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Academic literature on the topic 'Jeux vidéo Nintendo'
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Journal articles on the topic "Jeux vidéo Nintendo"
Bole, Stéphane. "Comment Nintendo révolutionne le jeu vidéo." Le journal de l'école de Paris du management 79, no. 5 (2009): 31. http://dx.doi.org/10.3917/jepam.079.0031.
Full textWit, Sébastien. "Représentation et valeur politique du conflit ethnique en ex-Yougoslavie dans Tactics Ogre : de Sarajevo à Baramus." Emulations - Revue de sciences sociales, no. 30 (September 3, 2019): 65–77. http://dx.doi.org/10.14428/emulations.030.05.
Full textHaza-Pery, Marion, and Catherine Esnard. "Jeu vidéo et compétition eSport au service du bien être des seniors." Trayectorias Humanas Trascontinentales, no. 11 (November 4, 2021). http://dx.doi.org/10.25965/trahs.3988.
Full textDissertations / Theses on the topic "Jeux vidéo Nintendo"
Jacques, Emmanuelle. "La console Wii : une technologie tolérante." Nice, 2009. http://www.theses.fr/2009NICE2013.
Full textThe Wii is a proposal of ubiquitous computing and interfaces tangible. It disrupts the interaction terms of computational objects we normally use. Its success is important today best-selling console in the world. In the case of the Wii, the concept of "gesture natural 'is central to the interaction: the Wii uses a technology recognition of movement to provide interaction with the body of 5 entry points. So the Wii is a technological object of a reality called "Augmented". In return, the object becomes part of "invisible" to the action human: he can configure the use of too narrow and restrictive, but must be inserted discreetly into the uses and more particularly in familiar activities. The existing relationship between the representations of players, the interface design and logic offer marketing show a tendency to simplify the figure of the player. If it becomes a casual player, who seemingly just plays from time to time, an estimated it does ot become too deeply involved in the understanding of a game to please This target marketing, video games should be easily accessible. With manipulation interfaces tangible action and interfaces become more intuitive and therefore easy to use. But the commitment to action is more complex than it appears, and control technology is also proving to be the culmination of a process of incorporation, as in the case of driving. This process appears here in a "flow", which facilitates the success of the action performed. For the casual gamer, the Wii is announced friendly and intuitive, and should then contain within it both a "living together" pleasant and tolerance to error. Our questions are: in the use of the Wii how is coordination between the actions of players, representations that designers are players (players become casual) and interfaces more and more tangible and ubiquitous? How is the commitment in the use of the Wii? From the intuitive interfaces in this commitment, how to build usability This new object technology?
Goubault, Sébastien. "Le chien dans les jeux vidéo : Archéologie, filiation et développement d'une réalité virtuelle." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSE3001/document.
Full textThe topic of this doctoral thesis are dogs. After the Tamagotchi phenomenon, the release of the video game Nintendogs in 2005 created a new animal: the “realistic” virtual dog. As a new leisure activity, video games represent today an internationally influential industry which is situated at a crossing point with popular art culture: comics, animation etc. More generally, the digital revolution our societies are currently witnessing shows the importance of monitor screens and of communication.The central question of this thesis is how these media have come to redefine our relationship to dogs and to influence our perception of animals in a completely new dimension. A large inventory of references of different media was used going from cinema to Gameboy via publicity, from literary classics to Panini sticker albums via comics, from oeuvres which are famous all over the world to oeuvres which are usually not considered as such. The numerous representations of dogs in these domains announce the advent of the virtual dog.In conclusion, our objective is to understand the history of the illusion of movement, of the relationship between books and virtual animals, i.e. to trace the archaeology of dogs in video games. To write a history of dogs in which reality and virtuality are no longer clearly separable
Robert, Maxime. "Évaluation de la fréquence cardiaque chez les enfants sains et avec la paralysie cérébrale jouant à la Wii(tm)." Mémoire, 2012. http://www.archipel.uqam.ca/5201/1/M12685.pdf.
Full textBooks on the topic "Jeux vidéo Nintendo"
Classic Home Video Games, 1985-1988: A Complete Reference Guide. Jefferson, N.C: McFarland, 2009.
Find full textUnofficial Diddy Kong Racing, Ultimate Strategy Guide. Alameda, CA: Sybex Inc, 1997.
Find full textLego Indiana Jones: The Original Adventures. Roseville, California, USA: Prima Games, Prima Publishing, Random House Inc., 2008.
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