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1

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.

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In this thesis, we did a forensic analysis of a Nintendo Switch gaming console. It is both a portable and a stationary device, which makes it so that it could contain valuable information about the usage of the console at home and elsewhere. Multiple methods of data extraction were used, including using an exploit to obtain storage memory, extracting the contents of the SD card and capturing network traffic. The findings from the analysis of these data sources were compared to the information on the user interface. Any information that could not be found on the user interface was reported. The main findings of memory analysis were a detailed log file of user interactions, JSON files with personal information such as email addresses, and crash logs with information about the state of the console during the crash. The SD card mainly contains screenshots with embedded timestamps, and the network capture does not contain any forensically relevant information. The combination of these different types of information could makethe Nintendo Switch a useful source of evidence during an investigation.
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Zoll, Laurence. "A tradeshow design for Nintendo of America." College Park, Md.: University of Maryland, 2007. http://hdl.handle.net/1903/7586.

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Thesis (M.F.A.) -- University of Maryland, College Park, 2007.
Thesis 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.
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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.

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“The game begins the moment a person touches a console -- everything builds from that.” (Quote by Shiguru Miyamoto; founder of Super Mario) This report contains a well-structured analysis of the main four Super Mario games that clearly states a difference in story, hardware, software development and design. The report is structured in sections for each game to better understand the concept of the Super Mario games. The report ends with comparisons of the games for a better view of the paradigm between them. The pictures and quotations in this report are referenced to the company that has copy write and Shiguru Miyamoto that is the founder of the character Super Mario.
Rapporten 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.
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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.

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Cпроєктовано та розроблено інформаційно-аналітичну технологію, котра дозволяє користувачеві проводити моніторинг цін на товари онлайн-платформи Nintendo по всім можливим регіонам з можливістю отримувати сповіщення за допомогою електронної пошти.
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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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The 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.

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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.

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Mestrado em Engenharia Electrónica e Telecomunicações
A 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.
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Tobias, James. "Fun and frustration : style and idiom in the Nintendo Wii." Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3330/.

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This paper draws on Bernard Stiegler’s critique of “hyperindustrialism” to suggest that digital gaming is a privileged site for critiques of affective labor; games themselves routinely nod towards such critiques. Stiegler’s work adds, however, the important dimension of historical differentiation to recent critiques of affective labor, emphasizing “style” and “idiom” as key concerns in critical analyses of globalizing technocultures. These insights are applied to situate digital play in terms of affective labor, and conclude with a summary analysis of the gestural-technical stylistics of the Wii. The result is that interaction stylistics become comparable across an array of home networking devices, providing a gloss, in terms of affect, of the “simple enjoyment” Nintendo designers claim characterizes use of the Wii-console and its complex controllers.
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Li, 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.

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Soares, 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/.

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A população mundial está envelhecendo e as mudanças no perfil, características e funcionalidade própria dos sujeitos idosos geram impacto no desenvolvimento de produtos, nos serviços de cuidados de saúde e assistência social. Durante o processo de envelhecimento o idoso é exposto a diversos tipos de processos transformadores que podem ter impacto na capacidade funcional de forma que interfiram na realização das atividades da vida diária e na participação social. O equilíbrio é uma das habilidades que podem ser afetadas pelo envelhecimento. A atividade física específica auxilia a evitar quedas entre a população idosa. A relação entre a prática virtual de atividade física e o ganho real de habilidades motoras tem sido pesquisada em diversos estudos. A forma de interação dinamizada pelas interfaces como a do Nintendo Wii Fit desperta interesse na área da saúde. Objetivos: verificar os efeitos da prática virtual de posturas de Yoga sobre o controle postural de mulheres idosas ativas utilizando o software de vídeo game do Nintendo Wii Fit. Especificamente pretende-se verificar se houve alteração no equilíbrio postural estático após o período de intervenção e se o software é sensível à variação de desempenho do sujeito no decorrer da prática. Casuística: Seis mulheres idosas com idade média de 67,6, com escolaridade entre o ensino fundamental e superior, de diferentes religiões, procedentes de Ribeirão Preto e de classe socioeconômica média, sem patologias neurológicas, sensoriais ou ortopédicas associadas. Metodologia: Trata-se de um estudo exploratório, longitudinal, do tipo intervenção, que teve três etapas definidas: A primeira consistiu na triagem que incluiu a avaliação inicial do controle postural por meio da Escala de Equilíbrio de Berg (EEB), Timed Up and Go Test (TUG), Índice de Massa Corpórea (IMC), Escala de Depressão Geriátrica (GDS), Health Assessment Questionnarie (HAQ), teste de Romberg clássico e uma avaliação específica com 16 posições modificadas de Romberg sobre uma plataforma de força (PF). A segunda consistiu num protocolo de intervenção utilizando o Nintendo Wii com 14 posturas de Yoga sobre a plataforma Wii Balance Board, durante 2 meses com freqüência de 3x/semana com duração de 40 minutos. A terceira fase incluiu a reavaliação com os instrumentos EEB, TUG, Teste de Romberg modificado na PF e questionário de avaliação da satisfação dos sujeitos. Análise de Dados: estatística descritiva e inferencial. Os resultados sugeriram que houve uma melhora no controle postural para a realização das tarefas motoras e funcionais, melhora no tempo de percurso do equilíbrio dinâmico. Os testes selecionados foram sensíveis a detecção de alterações do equilíbrio de idosos, levando-se em consideração que a população era ativa e praticante de atividade física.
The 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.
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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.

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Pereira, Pedro Miguel Rocha. "Relatório de estágio na Nintendo of Europe, GmbH, como "Social Media Intern"." Master's thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/16770.

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Mestrado em Marketing
Pensa que as redes sociais servem apenas para publicar conteúdo no Facebook? Pense outra vez. Apesar de o Facebook ter sido uma das primeiras plataformas de redes sociais e continuar a ser a mais popular e influente, há muito mais por onde se pegar no que diz respeito a este tema. As redes sociais são agora canais utilizados para a comunicação pessoal e profissional, incorporando diversas plataformas e ferramentas sólidas.
Think social media is all about posting status updates on Facebook? Think again. Although Facebook was one of the first social media networks and remains one of the most popular and influential platforms, it doesn’t define the field. Social media has evolved into a channel for personal and professional communication and has grown to encompass several solid platforms and tools.
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Kryger, Graham Clark. "Characterization of a Nintendo Wii for tracking a haptic glove in 3D." Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Fall2009/g_kryger_111809.pdf.

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Thesis (M.S. in mechanical engineering)--Washington State University, December 2009.
Title from PDF title page (viewed on Jan. 11, 2010). "Department of School of Engineering and Computer Science, Vancouver." Includes bibliographical references (p. 58-59).
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Pulver, Megan Le'Ann, Ruben Bravo Castano, Lacie Boyett, Andrew Schultz, Joshua Belhumeur, Kyle Roche, Robert Mayer, et al. "Unicef's Tap Project & Nintendo: Integrated Marketing: Communications Plans for Executive Presentation." Thesis, The University of Arizona, 2011. http://hdl.handle.net/10150/144921.

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Arnaut, Victor Almeida Cardoso de Oliveira. "Uso do Nintendo Wii em pacientes com HAM/TSP: Ensaio Clínico Randomizado." Escola de Medicina e Saúde Pública, 2014. http://www7.bahiana.edu.br//jspui/handle/bahiana/107.

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A mielopatia associada ao HTLV-1 ou paraparesia espástica tropical (HAM/TSP) é uma doença desmielinizante crônica e progressiva e que afeta predominantemente a medula espinal. O equilíbrio e a locomoção nos indivíduos acometidos ficam comprometidos e exige alternativas terapêuticas para a reabilitação. Objetivo: Verificar o efeito da Wii Terapia como recurso terapêutico adicional no tratamento de pacientes com HAM/TSP, verificando impactos no equilíbrio, dor e qualidade de vida. Metodologia: Ensaio clínico randomizado duplo cego realizado com 9 indivíduos com diagnóstico confirmado pelos critérios da OMS, divididos em dois grupos – G1 que realizou exercícios terapêuticos associado ao uso de jogos do Nintendo Wii e G2 que realizou somente exercícios terapêuticos. Todos os participantes foram submetidos a uma avaliação da dor pela escala visual analógica (EVA) e do equilíbrio pela escala de Berg, responderam a um questionário sobre qualidade de vida (SF-36), antes e depois das 10 sessões. Os dados foram analisados através dos testes T pareado (intra grupo) e não pareado (inter grupo), com alfa de 5% , poder de 80% e IC 95%. Resultados: Na análise intra grupo foi encontrada diferença apenas no escore da Escala de Berg e dos domínios capacidade funcional e aspectos emocionais do grupo teste (p<0,05). Na comparação do delta dos escores entre os grupos, os domínios aspectos emocionais (p=0,027) e capacidade funcional (p=0,054) foram diferentes entre os grupos. Conclusão: A terapia com realidade virtual usando o Nintendo Wii demonstrou impacto positivo superior em relação ao protocolo de exercícios funcionais sobre o equilíbrio e sobre os domínios de capacidade funcional e aspectos emocionais na qualidade de vida dos participantes.
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Portela, Filipe Joaquim Rodrigues. "Nintendo Wii. Qual o impacto na 3.ª idade? Estudo clínico randomizado." Dissertação, Faculdade de Medicina da Universidade do Porto, 2010. http://hdl.handle.net/10216/55344.

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Chung, Alison Margaret Janet. "Do people with intellectual disability use Nintendo WiiTM when placed in their home as part of a physiotherapy program?" Thesis, The University of Sydney, 2014. http://hdl.handle.net/2123/12252.

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Purpose: To examine how much, and in what way, Nintendo WiiTM (Wii) is used when prescribed as part of a home-physiotherapy program for people with intellectual disability. Method: Twenty people with intellectual disability were recruited. The following parameters were recorded about play patterns over a 12-week period: frequency, duration, perceived exertion, play position, play mode, initiation of play, and games from Wii Sports and Wii Fit Plus. Results: Participants used the Wii for a median of 101 minutes per week (IQR 50 to 172) in weeks one and two across a median of three days per week (IQR 3 to 4), decreasing down to a median of 35 minutes per week (IQR 0 to 141) in weeks 11 and 12 across a median of one day per week (IQR 0 to 3). Conclusions: Usage of the Wii drops off rapidly when it is placed in the homes of people with intellectual disability as part of a physiotherapy program.
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Franco, Jessie Rae. "The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling elders." Thesis, Boston University, 2012. https://hdl.handle.net/2144/31555.

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Thesis (M.S.)--Boston University
OBJECTIVE: The aim of this research study was to see if Nintendo Wii Fit is better able to improve balance in the elderly population when compared to the Matter of Balance program, which is evidence.-based and designed to promote health, balance and wellbeing to decrease the risk of falls. PARTICIPANTS: Residents of an independent living senior housing facility in the Boston area were recruited to participate in this study. A total of 32 residents ages 63 to 90 participated: Wii Fit n=11, Matter of Balance n=11, and Control n=1O. Methods: Participants were separated into three groups. Experimental group 1: The Wii Fit Group performed balance games on the Wii Fit in individual sessions twice a week for three weeks. Experimental group 2: The Matter of Balance Group performed exercises from the Matter of Balance Program in a group setting twice a week for three weeks. The control group received no intervention. Participants in the Wii Fit group had the addition of supplemental home exercises. Two balance and one health and wellness measure were used to determine whether there were any changes following intervention: the Berg Balance Scale, the Tinetti Gait and Balance Assessment, and the Short Form-36 Health Survey (SF-36). RESULTS: Repeated measures ANOV As were used to determine whether there was an effect of the interventions on balance, health and well-being and whether there were any differences between intervention groups. Scores were significantly improved at post-test for both balance assessments: Berg Balance Scale (F1,29= 17.034, p < 0.001); Tinetti Gait and Balance Assessment (F1,29 = 9.715, p < 0.004). The mean increases in balance scores were larger, but not significantly so, for the exercise groups as compared to the control group. Results from the Wii Fit Enjoyment Questionnaire showed that 81% of participants reported high levels of enjoyment while playing the Wii games. DISCUSSION AND CONCLUSION: The Wii Fit is an enjoyable form of exercise as self-reported from an elderly population. Balance improved in the Wii Fit group following intervention, but only a small amount and not significantly more than improvements made by the MOB-exercise and non-exercise control groups. It is likely that the three week duration of the Wii Fit intervention was too short a period to make a large and significant impact on elders' balance.
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Svangren, Sandra, and Andreas Karlsson. "Effekter på balansförmågan av träning med Nintendo Wii Fit : En experimentell single-casestudie." Thesis, Mälardalens högskola, Akademin för hälsa, vård och välfärd, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-18692.

