Academic literature on the topic 'Nintendo'

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Journal articles on the topic "Nintendo"

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Chen, Miaohao, Xueqing Chen, Chengsi Tang, and Zewen Wang. "Analysis for the Development of Nintendo Based on SWOT Model." BCP Business & Management 34 (December 14, 2022): 443–48. http://dx.doi.org/10.54691/bcpbm.v34i.3047.

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Nintendo Company Limited is a Japanese multinational corporation headquartered in Kyoto, Japan. Over the years, the company has evolved into an influential video game console and software development company, producing and selling hardware and software for its video game systems. The video game industry is dominated by Microsoft, SONY, and Nintendo. Companies have promoted the rapid development of the game market through cost control, technological innovation, and other methods, under the guidance of their own competitive strategies, and through fierce competition. The three companies have been battling for market supremacy for many years. This paper will analyze the strategy adopted by Nintendo, which is one of the leading brands in the consumer electronics sector, through SWOT analysis, and analyze the advantages, disadvantages, opportunities, and threats of Nintendo's strategy. In order to find out the shortcomings of the strategy adopted by Nintendo, and give the recommendation to assure success. Nintendo’s strength not only owns the most popular intellectual property of characters like Mario but is also extremely popular in the world. In terms of weakness, the company’s replenishment is not active and has many fake goods. What’s more, the Switch and other products also have some problems. For its opportunity, Nintendo has an economic, policy, and technological prospects. At the same time, there are some adverse factors in the external environment. However, in terms of threat, Nintendo now has a lot of competition in the market. Changing player preferences and demographic shifts also threaten its growth.
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Yang, Jianyu. "Financial Analysis Report of Nintendo." Highlights in Business, Economics and Management 10 (May 9, 2023): 189–95. http://dx.doi.org/10.54097/hbem.v10i.8038.

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This report selects Nintendo Co., Ltd. as the subject of analysis and analyses Nintendo in terms of the company's internal situation and external situation. In the internal situation analysis, this report mainly adopts the ratio analysis method to determine Nintendo's operating conditions through the company's financial data. Based on the calculation results, this report does not find any serious financial risks for Nintendo. In the external situation analysis, this report first analyzes the overall situation of the gaming industry using Porter's Five Forces analysis method and then analyzes the current situation of Nintendo using the SWOT analysis method. Finally, this report provides recommendations for Nintendo's future strategy development.
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Chesney, Thomas, and Shaun Lawson. "The illusion of love." Interaction Studies 8, no. 2 (June 19, 2007): 337–42. http://dx.doi.org/10.1075/is.8.2.09che.

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The purpose of this short paper is to examine whether a screen based virtual pet, specifically Nintendogs, gives any form of companionship comparable to a real pet. Nintendogs runs on a Nintendo DS, a mobile games console. The unit has a full colour screen showing an animated puppy which users must feed, water, walk, play with and train. An abundance of literature exists examining the benefits of owning a real pet yet very little has been written about human attachment to virtual pets. Six hundred five Nintendog users were contacted by email with a request to complete a questionnaire about their interaction, 80 (13%) responded. Nine hundred requests were made to a similar group who were asked to respond about their real pet, if they had one. One hundred sixteen responses were received. Results indicate that a Nintendog does give companionship, but companionship which is significantly less than that given by a real dog or cat.
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Kang, Xitian. "Promotion by KOL and Acquaintances in Differentiated Products: By the Case of Nintendo Switch." Advances in Economics, Management and Political Sciences 69, no. 1 (January 8, 2024): 129–33. http://dx.doi.org/10.54254/2754-1169/69/20231322.

