Game Classification
Lifestyle 2050
NATIONAL MUSEUM OF EMERGING SCIENCE AND INNOVATION (Japan), NATIONAL MUSEUM OF EMERGING SCIENCE AND INNOVATION (Japan), 2011
Video Game
Purpose
- Educative message broadcasting
- Informative message broadcasting
- Training
Market
- Healthcare
- Education
- Corporate
- Culture & Art
- Ecology
- Humanitarian & Caritative
- Scientific Research
Audience
- 3 to 7 years old
- 8 to 11 years old
- 12 to 16 years old
- 17 to 25 years old
- 25 to 35 years old
- 35 to 60 years old
- below 60 years old
- Students