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