Serious 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

  • 3-7
  • 8-11
  • 12-16
  • 17-25
  • 25-35
  • 35-60
  • 60+
  • Students