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Bakgrund: Fall hos äldre är vanligt förekommande. Regelbunden balansträning krävs för att bibehålla och förbättra balansförmågan. En persons self-efficacy och utfallsförväntningar spelar roll för om träningen blir av eller inte då många äldre inte tränar på grund av att de inte tror sig få ut något av det. Nintendo Wii Fit är ett modernt sätt att träna balansförmågan på. Syfte: Syftet var att undersöka om Nintendo Wii Fit har effekt på balansförmågan, self-efficacy till balansförmågan i hemmet, utfallsförväntningar på balansförmågan av balansträningen samt fallrelaterad self-efficacy hos tre hemmaboende personer över 70 år under och efter tre veckor interventionsperiod. Metod: Experimentell single-case design A-B-A2 användes. Interventionen bestod av balansträning med Nintendo Wii Fit tre gånger i veckan under tre veckor. Kontinuerliga skattningar av personernas self-efficacy till balansförmågan och utfallsförväntningar för balansträning pågick genom A-B-A2. Andra variabler som utvärderades var balansförmåga (Bergs balansskala) och fallrelaterad self-efficacy (FES(S)). Resultat: Resultatet visade tendenser på att balansträning med Nintendo Wii Fit hade en positiv påverkan balansförmågan, fallrelaterad self-efficacy, self-efficacy för balansförmågan i hemmet samt utfallsförväntningar på balansförmågan av balansträningen. Slutsats: Mer forskning inom området behövs innan några säkra slutsatser om effekten på balansförmågan av Nintendo Wii Fit på individnivå kan göras.
Background: Elderly people relatively often fall. Regular balance training is required to maintain and improve balance ability. A person's self-efficacy and outcome expectations may affect whether he or she perform the exercises or not. Many older persons do not exercise because of lack of confidence. Nintendo Wii Fit can be a modern way to increase confidence and balance ability. Objective: The objective was to investigate whether the Nintendo Wii Fit has an effect on the balance ability, the person's self-efficacy in their balance ability in a home environment, a person's outcome expectations of balance ability from balance training with the Nintendo Wii Fit and fall-related self-efficacy of three individuals ages over 70 years at their homes. The study was conducted during and after a three-week long intervention period. Method: An experimental single-case design A-B-A2 was used. The intervention included balance training with Nintendo Wii Fit three times a week over a three-week long period. Continuous monitoring of the participants self-efficacy in balance ability and outcome expectations of the balance training was performed at all phases. Other evaluated variables were balance (Berg balance scale) and fall-related self-efficacy (FES (S)). Results: The results shows tendencies that balance training with Nintendo Wii Fit has a positive effect for the three participants regarding balance ability, fall-related self-efficacy, self-efficacy for balance ability in the home and outcome expectations of balance ability by balance training. Conclusion: More research is needed in this area before any firm conclusions about the effect on individual level regarding balance ability by balance training with the Nintendo Wii Fit can be made.
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Hall, Courtney D., C. K. Clevenger, J. Sellers Byrd, R. Wolf, J. Lin, T. M. Johnson, and S. Wolf. "Feasibility of Using Nintendo Wii Fit System to Assess Balance in Older Adults." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etsu-works/570.

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Costa, Poliana Chiemi Yamagute 1982. "Aspectos motores da Paralisia Cerebral Espástica diparética = o Nintendo WII 'MARCA REGISTRADA' como atividade motora complementar = Motor aspects of Spastic Cerebral Palsy : the Nintendo WII 'TRADEMARK' as a supplementary motor activity." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275089.

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Orientador: Edison Duarte
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação Física
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Resumo: As crianças e adolescentes com Paralisia Cerebral (PC) Espástica diparética apresentam comprometimentos músculo-esqueléticos e neuromusculares que restringem o controle normal da postura e as estratégias de equilíbrio estático e dinâmico, interferindo no desempenho de atividades funcionais. As inovações tecnológicas dos últimos anos têm agregado intervenções sensório-motoras através de sistemas de realidade virtual para melhora da estabilidade postural e do controle motor seletivo. Com estes objetivos, o vídeo game Nintendo Wii® que utiliza um sistema de realidade virtual é amplamente utilizado no Brasil, sendo conhecido como Wiireabilitação. Poucos estudos comprovam seus benefícios em crianças com desordens neuromotoras, portanto, este estudo teve como objetivo analisar as mudanças que o uso do sistema de realidade virtual Nintendo Wii® como terapia complementar pode provocar na função motora grossa, alinhamento postural, equilíbrio estático e dinâmico de crianças e adolescentes com PC espástica diparética com marcha independente. Métodos: 12 sujeitos com PC diparética foram alocados aleatoriamente em: grupo controle submetido à fisioterapia convencional (GC, n=6) e grupo experimental submetido à fisioterapia associada à Wiireabilitação (GE, n=6), ambos para treino de alinhamento postural, equilíbrio e função motora grossa. Equilíbrio estático e dinâmico foram avaliados através do sistema de Baropodometria Eletrônica, o alinhamento postural pelo Software para Avaliação Postural (SAPO), e a função motora grossa através das dimensões D e E da escala Gross Motor Function Measure (GMFM-88). Estas variáveis foram mensuradas nos dois grupos antes e após 20 sessões de intervenção, sendo comparadas entre grupo e entre grupo e momento com o testes estatístico ANOVA one-way para medidas repetidas. Para as comparações pairwise foi utilizada análise gráfica (boxplot e gráfico de interação). Resultados: No teste de estabilometria da baropodometria eletrônica, houve diferença estatisticamente significativa na comparação entre grupo para oscilação médio-lateral e ânteroposterior com olhos fechados (cm) e oscilação do centro de pressão na superfície (cm2) com olhos fechados (p=0.050; p=0.005; p=0.009 respectivamente), e diferença na comparação entre grupo e momento para as mesmas variáveis anteriores (p=0.042; p=0.012 e p=0.006 respectivamente). Neste teste observa-se melhora de todas as variáveis no grupo experimental, e piora de todas no grupo controle. Não foram encontradas diferenças significativas que indicassem melhora para as variáveis da função motora grossa, do alinhamento postural, da baropodometria estática e dinâmica. Conclusão: Os resultados deste estudo sugerem que 20 sessões de fisioterapia convencional associadas à Wiireabilitação produzem melhora no controle do equilíbrio estático, porém não foram suficientes para produzir mudanças significativas na função motora grossa, no alinhamento postural e na distribuição da carga corporal nos pés
Abstract: Children and adolescents with Spastic Diplegia Cerebral Palsy (CP) present musculo-skeletal impairments that restrict normal postural control and static and dynamic balance strategies, interfering in functional performance activities. Recent technological innovations have added sensory-motor interventions through the use of virtual reality systems to improve postural stability and selective motor control. The video game Nintendo Wii® uses a virtual reality system, approaching the objectives before it is widely used in Brazil and is known as Wiihabilitation. Few researches have proved its benefits in children with motor disorders, thus this research aimed to analyze the changes that using the Nintendo Wii® virtual game system, as a complementary therapy, can cause in gross motor function, postural alignment, static and dynamic balance of children and adolescents with spastic diplegia and independent gait. 12 spastic diplegia subjects were randomly allocated into: control group submitted to conventional physiotherapy (CG, n=6) and experimental group submitted to physiotherapy associated with Wiihabilitation (EG, n=6), both for postural alignment, balance and gross motor function training. Static and dynamic balance were assessed through Electronic Baropodometry, postural alignment was assessed by the Software for Posture Assessment (SAPO), and gross motor function through D and E dimensions of the Gross Motor Function Measure (GMFM-88). These variables were measured in both groups before and after 20 sessions of intervention, and were compared between groups and between group and moment with ANOVA one-way for repeated measures. For pairwise comparisons, a graphic analysis was used (boxplot and interaction graph). Results: In the stabilometry test of the electronic baropodometry, there were statistically significant differences between groups for medio-lateral and antero-posterior oscillations with eyes closed (cm) and center of pressure surface oscillation (cm2) with eyes closed (p=0.050; p=0.005; p=0.009 respectively), and in the comparison between group and moment for the same variables (p=0.042; p=0.012 e p=0.006 respectively). In this test, there was improvement in all variables of experimental group, and decline in all variables of control group There were no significant differences that would indicate improvement on gross motor function, postural alignment, static and dynamic baropodometry variables. The results of the present research suggest that 20 sessions of conventional physiotherapy associated with Wiihabilitation improves control of static balance, however were not sufficient to produce significant changes on gross motor function, postural alignment and foot loading distribution
Mestrado
Atividade Fisica Adaptada
Mestra em Educação Física
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21

Andersson, Therése, and Elin Arnör. "Nintendo Wii som arbetsterapeutisk åtgärd för patienter som är äldre eller drabbade av stroke." Thesis, Örebro universitet, Institutionen för hälsovetenskap och medicin, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-22983.

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Bakgrund: I och med att samhället utvecklas behöver arbetsterapeuter finna nya och fungerande metoder för att förbättra livskvaliteten och välmåendet hos patienterna. En av de stora patientgrupperna är äldre, denna grupp växer i och med att befolkningen lever allt längre. En annan av de stora patientgrupperna är patienter drabbade av stroke, vilket är den femte största orsaken till ohälsa. Nintendo Wii är en relativt ny metod som ibland används kliniskt men få påvisade effekter är vetenskapligt belagda. Syfte: Syftet med denna studie var att genomföra en systematisk sammanställning av användbarheten och effekterna av Nintendo Wii som åtgärd inom arbetsterapi för patienter som är äldre eller drabbade av stroke. Metod: En litteraturstudie som sammanställde resultaten från 10 vetenskapliga artiklar som hittades via systematiska databassökningar och manuell sökning. Resultat: I analysen framkom fyra områden som presenteras i resultatet. Dessa områden var 1: Praktisk användbarhet, 2: Effekter på funktions- och aktivitetsnivå, 3: Sociala relationer och 4: Livskvalitet. Slutsats: Nintendo Wii verkar vara en genomförbar åtgärd som kan användas som komplement till traditionell terapi. Det kan förhöja välmåendet och livskvaliteten hos äldre samt förbättra funktioner hos patienter drabbade av stroke. Nintendo Wii möjliggör för social interaktion att uppstå när patienter spelar tillsammans.
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Romano, Rosangela Guimarães. "Utilização do nintendo wii fit - balance board como instrumento de avaliação do equilíbrio estático." Universidade Presbiteriana Mackenzie, 2012. http://tede.mackenzie.br/jspui/handle/tede/1573.

