Academic literature on the topic 'Nintendo Game Boy'

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Journal articles on the topic "Nintendo Game Boy"

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Dempsey, P. "The Teardown: Nintendo Game Boy." Engineering & Technology 14, no. 9 (2019): 82–83. http://dx.doi.org/10.1049/et.2019.0930.

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de 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.

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Any future mobile electronic device with which a user interacts (smartphone, hand-held game console) should not pollute our planet. Consequently, designers need to rethink how to build mobile devices with fewer components that negatively impact the environment (by replacing batteries with energy harvesting sources) while not compromising the user experience quality. This article addresses the challenges of battery-free mobile interaction and presents the first battery-free, personal mobile gaming device powered by energy harvested from gamer actions and sunlight. Our design implements a power
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Doyle-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.

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GBStudio is a JavaScript-based game engine with a compelling restriction: any game produced in the engine must be able to run on a Nintendo Game Boy, allowing users to export their games either to the web or to physical cartridges playable on original hardware. Boasting an intuitive and low-code user interface and a charming retro aesthetic, the engine has inspired a renaissance of small independent games published online and, occasionally, as purchasable Game Boy cartridges. GBStudio is a provocative case study for the emerging fields of engine studies and platform studies: unlike traditional
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Demir, 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.

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The purpose of this study was to examine the effects of active video games Nintendo Wii and Wobel Board balance exercises on static balance development in children aged 6 years. 54 children, participated in the research voluntarily on informed consents from according to Helsinki criteria by taking permission from Mersin University Ethics Committe. The study was carried out with 3 groups with similar physical characteristics (mean age = 6,21, mean weight= 21,3, mean height = 116,8). The balance training were applied to a group with a 'wobble board' and another group with a 'nintendo wii game co
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Sumilang-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.

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Pokémon is arguably one of the most enduring brands in Japanese pop culture. As of March 2014 the Pokémon video game franchise alone has sold more than 260 million units worldwide (Lien, 2014). The Pokémon series has been the most well known game that the Nintendo Game Boy series has ever produced and marketed internationally. This study looks at Pokémon as a cultural product. Information contained in the Pokédex, an electronic encyclopedia of Pokémon found in the game points to the use of Japanese folklore as inspiration for some of the Pokémon released. There is an intricate give and take in
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Wütscher, 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.

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Nikolas (32) spielt seit seiner Jugend gerne Computerspiele, begonnen hat es damals mit der Spielekonsole Super Nintendo und dem Game Boy. Diese beiden Oldtimer hat er selbst während seiner Studienzeit noch gerne hervorgekramt, wenn sie auch schon modernen Zuwachs in Form einer Playstation erhalten hatten. Sein Sohn (5) sammelt derzeit seine ersten Konsolenerfahrungen mit der Nintendo 2DS. „Abgesehen davon, dass er einen riesen Spaß daran hat, mit seiner Konsole zu spielen, erlebe ich, wie mein Sohn motorisch und kognitiv gefordert wird!“ Seit etwa einem Jahr hat Nintendo ein neues Familienmit
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Conyers, 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.

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The purpose of this study was to examine the effects of the Nintendo Wii Fit Balance Board® on balance of two adolescent females with a traumatic brain injury and on their body mass index (BMI). The participants attended a balance retraining program, with three sessions a week for 30 minutes for four consecutive weeks. The balance of the participants was measured both by recording raw game scores on the Nintendo Wii Fit games each session and by the use of the Berg Balance Scale (BBS), which was administered pretest and post-test. The BMI was also determined by using the Nintendo Wii Fit Balan
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Brodmann, 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.

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Deep venous thrombosis as a result of venous wall injury provoked by trauma is a common finding. It often occurs in patients with sportive overstraining, caused by over fatigue of the body structures. In 2007, the entity of “acute wiiitis” was first described in a letter to the New England Journal of Medicine. Acute wiiitis sums up all affections, mainly skeletal and muscle affections, provoked by playing Nintendo Wii, a very common and loved video-game system. Deep venous thrombosis as a consequence of Nintendo Wii has not been described so far. We present a patient with a massive free floati
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Schott, 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.

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In order to emphasize the maturation of their hand-held console and increase its appeal to an adult market, Nintendo's UK advertising campaign for the Game Boy Advance SP drew explicitly upon Œlad' culture and a tongue-in-cheek appropriation of cologne advertising. In this campaign, the lead and most prominent promotional advert for the device used an image of the Game Boy with the tagline "For Men". This paper outlines why Nintendo's decision to present the Game Boy as a male accessory prompted exploration into its potential impact on the female market. Much of the emerging research field exa
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O 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.

