Journal articles on the topic 'Nintendo'
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Chen, Miaohao, Xueqing Chen, Chengsi Tang, and Zewen Wang. "Analysis for the Development of Nintendo Based on SWOT Model." BCP Business & Management 34 (December 14, 2022): 443–48. http://dx.doi.org/10.54691/bcpbm.v34i.3047.
Full textYang, Jianyu. "Financial Analysis Report of Nintendo." Highlights in Business, Economics and Management 10 (May 9, 2023): 189–95. http://dx.doi.org/10.54097/hbem.v10i.8038.
Full textChesney, Thomas, and Shaun Lawson. "The illusion of love." Interaction Studies 8, no. 2 (June 19, 2007): 337–42. http://dx.doi.org/10.1075/is.8.2.09che.
Full textKang, Xitian. "Promotion by KOL and Acquaintances in Differentiated Products: By the Case of Nintendo Switch." Advances in Economics, Management and Political Sciences 69, no. 1 (January 8, 2024): 129–33. http://dx.doi.org/10.54254/2754-1169/69/20231322.
Full textYu, Jiatong. "Research on Marketing Strategy of the Game CompanyTake Nintendo as an Example." Advances in Economics, Management and Political Sciences 3, no. 1 (March 21, 2023): 736–40. http://dx.doi.org/10.54254/2754-1169/3/2022880.
Full textShay, Ronen, and Anthony Palomba. "First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U’s Product Life Cycle." Games and Culture 15, no. 5 (November 29, 2018): 475–500. http://dx.doi.org/10.1177/1555412018813666.
Full textBarros, Claudio Marcelo Edwards, Iago França Lopes, and Itzhak David Simão Kaveski. "Pokémon Go!: Stock valuation and disruptive innovation in entertainment industry." Revista Contemporânea de Contabilidade 18, no. 46 (January 25, 2021): 47–63. http://dx.doi.org/10.5007/2175-8069.2021.e70100.
Full textNewman, James. "Kaizo Mario Maker." Convergence: The International Journal of Research into New Media Technologies 24, no. 4 (November 15, 2016): 339–56. http://dx.doi.org/10.1177/1354856516677540.
Full textWinchester, Lauren. "Dear Nintendo." Ecotone 17, no. 2 (2021): 33–34. http://dx.doi.org/10.1353/ect.2021.0062.
Full textPallas, A., C. H. Meyer, and D. Mojon. "Nintendo 3DS." Der Ophthalmologe 110, no. 3 (December 8, 2012): 263–66. http://dx.doi.org/10.1007/s00347-012-2696-7.
Full textCORKERY, JOSEPH C. "Nintendo Power." Archives of Pediatrics & Adolescent Medicine 144, no. 9 (September 1, 1990): 959. http://dx.doi.org/10.1001/archpedi.1990.02150330017012.
Full textSCHINK, JULIAN C. "Nintendo Enuresis." Archives of Pediatrics & Adolescent Medicine 145, no. 10 (October 1, 1991): 1094. http://dx.doi.org/10.1001/archpedi.1991.02160100026017.
Full textSatava, R. M. "Nintendo surgery." JAMA: The Journal of the American Medical Association 267, no. 17 (May 6, 1992): 2329b—2330. http://dx.doi.org/10.1001/jama.267.17.2329b.
Full textSatava, Richard M. "Nintendo Surgery." JAMA: The Journal of the American Medical Association 267, no. 17 (May 6, 1992): 2329. http://dx.doi.org/10.1001/jama.1992.03480170055025.
Full textBabb, Jeffry, Neil Terry, and Kareem Dana. "The Impact Of Platform On Global Video Game Sales." International Business & Economics Research Journal (IBER) 12, no. 10 (September 30, 2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.
Full textXu, Qinqing. "Copyright ownership of user-generated content in games." Journal of Gaming & Virtual Worlds 15, no. 2 (June 1, 2023): 143–59. http://dx.doi.org/10.1386/jgvw_00077_1.
Full textHu, Jinkun. "Success of Nintendo Switch in 3C Marketing Model." Advances in Economics, Management and Political Sciences 17, no. 1 (September 13, 2023): 187–90. http://dx.doi.org/10.54254/2754-1169/17/20231092.
Full textChen, Rui. "Key Success Factors Study of Nintendo Switch in Gaming Console Market." BCP Business & Management 34 (December 14, 2022): 214–22. http://dx.doi.org/10.54691/bcpbm.v34i.3016.
Full textMarmion, Jean-François. "Cerveau et Nintendo." Sciences Humaines N°203, no. 4 (April 1, 2009): 18. http://dx.doi.org/10.3917/sh.203.0018.
Full textPereira, Bruno Meira, Vinicius Tiago Zampiroli Coppo, Mateus Dias Antunes, Daniel Vicentini de Oliveira, José Roberto Andrade do Nascimento Junior, Sonia Maria Marques Gomes Bertolini, and Daniela Saldanha Wittig. "Efeito de um programa de gameterapia no equilíbrio de idosos." ConScientiae Saúde 17, no. 2 (June 29, 2018): 113–19. http://dx.doi.org/10.5585/conssaude.v17n2.7563.