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The aim of this study was to evaluate the static equilibrium from the use of the Nintendo Wii Fit - Balance Board (WBB) and compare the anterior-posterior and lateral-side in children and adolescents age 7-14 years, with eyes open and closed. The subjects were 80 children and adolescents enrolled in a public school in the region of greater Sao Paulo, paired by gender and age, dichotomized at ages 7 to 10 (children) and 11-14 years (adolescents). For the collection the Balance Board (BB) and LabView software version 11.0 were used. The assessed remained in bipedal support for 60 seconds, running three measures with eyes open and closed with three measures. The results were compared to age for the two axes X and Y shift from the four sensors located at the ends of the BB. Data were analyzed using the Student t test with significance level of 95%. For statistical analysis we used the statistical software Minitab 16. The results indicated that children and adolescents in the displacements of the axes X and Y were similar in the two age groups, however, adolescents have greater variability in some measures, no statistical significance. When comparing the behavior of groups of dislocations in X and Y axes with eyes open and closed there was no significant difference, contrary to what has been pointed out by the literature, there is similarity in the oscillations with or without visual stimulation. It is concluded that the WBB could be an alternative equipment for the assessment of static balance from the adaptation of the LabView software, and that further studies should be performed so that the knowledge about the use of this equipment as a tool for assessment of balance can be expanded and applied with greater confidence in the accuracy of the data.
O objetivo deste estudo foi avaliar o equilíbrio estático a partir da utilização do Nintendo Wii Fit Balance Board (WBB) e comparar as oscilações ântero-posteriores e látero-laterais em crianças e adolescentes com a idade de 7 a 14 anos, com olhos abertos e fechados. Os sujeitos foram 80 crianças e adolescentes, regularmente matriculados em uma escola pública da região da Grande São Paulo, pareados por gênero e idade, dicotomizada nas faixas etárias de 7 a 10 (crianças) e 11 a 14 anos (adolescentes). Para a coleta foram utilizados o Balance Board (BB) e o software LabView versão 11.0. Os avaliados permaneciam em apoio bipodal, por 60 segundos, sendo executadas três medidas com olhos abertos e três medidas com olhos fechados. Os resultados foram comparados, para as duas faixas etárias para os eixos de deslocamento X e Y a partir dos quatro sensores localizados nas extremidades do BB. Os dados foram analisados com o teste t de Student com o nível de significância de 95%. Para a análise estatística foi utilizado o programa estatístico Minitab 16. Os resultados indicaram que crianças e adolescentes nos deslocamentos dos eixos X e Y não diferiram nas duas faixas etárias, porém, os adolescentes apresentaram maior variabilidade em algumas medidas, sem significância estatística. Quando comparado o comportamento dos grupos nos deslocamentos dos eixos X e Y com olhos abertos e fechados não foi encontrada diferença significativa, ao contrário do que vem sendo apontado pela literatura, havendo semelhança nas oscilações com ou sem o estímulo visual. Conclui-se que o WBB pode ser um equipamento alternativo para a avaliação do equilíbrio estático a partir da adaptação do software LabView e que novos estudos devem ser realizados para que o conhecimento sobre o uso deste equipamento como instrumento de avaliação de equilíbrio possa ser ampliado e aplicado com maior segurança na precisão dos dados.
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Silva, Keyte Guedes da. "Efeitos de um treinamento com o Nintendo® Wii sobre o equilíbrio postural e funções executivas de idosos saudáveis, um estudo clínico longitudinal, controlado e aleatorizado." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/47/47135/tde-30072013-122720/.

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O objetivo do presente estudo foi comparar os efeitos obtidos por meio de um treinamento fisioterapêutico associado a jogos do Nintendo® Wii Fit, com um treinamento fisioterapêutico convencional sobre o equilíbrio e a cognição de idosos saudáveis. Trata-se de um ensaio clínico controlado, aleatorizado e cego realizado no Departamento de Fonoaudiologia, Fisioterapia e Terapia Ocupacional da Universidade de São Paulo. Participaram do estudo 32 idosos saudáveis da comunidade que foram aleatorizados em grupos controle e experimental, 16 em cada grupo. Todos os sujeitos foram submetidos a 14 sessões individuais de treinamento, duas vezes por semana, por sete semanas. Cada sessão foi composta de 30 minutos de exercícios globais, incluindo alongamento e fortalecimento muscular e mobilidade axial. Após os exercícios globais, os grupos realizaram mais 30 minutos de exercícios de equilíbrio, sendo que o grupo experimental realizou o treinamento associados aos jogos do Nintendo® Wii Fit, e o grupo controle exercícios de equilíbrio convencional. As principais medidas do estudo foram: (1) Mini-Balance Evaluation System (Mini-BEST) Test e (2) Unipedal Stance Test para avaliação do equilíbrio; (3) Escala Internacional de Eficácia de Quedas (FES-I) para avaliação da autoconfiança no equilíbrio; (4) Escala de Atividade de Vida Diária (EAVD) para avaliar a autonomia nas atividades de vida diária; e (5) Avaliação Cognitiva Montreal (MoCA) para avaliação cognitiva. A análise estatística foi realizada por meio da ANOVA one-way e para os efeitos que alcançaram nível de significância, foi realizado o Pós-hoc teste de Tukey-Kramer para a verificação de possíveis diferenças entre os grupos e avaliações realizadas antes, depois e após 60 dias do final do treinamento. Os resultados mostraram que houve uma interação estatisticamente significativa entre os fatores avaliação e grupo confirmados pelo Pós-hoc teste de Tukey, mostrando que o treinamento com o videogame proporcionou melhora significativa nas medidas avaliadas depois treinamento, sem perdas significativas na avaliação após 60 dias. Assim, o treinamento fisioterapêutico associados aos jogos do Nintendo® Wii Fit mostrou-se mais eficiente para melhorar o equilíbrio, cognição e funcionalidade de idosos saudáveis em comparação ao treinamento convencional atualmente preconizado, o que indica que o 9 videogame pode ser uma ferramenta complementar útil ao tratamento fisioterapêutico voltado para a prevenção precoce das alterações cognitivas e motoras em idosos
The aim of this study was to compare the effects obtained through a physical therapy training associated with games Nintendo® Wii Fit with physical therapy training alone on balance and cognition in older adults. It was a prospective, controlled, single blinded randomized clinical trial performed at Speech Therapy, Physiotherapy and Occupational Department of São Paulo University. 32 healthy older adults in the community participated of this study and were randomized in control and experimental groups, 16 each one. All subjects performed 14 individual training sessions, twice a week, for seven weeks. Each session was composed of a 30 minutes global exercises series including stretching, muscles strengthen and axial mobility exercises. After the exercises global, both groups performed more 30 minutes of balance training: the experimental group performed the balance training associated with games of Nintendo® Wii Fit, and the control group standard balance exercises. The main outcome measures were: (1) Mini-Balance Evaluation System (Mini-BEST); (2) Unipedal Stance Test; (3) Efficacy Scale International Falls (FES-I); (4) Scale of Activities of Daily Living (EAVD) and (5) Montreal Cognitive Assessment (MoCA). Statistical analysis was done by one-way ANOVA in order to assess possible differences among the analyzed variables. Results showed statistically significant improvement in the measures evaluated in the experimental group, without any significant changes after 60 days. Wii Fit training appears to improve balance, cognition and functionality of healthy elderly compared to conventional training preconized, which indicates that videogame mat be a useful additional tool to physical therapy toward the early prevention of cognitive and motor changes in the elderly
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Moreira, Lara Alves. "Efeitos da reabilitação virtual no equilíbrio e mobilidade em idosos institucionalizados /." Rio Claro, 2017. http://hdl.handle.net/11449/150587.

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Orientador: Marcos Eduardo Scheicher
Banca: Danielle dos Santos Cutrim Garros
Banca: Karina Gramani Say
Resumo: Introdução: O envelhecimento populacional mundial crescente tem gerado consequências aos sistemas de saúde, resultando em sobrecarga na saúde e qualidade de vida da pessoa idosa, estendendo-se desde idosos na comunidade às Instituições de Longa Permanência (ILP's). A realidade virtual surge como uma proposta inovadora de interação capaz de atingir todas as idades e como uma potente ferramenta a ser utilizada por profissionais de saúde. Objetivos: Verificar a presença de melhora do equilíbrio e mobilidade em idosos institucionalizados submetidos ao treinamento com tecnologia do Nintendo Wii no controle de equilíbrio e mobilidade. Métodos: Os idosos participantes (n=10) da pesquisa serão avaliados antes e após o protocolo de treinamento com realidade virtual com duração de 8 semanas. A mobilidade funcional será avaliada pelo teste Time Up and Go, enquanto a força de reação ao solo será avaliada pela plataforma de força AMTI. Após verificação da normalidade, serão adotados testes estatísticos apropriados para análise dos dados. Em todos os testes estatísticos, serão adotados o nível de significância de p < 0,05. Resultados: Ao avaliar os resultados pré e pós intervenção com Wii, enquanto o equilíbrio estático avaliado pela Plataforma de Força não apresentou diferença significativa, enquanto que no Timed Up and Go para avaliar a mobilidade funcional foi encontrada diferença significativa (p= 0,03). Conclusão: os resultados demonstraram que a intervenção com Nintendo Wii foi capaz de melhorar a mobilidade funcional e sugeriu melhora clínica no equilíbrio estático de idosos institucionalizados
Abstract: Introduction: Growing global population aging has had consequences for health systems, resulting in an overload on the health and quality of life of the elderly, ranging from elderly in the community to Long-term Institutions (ILPs). Virtual reality emerges as an innovative proposal of interaction capable of reaching all ages and as a powerful tool to be used by health professionals. Objectives: To verify the presence of improved balance and mobility in institutionalized elderly subjects submitted to training with Nintendo Wii technology in balance and mobility control. Methods: Elderly participants (n = 10) of the research will be evaluated before and after the virtual reality training protocol lasting 8 weeks. Functional mobility will be evaluated by the Time Up and Go test, while the ground reaction force will be evaluated by the AMTI force platform. After checking for normality, appropriate statistical tests shall be adopted for data analysis. In all statistical tests, the significance level of p <0.05 will be adopted. Results: When evaluating the pre and post intervention results with Wii, while the Static Balance evaluated by the Strength Platform did not present a significant difference, whereas in the Timed Up and Go to evaluate the functional mobility, a significant difference was found (p = 0.03) . Conclusion: the results demonstrated that the intervention with Nintendo Wii was able to improve functional mobility and suggested clinical improvement in the static equilibrium of institutionalized elderly
Mestre
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25

Hutchins, Carly. "Balance and Gait Among a Community Dwelling Older Adult Population Using Nintendo Wii Bowling Game." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/honors/68.

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Due to the increase in the aging population older adults are looking for ways to stay fit and active in their later years. Such activities need to be fun, easy to operate, and encourage socialization. The Nintendo Wii© Bowling provides these features for the aging population. Participants in this quantitative pilot study had the opportunity to play the Nintendo Wii© Bowling Game twice a week for six weeks to see if their balance and mobility would improve when compared with the pre and post scores from the Performance Oriented Mobility Assessment (POMA). The participant’s scores on the Performance Oriented Mobility Assessment showed an average increase in both gait and mobility from 24 to 27.5 on the post-test. These participants’s were also asked to provide qualitative feedback on their experience in the study. One participant stated that she “gained confidence.” As a whole, the participants really enjoyed playing the Nintendo Wii© Bowling. This study demonstrates that Nintendo Wii© Bowling game can be an enjoyable, easy activity to motivate elders to become more active and social while incorporating exercise into their routine. It also provides the chance for future research to be conducted on older adults to examine the benefits of exercising with the Nintendo Wii© Bowling game.
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Nitzsche, Nico, and Henry Schulz. "Zur Durchführbarkeit eines regelmäßigen Trainings mit der Nintendo Wii Fit Plus bei Frauen nach der Schwangerschaft." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-65438.

