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# Gadgets Turn Gamers Into Readers
The Nintendo DS Lite 100 Classic Book Collection

By Alex Covert | Published 2008-12-11 | Tech
Source: Trend Hunter, https://www.trendhunter.com/trends/from-gamer-to-reader-nintendos-100-classic-book-collection
References: [dsfanboy](http://www.dsfanboy.com/2008/12/08/100-classic-books-for-under-20-british-pounds/) & [amazon](http://www.amazon.co.uk/100-Classic-Book-Collection-Nintendo/dp/B001LK6XKE?tag=trenhunt0f-20)

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](https://www.trendhunter.com/trends/gashapon-toys) 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 Insights (Trend Hunter)

- Score: 1.9/10
- Popularity: 5% | Activity: 44% | Freshness: 8%
- Audience gender: 70% men, 30% women
- Primary generations: Gen Z, Millennial, Gen X
- Top markets: North America, Europe, Asia

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Tech](https://www.trendhunter.com/tech) > [Games](https://www.trendhunter.com/games)

## Key Themes

### Key Themes Behind This Trend

- **Gaming-education Integration:** Combining gaming and education to provide interactive learning experiences.
- **Ebooks for Gaming Consoles:** Expanding the availability of eBooks on gaming consoles to promote reading and learning.
- **Interactive Learning in Gaming:** Recognizing the importance of interactive learning in video games and its potential as a valuable educational tool.

### Where This Applies

- **Gaming Industry:** Exploring opportunities to integrate education and interactive learning experiences into video games.
- **Ebook Industry:** Expanding the market for eBooks by making them accessible on gaming consoles.
- **Education Technology Industry:** Creating innovative solutions that leverage gaming technology for interactive learning and education.

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