Gadgets Turn Gamers Into Readers

The Nintendo DS Lite 100 Classic Book Collection

Alice's Adventures in Wonderland, Last of the Mohicans, Great Expectations, and A Midsummer-Night's Dream. No, this isn't middle school English class. These are titles made for the ever popular Nintendo DS Lite, one of 2008's most popular gifts. They're not games, however. They're books: eBooks. And they'll be available in the UK on December 26.

Implications - Nintendo has always been smart when it comes to marketing to its niche. Realizing that children need more to stimulate their minds, the company is combining gaming and education in a way that allows for learning, engagement and education at the same time. As the gaming industry changes, it's clear that entertainment isn't the only value in video games; interactive learning may become just as important.
Trend Themes
1. Gaming-education Integration - Combining gaming and education to provide interactive learning experiences.
2. Ebooks for Gaming Consoles - Expanding the availability of eBooks on gaming consoles to promote reading and learning.
3. Interactive Learning in Gaming - Recognizing the importance of interactive learning in video games and its potential as a valuable educational tool.
Industry Implications
1. Gaming Industry - Exploring opportunities to integrate education and interactive learning experiences into video games.
2. Ebook Industry - Expanding the market for eBooks by making them accessible on gaming consoles.
3. Education Technology Industry - Creating innovative solutions that leverage gaming technology for interactive learning and education.

Related Ideas

Similar Ideas
VIEW FULL ARTICLE & IMAGES