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Kurzfassung: Sport im Sinne eines regelmäßigen körperlichen Trainings sollte aus gesundheitlichen Gründen nach einer Schwangerschaft empfohlen werden. Jedoch müssen an diese Aktivitäten besondere Ansprüche gestellt werden. Die Beanspruchung sollte moderat und mit geringem Risiko sein. Weiters muss die körperliche Aktivität in den Tagesablauf einer jungen Mutter integrierbar sein. Hierzu könnten digitale Spiele mit Ganzkörperaktivitäten sinnvoll eingesetzt werden. Ziel dieser Trainingsstudie war es, möglichen Einsatz und mögliche Wirkung ausgewählter Übungen der Nintendo Wii Fit Plus bei postnatalen Frauen zu überprüfen. Dabei wurden subjektive Eindrücke wie das Spielerleben und wahrgenommene Beanspruchung erhoben. Die Wirkung auf die aerobe Ausdauerleistungsfähigkeit wurde durch eine 6-wöchige Intervention überprüft. An der Studie nahmen 8 Probandinnen (Alter 29,0 ± 4,6 Jahre, Größe 1,7 ± 0,1 m, Body-Mass-Index [BMI] 25,1 ± 3,1 kg/m², postnatal 6,3 ± 1,9 Wochen) teil. Ergebnisse: Die Probandinnen zeigten nach einmaligem Spielen eine hohe bis sehr hohe Motivation, dieses Spiel noch mal zu spielen. Es wurde als nicht stressig mit mittlerer Spielgeschwindigkeit bei einfacher und übersichtlicher Bedienung bewertet. Über den Beobachtungszeitraum nahmen die Frauen eine moderate (etwas anstrengende) Beanspruchung mit hohem Spaßempfinden wahr. Signifikante Gewichtsreduktionen sowie eine Verbesserung der aeroben Leistungsfähigkeit konnten nicht festgestellt werden. Schlussfolgernd bleibt festzuhalten, dass trotz nicht-signifikanter metabolischer und morphologischer Adaptionen eine hohe Motivation zu erwarten ist, was unter gegebenen Übungsvariationen der Nintendo Wii Fit Plus zu regelmäßigem Training führen kann. Da diese Studie nur Pilotcharakter hatte, wäre unter randomisierten kontrollierten Bedingungen eine Untersuchung mit größerem Probandenumfang durchzuführen
Exercise after pregnancy should be recommended for health reasons. However, special considerations are necessary in the context of physical training. The intensity should be moderate and the activity itself lowrisk. In addition, the exercise has to be capable of being integrated in the daily routine of a young mother. This could also include digital games that involve whole body movements. The aim of this study was to investigate the possible use and the effects of selected exercises of the Nintendo Wii Fit Plus in postnatal women. Data on the subjective impressions of the game experience was collected as well as the perceived exertion during the activity. Furthermore, the effect on the aerobic performance after 6 weeks intervention was investigated. The study involved 8 female subjects (age 29.0 ± 4.6 years, height 1.7 ± 0.1 m, Body Mass Index 25.1 ± 3.1 kg/m², postnatal 6.3 ± 1.9 weeks). Results: The subjects showed a high to very high motivation to play the Wii Fit Plus again after the first game session. The game was assessed as causing no stress at medium speed with a simple and clear operation. During the observation period, the women showed a moderate (somewhat hard physical exertion) with a high sensation of fun. Significant weight reductions and improvements in aerobic capacity could not be proven. Summing up, using the Wii Fit Plus, a high level of motivation can be expected despite any significant metabolic and morphological adaptations, which may lead to a regular participation in exercise activities. Since this study only had pilot-character, it would be advisable to conduct further research using a larger number of subjects under randomized controlled conditions
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Chow, Samuel W. "Can Nintendo get its crown back? : examining the dynamics of the U.S. video game console market." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/42380.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program; and, (S.M.)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program, 2007.
Includes bibliographical references (p. 121-125).
Several generations of video game consoles have competed in the market since 1972. Overall, the entire market shares many similar characteristics, such as network effects and switching cost, which are found in other network-based markets. However, on closer examination, the video game console industry experienced several generations of technological change with each generation bringing a different competitive environment and different set of competitors from the previous one. Consistent with the Schumpeterian market model, both new and later entrants have competed successfully with their strong portfolios of technological innovations. Yet, some firms with dominant market position and strong complementary assets were not able to extend their advantage to the next generation. The dynamic cause and effect relationships associated with the multi-generation video game console industry makes an intriguing subject for economic research. This thesis provides a conceptual framework for analyzing the elements and dynamics of the competitive video game console market. Using qualitative findings and empirical data found in recent research literature on market competition and innovation, a historical analysis of the video game console market was performed. In addition, a system dynamics model was created to validate and support the analysis of the industry. The results from the simulation of the model under various competitive scenarios not only confirm some of the findings from established studies done in this area but also provide us with new qualitative insights into the dynamics operating in the market.
by Samuel W. Chow.
S.M.
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Bueno, Lucimar Soares [UNESP]. "Efeitos do Yoga e do Nintendo Wii no medo de cair e mobilidade de idosos caidores." Universidade Estadual Paulista (UNESP), 2015. http://hdl.handle.net/11449/134159.

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Com o aumento da população idosa, no Brasil, também podemos notar um aumento da expectativa de vida e a atenção à assistência à mesma, mais especificamente ao envelhecimento, o qual é caracterizado pelas reduções das funções do corpo gerando um desequilíbrio postural e quedas. A partir disso existem estudos demonstrando que os jogos eletrônicos, mais especificamente o Nintendo Wii, devido realizar uma interação física entre os jogadores realizando movimentos corporais acompanhando a imagem na tela, pode contribuir para uma melhora da postura física dos idosos e consequentemente, melhorar o equilíbrio. Um outro meio que visa promover uma prevenção às quedas é o Yoga, uma técnica milenar que visa proporcionar aos seus adeptos equilíbrio físico, mental e espiritual podendo também interferir no equilíbrio postural. O objetivo do estudo foi observar os resultados do treinamento com jogos e o Yoga no equilíbrio de idosos caidores. Foram avaliados 20 idosos com histórico de quedas, que realizaram os treinamentos durante 4 meses divididos em Grupo Yoga, constituído de 10 idosos, que realizaram a prática por um profissional 1 vez por semana com duração de 1 hora e Grupo Wii, constituído por 10 idosos, o qual realizou a prática 2 vezes por semana, com duração de 30 minutos cada sessão. A mobilidade foi avaliada pelo teste Timed and Up and Go (TUG). O medo de cair foi avaliado pelo FES-I. Foram adotados testes estatísticos apropriados para a comparação inter e intra-grupo antes e após o treinamento, com p ≤0,05. Após as coletas de dados foi observado que o Nintendo Wii surtiu um efeito maior em relação ao Yoga no quesito equilíbrio e medo de quedas, porém no âmbito subjetivo como: melhora do sono, maior disposição para as atividades diárias, redução da depressão, as duas técnicas utilizadas surtiram efeito positivo
With the increasing elderly population in Brazil, we can also notice an increase in life expectancy and attention to assisting them more specifically to aging, which is characterized by reductions in body functions generating a postural imbalance and falls. From this there are studies showing that video games, specifically the Nintendo Wii due conduct a physical interaction between players performing body movements accompanying the image on the screen, can contribute to an improvement of the physical posture of older people and thus improve balance . Another way that aims to promote prevention of falls is the Yoga, an ancient technique that aims to provide its supporters physical balance, mental and spiritual, and can also interfere with postural balance. The aim of the study was to observe the results with the training games and Yoga in the balance of fallers. They evaluated 20 elderly patients with a history of falls, which carried out the training for four months divided into Group Yoga, consisting of 10 elderly, who carried out the practice by a professional 1 to week lasting 1 hour and Wii Group, made up of 10 elderly which relizou practice two times a week, lasting 30 minutes each session. Mobility was evaluated by the test and Timed Up and Go (TUG). Fear of falling was assessed by the FES-I. Appropriate statistical tests were adopted to compare inter- and intra-group before and after training, with p ≤0,05. After the data collection was observed that the Nintendo Wii has had a greater effect in relation to Yoga balance Question and fear of falling, but in the subjective sphere as improved sleep, greater willingness for daily activities, reducing depression, the two techniques have heightened positive effect
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29

Carvalho, Leonardo Soares de [UNESP]. "Efeito do volume da prática com Nintendo Wii em crianças com transtorno do desenvolvimento da coordenação." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/151542.

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O Transtorno do Desenvolvimento da Coordenação (TDC) é caracterizado pelas dificuldades de coordenação motora, com baixo desempenho funcional motor, particularmente no período da infância, sem uma causa neurológica conhecida. Em geral, essas crianças apresentam déficits relacionados à integração viso-motora, planejamento da ação, além de alto nível de ansiedade e estresse. O presente estudo tem como objetivos examinar o efeito da prática com jogos de Realidade Virtual (RV) do console Wii por crianças com TDC e com desenvolvimento típico (DT). Além disso, examinar a modulação do sistema nervoso autônomo (SNA) em crianças com TDC e com DT durante a prática dos jogos com Nintendo Wii. A bateria de testes MABC-2 foi utilizada para identificar o nível de dificuldade motora dos participantes e compor os grupos TDC e DT. A atividade modulatória básica do SNA foi realizada pelo Teste Ortostático, através do aplicativo computacional Nerve-Express. A modulação do SNA reflete de modo geral o estresse do indivíduo perante alguma situação, a partir do registro dos batimentos da frequência cardíaca. A partir da pontuação e classificação da bateria MABC-2, as crianças foram divididas em dois grupos: grupo TDC e grupo DT. Cada grupo foi composto por oito participantes, com idade de nove e dez anos, DT (M= 111,87 meses; DP= 4,05) e TDC (M= 115,87 meses; DP= 4,05). As crianças de ambos os grupos foram pareadas em gênero e idade. O grupo DT participou do programa de prática por quatro semanas, e as crianças do grupo TDC participaram do programa por seis semanas, ambos com frequência semanal de até duas vezes por semana (DT total de sete dias de prática, e TDC total de onze dias de prática). Os registros da frequência cardíaca para examinar a atividade de modulação do SNA durante a prática dos jogos do console Wii foram realizados no primeiro e no último dia de prática dos jogos do Wii. Os resultados do desempenho nos jogos do Wii (tênis e arco e flecha) apresentaram melhora significativa do primeiro para o último dia. Além disso, sessões práticas extras para as crianças com TDC em relação ao seus pares com DT auxiliou na evolução do nível de desempenho desse grupo. As crianças com TDC alcançaram desempenho similar ao dos com DT em ambos os jogos (Tênis moto treino e Arco-e-flecha). Os resultados relativos à modulação do SNA não produziu efeitos significativos entre os grupos TDC e DT. Dessa forma, jogos do console Nintendo Wii oferecida como prática sensório-motora e maior volume de prática ao grupo com TDC são altamente positivas para trazer benefícios às crianças com dificuldades motoras.
The Development of coordination disorder (DCD) is featured by the difficulties of coordination, functional motor performance, particularly in the period of childhood, without a neurological cause known. In General, these children present deficits related to integration vision-motor, action planning, in addition to high level of anxiety and stress. The present study aims to examine the effect of the practice with Virtual reality games (RV) Wii console for children with TDC and with typical development (TD). In addition, examine the modulation of the autonomic nervous system (ANS) in children with TDC and DT during practice games with Nintendo Wii. The battery of tests MABC- 2 was used to identify the level of difficulty of the motor and fix the TDC and TD groups. The basic SNA modulation activity was held by the Orthostatic Test, through computational application Nerve-Express. The modulation of the SNA reflects generally the stress of the individual in the face of any situation, from the registry of heart rate heart rate. From the score and ranking of MABC battery-2, the children were divided into two groups: DCD and TD group. Each group was made up of eight participants, aged nine and ten years, DT (M = 111.87 months; DP = 4.05) and DCD (M = 115.87 months; DP = 4.05). The children in both groups were paired in gender and age. The TD group participated in the program for four weeks, and the children of the DCD group participated in the program for six weeks, both with weekly frequency to twice a week (seven days in total of TD, and DCD total of eleven days of practice). Heart rate records to examine the activity of SNA modulation during practice of the Wii console games were held on the first and on the last day of practice of Wii games. The results of performance in Wii games (tennis and archery) showed a significant improvement from the first to the last day. In addition, extra practice sessions for children with DCD in relation to their peers with TD assisted in the evolution of the level of performance of this group. Children with DCD reached performance similar to that of with TD in both games (tennis motorcycle training and archery). The results regarding the modulation of SNA did not produce significant effects between DCD and TD groups. In this way, the console Nintendo Wii games offered as sensory-motor practice and more opportunities to practice the group with DCD are highly positive to bring benefits to children with motor difficulties.
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30

Carvalho, Leonardo Soares de. "Efeito do volume da prática com Nintendo Wii em crianças com transtorno do desenvolvimento da coordenação /." Rio Claro, 2016. http://hdl.handle.net/11449/151542.