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Nintendo, founded in 1889, is a Japanese company mainly engaged in the development of electronic game hardware and software and is the pioneer of the modern electronic game industry. Nintendo Corporation is headquartered in Kyoto City, Japan. Nintendo has sold more than 2 billion copies of its software worldwide, created some of the most famous characters in the history of gaming, such as Mario, and created some of the most classic games in the history of gaming, such as The Legend of Zelda.According to Pu Yamauchi, the head of the game department, it is known that Nintendo strives to be a paradise for game artists. Nintendo believes that people who develop great games should be artists, not technicians, and therefore should be given enough freedom. That's why the Switch is so innovative today. This paper mainly focuses on the analysis of Nintendo's customer characteristics and product characteristics and puts forward corresponding marketing strategies and cures.
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Yu, Jiatong. "Research on Marketing Strategy of the Game CompanyTake Nintendo as an Example." Advances in Economics, Management and Political Sciences 3, no. 1 (March 21, 2023): 736–40. http://dx.doi.org/10.54254/2754-1169/3/2022880.

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With the development of network technology, games have become a relaxing form of entertainment for people. There are a lot of games that people love, and successful marketing is a big part of that. This paper will review the previous research results adopting Nintendo game company as an example to analyze and study the marketing strategy of game companies, and provide some reference suggestions. This paper will start from three basic points: 3C's (Customer, Competitor and Company), STP (Segmenting, Targeting and Positioning) and 4P's (Product, Price, Place and Promotion) to explain Nintendo's marketing strategy. This paper analyzes Nintendos marketing strategy and the accurate positioning of products and customers. It is sound and successful.
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Shay, Ronen, and Anthony Palomba. "First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U’s Product Life Cycle." Games and Culture 15, no. 5 (November 29, 2018): 475–500. http://dx.doi.org/10.1177/1555412018813666.

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The purpose of this mixed-methods case study is to examine the performance of the Nintendo brand during the eighth generation of home video game consoles and to assess whether the low sales of the Wii U can be attributed to a paradox in the relationship between the brand image of Nintendo’s first-party software and the perceived quality of Nintendo consoles. The results demonstrated that while the brand image of Nintendo’s first-party software does have a positive relationship with the perceived quality of Nintendo’s consoles, this relationship did not lead to a higher degree of consumer utility for the Wii U console. Despite this, Nintendo’s perceived quality and brand image remained higher than their competitors, reinforcing that positive brand equity can act as a defense mechanism from underperforming products.
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Barros, Claudio Marcelo Edwards, Iago França Lopes, and Itzhak David Simão Kaveski. "Pokémon Go!: Stock valuation and disruptive innovation in entertainment industry." Revista Contemporânea de Contabilidade 18, no. 46 (January 25, 2021): 47–63. http://dx.doi.org/10.5007/2175-8069.2021.e70100.

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This research aims to analyze the impact of the announcement of the launch of the game Pokémon Go! on Nintendo's stocks. The study anchors itself on conceptual foundations of disruptive innovation and previous research that examined the stock market reaction to the announcement of innovations. This is an empirical research whose sample is made up of 4 Nintendo company assets traded in the United States, Germany, Switzerland and Japan, as well as the assets of companies comparable to Nintendo that made up the Detailed Stock Report available in the Refiniv® system (Thomson Reuters), at the time of the launch of the game. Through conducting a series of event studies, Nintendo's stocks traded in the United States, Germany, Switzerland and Japan presented abnormal returns after one day of the game's launch. These findings proved to be specific of Nintendo corporation's assets, with no similar reactions observed in peer valuation analysis. Based on five variables of cumulative abnormal returns (CARs) for all entertainment companies listed in Japan and controlled by factors such as profitability, debt, size and market value, it was found that on average the cumulative abnormal returns of Nintendo were significantly higher than the other companies in all 5 models tested. In response, we hope to broaden the discussions listed in this survey to recognize the launch of Pokémon Go! as an innovation with typical traits of Disruptive innovation, which were not ignored by capital market when the game was launched in July 06th, 2016.
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Newman, James. "Kaizo Mario Maker." Convergence: The International Journal of Research into New Media Technologies 24, no. 4 (November 15, 2016): 339–56. http://dx.doi.org/10.1177/1354856516677540.

