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1

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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7

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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8

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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11

Carcelén-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.

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(1) Background: Numerous exercise programs that improve physical capacity and the risk of falls in older adults have been proposed with varying degrees of success. A novel approach may be to use a video game system that uses real-time force feedback to train older adults. The aim of this study was to evaluate the effects of a Nintendo™ Wii-based exercise program on physical function and risk of falls in older people. (2) Methods: This 12-week randomized controlled clinical trial involved 73 participants: 36 individuals participating in a control group (CG) and 37 in an experimental group (EG)
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Phommahavong, 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.

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AbstractIn physiotherapy, rehabilitation outcome is majorly dependent on the patient to continue exercises at home. To support a continuous and correct execution of exercises composed by the physiotherapist it is important that the patient stays motivated. With the emergence of game consoles such as Nintendo Wii, PlayStation Eye or Microsoft Kinect that employ special controllers or camera based motion recognition as means of user input those technologies have also been found to be interesting for other real-life applications such as providing individual physiotherapy exercises and an encourag
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13

Huang, 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.

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The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). Eight T2D patients participated in the 8-week AVG program using Xbox Kinect and/or Nintendo Wii. Heart rate (HR) and rating of perceived exertion (RPE) were monitored during exercise. Physiological and fitness assessment included hemoglobin A1C (HbA1c), HR, blood pressure (BP), body mass index, body composition, aerobic and muscular endurance, muscular strength, and fle
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14

Drexler, 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.

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Use of the low cost commercially available gaming console (Nintendo Wii) is a current trend in the rehabilitation environment. Released in 2006 by Nintendo, Veterans Affairs Medical Centers across the country are just setting one, Wii is being used as a physical, social, and cognitive tool. This case report seeks to provide evidence of its use as a rehabilitation tool for individuals who have experienced a recent stroke. By using whole body movements, the Wii sports games help in both gross motor and fine motor skills as well as in hand–eye coordination. This case study involves an older adult
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15

Lenkevich, 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.

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The article considers new ways of interaction, non-typical interfaces and controllers based on the deconstruction of classical game design systems of control and on the deconstruction of the gamer’s body. Already in the middle of 1960s Marshall McLuhan, anticipating the critique of technologies and virtual capitalism that unfolded later in cyberpunk novels, noticed that our bodies and central nervous system belonged to big corporations. The organisation of sensibility via interfaces and controllers, different apparatuses, and technical devices ceased to be a dream of futurologists and science
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16

Saeedi, 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.

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Objective. A large number of patients need critical physical rehabilitation after the stroke. This study aimed to review and report the result of published studies, in which newly emerged games were employed for physical rehabilitating in poststroke patients. Materials and Methods. This systematic review study was performed based on the PRISMA method. A comprehensive search of PubMed, Scopus, IEEE Xplore Digital Library, and ISI Web of Science was conducted from January 1, 2014, to November 9, 2020, to identify related articles. Studies have been entered in this review based on inclusion and e
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17

Oh, 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.

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The rate of obesity in adolescents has increased due to social distancing measures and school closures caused by the COVID-19 pandemic. These issues have caused adolescents to change their lifestyles and eating habits. Furthermore, the growth in inactive behavior and computer screen or watching TV time, as well as the reduction in physical activity, could similarly be related with obesity. To overcome this problem, we recently developed an artificial intelligence (AI)-based gesture recognition game application called Super Kids Adventure (SUKIA, Funrehab, Daejeon, Korea), which provides inexpe
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18

Wardini, 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.

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OBJECTIVE: The present pilot study tested the use of a virtual game system (VGS) for exercise training in patients with moderate to very severe chronic obstructive pulmonary disease undergoing pulmonary rehabilitation (PR). Safety, feasibility, enjoyment and adherence were assessed.METHODS: VGS (Wii [2006], Nintendo, USA) games were prescreened and categorized into lower- and upper-body workouts. Patients admitted for a three- to four-week inpatient PR program exercised daily. They were provided an opportunity to individually engage in VGS sessions three times weekly, varying with length of st
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Yadav, 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.

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Gamified rehabilitation has emerged as a transformative and innovative strategy in the field of physical therapy. By integrating technology and game design elements into therapeutic interventions, it has revolutionized the way patients engage with their treatment programs. There is a dearth of literature on the role of computer applications and the use of software for gamification in physiotherapy, therefore, this study was undertaken with the objective to address this gap and generate a body of knowledge on how computer technology and software can influence gamification in physiotherapy. A co
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Kooiman, 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.

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Until recently exergaming was seldom a topic of research. The technology that makes exergaming possible was not available to consumers. In 2006, Nintendo released the Wii gaming system. This new system allowed for interactive physical movement beyond simple hand held play. The Wii system contained hardware and software that responded to movements of the player's body through the tracking of hand held controllers and movements of the lower extremities using floor based hardware. Exergaming appears poised to continue its foray into popular culture for better or worse. After nearly a decade of re
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de, 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.

