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The franchise began with independent developer Fanfare Software's 1994 video game JumpStart Kindergarten. The series was expanded into other age groups and beyond games to include workbooks, direct-to-video films, mobile apps, and other media under the ownership of Knowledge Adventure, which later assumed the name JumpStart Games.
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games ...
The YouTube Kids app features parental control settings that allow parents to limit screen time, and restrict users from accessing the search tool. Parents can use a passcode or their Google account to protect these settings, and configure profiles for multiple users to tailor their experiences.
Other subsidiaries included First Byte, Maverick Software, Fas-Track and Educational Resources [3] as well as Gryphon Software. [ 1 ] Davidson & Associates was known chiefly for their Blaster series of educational games, including Math Blaster as well as their licensed games based on the products of Fisher-Price .
Software for children may be either educational in content, allow players to interact with their favorite cartoon characters, or contain both of these elements in a single game. These programs may be found on either a console system (like the Super Nintendo Entertainment System ) or a personal computer (like an IBM PC compatible with either MS ...
At the same time, software developers from the home computer side recognized the strength of the consoles, and companies like Epyx, Electronic Arts, and LucasArts began devoting their attention to developing console games [92] By 1989 the market for cartridge-based console games was more than $2 billion, while that for disk-based computer games ...
The history of games dates to the ancient human past. [3] Games are an integral part of all cultures and are one of the oldest forms of human social interaction. Games are formalized expressions of play which allow people to go beyond immediate imagination and direct physical activity. Common features of games include uncertainty of outcome ...