a result, people have started to take games more seriously, with both good and bad results. The good results include higher quality games that don't simply rely on shooting and racing, and limits on what children of a certain age can buy. The bad results include people like Jack Thompson, a lawyer who is vehemently opposed to video games of all kinds. Even mainstream politicians like Hillary Clinton have joined the fray; after the Littleton shootings she is quoted in Mother Jones as having said "What kind of values are we promoting when a child can walk into a store and find video games where you win based on how many people you can kill or how many places you can blow up?"

While most people, both gamers and politicians, stand in the middle of the spectrum, it is too often the fringes that receive the most press space, leaving many non-gamers perplexed as to whether games are the creations of saintly developers or temptations from the fiery underworld - which only confuses the situation even more. As can be seen from the above evidence, the cultural influence of video games becoming more popular among mainstream society has been both positive and negative, but it cannot be dismissed.

The third major effect of video games going mainstream is the entertainment effect. Even Ray Bradbury, in his book Fahrenheit 451, foretold a day when people would have a more interactive entertainment experience. In his world, it was with televisions. In our world, it is through video games. Video games take the entertainment value of television and add in the interest of interactivity both with the game and socially. According to MIT professor Henry Jenkins, sixty percent of frequent gamers play with other people, be it friends, spouses or other family members. Whereas television is a socially isolating activity, with both parties sitting and watching passively, video games provide interactivity not only on the gaming level, but with the other person or persons with whom the person is playing with. As systems and games progress in technology, the level of interactivity will only increase, leading to an almost inevitable blending of movies, television and gaming into one large entertainment system.

It is clear that the phenomenon of video games becoming popular in mainstream society has had a number of effects, both on the video game industry and on the society it now influences. Some are positive, some are negative, but none of them can be overlooked or dismissed.

Works Cited


"'Halo 2' Reports $125 Million in First-Day Sales." MSNBC. 10 Nov. 2004. MSNBC. 26 Apr. 2020 .


Bradbury, Ray. Fahrenheit 451. New York City: Ballantine Group, 1953.


Jenkins, Henry. "Reality Bytes: Eight Myths About Video Games Debunked." The Video Game Revolution. MIT. 26 Apr. 2020 .


Keegan, Paul. "Culture Quake." Mother Jones. Nov.-Dec. 1999. The Foundation for National Progress. 26 Apr. 2020 .


Mainelli, Tom. "Video Games Go Mainstream." PC World. 22 May 2002. IDG. 26 Apr. 2020 .


Nash, Bruce. "All Time Box Office Records." The Numbers. The Numbers. 26 Apr. 2020 .

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