Apps for brats.
The article focuses on the purchasing of mobile device applications by parents hoping to entertain their children in 2013. Topics include the average annual sales of education software in the U.S., the use of online games to promote diligence and healthy eating, and how parents are becoming consumer...
| Publicado en: | Economist Vol. 409; no. 8859; p. 40 |
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| Formato: | Artículo |
| Publicado: |
Economist Newspaper Limited
10/26/2013
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=91657863&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 91657863 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00130613 ECO jtl: Economist issn: 00130613 maglogo: N pubinfo: dt: 10/26/2013 vid: 409 iid: 8859 pid: 161 pub: Economist Newspaper Limited artinfo: ui: 91657863 ppf: 40 ppct: 0 formats: tig: atl: Apps for brats. aug: su: United States Video games Consumers Mobile apps Application software Education software Internet in education Computer software sug: subj: Video games Consumers United States Custom Computer Programming Services Software publishers (except video game publishers) Software Publishers Computer, computer peripheral and pre-packaged software merchant wholesalers Computer and Computer Peripheral Equipment and Software Merchant Wholesalers Computer and software stores Educational Support Services Administration of Education Programs All Other Miscellaneous Schools and Instruction Video game publishers Video game design and development services Home entertainment equipment merchant wholesalers Doll, Toy, and Game Manufacturing Mobile apps Application software Education software Internet in education Computer software ab: The article focuses on the purchasing of mobile device applications by parents hoping to entertain their children in 2013. Topics include the average annual sales of education software in the U.S., the use of online games to promote diligence and healthy eating, and how parents are becoming consumers of child-based education software at a rate comparable to schools. pubtype: Periodical doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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