In recent months millions of Japanese have been using their thumbs to sharpen their minds, thanks to new educational programs introduced for the Nintendo DS.
The trend is all the more remarkable because educational software has always been the videogame version of spinach—good for you, but no second helpings, please. That changed two years ago with the success of Brain Age software, which offers mental drills. Nintendo and other software makers followed with dozens of programs for education, physical training and practical skills. The software is catching on among gamers and nongamers alike—from baby boomers and salary men to housewives and students. The top-selling programs concentrate on cultural literacy, vocabulary building, math drills and English-language instruction. According to the latest figures from Enterbrain, a Tokyo videogame magazine publisher, as of June educational and training software has sold nearly 20 million copies.
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Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.
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Sunday, 9 September 2007
If you see someone on the Tokyo subway fiddling with a Nintendo DS handheld, chances are he's not just playing videogames,
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