Academic literature on the topic 'Nintendo Game Boy'
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Journal articles on the topic "Nintendo Game Boy"
Dempsey, P. "The Teardown: Nintendo Game Boy." Engineering & Technology 14, no. 9 (2019): 82–83. http://dx.doi.org/10.1049/et.2019.0930.
Full textde Winkel, Jasper, Vito Kortbeek, Josiah Hester, and Przemysław Pawełczak. "Battery-Free Game Boy." GetMobile: Mobile Computing and Communications 25, no. 2 (2021): 22–26. http://dx.doi.org/10.1145/3486880.3486888.
Full textDoyle-Myerscough, Kaelan. "An engine by consent: GBStudio and queer pleasure through (design) restriction." Journal of Gaming & Virtual Worlds 17, no. 1 (2025): 91–100. https://doi.org/10.1386/jgvw_00115_1.
Full textDemir, Abdurrahman, and Manolya Akın. "Examining the effects of active video games and balance training on static balance in 6 years old children6 yaş grubu çocuklarda aktif video oyunları ve denge antrenmanlarının statik dengeye etkisinin incelenmesi." Journal of Human Sciences 15, no. 4 (2018): 2376. http://dx.doi.org/10.14687/jhs.v15i4.5435.
Full textSumilang-Engracia, Erika Ann. "Repackaging Japanese Culture: The Digitalization of Folktales in the Pokémon Franchise." Mutual Images Journal, no. 5 (December 20, 2018): 5–30. http://dx.doi.org/10.32926/2018.5.sum.repac.
Full textWütscher, Swenja. "Aus 3DS mach 2DS – oder die Nintendo-Familie wächst." merz | medien + erziehung 58, no. 5 (2014): 76–78. http://dx.doi.org/10.21240/merz/2014.5.18.
Full textConyers, MS, CTRS, Jessica K., Marjorie J. Malkin, EdD, CTRS, and Heewon Yang, PhD, CTRS. "An exploratory study on the effects of Nintendo Wii® Fit Balance Board on balance retraining and body mass index of adolescents with a traumatic brain injury." American Journal of Recreation Therapy 10, no. 2 (2011): 38–48. http://dx.doi.org/10.5055/ajrt.2011.0012.
Full textBrodmann, M., T. Gary, F. Hafner, et al. "Acute wiiitis representing as thrombosis of the inferior vena cava and left pelvic veins." Phlebology: The Journal of Venous Disease 30, no. 7 (2014): 486–88. http://dx.doi.org/10.1177/0268355514530278.
Full textSchott, Gareth, and Siobhan Thomas. "The Impact of Nintendo's "For Men" Advertising Campaign on a Potential Female Market." Eludamos: Journal for Computer Game Culture 2, no. 1 (2008): 41–52. http://dx.doi.org/10.7557/23.5971.
Full textO Paixao, Max da Concei, Karine Morgana Batista Santos, Heleno Almeida Junior, Kelly Regina Dias da Silva Scipioni, Raphael Fabricio de Souza, and Aristela de Freitas Zanona. "Virtual reality in thermal body symmetry and muscular force after stroke." MOJ Sports Medicine 2, no. 2 (2018): 60–63. http://dx.doi.org/10.15406/mojsm.2018.02.00047.
Full textDissertations / Theses on the topic "Nintendo Game Boy"
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.
Full textBooks on the topic "Nintendo Game Boy"
Sillar, David, Rusel DeMaria, and Zach Meston. Nintendo Game Boy Secrets. Prima Publishing, 1990.
Find full textSandler, Corey. Ultimate Unauthorized Nintendo Game Boy Strategies. 2nd ed. Bantam Books, 1991.
Find full textInc, Blockbuster. Blockbuster secret codes, 2000: Nintendo 64, PlayStation, Game Boy. Brady Pub., 1999.
Find full text(Firm), BradyGames, ed. Gamecube & Game Boy Advance secret codes 2005. BradyGames, 2005.
Find full textWessel, Craig. A Parent's Guide to Nintendo Games: Comprehensive Guide to Nintendo 64 and Game Boy titles. Mars Publishing, 2000.
Find full text(Firm), BradyGames. Secret codes 2001: PlayStation 2, PlayStation, Dreamcast, Nintendo 64, Game Boy. BradyGames, 2001.
Find full text(Firm), BradyGames. Secret codes: PlayStation, PlayStation 2, Game Boy Advance, Xbox, Game Cube. BradyGames, 2005.
Find full textG, P. Publishing. Game Players Encyclopedia of Nintendo Games: Volume Seven. GP Publishing Inc., 1993.
Find full textBook chapters on the topic "Nintendo Game Boy"
Isbister, Katherine, and Christopher DiMauro. "Waggling the Form Baton: Analyzing Body-Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience." In Whole Body Interaction. Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-433-3_6.
Full textReynolds, Daniel. "Designing a Game Boy." In Media in Mind. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190872519.003.0007.
Full text"Nintendo Game Boy Advance." In Game Console Hacking. Elsevier, 2004. http://dx.doi.org/10.1016/b978-193183631-9/50012-x.
Full textParisi, David. "Game Interfaces as Bodily Techniques." In Handbook of Research on Effective Electronic Gaming in Education. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch007.
Full textAnderson Fraser, Annett Michelle, and Bischof Walter F. "Lean on Wii: Physical Rehabilitation With Virtua Reality Wii Peripherals." In Studies in Health Technology and Informatics. IOS Press, 2010. https://doi.org/10.3233/978-1-60750-561-7-229.
Full textConference papers on the topic "Nintendo Game Boy"
Nagasawa, Shinya. "Embodied Cognition in Customer Experience (CX)." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004691.
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