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Título anterior: Efeito da prática com Nintendo Wii em crianças com transtorno do desenvolvimento da coordenação
Orientador: Cynthia Yukiko Hiraga
Banca: José Angelo Barela
Banca: Maria Georgina Marques Tonello
Resumo: O Transtorno do Desenvolvimento da Coordenação (TDC) é caracterizado pelas dificuldades de coordenação motora, com baixo desempenho funcional motor, particularmente no período da infância, sem uma causa neurológica conhecida. Em geral, essas crianças apresentam déficits relacionados à integração viso-motora, planejamento da ação, além de alto nível de ansiedade e estresse. O presente estudo tem como objetivos examinar o efeito da prática com jogos de Realidade Virtual (RV) do console Wii por crianças com TDC e com desenvolvimento típico (DT). Além disso, examinar a modulação do sistema nervoso autônomo (SNA) em crianças com TDC e com DT durante a prática dos jogos com Nintendo Wii. A bateria de testes MABC-2 foi utilizada para identificar o nível de dificuldade motora dos participantes e compor os grupos TDC e DT. A atividade modulatória básica do SNA foi realizada pelo Teste Ortostático, através do aplicativo computacional Nerve-Express. A modulação do SNA reflete de modo geral o estresse do indivíduo perante alguma situação, a partir do registro dos batimentos da frequência cardíaca. A partir da pontuação e classificação da bateria MABC-2, as crianças foram divididas em dois grupos: grupo TDC e grupo DT. Cada grupo foi composto por oito participantes, com idade de nove e dez anos, DT (M= 111,87 meses; DP= 4,05) e TDC (M= 115,87 meses; DP= 4,05). As crianças de ambos os grupos foram pareadas em gênero e idade. O grupo DT participou do programa de prática por quatro semanas, ... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: The Development of coordination disorder (DCD) is featured by the difficulties of coordination, functional motor performance, particularly in the period of childhood, without a neurological cause known. In General, these children present deficits related to integration vision-motor, action planning, in addition to high level of anxiety and stress. The present study aims to examine the effect of the practice with Virtual reality games (RV) Wii console for children with TDC and with typical development (TD). In addition, examine the modulation of the autonomic nervous system (ANS) in children with TDC and DT during practice games with Nintendo Wii. The battery of tests MABC- 2 was used to identify the level of difficulty of the motor and fix the TDC and TD groups. The basic SNA modulation activity was held by the Orthostatic Test, through computational application Nerve-Express. The modulation of the SNA reflects generally the stress of the individual in the face of any situation, from the registry of heart rate heart rate. From the score and ranking of MABC battery-2, the children were divided into two groups: DCD and TD group. Each group was made up of eight participants, aged nine and ten years, DT (M = 111.87 months; DP = 4.05) and DCD (M = 115.87 months; DP = 4.05). The children in both groups were paired in gender and age. The TD group participated in the program for four weeks, and the children of the DCD group participated in the program for six weeks, both with weekly frequency to twice a week (seven days in total of TD, and DCD total of eleven days of practice). Heart rate records to examine the activity of SNA modulation during practice of the Wii console games were held on the first and on the last day of practice of Wii games. The results of performance in Wii games (tennis and archery) showed a significant ... (Complete abstract click electronic access below)
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31

Nitzsche, Nico, and Henry Schulz. "Zur Durchführbarkeit eines regelmäßigen Trainings mit der Nintendo Wii Fit Plus bei Frauen nach der Schwangerschaft." Technische Universität Chemnitz, 2010. https://monarch.qucosa.de/id/qucosa%3A19471.

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Kurzfassung: Sport im Sinne eines regelmäßigen körperlichen Trainings sollte aus gesundheitlichen Gründen nach einer Schwangerschaft empfohlen werden. Jedoch müssen an diese Aktivitäten besondere Ansprüche gestellt werden. Die Beanspruchung sollte moderat und mit geringem Risiko sein. Weiters muss die körperliche Aktivität in den Tagesablauf einer jungen Mutter integrierbar sein. Hierzu könnten digitale Spiele mit Ganzkörperaktivitäten sinnvoll eingesetzt werden. Ziel dieser Trainingsstudie war es, möglichen Einsatz und mögliche Wirkung ausgewählter Übungen der Nintendo Wii Fit Plus bei postnatalen Frauen zu überprüfen. Dabei wurden subjektive Eindrücke wie das Spielerleben und wahrgenommene Beanspruchung erhoben. Die Wirkung auf die aerobe Ausdauerleistungsfähigkeit wurde durch eine 6-wöchige Intervention überprüft. An der Studie nahmen 8 Probandinnen (Alter 29,0 ± 4,6 Jahre, Größe 1,7 ± 0,1 m, Body-Mass-Index [BMI] 25,1 ± 3,1 kg/m², postnatal 6,3 ± 1,9 Wochen) teil. Ergebnisse: Die Probandinnen zeigten nach einmaligem Spielen eine hohe bis sehr hohe Motivation, dieses Spiel noch mal zu spielen. Es wurde als nicht stressig mit mittlerer Spielgeschwindigkeit bei einfacher und übersichtlicher Bedienung bewertet. Über den Beobachtungszeitraum nahmen die Frauen eine moderate (etwas anstrengende) Beanspruchung mit hohem Spaßempfinden wahr. Signifikante Gewichtsreduktionen sowie eine Verbesserung der aeroben Leistungsfähigkeit konnten nicht festgestellt werden. Schlussfolgernd bleibt festzuhalten, dass trotz nicht-signifikanter metabolischer und morphologischer Adaptionen eine hohe Motivation zu erwarten ist, was unter gegebenen Übungsvariationen der Nintendo Wii Fit Plus zu regelmäßigem Training führen kann. Da diese Studie nur Pilotcharakter hatte, wäre unter randomisierten kontrollierten Bedingungen eine Untersuchung mit größerem Probandenumfang durchzuführen.
Exercise after pregnancy should be recommended for health reasons. However, special considerations are necessary in the context of physical training. The intensity should be moderate and the activity itself lowrisk. In addition, the exercise has to be capable of being integrated in the daily routine of a young mother. This could also include digital games that involve whole body movements. The aim of this study was to investigate the possible use and the effects of selected exercises of the Nintendo Wii Fit Plus in postnatal women. Data on the subjective impressions of the game experience was collected as well as the perceived exertion during the activity. Furthermore, the effect on the aerobic performance after 6 weeks intervention was investigated. The study involved 8 female subjects (age 29.0 ± 4.6 years, height 1.7 ± 0.1 m, Body Mass Index 25.1 ± 3.1 kg/m², postnatal 6.3 ± 1.9 weeks). Results: The subjects showed a high to very high motivation to play the Wii Fit Plus again after the first game session. The game was assessed as causing no stress at medium speed with a simple and clear operation. During the observation period, the women showed a moderate (somewhat hard physical exertion) with a high sensation of fun. Significant weight reductions and improvements in aerobic capacity could not be proven. Summing up, using the Wii Fit Plus, a high level of motivation can be expected despite any significant metabolic and morphological adaptations, which may lead to a regular participation in exercise activities. Since this study only had pilot-character, it would be advisable to conduct further research using a larger number of subjects under randomized controlled conditions.
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32

Bueno, Lucimar Soares. "Efeitos do Yoga e do Nintendo Wii no medo de cair e mobilidade de idosos caidores /." Rio Claro, 2015. http://hdl.handle.net/11449/134159.

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Orientador: Marcos Eduardo Scheicher
Banca: Fernando Augusto Vasilceac
Banca: Afonso Antonio Machado
Resumo: Com o aumento da população idosa, no Brasil, também podemos notar um aumento da expectativa de vida e a atenção à assistência à mesma, mais especificamente ao envelhecimento, o qual é caracterizado pelas reduções das funções do corpo gerando um desequilíbrio postural e quedas. A partir disso existem estudos demonstrando que os jogos eletrônicos, mais especificamente o Nintendo Wii, devido realizar uma interação física entre os jogadores realizando movimentos corporais acompanhando a imagem na tela, pode contribuir para uma melhora da postura física dos idosos e consequentemente, melhorar o equilíbrio. Um outro meio que visa promover uma prevenção às quedas é o Yoga, uma técnica milenar que visa proporcionar aos seus adeptos equilíbrio físico, mental e espiritual podendo também interferir no equilíbrio postural. O objetivo do estudo foi observar os resultados do treinamento com jogos e o Yoga no equilíbrio de idosos caidores. Foram avaliados 20 idosos com histórico de quedas, que realizaram os treinamentos durante 4 meses divididos em Grupo Yoga, constituído de 10 idosos, que realizaram a prática por um profissional 1 vez por semana com duração de 1 hora e Grupo Wii, constituído por 10 idosos, o qual realizou a prática 2 vezes por semana, com duração de 30 minutos cada sessão. A mobilidade foi avaliada pelo teste Timed and Up and Go (TUG). O medo de cair foi avaliado pelo FES-I. Foram adotados testes estatísticos apropriados para a comparação inter e intra-grupo antes e após o treinamento, com p ≤0,05. Após as coletas de dados foi observado que o Nintendo Wii surtiu um efeito maior em relação ao Yoga no quesito equilíbrio e medo de quedas, porém no âmbito subjetivo como: melhora do sono, maior disposição para as atividades diárias, redução da depressão, as duas técnicas utilizadas surtiram efeito positivo
Abstract: With the increasing elderly population in Brazil, we can also notice an increase in life expectancy and attention to assisting them more specifically to aging, which is characterized by reductions in body functions generating a postural imbalance and falls. From this there are studies showing that video games, specifically the Nintendo Wii due conduct a physical interaction between players performing body movements accompanying the image on the screen, can contribute to an improvement of the physical posture of older people and thus improve balance . Another way that aims to promote prevention of falls is the Yoga, an ancient technique that aims to provide its supporters physical balance, mental and spiritual, and can also interfere with postural balance. The aim of the study was to observe the results with the training games and Yoga in the balance of fallers. They evaluated 20 elderly patients with a history of falls, which carried out the training for four months divided into Group Yoga, consisting of 10 elderly, who carried out the practice by a professional 1 to week lasting 1 hour and Wii Group, made up of 10 elderly which relizou practice two times a week, lasting 30 minutes each session. Mobility was evaluated by the test and Timed Up and Go (TUG). Fear of falling was assessed by the FES-I. Appropriate statistical tests were adopted to compare inter- and intra-group before and after training, with p ≤0,05. After the data collection was observed that the Nintendo Wii has had a greater effect in relation to Yoga balance Question and fear of falling, but in the subjective sphere as improved sleep, greater willingness for daily activities, reducing depression, the two techniques have heightened positive effect
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33

Lipinski, Michael. "Feasibility of the nintendo Ds for teaching problem-based learning in kindergarten through twelfth grade students." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5760.

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Thesis (M.S.)--University of Missouri-Columbia, 2008.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 13, 2009) Includes bibliographical references.
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34

Jacques, Emmanuelle. "La console Wii : une technologie tolérante." Nice, 2009. http://www.theses.fr/2009NICE2013.

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La console Wii est une proposition de l’informatique ubiquitaire et des interfaces tangibles. Elle bouleverse les modalités d’interaction des objets informatiques que nous avons l’habitude d’utiliser. Son succès important en fait aujourd’hui la console la plus vendue au monde. Dans le cas de la Wii, le concept de « geste naturel » est au centre de l’interaction : la Wii utilise une technologie de la reconnaissance de mouvement pour offrir une interaction avec le corps sur 5 points d’entrée. Ainsi la Wii est un objet technologique d’une réalité dite « augmentée ». En retour, l’objet devient en partie « invisible » à l’action humaine : il ne peut configurer l’usage de façon trop restrictive et contraignante, mais doit venir s’insérer discrètement dans les usages et plus particulièrement dans les actions familières. Les relations existantes entre les représentations des joueurs, la conception des interfaces et une logique d’offre marketing, montrent une tendance à la simplification de la figure du joueur. Si celui-ci devient un joueur occasionnel, qui joue en apparence juste de temps en temps, on estime qu’il ne veut pas trop s’investir dans la compréhension d’un jeu : pour plaire à cette cible marketing, le jeu vidéo doit être facile d’accès. Avec la manipulation d’interfaces tangibles, l’action et les interfaces deviennent intuitives et donc plus faciles à utiliser. Mais l’engagement dans une action est plus complexe qu’il n’y paraît, et la maîtrise technologique se révèle être aussi l’aboutissement d’un processus d’incorporation, comme dans le cas de la conduite automobile. Ce processus apparaît ici dans un « flux », qui facilite la réussite de l’action jouée. Pour le joueur occasionnel, la Wii est annoncée conviviale et intuitive, et devrait alors contenir en elle à la fois un « vivre ensemble » agréable et une tolérance à l’erreur. Nos interrogations sont les suivantes : dans les usages de la Wii, comment s’effectue la coordination entre les actions des joueurs, les représentations que se font les concepteurs des joueurs (devenus des joueurs occasionnels) et les interfaces de plus en plus tangibles et ubiquitaires ? Comment se constitue l’engagement dans les usages de la Wii ? A partir des interfaces intuitives dans cet engagement, comment se construit la convivialité de ce nouvel objet technologique ?
The Wii is a proposal of ubiquitous computing and interfaces tangible. It disrupts the interaction terms of computational objects we normally use. Its success is important today best-selling console in the world. In the case of the Wii, the concept of "gesture natural 'is central to the interaction: the Wii uses a technology recognition of movement to provide interaction with the body of 5 entry points. So the Wii is a technological object of a reality called "Augmented". In return, the object becomes part of "invisible" to the action human: he can configure the use of too narrow and restrictive, but must be inserted discreetly into the uses and more particularly in familiar activities. The existing relationship between the representations of players, the interface design and logic offer marketing show a tendency to simplify the figure of the player. If it becomes a casual player, who seemingly just plays from time to time, an estimated it does ot become too deeply involved in the understanding of a game to please This target marketing, video games should be easily accessible. With manipulation interfaces tangible action and interfaces become more intuitive and therefore easy to use. But the commitment to action is more complex than it appears, and control technology is also proving to be the culmination of a process of incorporation, as in the case of driving. This process appears here in a "flow", which facilitates the success of the action performed. For the casual gamer, the Wii is announced friendly and intuitive, and should then contain within it both a "living together" pleasant and tolerance to error. Our questions are: in the use of the Wii how is coordination between the actions of players, representations that designers are players (players become casual) and interfaces more and more tangible and ubiquitous? How is the commitment in the use of the Wii? From the intuitive interfaces in this commitment, how to build usability This new object technology?
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35

Kangedal, Sofia, and Josefine Björndahl. "Spelupplevelse och ansträngningsgrad vid spel på TV-spelet Nintendo Wii Sports boxning : Jämförelse mellan en grupp pojkar och flickor i åldrarna 13-16 år." Thesis, Uppsala University, Physiotheraphy, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-126190.