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Released in late 2015 for the Wii U console, Super Mario Maker (SMM) is an extension of Nintendo’s two-dimensional (2-D) ‘Super Mario’ series that offers the ability to create new stages using a suite of level design tools. However, despite initial appearances, I argue that SMM is not a Super Mario level maker, per se. The game creates a complex web of relations between professional and amateur design that simultaneously venerates Nintendo’s designers and provides a platform for the creation of designs informed by an ethos standing in opposition to the principles it espouses. On one hand, appropriating the products and modalities of ROM hacking allows Nintendo to demonstrate its awareness of its games as they are played and played with while simultaneously neutralizing the practice of ROM hacking which it codifies as an ‘illegal’ act of software piracy. Most interestingly, however, is how Nintendo balances the celebration and reinforcement of its core design principles of player advocacy, inclusivity and accessibility alongside the altogether more ruthless, even openly hostile, designs evident in the genre of ROM hacks known as ‘Kaizo’ designs. That Nintendo explicitly showcases such levels in its promotional materials for SMM seems, prima facie, utterly at odds with its game design principles and the celebratory nature of the SMM package. However, following Wilson and Sicart’s (2010) work on ‘Abusive Game Design’, I suggest that SMM operates as a ‘dialogical’ platform. By foregrounding the level creators’ identities and their status as amateur designers, SMM allows and encourages the production of ‘unfair’ level designs, while simultaneously sanctifying Nintendo’s authorial principles and the underlying player-centric design ethos of the Super Mario canon. As such, in addition to operating as a totemic object celebrating Super Mario’s 30-year anniversary, SMM can be read as part of Nintendo’s project to reclaim Mario as an object of design.
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Winchester, Lauren. "Dear Nintendo." Ecotone 17, no. 2 (2021): 33–34. http://dx.doi.org/10.1353/ect.2021.0062.

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Pallas, A., C. H. Meyer, and D. Mojon. "Nintendo 3DS." Der Ophthalmologe 110, no. 3 (December 8, 2012): 263–66. http://dx.doi.org/10.1007/s00347-012-2696-7.

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Dissertations / Theses on the topic "Nintendo"

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van, den Berg Jelle, and Filip Lagerholm. "Forensic Analysis of the Nintendo Switch." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42451.

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In this thesis, we did a forensic analysis of a Nintendo Switch gaming console. It is both a portable and a stationary device, which makes it so that it could contain valuable information about the usage of the console at home and elsewhere. Multiple methods of data extraction were used, including using an exploit to obtain storage memory, extracting the contents of the SD card and capturing network traffic. The findings from the analysis of these data sources were compared to the information on the user interface. Any information that could not be found on the user interface was reported. The main findings of memory analysis were a detailed log file of user interactions, JSON files with personal information such as email addresses, and crash logs with information about the state of the console during the crash. The SD card mainly contains screenshots with embedded timestamps, and the network capture does not contain any forensically relevant information. The combination of these different types of information could makethe Nintendo Switch a useful source of evidence during an investigation.
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Zoll, Laurence. "A tradeshow design for Nintendo of America." College Park, Md.: University of Maryland, 2007. http://hdl.handle.net/1903/7586.

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Thesis (M.F.A.) -- University of Maryland, College Park, 2007.
Thesis research directed by: Dept. of Theatre. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Forsell, Sophie. "Game Development from Nintendo 8-bit to Wii." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5524.

