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I-Product 저자: Mind Map: I-Product

1. Daily life

1.1. Entertainment

1.1.1. movies

1.1.2. music

1.1.3. games

1.1.3.1. Affects in game market

1.1.3.1.1. Game developers

1.1.3.1.2. Gamers

1.1.3.1.3. Game Production Company

1.1.3.2. Technologies

1.1.3.2.1. Future

1.1.3.2.2. Now

1.2. Surf internet

1.3. Notes

1.3.1. Calender

1.3.2. Notes

1.4. communication

1.4.1. facebook

1.4.2. twistter

1.4.3. MSN

1.4.4. apps

2. function

2.1. Economy

2.1.1. Impact to the game indurties

2.1.2. Profitable

2.1.3. Great demand

2.2. Education

2.2.1. eReaders

2.2.2. Educational ICT Investment

2.2.3. Personalized and Interactive Learning

2.2.4. Post-PC Era Means for Education

3. Pros & cons

3.1. Advantages

3.1.1. portable

3.1.2. many functions

3.1.3. More interaction

3.2. Disadvantages

3.2.1. health

3.2.2. environmental problems