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The use of virtual reality (VR) in post-stroke patients can maximize praxic-motor skills. The aim of the present study is to investigate whether the use of this interface can improve upper limb muscle strength, balance, body symmetry and functionality. The research was longitudinal, quantitative, case-study with a patient diagnosed with stroke. The selected variables were muscle strength (Load Cell), Body Symmetry (Thermography). The platform of the Nintendo Wii Sports game was used in association with the rehabilitation protocol based on the Bobath concept, in weekly 60 minutes of duration. T
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Dissertations / Theses on the topic "Nintendo Game Boy"

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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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<p>The purpose of this study is to provide a simple user interface with which everyone can</p><p>design his/her own game, and play it on Game Boy Advance console. This project helps</p><p>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?</p><p>Game Boy Advance is a game console developed by Nintendo. In order to market their</p><p>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 impl
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Books on the topic "Nintendo Game Boy"

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Sillar, David, Rusel DeMaria, and Zach Meston. Nintendo Game Boy Secrets. Prima Publishing, 1990.

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Sandler, Corey. Ultimate Unauthorized Nintendo Game Boy Strategies. Bantam, 1990.

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Sandler, Corey. Ultimate Unauthorized Nintendo Game Boy Strategies. 2nd ed. Bantam Books, 1991.

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Inc, Blockbuster. Blockbuster secret codes, 2000: Nintendo 64, PlayStation, Game Boy. Brady Pub., 1999.

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(Firm), BradyGames, ed. Gamecube & Game Boy Advance secret codes 2005. BradyGames, 2005.

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BradyGames. Game Boy: Secret Codes. BradyGames, 2000.

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Wessel, Craig. A Parent's Guide to Nintendo Games: Comprehensive Guide to Nintendo 64 and Game Boy titles. Mars Publishing, 2000.

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(Firm), BradyGames. Secret codes 2001: PlayStation 2, PlayStation, Dreamcast, Nintendo 64, Game Boy. BradyGames, 2001.

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(Firm), BradyGames. Secret codes: PlayStation, PlayStation 2, Game Boy Advance, Xbox, Game Cube. BradyGames, 2005.

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G, P. Publishing. Game Players Encyclopedia of Nintendo Games: Volume Seven. GP Publishing Inc., 1993.

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Book chapters on the topic "Nintendo Game Boy"

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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.

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Reynolds, Daniel. "Designing a Game Boy." In Media in Mind. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190872519.003.0007.

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This chapter discusses the development of the Nintendo Game Boy portable video game console. It shows how Nintendo imagined its players’ physical relationship to the console, and how it imagined the bodies of the players who might use the device. It examines the patent history of the Game Boy in making an argument that the console’s designers thought about users’ bodies by articulating technology. The chapter shows how the marketing campaign for the device presented consumers with images of Nintendo’s idealized user for the Game Boy, and how the campaign set the tone for Nintendo’s corporate b
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"Nintendo Game Boy Advance." In Game Console Hacking. Elsevier, 2004. http://dx.doi.org/10.1016/b978-193183631-9/50012-x.

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Parisi, 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.

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This chapter discusses the way that new video game interfaces such as those employed by Guitar Hero™, Dance Dance Revolution, and the Nintendo Wii™ are being used to invoke the whole body as a participant in the game text. As such, new video games involve more than cognitive education; they impart a set of body habits to the player. Drawing on Marcel Mauss’s concept of “bodily technique,” I propose a new vocabulary for understanding these devices, referring to them as bodily interfaces. Next, I discuss three aspects of bodily interfaces: mode of capture, haptics, and button remapping. In order
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Anderson 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.

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In recent years, a growing number of occupational therapists have integrated video game technologies, such as the Nintendo Wii, into rehabilitation programs. &amp;lsquo;Wiihabilitation&amp;rsquo;, or the use of the Wii in rehabilitation, has been successful in increasing patients' motivation and encouraging full body movement. The non-rehabilitative focus of Wii applications, however, presents a number of problems: games are too difficult for patients, they mainly target upper-body gross motor functions, and they lack support for task customization, grading, and quantitative measurements. To o
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Conference papers on the topic "Nintendo Game Boy"

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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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In this paper, we will focus on ACT (behavioral/physical experience) as a specific customer experience among the five strategic experiential modules (SEM) proposed by Schmidt. Like RELATE (relational experience), ACT (behavioral/physical experience) is said to be difficult to understand among the five strategic experiential modules (SEM), and it is difficult to understand whether it is possible to create it in the first place.Therefore, the authors redefined ACT (behavioral/physical experience) from the idea of embodied cognition, and then proposed ways to create that ACT (behavioral/physical
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