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.
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 textCarcelén-Fraile, María del Carmen, Agustín Aibar-Almazán, Fidel Hita-Contreras, et al. "Using the Nintendo™ Wii to Improve Physical Function and Reduce the Risk of Falls in Older Adults: A Randomized Controlled Clinical Trial." Sensors 24, no. 19 (2024): 6358. http://dx.doi.org/10.3390/s24196358.
Full textPhommahavong, Somphong, Dominik Haas, Jing Yu, Sabine Krüger-Ziolek, Knut Möller, and Jörn Kretschmer. "Evaluating the microsoft kinect skeleton joint tracking as a tool for home-based physiotherapy." Current Directions in Biomedical Engineering 1, no. 1 (2015): 184–87. http://dx.doi.org/10.1515/cdbme-2015-0046.
Full textHuang, Han-Hung, Brianna Gathright, Rachel Holik, Hannah Iverson, Emily Saville, and Drew A. Curtis. "Active Video Game Program for People with Type 2 Diabetes- a Pilot Study." Applied Sciences 11, no. 22 (2021): 11046. http://dx.doi.org/10.3390/app112211046.
Full textDrexler, MS, LRT/CTRS, Karen. "Case history: Use of the Nintendo Wii to increase fine motor dexterity post cerebral vascular accident." American Journal of Recreation Therapy 8, no. 3 (2009): 41–46. http://dx.doi.org/10.5055/ajrt.2009.0020.
Full textLenkevich, Alexander, and Alina Latypova. "Interface as a Thorn in the Flesh: Game Controllers and Radical Body Engineering." Philosophical Literary Journal Logos 34, no. 6 (2024): 157–76. https://doi.org/10.17323/0869-5377-2024-6-157-176.
Full textSaeedi, Soheila, Marjan Ghazisaeedi, and Sorayya Rezayi. "Applying Game-Based Approaches for Physical Rehabilitation of Poststroke Patients: A Systematic Review." Journal of Healthcare Engineering 2021 (September 14, 2021): 1–27. http://dx.doi.org/10.1155/2021/9928509.
Full textOh, Wonjun, Yeongsang An, Seunghwa Min, and Chanhee Park. "Comparative Effectiveness of Artificial Intelligence-Based Interactive Home Exercise Applications in Adolescents with Obesity." Sensors 22, no. 19 (2022): 7352. http://dx.doi.org/10.3390/s22197352.
Full textWardini, Rima, Esther Dajczman, Nathan Yang, et al. "Using a Virtual Game System to Innovate Pulmonary Rehabilitation: Safety, Adherence and Enjoyment in Severe Chronic Obstructive Pulmonary Disease." Canadian Respiratory Journal 20, no. 5 (2013): 357–61. http://dx.doi.org/10.1155/2013/563861.
Full textYadav, Kusum, Charu Chhabra, Rabia Aziz, Sohrab Khan, Harsirjan Kaur, and Poonam Devi. "Computer technology and software as catalysts of gamification advancements in various domains of physical therapy: A narrative review." Physiotherapy - The Journal of Indian Association of Physiotherapists 19, no. 1 (2025): 22–30. https://doi.org/10.4103/pjiap.pjiap_58_23.
Full textKooiman, Brian, and Dwayne D. Sheehan. "Exergaming Theories." International Journal of Game-Based Learning 5, no. 4 (2015): 1–14. http://dx.doi.org/10.4018/ijgbl.2015100101.
Full textde, Winkel Jasper, Vito Kortbeek, Josiah Hester, and Przemysław Pawełczak. "Battery-Free Game Boy - IMWUT/UbiComp 2020 Artifact." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 4, no. 3 (2020). https://doi.org/10.5281/zenodo.7684870.
Full textallen. "Elden Ring SNES Demake Creates A 2D Lands Between." July 6, 2022. https://doi.org/10.5281/zenodo.6804107.
Full textdennis. "Pokemon Scarlet and Violet's New Pokemon Get Old-School Makeover." June 9, 2022. https://doi.org/10.5281/zenodo.6629575.
Full textBanks, John. "Controlling Gameplay." M/C Journal 1, no. 5 (1998). http://dx.doi.org/10.5204/mcj.1731.
Full textDe la Torre-Sierra, Ana María, and Virginia Guichot-Reina. "Women in Video Games: An Analysis of the Biased Representation of Female Characters in Current Video Games." Sexuality & Culture, November 11, 2024. http://dx.doi.org/10.1007/s12119-024-10286-0.
Full textBlakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (2021). http://dx.doi.org/10.5204/mcj.2802.
Full textLiu, Haoyan, Yu Xing, and Ying Wu. "Effect of Wii Fit Exercise With Balance and Lower Limb Muscle Strength in Older Adults: A Meta-Analysis." Frontiers in Medicine 9 (May 6, 2022). http://dx.doi.org/10.3389/fmed.2022.812570.
Full textMay, Lawrence. "Confronting Ecological Monstrosity." M/C Journal 24, no. 5 (2021). http://dx.doi.org/10.5204/mcj.2827.
Full textGerhard, David. "Three Degrees of “G”s: How an Airbag Deployment Sensor Transformed Video Games, Exercise, and Dance." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.742.
Full textHuijser, Henk, and Janine Little. "Recover." M/C Journal 11, no. 6 (2008). http://dx.doi.org/10.5204/mcj.111.
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