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Learning Game.(The Technologist)

Newsweek International

| September 17, 2007 | Kashiwagi, Akiko | COPYRIGHT 2007 Newsweek, Inc. All rights reserved. Any reuse, distribution or alteration without express written permission of Newsweek is prohibited. For permission: www.newsweek.com. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

Byline: Akiko Kashiwagi

If you see someone on the Tokyo subway fiddling with a Nintendo DS handheld, chances are he's not just playing videogames, but engaged in self-improvement. In recent months millions of Japanese have been using their thumbs to sharpen their minds, thanks to new educational programs introduced for the Nintendo DS.

The trend is all the more remarkable because educational software has always been the videogame version of spinach -- good for you, but no second helpings, please. That changed two years ago with the success of Brain Age software, which offers mental drills. Nintendo and other software makers followed with dozens of programs for education, physical training and practical skills. The software is catching on among gamers and nongamers alike -- from baby boomers and salarymen to housewives and students. The top-selling programs concentrate on cultural literacy, vocabulary building, math drills and English-language instruction. According to the latest figures from Enterbrain, a Tokyo videogame magazine publisher, as of June educational and training software has sold nearly 20 million copies.

The craze, which so far is limited to Japan, has transformed the Nintendo DS from a videogame player to a daily companion in the school of life -- one in seven Japanese people ...

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Source: HighBeam Research, Learning Game.(The Technologist)

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