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Syfte: Att undersöka vilken ansträngningsgrad och spelupplevelse en grupp flickor respektive pojkar i åldrarna 13-16 år hade vid 15 minuters spelande på Nintendo Wii Sports boxning samt att göra en jämförelse mellan könen. Syftet var även att undersöka om det förekom ett samband mellan spelupplevelse och ansträngningsgrad.

Metod: Ansträngningsgraden mättes med pulsklocka och skattning på Borg Ratings of Perceived Exertion (RPE). Spelupplevelsen mättes med en 1-5 skala. Tjugo friska försökspersoner (10 flickor och 10 pojkar) deltog i studien.

Resultat: Den genomsnittliga pulsen för flickor var 117,2 slag/min (SD 17,7) och för pojkar 132,3 slag/min (SD 22,9). Flickorna skattade 13,9 på Borg’s RPE-skala (SD 1,1) och pojkarna skattade 13,4 (SD 2,4). Båda könen skattade i genomsnitt 4 på upplevelseskalan. Pulsen respektive skattningen på Borg’s RPE-skala hos båda könen ökade signifikant under spelets gång jämfört med i vila. Studien visade inte någon skillnad mellan könen gällande ansträngning eller spelupplevelse. Sambandet mellan spelupplevelse och ansträngningsgrad mätt med puls var mycket svagt (r = 0,33, p =.16). Sambandet mellan spelupplevelse och ansträngningsgrad mätt med Borg’s RPE-skala var svagt (r = 0,52, p =.018).

Konklusion: Att spela TV-spelet Nintendo Wii Sports boxning medför en ökning av ansträngningsgraden och pulsen. Aktiva TV-spel kan vara en passande aktivitet för barn och ungdomar och skulle kunna vara ett alternativ till fysisk aktivitet hos svårmotiverade barn och ungdomar. Fler studier inom detta område krävs för att på bästa sätt kunna ordinera och utvärdera TV-spelet som en aktivitetsform.

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36

Erdtman, Samuel, and Johan Fylling. "Pathfinding with Hard Constraints : Mobile Systems and Real Time Strategy Games Combined." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5481.

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There is an abundance of pathfinding solutions, but are any of those solutions suitable for usage in a real time strategy (RTS) game designed for mobile systems with limited processing and storage capabilities (such as the Nintendo DS, PSP, cellular phones, etc.)? The RTS domain puts great requirements on the pathfinding mechanics used in the game; in the form of de- mands on responsiveness and path optimality. Furthermore, the Nintendo DS, and its portable, distant relatives, bring hard con- straints on the processing- and memory resources available to said mechanics. This master thesis aims to find a pathfinding solution well suited to function within the above mentioned, narrow domain. From a broad selection of candidate solutions, a few promising subjects are treated to an investigative empirical study; with the goal of finding the best “fitting” solution, considering the domain. The empirical study shows that the triangle-based TRA* solution and the hierarchical-abstraction influenced Minimal Memory so- lution are both very promising candidates. Depending on how one exactly defines the domain, either one of the solutions could be considered the ‘best’ choice. Since the overall performance of TRA* showed a slight advantage, this solution was further inves- tigated by running an implementation on one of the intended domain platforms; the Nintendo DS. This paper is structured to serve as a guide, of sorts, to some very interesting, and diverse, pathfinding solutions. In the spirit of this effort, all of the more important aspects of these solu- tions, and the pathfinding domain as a whole, are thoroughly explained.
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Torres, Gil Miguel Ángel. "DS Universal Remote." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1609.

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The purpose of this thesis is to develop a remote control application for personal computers. This application will have two devices implied, the computer to be controlled and a small portable device that will be used as remote controller.

In this specific case, the portable device picked is the Nintendo DS, for reasons discussed later in this document that make this device interesting as a remote controller.

The application should allow the final user to create his own set of remote controllers for any computer application he wants to control, and also, to define the commands the application should perform. This makes the developed solution a full customizable universal remote controlling application.

The first step taken was to do a small research about what kind of devices and software are present actually for remote control applications, so the differences, advantages and disadvantages of using the Nintendo DS will be shown. Then the developed solution will be explained and tested, controlling some computer applications under different scenarios.

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Irenheim, Alexander, and Christopher Peterstedt. "Nintendo Wii vs. Sony Playstation 2 : En mätning av skillnad i energiutgift hos användaren av två olika typer av tv-spelskonsoler." Thesis, Swedish School of Sport and Health Sciences, GIH, Department of Sport and Health Sciences, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-426.

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Syfte och frågeställningar

Syftet med denna studie är att undersöka om det föreligger en signifikant skillnad i energiutgift vid spelande på den nya generationens spelkonsol, Nintendo Wii (Wii), jämfört med en traditionell spelkonsol, Sony Playstation 2 (PS2). De frågeställningar studien utgick ifrån var;

Föreligger det, konsolerna emellan, en skillnad avseende energiutgift vid spelande?

Hur skulle en eventuell skillnad i energiutgift kunna påverka en användares kroppsvikt?

Vilka andra fysiska aktiviteter kan tv-spelande jämföras med, avseende energiutgift?

Metod

Testpersonerna, 13 män och 5 kvinnor, testades med avseende på O2-förbrukning samt CO2-produktion på två spel per konsol. Spelen som testades var ”Wii Tennis”, ”Next Generation Tennis” (PS2), ”Wii Boxing” samt ”Knockout Kings 2002” (PS2). Utandningsluften samlades in kontinuerligt under spel enligt Douglas Bag-metodik. Varannan försöksperson utförde testen i omvänd ordning för att undvika systematiska effekter av testordning.

Resultat

Medelskillnaden i energiutgift vid spelande av tennis på Wii jämfört med PS2 beräknades till 1,85 kcal/min (95 % CI: 1,43–2,27). Vid boxning var medelskillnaden mellan Wii och PS2 3,93 kcal/min (95 % CI: 3,27–4,60). Medelskillnaden i hjärtfrekvens vid spelande av tennis på Wii jämfört med PS2 mättes till 20,56 slag/min (95 % CI: 14,90–26,21). Vid boxning var medelskillnaden mellan Wii och PS2 37,83 slag/min (95 % CI: 28,81–46,85). Energiutgiften vid boxning på Wii kan jämföras med den vid rask promenad eller lätt jogging. Beroende på vilket spel som väljs att spela tyder resultaten på att regelbunden användning av Wii skulle kunna bidra till bibehållande av kroppsvikt detta förutsatt att spelande ersätter en annars mindre energikrävande aktivitet eller sysselsättning såsom traditionellt TV-spelande eller stillasittande.

Slutsats

Slutsatsen av våra resultat är att det föreligger en skillnad i energiutgift vid spel av liknande art på Nintendo Wii och Sony Playstation 2. Det är även tydligt att beroende på vilket spel som väljs till konsolen varierar energiutgiften. Det går heller inte att utesluta att regelbundet spelande skulle kunna leda till en viktreducering som följd av en förhöjd energiförbrukning hos användaren.

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39

Rubensson, Ann-Heléne. "KESHIKI : korridorkoncept och sittmöbel till Boda Borg i Karlskrona." Thesis, University of Kalmar, School of Communication and Design, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-1760.

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Denna uppsats beskriver min designprocess, från uppdrag till den färdiga produkten. Uppdraget har varit att göra en artefakt till Boda Borg i Karlskrona. De vill ändra uttrycket i sin korridor och jag har designat ett koncept som kan förändra korridoren till att bli mer lekfull och kreativ, samt försökt få in in företagets identitet mer i inredningen.

Vidare beskriver jag min process där jag utforskar vad lekfull design är, samt hur jag har kopplat tv-spel till att bli inspiration åt ett inrednings-koncept för Boda Borg korridorer.

Detta följs sedan av att jag har designat en sittmöbel med inspiration från Nintendo 8-bit och med hjälp av min syn på lekfull design. Jag har använt mig av olika designmetoder och mycket skissande för att komma fram till form och färg på möbeln. Jag har tänkt på hur den ska placeras i samman-hanget. Jag har även funderat mycket på hur jag kan skapa en kontrast för att göra sittmöbeln spännande och rolig.

Resultatet blev en bänk med plats för 2-3 personer. Mitt mål har varit att förändra korridoren så den blir mer lekfull samt att skapa ett helhetstema till Boda Borgs korridorer.

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40

Mikko, Andreas. "Pokémon : Varför vi fortfarande vill fånga alla." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225581.

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Pokémon är en serie rollspel där spelaren fångar, tränar och strider med varelser som kallas Pokémon. Första versionerna av Pokémon-spelen utkom i Japan 1996 och har sedan dess blivit ett världsomspännande fenomen som innefattar bland annat TV-spel, samlarkort och en TV-serie. Genom åren har Pokémons popularitet hållit i sig. Varför är Pokémon fortfarande så populärt? Detta är vad denna studie ämnar besvara. Teorin är att orsaken är spelen i Pokémons huvudserie. Uppsatsen behandlar alla spel i huvudserien. En enkätundersökning har utförts via internet, en tioårig pojke vid namn Albin har intervjuats och Bergsala AB (distributör av Pokémon i Norden) har kontaktats. Resultatet från studien tyder på att många överger Pokémon-produkter när de blir äldre men håller fast vid spelen. Nostalgi pekas ut som en viktig anledning samt att spelen har olika aspekter som tilltalar en bred grupp människor. Intervjun med Albin indikerar att Pokémon-kort är närvarande på skolgårdar. Pojkens berättelser har stora likheter med incidenter från sent 90-tal och inbjuder till vidare studier av Pokémons närvaro i skolor.
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41

Morales, Matthew. "Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and Phenomenology." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7343.

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Since the birth of the New Hollywood blockbuster out of the Hollywood Renaissance in the 1970s, popular moving image media has continually exhibited an intense interest in play with Newtonian physics and tactile, immediate experience. As the entertainment industry has moved further away from analog and celluloid and deeper into a digital media space, we have begun to see new a new breed of media project that differently engages with our sensorium in order to newly use (and abuse) this interest. I term this digital media project “corporealized media.” Corporealized media, as I define it, refers to media that includes, but is not limited to, the current undertaking in virtual reality technology and other media that has the primary focus of calling attention to or recognizing the user’s physicality, corporeal form, and embodiment. Through phenomenological readings of contemporary corporealized works, I suggest that current popular use of corporealized media is potentially dangerous and inhibiting to society. It has the ability not just to inform aesthetics, but also to shape our greater understanding of our potential connections to others. Instead of embracing physical contraction, we should aim to collectively accept the possible expansion that abstraction in media allows.
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Tanguay, Mélanie. "De la guerre Nintendo au retour du soldat-héros: Une étude comparative de l'image médiatique des deux guerres du Golfe." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28071.

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Cette thèse a pour but de vérifier si la différence dans l'utilisation de techniques de contrôle de l'information entre le système des "pools" de la première guerre du Golfe et le système d'intégration de la seconde guerre du Golfe a entraîné une rhétorique de l'image différente pour chaque conflit. Il convient de préciser que par rhétorique de l'image, nous entendons faire ici référence à la notion de connotation de l'image, soit à la façon dont les codes et les signes sont agencés afin de créer un point de vue. Afin d'exécuter cette vérification, nous avons eu recours aux photographies publiées à l'intérieur de trois magazines d'actualité américains (le Time, le Newsweek et le US news and world report) entre le 28 janvier 1991 et le 11 mars 1991 et entre le 31 mars 2003 et le 21 avril 2003. Nous avons ensuite soumis ce corpus à une analyse quantitative, dans le but d'y faire ressortir de grandes tendances, et puis, à une analyse qualitative, question d'y étudier plus en profondeur la connotation. Ces deux analyses nous alors ont permis d'en arriver à la conclusion suivante: l'utilisation de différentes techniques de contrôle de l'information lors de la première et de la deuxième guerre du Golfe a bel et bien entraîné la création d'une rhétorique de l'image différente pour chaque conflit. Néanmoins, sous l'influence de l'industrie médiatique et du consensus sociétal quant à ce que doit "être" la guerre, ces deux rhétoriques s'inscrivent à l'intérieur d'un canevas sensiblement identique.
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43

Benediktsdottir, Ásdis. "Analysing a Harvest Moon : On the translation of role language in Bokujō Monogatari: Hajimari no Daichi for the Nintendo 3DS." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-118401.

