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