To appeal to new audiences, Nintendo focused its development efforts on discovering new uses for the DS. ... compared to only 18 per cent for students who did not use the DS.3Ad Iwata also believed that gaming consoles could become productivity tools ... htmI, accessed July 10, 2007, Nintendo DS museum guide, plasticbamboo.com/2006/10/3l/ Nintendo-DS-museum-guide/, accessed July 13, 2007.
|Title||:||Case Studies in Marketing Management|
|Author||:||S. Ramesh Kumar|
|Publisher||:||Pearson Education India -|