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This thesis seeks to introduce the concept of role language in translation in the context of video game localisation. There is very little written on the subject of role language in translation from Japanese to English, and none which pertains to role language in video games. There is also a seeming deficiency of reliable literature regarding the product of translation in video game localisation, analysing what was done and what effects it may have had on the finished product. By analysing the particular role language profiles of selected characters from Bokujō Monogatari: Hajimari no Daichi for the Nintendo 3DS, this thesis hopes to serve as a stepping stone towards a new area of video game localisation. Eight non-playable characters, four male and four female, were analysed to create their respective role language profiles. Four scenarios were chosen for each character: the first and last heart event, the love confession and the married life sequence. The translations of each of these scenarios were analysed, along with how the respective characters were linguistically portrayed. The study found that although many characters were found to retain most of their original linguistic profiling in translation, there were instances where misconception of the source text could have been a factor. The translations where this rather than a different linguistic profile altered the character’s perception, the translations were often ST-oriented. In translations where the characterisation had been unaltered, predominantly it seemed the result of a critical distance from the ST and willingness on the translator’s part to take creative liberties. Role language is an integral feature of Japanese popular fiction, and it would seem that the fictional realms of video games are no exception. Although this thesis has studied only a limited sample, it would not be entirely out of line to draw the initial conclusion that to take a step back from the source material and instead focus on conveying a perception of a character rather than follow the written script, seems to result in a character portrayal in the target text similar to that in the source text.
Denna uppsats ämnar introducera översättning av rollspråk som en del av spellokalisering. Det finns inte mycket skrivet om rollspråk i översättning från japanska till engelska, och inget som åsyftar rollspråk i spel. Det finns även en märkbar brist på studier som behandlar översättning som slutprodukt inom sammanhanget spellokalisering. Genom att analysera utvalda karaktärer från Bokujō Monogatari: Hajimari no Daichi till Nintendo 3DS och hur deras respektive rollspråksprofiler ter sig i översättning, är förhoppningen att denna uppsats ska tjäna som ett första steg mot ett nytt område inom spellokalisering. Åtta karaktärer, fyra manliga och fyra kvinnliga, valdes ut och analyserades för att bygga deras respektive rollspråksprofiler. Fyra videoklipp valdes ut per karaktär, första och sista hjärte-händelsen, kärleksbekännelsen, och livet som gifta. Översättningarna av dessa analyserades, tillsammans med hur de respektive karaktärerna framställdes språkligt. Studien fann att trots att flera av karaktärerna i stort behöll sina ursprungliga språkprofiler i översättning, fanns det tillfällen då källtexten kan ha missuppfattats. Översättningar där detta snarare än en annorlunda framställning av karaktären var skillnaden, visade sig ofta vara mer källtextsorienterade. I översättningar där karaktäriseringen tedde sig likartad, verkar det vara resultatet av ett kritiskt omdöme och avstånd från källtexten tillsammans med översättarens villighet att ta sig friheter med källan. Rollspråk är en väsentlig del i japansk populärlitteratur och populärkultur, och det verkar inte som att spel i sammanhanget skulle vara något undantag. Trots att denna uppsats endast har analyserat ett begränsat urval verkar det inte helt omöjligt att kunna dra en första slutsats där att ta ett steg tillbaka från källtexten och istället lägga fokus på att förmedla en uppfattning av en karaktär, snarare än det skrivna manuset, mycket väl kan leda till en karaktärisering i måltexten som är mer lik samma i källtexten.
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Cruz, Hernani Batista da. "CONSTRUÇÃO DE TELA INTERATIVA, USANDO CONTROLE DE NINTENDO WII, E SUA UTILIZAÇÃO POR PROFESSORES E ALUNOS DA REDE DE ENSINO." UNIVERSIDADE ESTADUAL DE PONTA GROSSA, 2016. http://tede2.uepg.br/jspui/handle/prefix/2146.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
In general, the students of High School present difficulties in using the principles of Physics to explain situations of daily life, natural phenomena and the operation of technological devices. In most physics classes, programmatic content is presented through the use of chalkboard and chalk. Some subjects of Physics are quite complex and abstract, and in order for the student to understand them, some drawing is necessary. In general, high school teachers have a large workload, and often need to play the same class in more than one class on the same day. To reduce the time of imaging and focus on learning, one can draw on available technology. A technological resource already present a few years ago in High School is the interactive screen. In most colleges it is used in a partial way, in addition to having few units available in colleges. Thus, the present dissertation used as a motivation for the use of the interactive screen with high school students, discussions of contents such as electromagnetic waves and electromagnetic spectrum, diodes and doping, electric circuits, serial and parallel association, and pressure in hydraulic presses . These discussions were divided into two workshops. In the first workshop was built an infrared emitting pen, which was calibrated with a computer and a Nintendo Wii® controller. The calibration process is the use of a program that adjusts and determines each point clicked on the projected screen with the computer. In this way, the set (calibrated pen and control) has become an interactive low cost screen. In the second workshop, the constructed interactive screen was used by the master's and high school students to carry out the activities of a pedagogical book of initiation in programming and robotics, with some applications in Physics (to explain, for example, the operation of a hydraulic press Automatic). In the activities performed, in order to achieve an efficient learning, the socio-interactionist theory of Lev Vygotsky and the significant learning of David Ausubel was used.
De maneira geral, os alunos do Ensino Médio apresentam dificuldades em utilizar os princípios da Física para explicar situações da vida cotidiana, fenômenos naturais e o funcionamento de aparelhos tecnológicos. Na maioria das aulas de Física, o conteúdo programático é apresentado através do uso de quadro e giz. Alguns assuntos de Física são bastante complexos e abstratos, e, para que o aluno possa compreendê-los, faz-se necessário algum desenho. De maneira geral, os professores do Ensino Médio têm uma carga horária grande, e muitas vezes necessitam de reproduzir a mesma aula em mais de uma turma no mesmo dia. Para diminuir o tempo de elaboração de imagens e focar na aprendizagem, pode-se recorrer à tecnologia disponível. Um recurso tecnológico já presente há alguns anos no Ensino Médio é a tela interativa. Em grande parte dos colégios é usada de maneira parcial, além de terem poucas unidades disponíveis nos colégios. Deste modo, a presente Dissertação utilizou como motivação para o uso da tela interativa com alunos do Ensino Médio, as discussões de conteúdos como ondas eletromagnéticas e espectro eletromagnético, diodos e dopagem, circuitos elétricos, associação em série e paralelo, e pressão em prensas hidráulicas. Estas discussões foram divididas em duas oficinas. Na primeira oficina foi construída uma caneta emissora de infravermelho, a qual foi calibrada com um computador e um controle de Nintendo Wii. O processo de calibração é a utilização de um programa que ajusta e determina cada ponto clicado na tela projetada com o computador. Deste modo, o conjunto (caneta e controle calibrados) tornou-se uma tela interativa de baixo custo. Na segunda oficina, a tela interativa construída foi utilizada pelo mestrando e alunos do Ensino Médio para executar as atividades de um caderno pedagógico de iniciação em programação e robótica, com algumas aplicações em Física (para explicar, por exemplo, o funcionamento de uma prensa hidráulica automática). Nas atividades realizadas, para se conseguir uma aprendizagem eficiente, foi utilizada a teoria sociointeracionista de Lev Vygotsky e a aprendizagem significativa de David Ausubel.
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Romano, Rosangela Guimarães. "Nintendo® Wii Balance Board™ como instrumento de avaliação do equilíbrio estático para crianças e adolescentes com Síndrome de Down." Universidade Presbiteriana Mackenzie, 2016. http://tede.mackenzie.br/jspui/handle/tede/2999.

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Fundo Mackenzie de Pesquisa
The static balance has been studied in people with Down Syndrome (DS) due to the peculiar characteristics of the syndrome that compromise the overall development and affect postural control. This study aimed to evaluate the static balance of children and adolescents with DS aged between 7 and 14 years under the condition of open and closed eyes. The present study included two groups with 80 participants each: Group with Down Syndrome (GDS) and control group (CG). Each group included 40 children and 40 adolescents totaling 160 evaluated subjects. The assessment took place in specialized care institutions for people with DS and in public mainstream schools in the region of São Paulo and the countryside. The instrument used for data collection was the Balance Board ™ (BB) of the Nintendo® Wii Fit and a laptop, in which a version of the LabVIEW 13.0 software was installed, for reading data from the BB sensors. Participants were evaluated with and without visual information for 30 seconds. The evaluations were performed in order to characterize and compare the postural sway in anteroposterior directions and medium-side and the pressure center analyses (COP). The results of the displacement of the X and Y axes and body mass indication measured by the four sensors of the BB were compared in terms of eyes open (EO) and eyes closed (EC) conditions for groups and performed with the statistical analysis using the Minitab 17 software. The results indicated that according to the analysis of the sensors, no significant differences in the conditions of OE and CE have been found between groups. However, the analysis of COP, the GDS presented greater sway and displacement in situations of OE and OC compared to the CG, this difference also being greater for the age group of children under EC condition. The study results point to the need to develop new low-cost equipment for assessment of balance and postural control.
O equilíbrio estático vem sendo estudado em pessoas com Síndrome de Down (SD) devido às características peculiares da síndrome que comprometem o desenvolvimento global e afetam o controle postural. O presente estudo teve como objetivo avaliar o equilíbrio estático de crianças e adolescentes com SD na faixa etária entre 7 e 14 anos nas condições de olhos abertos (OA) e olhos fechados (OF). Fizeram parte da pesquisa dois grupos com 80 participantes cada, sendo: Grupo com Síndrome de Down (GSD) e Grupo Controle (GC). Cada grupo contou com 40 crianças e 40 adolescentes totalizando 160 avaliados. A coleta ocorreu em instituições de atendimento especializado à população com SD e em escolas públicas do ensino regular na região de São Paulo e interior. O instrumento utilizado para coleta foi o Balance Board™ (BB) do Nintendo® Wii Fit e um laptop onde foi instalado uma versão adaptada do software LabVIEW 13.0 para leitura de dados provenientes dos sensores do BB. Os participantes foram avaliados com e sem informação visual por 30 segundos. As avaliações ocorreram a fim de caracterizar e comparar as oscilações posturais nas direções anteroposteriores e médio-laterais e a análise do centro de pressão (CP). Os resultados dos deslocamentos dos eixos X e Y e a indicação da massa do corpo mensurada pelos quatro sensores do BB foram comparados nas condições de OA e OF para os grupos e realizada com o programa estatístico Minitab 17. Os resultados indicaram que, pela análise dos sensores, não foram encontradas diferenças significativas nas condições de OA e OF entre os grupos. Contudo, pela análise do CP, o GSD apresentou maior oscilação e deslocamento nas situações de OA e OF quando comparado ao GC, sendo maior também para a faixa etária das crianças e na condição de olhos fechados. Os dados do estudo apontam para a necessidade do desenvolvimento de novos equipamentos de baixo custo para avaliação do equilíbrio e controle postural.
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Pronk, Marieke Daniela. "The effect of the Nintendo Wii Fit on the balance control and gross motor function of children with spastic hemiplegic cerebral palsy." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/9035.