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“The game begins the moment a person touches a console -- everything builds from that.” (Quote by Shiguru Miyamoto; founder of Super Mario) This report contains a well-structured analysis of the main four Super Mario games that clearly states a difference in story, hardware, software development and design. The report is structured in sections for each game to better understand the concept of the Super Mario games. The report ends with comparisons of the games for a better view of the paradigm between them. The pictures and quotations in this report are referenced to the company that has copy write and Shiguru Miyamoto that is the founder of the character Super Mario.
Rapporten innehåller välstrukturerade analyser av fyra Super Mario spel som tydligt visar en skiljning i handling, hårdvaran, mjukvaran och design. Rapporten är strukturerad i sektioner för varje spel för en bättre förståelse av Super Mario spelen. Rapporten sammanfattas i jämförelser mellan spelen för en bättre översikt över paradigm skifterna mellan spelen.
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Сирін, Є. М. "Інформаційно-аналітична технологія моніторингу ціноутворення онлайн-платформи Nintendo." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/86884.

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Cпроєктовано та розроблено інформаційно-аналітичну технологію, котра дозволяє користувачеві проводити моніторинг цін на товари онлайн-платформи Nintendo по всім можливим регіонам з можливістю отримувати сповіщення за допомогою електронної пошти.
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Tosun, Semih. "Visual GUI System For Game Boy Advance / Nintendo DS." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4138.

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The purpose of this study is to provide a simple user interface with which everyone can

design his/her own game, and play it on Game Boy Advance console. This project helps

people develop games without having programming knowledge. Everything is done by means of a user interface and without any programming knowledge. It is magic, isn’t it?

Game Boy Advance is a game console developed by Nintendo. In order to market their

products, they must also develop games running on their products. Every time they develop a game for the Game Boy Advance console, they have to implement a low level C++ application over and over again. This makes things more complicated. However, if this software is used, everything becomes easier.

This project can be seen as an interpreter that interprets the designed game, which is

very high level, and converts it to a Game Boy Advance game. If this project is finished

successfully, game design for Game Boy Advance will experience a revolution in its history.

In brief, it is required to develop a visual, GUI‐based system that allows people to develop games for the Game Boy Advance console. This GUI system is required to

implement and use the API (Game Engine) developed by Lypson.

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Duarte, Nuno Miguel Almeida. "Monitorização de sinais vitais usando uma consola Nintendo DS." Master's thesis, Universidade de aveiro, 2009. http://hdl.handle.net/10773/7481.

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Mestrado em Engenharia Electrónica e Telecomunicações
A área da medicina é sem dúvida umas das áreas com maior crescimento a nível tecnológico. Toda esta tecnologia vem revolucionando os métodos de diagnóstico, surgindo em larga escala novos aparelhos, que vem facilitar e melhorar o trabalho dos profissionais de saúde. No entanto toda esta tecnologia é dispendiosa e não se adequa a países pobres ou a países que estão em guerra onde as condições básicas hospitalares e os recursos monetários muitas vezes não existem. Assim surgiu a ideia de construir um sistema capaz de medir sinais vitais, que seja robusto, leve, de baixo consumo energético e economicamente acessível. Para concretizar a ideia, a unidade de visualização dos sinais vitais escolhida, foi a consola de jogos Nintendo DS lite. Ela possui 2 ecrãs, em que um deles é táctil, é robusta, tem uma boa autonomia e é barata. Adicionalmente o sistema é composto por uma placa de aquisição de sinais vitais, e uma outra que recebe os sinais e efectua a interface com a Nintendo. As placas comunicam entre si usando tecnologia wireless para transmissão de dados, proporcionando uma maior mobilidade ao utilizador. A programação da interface gráfica foi elaborada na linguagem c++, possibilitando uma programação orientada por objectos. Todo o sistema foi testado e avaliado em diversas condições, proporcionando resultados muito satisfatórios.
The medical field is without doubt an area showing significant advances at a technological level. Much of this technology is revolutionizing the diagnosis methods. New diagnosis instruments appear every year to make the work of health professionals easier. However all this technology is costly and inadequate to poor countries. Thus to circumvent these issues come out the idea of building a system capable to measure vital signs that while being robust and energy efficient, is also economically accessible. To achieve the required low cost, a Nintendo DS lite game console was chosen as the display unit. It has two screens, which one of them is a touch screen, it is robust, has a good autonomy and it is low-priced. In addition the system comprises a custom designed vital sign’s acquisition board and an interface board to the Nintendo that also receives wirelessly the vital sign’s information from the first board. The graphic interface program was written in the c++ language, making possible an object oriented programming. The system as a whole was tested and evaluated in several conditions, providing very satisfactory results.
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Tobias, James. "Fun and frustration : style and idiom in the Nintendo Wii." Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3330/.