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Artifact for the IMWUT/UbiComp 2020 article: Battery-Free Game Boy. Abstract: We present ENGAGE, the first battery-free, personal mobile gaming device powered by energy harvested from the gamer actions and sunlight. Our design implements a power failure resilient Nintendo Game Boy emulator that can run off-the-shelf classic Game Boy games like Tetris or Super Mario Land. This emulator is capable of intermittent operation by tracking memory usage, avoiding the need for always checkpointing all volatile memory, and decouples the game loop from user interface mechanics allowing for restoration af
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allen. "Elden Ring SNES Demake Creates A 2D Lands Between." July 6, 2022. https://doi.org/10.5281/zenodo.6804107.

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A talented substance creator has crafted an Elden Ring demake that reimagines the cherished open-world RPG as a SNES title. FromSoftware's most up to date soulslike title takes players to the expansive Lands Between on a mission to reforge the Elden Ring and become the new Elden Lord. A playable Elden Ring Game Boy demake as of late transported the game onto the old fashioned handheld, and presently the fantasy epic has been transformed into an isometric Super Nintendo Entertainment System adventure. FromSoftware's latest game stretches the typical soulslike formula across a massive op
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dennis. "Pokemon Scarlet and Violet's New Pokemon Get Old-School Makeover." June 9, 2022. https://doi.org/10.5281/zenodo.6629575.

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Nintendo and Game Freak keep on uncovering more Pokemon that will be essential for the new age ushered in with Pokemon Scarlet and Violet, with each rapidly earning their own following. Many fans have proactively taken to the couple of Pokemon presented with the June 1 Pokemon Scarlet and Violet trailer, including one artist that has given three of them an old-school makeover. Twitter user Emimonserrate as of late posted fan craft of Lechonk, Pawmi, and Smoliv, which were totally presented with the Pokemon Scarlet and Violet trailer released on June 1. Numerous Pokemon fans are discussing whic
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Banks, John. "Controlling Gameplay." M/C Journal 1, no. 5 (1998). http://dx.doi.org/10.5204/mcj.1731.

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Computer and video games are one of the primary uses of personal computer technologies, and yet despite an increasing interest in cultural practices that are organised around computer and information technologies cultural studies has paid very little attention to this phenomenon. In the War of Desire and Technology Allucquére Roseanne Stone comments "that there seems no question that a significant proportion of young people will spend a significant and increasing proportion of their waking hours playing computer-based games in one form or another, and so far the implications of this trend have
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De 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.

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AbstractVideo games have become the largest sector of the global entertainment industry, making their cultural influence significant. This study examines gender representation in mainstream videogames in Spain across PlayStation, XBOX, Nintendo Switch, and PC platforms. Using content analysis, we analyze 313 female and male characters presented in video games. The results show a problematic representation of women in terms of quantity and quality. Women are significantly underrepresented, starring in only 17.78% of game covers and 35.29% of in-game audiovisual content, limiting their visibilit
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Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (2021). http://dx.doi.org/10.5204/mcj.2802.

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The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, an
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27

Liu, 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.

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BackgroundFalls and fall-related injuries are not uncommon among older adults and may lead to serious health deterioration and decreased quality of life. Numerous types of physical activity have been proposed to improve balance and strength in older adults with varying degrees of success. Nintendo's Wii Fit video exergame uses body movement as a game controller and provides real-time feedback for games designed to enhance balance and muscle strength. However, whether Wii Fit exercise improves the balance and lower limb muscle strength of older adults remains uncertain.ObjectiveTo evaluate the
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May, Lawrence. "Confronting Ecological Monstrosity." M/C Journal 24, no. 5 (2021). http://dx.doi.org/10.5204/mcj.2827.

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Introduction Amidst ecological collapse and environmental catastrophe, humankind is surrounded by indications that our habitat is turning against us in monstrous ways. The very environments we live within now evoke existential terror, and this state of ecological monstrosity has permeated popular media, including video games. Such cultural manifestations of planetary catastrophe are particularly evident in video game monsters. These virtual figures continue monsters’ long-held role in reflecting the socio-cultural anxieties of their particular era. The horrific figures that monsters present pl
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Gerhard, 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.

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Introduction The accelerometer seems, at first, both advanced and dated, both too complex and not complex enough. It sits in our video game controllers and our smartphones allowing us to move beyond mere button presses into immersive experiences where the motion of the hand is directly translated into the motion on the screen, where our flesh is transformed into the flesh of a superhero. Or at least that was the promise in 2005. Since then, motion control has moved from a promised revitalization of the video game industry to a not-quite-good-enough gimmick that all games use but none use well.
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Huijser, Henk, and Janine Little. "Recover." M/C Journal 11, no. 6 (2008). http://dx.doi.org/10.5204/mcj.111.

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As 2008 marks the tenth anniversary of M/C Journal, there is opportunity to take stock and reflect on its impact and value. So too, can we revisit its archives and recover some of its best material in rediscovery. Such a process allows for recovery of certain trends and movements that could be said to characterise the preceding decade. While measuring time in ten year blocks is essentially an artificial exercise, it can also be seen as a practical means of stimulating reflection on what has been recovered. This is important to consider at a time when speed is increasingly of the essence in all
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