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Includes bibliographical references (p.181-200).
Background: Balance and postural control are an integral part of gross motor function in activities of daily living. Studies have shown that children with hemiplegic cerebral palsy have poor directional specificity as well as problems with the temporal and spatial modulation of appropriate muscle action in response to balance perturbations. Children with hemiplegia have also been shown to develop direction-specific postural control at a slower pace than typically developing children. Apart from their postural muscle coordination problems, these children have difficulties with sensory integration which contributes to increased reaction time. Research on balance training in children with cerebral palsy has demonstrated that improved balance translates into more effective gross motor function. It appears that postural control mechanisms are still modifiable for children with cerebral palsy even in elementary to middle school ages. Physiotherapy treatment for children with cerebral palsy should therefore involve balance training as a focus of intervention. Literature on balance control and virtual reality rehabilitation justifies investigating the use of a commercially ~vailable gaming system, such as the Nintendo Wii Fit, as a rehabilitation tool to improve balance control and therefore gross motor function in children with cerebral palsy. Objective: To determine the effect of an intervention with the Nintendo Wii Fit on the balance control and gross motor function of children with spastic hemiplegic cerebral palsy.
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Wall, Tracy E. "Effects of the Nintendo Wii Fit on Functional Gait, Balance and Quality of Life in Ambulatory Individuals with Incomplete Spinal Cord Injury." Thesis, NSUWorks, 2013. https://nsuworks.nova.edu/hpd_pt_stuetd/16.

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Purpose: To assess if a balance retraining program using the NintendoTM Wii Fit: 1) can improve balance, gait, and quality of life in ambulatory individuals with incomplete spinal cord injury (iSCI), 2) can improve standing tolerance in individuals with iSCI, 3) requires individuals to work outside of their limits of stability, 4) can determine if there is a relationship between changes in standing balance measures and the RAND Short Form 36 (RAND SF-36) health measure, 5) can determine if there is a change in postural stability, control, and adaptation to the virtual reality (VR) environment. Problem Statement: There are no studies to date on the effects of an intensive virtual reality balance training program on gait, balance, or quality of life in the iSCI population. Relevance: There is a need for continued research to support effective treatment techniques in individuals with iSCI to maximize each individual's potential. Subjects: Five males with a mean age of 58.6 years who had an iSCI greater than one year post injury. Inclusion: 1) iSCI, 2) ambulate with or without assistive devices, AFOs, and no greater than minimal assistance for a minimum of 10 meters, 3) tolerate static standing for at least 5 minutes at a time with no greater than minimal assistance. Exclusion: 4 Significant orthopedic impairments, pain or a spinal stabilization device that may limit standing or ambulation. Methods: A repeated measures design with three pretests over three weeks, a post-test within one week of the intervention, and a four week follow up. Outcome measures: 10 meter walk test (10MWT), Timed Up and Go (TUG), Forward Functional Reach Test (FFRT) and Lateral Functional Reach Test (LFRT), RAND SF-36. Intervention consisted of one hour sessions with varied games using the Nintendo Wii Fit twice per week for seven weeks. Subjects' subjective reports were collected during the intervention phase. Survey data was also collected at post-test. Results: There were statistically significant changes found in FFRT that were clinically meaningful (Z = -1.84, p = 0.07; average change scores 8.00 centimeters). The changes were also maintained at the four week follow up post-test. Subject reports suggested improvements in balance, endurance, and mobility with daily tasks at home. There was a high correlation between the change scores of the TUG and the RAND SF-36 (r=0.90). Discussion: The training using the NintendoTM Wii Fit improved balance in all five individuals with iSCI. There was an increase in standing during the intervention with decrease in rests. VR training practices task specific training of standing balance. Further research is needed to assess different gaming options to focus on task specific training of gait and mobility.
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48

Chesler, Jessica. "The effects of playing Nintendo Wii on depression, sense of belonging, social support, and mood among Australian aged care residents : A pilot study." Thesis, Federation University Australia, 2015. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/97193.

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Adults aged 65 years or older constitute the fastest growing age group worldwide, leading to greater numbers of people requiring care in residential facilities. Adults in these facilities have higher levels of depression, lower levels of social support, and lower levels of sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions aimed at improving the mental health of aged care residents. Within this population, cognitive and physical benefits of playing video games have been documented in the literature, as well as greater social interaction, and decreased loneliness. The aim of the current study was to investigate the effectiveness of playing Wii bowling twice weekly, with up to 3 other residents, for 6 weeks. An Australian sample of 31 women and 8 men between the ages of 65 and 95 years (Mean age = 85.68, SD = 9.62) were randomised to either a treatment or control group based on their place of residence. The residents completed demographic information, The Veterans Affairs Saint Louis University Mental Status Exam, the Geriatric Depression Scale Short Form, the Social Provisions Scale, and three visual analogue scales to measure sense of belonging and mood. These scales were completed pre-intervention (0 weeks), postintervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members was also collected at weeks 1, 3, and 6. Results did not support the use of the Wii to improve residents’ self-reported levels of depression, social support, sense of belonging, or mood. Social interaction increased over the 6 weeks, as measured by interaction analyses and also residents’ comments. Overall, findings indicate that Wii bowling may be a useful intervention as part of a comprehensive care program to increase social interaction within aged care. Pervasive environmental problems associated with aged care, as well as participant characteristics, may have reduced the effectiveness of the intervention program.
Master of Applied Science by Research (Psychology)
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49

Quintana, Guilherme Henrique. "Games e terceira idade: um estudo de caso com o wii sports." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/18064.

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Made available in DSpace on 2016-04-29T14:22:50Z (GMT). No. of bitstreams: 1 Guilherme Henrique Quintana.pdf: 32848183 bytes, checksum: 414774d3466ecae65472495b12871c32 (MD5) Previous issue date: 2011-01-28
Currently the focus of the market for digital games is the development of games for the general public, and especially for the juvenile segment. Moreover, there is the growing number of elderly people on the planet. Thus, this research aims to outline the central features of today's games from the interaction with the elderly population using the Nintendo Wii. The secondary objectives are to create interactions with Wii workshops for seniors; observe interactions, collect data, analyze the data and, finally, point of game design elements that may harm or help the elderly in four areas: visual, sound, interactivity and sociability. The research involved different strategies and methods: encounters with the elderly group, workshops, practical activities with the Wii, asking questions, reading of texts on the elderly and game design, review and reformulation of the initial questions and the development of the dissertation. Data collection was conducted through questionnaires prepared by the researcher, video recordings, photographs and data from the video game software through the use of games in the collection Wii Sports, which include five sports: tennis, boxing, bowling, baseball and golf in weekly meetings during two months with the group of participants in the volleyball team "Golden Age" of Itatiba / SP, composed of elderly. To analyze the data collected, authors were used in areas that include psychology in the elderly (Argimon), caloric expenditure with the use of games similar to those used in this study (Robin R. Mellecker and Alison M. McManus), cognitive effects in elderly users of games, the market revolution promoted by the Wii, game development, the possible insertion of the elderly population in this market and the tools used in creating these works (Nelson Zagalo and Rui Prada). In the field of critical studies about games, were fundamental to the research Jesus de Paula Assis, Roger Tavares, Vinicius Mano, Edson P. Pfutzenreuter, Andrés Rollings, Ernest Adams, Celia Pearce, among others. The results highlighted the need for the reformulation of the game design aimed at the elderly as this segment of the population has physical and behavioral characteristics significantly different from the adult audience and / or juvenile. Aspects such as the choice of colors and arrangement of information on the screen, the sound frequencies used, methods of handling the interaction and preference for more cooperative than competitive games stood out as key factors to please and meet the needs of this growing audience in our society
Atualmente, o foco do mercado de jogos digitais está no desenvolvimento de games para o público em geral, e, principalmente, para o segmento infanto-juvenil. Por outro lado, observa-se o crescimento do número de idosos no planeta. Neste contexto, esta pesquisa tem como objetivo central delinear as características dos jogos atuais a partir da interação com o público idoso através da utilização do Nintendo Wii. Os objetivos secundários são: criar oficinas de interações com Wii para idosos; observar as interações; coletar dados; analisar os dados obtidos e, finalmente, apontar elementos de Game Design que possam prejudicar ou auxiliar os idosos em quatro âmbitos: visualidade, sonoridade, interatividade e sociabilidade. A pesquisa envolveu diferentes estratégias e métodos: encontros com o grupo de idosos; oficinas de atividades práticas com o Wii; formulação de perguntas; leitura de textos sobre a terceira idade e Game Design; revisão e reformulação das questões iniciais; desenvolvimento da dissertação. A coleta de dados foi realizada através de questionários confeccionados pelo pesquisador, gravações de vídeo, fotografias e dados retirados do software do videogame através do uso de games na coletânea Wii Sports, que englobam cinco modalidades: tênis, boxe, boliche, beisebol e golfe, em encontros semanais durante o período de dois meses com o grupo de participantes do time de vôlei Melhor Idade de Itatiba/SP, composto por idosos. Para a análise dos dados colhidos foram utilizados autores que englobam psicologia em idosos (Argimon), gasto calórico com a utilização de jogos similares aos utilizados nesta pesquisa (Robin R. Mellecker e Alison M. McManus), efeitos cognitivos em idosos utilizadores de games, a revolução do mercado promovida pelo Wii, o desenvolvimento de games, a possível inserção do público idoso neste mercado e as ferramentas utilizadas na criação destas obras (Nelson Zagalo e Rui Prada). No campo dos estudos críticos sobre games, foram fundamentais as pesquisas de Jesus de Paula Assis, Roger Tavares, Vinícius Mano, Edson P. Pfutzenreuter, Andrés Rollings, Ernest Adams, Célia Pearce, entre outros. Os resultados obtidos realçaram a necessidade da reformulação do Game Design direcionado à terceira idade à medida que essa parcela da população tem características físicas e comportamentais significativamente diferentes do público adulto e/ou infanto-juvenil. Aspectos como a escolha de cores e disposição de informações na tela, frequências sonoras utilizadas, métodos de movimentação na interação e a preferência por jogos mais cooperativos que competitivos se destacaram como fatores decisivos para agradar e atender às necessidades deste público crescente em nossa sociedade
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50

Ferreira, Marina. "Interferência contextual na aprendizagem de jogos de videogame ativo no envelhecimento /." Rio Claro, 2019. http://hdl.handle.net/11449/181735.

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Orientador: Cynthia Yukiko Hiraga
Banca: José Angelo Barela
Banca: Umberto Cesar Corrêa
Resumo: O presente estudo teve como principal objetivo comparar o efeito do tipo da prática (i.e., aleatória vs. bloco) na aquisição de habilidades e retenção em idosos. A amostra consistiu de 24 (vinte e quatro) participantes, com idades entre 60 e 70 anos, de ambos os sexos. Os participantes foram alocados por sorteio ou no Grupo de Prática em Bloco (GPB) ou no Grupo de Prática Aleatória (GPA). O videogame ativo utilizado foi o Nintendo Wii, incluindo os seguintes jogos: Tênis de mesa, Tiro com Arco e Pinguim. Após três sessões de prática em dias consecutivos, um teste de retenção foi realizado dois dias depois. Testes de tempo de reação (TR) simples e de escolha foram realizados antes e após as sessões de prática. Ainda, a escala de afeto positivo e negativo (PANAS) foi aplicada em cada sessão de prática para examinar o estado emocional dos participantes após praticar os jogos. Os resultados da ANOVA demonstraram que o GPA apresentou desempenhos significativamente superiores ao longo da prática, assim como na retenção para o jogo do Tênis de Mesa em comparação ao GPB. Os resultados do Tiro com Arco e Pinguim apontaram que ambos os grupos melhoraram significativamente seus desempenhos ao longo da prática e mantiveram tais desempenhos na fase de retenção. Os resultados do TR de escolha, mas não do TR simples, diminuíram significativamente após as sessões práticas para ambos os grupos. Os resultados do PANAS mostraram uma diminuição significativa do afeto negativo para ambos os grupo... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: The main objective of the present study is to compare the effect of the type of practice (i.e., random vs. block) on the skill acquisition and retention for the elderly. The sample consisted of 24 (twenty-four) participants, aged between 60 and 70 years, of both genders. Participants were randomly allocated into either Block Practice Group (BPG) or Random Practice Group (RPG). The active video game used was the Nintendo Wii, including the following games: Table Tennis, Archery and Penguin. After three practice sessions on consecutive days, a retention test was performed two days later. The simple and choice reaction time (RT) tests were performed before and after the practice sessions. In addition, the positive and negative affect scale (PANAS) was applied in each practice session to examine the emotional state after practicing the games. The ANOVA results for the Table Tennis showed that the RPG showed significant superior performances throughout the practice as well as in the retention in comparison for the BPG. The results of Archery and Penguin games indicated that both groups improved their performances throughout the practice and maintained such performances in the retention phase. The results of the choice RT, but not for the simple RT, decreased significantly after the practice sessions for both groups. The PANAS results showed a significant decrease in the negative effect for both groups, with larger effect for the RPG. Overall, the results suggest a low-level effect... (Complete abstract click electronic access below)
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