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This paper draws on Bernard Stiegler’s critique of “hyperindustrialism” to suggest that digital gaming is a privileged site for critiques of affective labor; games themselves routinely nod towards such critiques. Stiegler’s work adds, however, the important dimension of historical differentiation to recent critiques of affective labor, emphasizing “style” and “idiom” as key concerns in critical analyses of globalizing technocultures. These insights are applied to situate digital play in terms of affective labor, and conclude with a summary analysis of the gestural-technical stylistics of the Wii. The result is that interaction stylistics become comparable across an array of home networking devices, providing a gloss, in terms of affect, of the “simple enjoyment” Nintendo designers claim characterizes use of the Wii-console and its complex controllers.
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Li, King-lun, and 李景麟. "Nintendo revolution: what is happening in videogame industry and individuals." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.

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Soares, Frederico Augusto Costa e. Lima. "Influência da prática virtual de yoga sobre o controle postural de mulheres idosas utilizando o Nintendo WII." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/82/82131/tde-17072012-102920/.

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A população mundial está envelhecendo e as mudanças no perfil, características e funcionalidade própria dos sujeitos idosos geram impacto no desenvolvimento de produtos, nos serviços de cuidados de saúde e assistência social. Durante o processo de envelhecimento o idoso é exposto a diversos tipos de processos transformadores que podem ter impacto na capacidade funcional de forma que interfiram na realização das atividades da vida diária e na participação social. O equilíbrio é uma das habilidades que podem ser afetadas pelo envelhecimento. A atividade física específica auxilia a evitar quedas entre a população idosa. A relação entre a prática virtual de atividade física e o ganho real de habilidades motoras tem sido pesquisada em diversos estudos. A forma de interação dinamizada pelas interfaces como a do Nintendo Wii Fit desperta interesse na área da saúde. Objetivos: verificar os efeitos da prática virtual de posturas de Yoga sobre o controle postural de mulheres idosas ativas utilizando o software de vídeo game do Nintendo Wii Fit. Especificamente pretende-se verificar se houve alteração no equilíbrio postural estático após o período de intervenção e se o software é sensível à variação de desempenho do sujeito no decorrer da prática. Casuística: Seis mulheres idosas com idade média de 67,6, com escolaridade entre o ensino fundamental e superior, de diferentes religiões, procedentes de Ribeirão Preto e de classe socioeconômica média, sem patologias neurológicas, sensoriais ou ortopédicas associadas. Metodologia: Trata-se de um estudo exploratório, longitudinal, do tipo intervenção, que teve três etapas definidas: A primeira consistiu na triagem que incluiu a avaliação inicial do controle postural por meio da Escala de Equilíbrio de Berg (EEB), Timed Up and Go Test (TUG), Índice de Massa Corpórea (IMC), Escala de Depressão Geriátrica (GDS), Health Assessment Questionnarie (HAQ), teste de Romberg clássico e uma avaliação específica com 16 posições modificadas de Romberg sobre uma plataforma de força (PF). A segunda consistiu num protocolo de intervenção utilizando o Nintendo Wii com 14 posturas de Yoga sobre a plataforma Wii Balance Board, durante 2 meses com freqüência de 3x/semana com duração de 40 minutos. A terceira fase incluiu a reavaliação com os instrumentos EEB, TUG, Teste de Romberg modificado na PF e questionário de avaliação da satisfação dos sujeitos. Análise de Dados: estatística descritiva e inferencial. Os resultados sugeriram que houve uma melhora no controle postural para a realização das tarefas motoras e funcionais, melhora no tempo de percurso do equilíbrio dinâmico. Os testes selecionados foram sensíveis a detecção de alterações do equilíbrio de idosos, levando-se em consideração que a população era ativa e praticante de atividade física.
