Academic literature on the topic 'Nintendo'
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Journal articles on the topic "Nintendo"
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.
Full textYang, 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.
Full textChesney, 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.
Full textKang, 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.
Full textYu, 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.
Full textShay, 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.
Full textBarros, 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.
Full textNewman, 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.
Full textWinchester, Lauren. "Dear Nintendo." Ecotone 17, no. 2 (2021): 33–34. http://dx.doi.org/10.1353/ect.2021.0062.
Full textPallas, 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.
Full textDissertations / Theses on the topic "Nintendo"
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.
Full textZoll, Laurence. "A tradeshow design for Nintendo of America." College Park, Md.: University of Maryland, 2007. http://hdl.handle.net/1903/7586.
Full textThesis 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.
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.
Full textRapporten 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.
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.
Full textTosun, 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.
Full textThe 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.
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.
Full textA 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.
Tobias, James. "Fun and frustration : style and idiom in the Nintendo Wii." Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3330/.
Full textLi, 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.
Full textSoares, 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/.
Full textThe 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.
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.
Full textBooks on the topic "Nintendo"
Lampton, Christopher. Nintendo action games. Brookfield, Ct: Millbrook Press, 1991.
Find full textLampton, Christopher. Nintendo action games. Brookfield, Ct: Millbrook Press, 1991.
Find full textJoshua, Robbins, ed. Mastering Nintendo Video Games. Indianapolis, Ind: Hayden Books, 1989.
Find full textBook chapters on the topic "Nintendo"
Nichols, Randy. "Conclusion." In Nintendo, 89–94. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-5.
Full textNichols, Randy. "Introduction." In Nintendo, 1–6. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-1.
Full textNichols, Randy. "The History of Nintendo." In Nintendo, 7–38. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-2.
Full textNichols, Randy. "Nintendo's Economic Profile." In Nintendo, 39–65. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-3.
Full textNichols, Randy. "Nintendo's Cultural and Political Profile." In Nintendo, 66–88. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003031918-4.
Full textLaabs, Laura. "»Nintendo What Nintendon't«." In Game Studies, 103–20. Bielefeld, Germany: transcript Verlag, 2023. http://dx.doi.org/10.14361/9783839467909-005.
Full textBycer, 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.
Full textBycer, 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.
Full textXynos, 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.
Full textTang, 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.
Full textConference papers on the topic "Nintendo"
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.
Full textFORST, 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.
Full textSoloway, 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.
Full textLusch, 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.
Full textBurdea, 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.
Full textShirali-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.
Full textScherfgen, 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.
Full textGil-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.
Full textSalomoni, 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.
Full textShirali-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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