摘要 |
<p>PROBLEM TO BE SOLVED: To provide a toy which can urge the player to save money with a fun and to purchases goods with a dream for people who are negative for both money-saving and consuming in a present economic recession, unlike excessive games with audios and visuals, which games cause young people to lose the respect for lives and the values for money, and which toy can also help businesses to acquire customers and to activate themselves. SOLUTION: The toy has a saving box with a monitor and indicates the money necessary to grow a pet through a visual or audio signal. If the player put the money of this amount, the pet condition changes and is shown through a visual or audio signal. In this way, the player can save money while enjoying the game. Obtained by adding the money-saving aspect to a saving box, which has been used as rather an ornament, and to entertaining goods (a personal computer, a game software, a cellular phone, or the like) through a monitor, this toy helps money-saving, which is difficult by themselves.</p> |