The world population is aging and the changes in profile, characteristics and functionality of the elderly to generate an impact on the development of products, in the health care systems and social assistance. During the aging process the elderly is exposed for a various types of transformers processes that may have impact in the functional capability in order to in the execution of daily living and in the social participation. The balance is one of skills that can be affected by aging. The specific physical activity helps prevent falls among elderly. The relationship between virtual practice of physical activities and the real gain of motor abilities has been researched in various studies. The interaction form promoted by the interfaces like the Nintendo Wii Fit generates great interest in the health area. Objectives: Check the effects of virtual practice of Yoga postures on postural control of active elderly woman using the software of the Nintedo Wii Fit video game. Specifically intended to check that had alteration in the postural balance after the intervention period and if the software is sensitive to variation of subject performance during the practice. Casuistry: Six elderly woman with an average age of 67,6, education level between basic and undergraduate, from different religions, coming from Ribeirão Preto and the middle socioeconomic class, without neurological, sensory or orthopedic patologies associates. Methodology: It is an exploratory, longitudinal, intervention type, which had three stages defined: The first consisted in the screening that included the initial assessment of postural control using the Berg Balance Scale (BBS), Timed Up and Go Test (TUG), Body Mass Index (BMI), Geriatric Depression Scale (GDS), Health Assessment Questionnarie (HAQ), Romberg classic test and a specific assessment with 16 positions modified of Romberg on a force platform (FP). The second consisted of a intervention protocol using the Nintendo Wii with 14 postures of Yoga on the Wii Balance Board plataform, during two months with frequency of 3x/week lasting 40 minutes. The third phase included a reassessment with the instruments BBS, TUG, the Romberg modified test on the FP and assessment questionnaire of subjects satisfaction. Data Analysis: descriptive and inferential statistics. The results suggested an improvement in postural control for the performance of functional motor tasks, improvement in the passage time of dynamic balance. The selected tests were sensitive by detecting changes in the elderly balance, considering that the population was active and practicing physical activity.
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Portela, Filipe Joaquim Rodrigues. "Nintendo Wii. Qual o impacto na 3.ª idade? Estudo clínico randomizado." Master's thesis, Faculdade de Medicina da Universidade do Porto, 2010. http://hdl.handle.net/10216/55344.

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Books on the topic "Nintendo"

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Green, Sara. Nintendo. Minneapolis, MN: Bellwether Media, Inc., 2016.

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Zach, Meston, ed. Nintendo games secrets. Rocklin, CA: Prima Publishing, 1991.

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Lampton, Christopher. Nintendo action games. Brookfield, Ct: Millbrook Press, 1991.

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Lampton, Christopher. Nintendo action games. Brookfield, Ct: Millbrook Press, 1991.

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Zach, Meston, ed. Nintendo games secrets. Rocklin, Ca: Prima Pub, 1991.

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Zach, Meston, ed. Nintendo games secrets. Rocklin, CA: bPrima Publishing, 1991.

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DeMaria, Rusel. Nintendo Games Secrets. Rocklin, USA: Prima Publishing, 1990.

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4-6, 1. Of 2. Nintendo Action Games. Brookfield, USA: Millbrook Press, 1991.

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Joshua, Robbins, ed. Mastering Nintendo Video Games. Indianapolis, Ind: Hayden Books, 1989.

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Knight, Michael. Nintendo DS pocket guide. Roseville, CA: Prima Games, 2010.

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Book chapters on the topic "Nintendo"

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Nichols, Randy. "Conclusion." In Nintendo, 89–94. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-5.

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Nichols, Randy. "Introduction." In Nintendo, 1–6. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-1.

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Nichols, Randy. "The History of Nintendo." In Nintendo, 7–38. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-2.

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Nichols, Randy. "Nintendo's Economic Profile." In Nintendo, 39–65. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-3.

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Nichols, Randy. "Nintendo's Cultural and Political Profile." In Nintendo, 66–88. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-4.

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Laabs, Laura. "»Nintendo What Nintendon't«." In Game Studies, 103–20. Bielefeld, Germany: transcript Verlag, 2023. http://dx.doi.org/10.14361/9783839467909-005.

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Bycer, Joshua. "Super Metroid (1994; Super Nintendo)." In 20 Essential Games to Study, 5–8. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-2.

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Bycer, Joshua. "Goldeneye 64 (1997; Nintendo 64)." In 20 Essential Games to Study, 21–24. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-5.

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Xynos, Konstantinos, Huw Read, Iain Sutherland, Matthew Bovee, and Trang Do. "Nintendo 3DS Forensic Examination Tools." In IFIP Advances in Information and Communication Technology, 55–70. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-42991-0_4.

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Tang, Zilu, Hongyi Hu, and Marcelo M. Soares. "Usability Assessment of Nintendo Switch." In Design, User Experience, and Usability, 369–85. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-35702-2_26.

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Conference papers on the topic "Nintendo"

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Aveillan, Bruno. "Nintendo "symphony"." In the 29th International Conference. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/2931127.2931222.

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FORST, ARON, and PARISSA HAGHIRIAN. "Nintendo Strategic Management Japanese Style." In Third International Conference on Advances In Economics, Social Science and Human Behaviour Study - ESSHBS 2015. Institute of Research Engineers and Doctors, 2015. http://dx.doi.org/10.15224/978-1-63248-085-9-56.

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Soloway, Elliot. "How the Nintendo generation learns." In The earth and space science information system (ESSIS). AIP, 1993. http://dx.doi.org/10.1063/1.44496.

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Lusch, Adam C., Adele V. Fleury, and Surendar Chandra. "Do nintendo handhelds play nice?" In the 6th ACM SIGCOMM workshop. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1326257.1326273.

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Burdea, Greg, Terry Blois, Evelyn Ching, Jonathan Halton, Barbara Lopetinsky, and Van Drysdale. "Tutorial 1: Nintendo Wii-based rehabilitation." In 2008 Virtual Rehabilitation. IEEE, 2008. http://dx.doi.org/10.1109/icvr.2008.4625107.

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Shirali-Shahreza, Mohammad, and Sajad Shirali-Shahreza. "A CAPTCHA system for Nintendo DS." In the 7th ACM SIGCOMM Workshop. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1517494.1517518.

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Scherfgen, David, and Rainer Herpers. "3D tracking using multiple Nintendo Wii Remotes." In the 2009 Conference on Future Play. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1639601.1639620.

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Gil-Gomez, Jose-Antonio, Jose-Antonio Lozano, Mariano Alcaniz, and Sergio Albiol Perez. "Nintendo Wii Balance board for balance disorders." In 2009 Virtual Rehabilitation International Conference. IEEE, 2009. http://dx.doi.org/10.1109/icvr.2009.5174251.

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Salomoni, Paola, Ludovico Antonio Muratori, Silvia Mirri, and Francesco Pozzi. "Hacking Nintendo Wii to paint virtual graffiti." In Workshops (ICUMT). IEEE, 2009. http://dx.doi.org/10.1109/icumt.2009.5345524.

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Shirali-Shahrezu, Mohommad. "Guiding tourists using Nintendo DS Game console." In SICE 2008 - 47th Annual Conference of the Society of Instrument and Control Engineers of Japan. IEEE, 2008. http://dx.doi.org/10.1109/sice.2008.4655221.

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