Full textMesquita, Murilo, João Matos, and Vitor Rodrigues de Medeiros. "O Soft Power da Política Externa Japonesa: o caso Nintendo no modelo Cool Japan (2004-2011) | The Soft power of Japanese Foreign Policy: the Nintendo case in the Cool Japan model (2004-2011)." Mural Internacional 13 (October 27, 2022): e65869. http://dx.doi.org/10.12957/rmi.2022.65869.
Full textWillems, Mark, and Timothy Bond. "Comparison of Physiological and Metabolic Responses to Playing Nintendo Wii Sports and Brisk Treadmill Walking." Journal of Human Kinetics 22, no. 1 (January 1, 2009): 43–49. http://dx.doi.org/10.2478/v10078-009-0022-5.
Full textMoore, Kyle. "Sort Mii Out: Learning to Value Portable Gaming Encounters Through Nintendo’s Streetpass Software." Games and Culture 13, no. 6 (March 2, 2016): 587–604. http://dx.doi.org/10.1177/1555412016635814.
Full textHonório, Samuel, Henrique Gil, Marco Batista, João Serrano, and Tânia Santos. "A Nintendo Wii na Expressão Fisico-motora: Relação e Contributos em crianças do Ensino Pré-escolar." Conexões 16, no. 3 (September 27, 2018): 353–69. http://dx.doi.org/10.20396/conex.v16i3.8652759.
Full textLi, Yixuan. "Successful Marketing of Video Games during COVID-19: A case study of Nintendo Switch." Advances in Economics, Management and Political Sciences 10, no. 1 (September 13, 2023): 301–5. http://dx.doi.org/10.54254/2754-1169/10/20230488.
Full textCano, John, and Megan Chow. "Percepciones de los niños y niñas sobre la experiencia de juego y el aprendizaje con Nintendo Labo: múltiples experiencias de “hacer y jugar”." Revista Colombiana de Ciencias Sociales 15, no. 1 (January 19, 2024): 114–39. http://dx.doi.org/10.21501/22161201.4243.
Full textGong, Zixi. "Nintendos Development Status and Prospects in the Chinese Market." Advances in Economics, Management and Political Sciences 9, no. 1 (September 13, 2023): 31–36. http://dx.doi.org/10.54254/2754-1169/9/20230346.
Full textNuevo, Marian, and Maila Rose Torillo. "A Systematic Review and Meta-analyis on the Effect of Training with Nintendo Wii TM in the Improvement of Basic Laparoscopic Skills Among Laparoscopic Novices." Philippine Journal of Surgical Specialties 73, no. 1 (June 1, 2018): 28–36. http://dx.doi.org/10.61662/pcs_sgzz9554.
Full textZegarra-Ramos, Melissa Helen, Cristina García-Bravo, Elisabet Huertas-Hoyas, Gemma Fernández-Gómez, Mª Pilar Rodríguez-Pérez, Jorge Pérez-Corrales, and Sara García-Bravo. "The Effectiveness and Usability of a Rehabilitation Program Using the Nintendo Switch to Promote Healthy Aging in Older People with Cognitive Impairment: A Randomized Clinical Trial." Healthcare 12, no. 6 (March 16, 2024): 672. http://dx.doi.org/10.3390/healthcare12060672.
Full textBrodmann, M., T. Gary, F. Hafner, P. Eller, H. Deutschmann, E. Pilger, and G. Seinost. "Acute wiiitis representing as thrombosis of the inferior vena cava and left pelvic veins." Phlebology: The Journal of Venous Disease 30, no. 7 (March 28, 2014): 486–88. http://dx.doi.org/10.1177/0268355514530278.
Full textWardani, Rachmawati, Sirin Salsabila, Arizal Novrianto Rahman, and Rodhiyan Rakhmatiar. "EFFECTIVITY OF NINTENDO WII AS REHABILITATION THERAPY IN POST STROKE PATIENTS: A SYSTEMATIC REVIEW." MNJ (Malang Neurology Journal) 7, no. 1 (January 1, 2021): 56–59. http://dx.doi.org/10.21776/ub.mnj.2021.007.01.11.
Full textConyers, MS, CTRS, Jessica K., Marjorie J. Malkin, EdD, CTRS, and Heewon Yang, PhD, CTRS. "An exploratory study on the effects of Nintendo Wii® Fit Balance Board on balance retraining and body mass index of adolescents with a traumatic brain injury." American Journal of Recreation Therapy 10, no. 2 (April 1, 2011): 38–48. http://dx.doi.org/10.5055/ajrt.2011.0012.
Full textDempsey, P. "The Teardown: Nintendo Game Boy." Engineering & Technology 14, no. 9 (October 1, 2019): 82–83. http://dx.doi.org/10.1049/et.2019.0930.
Full textLee, Johnny Chung. "Hacking the Nintendo Wii Remote." IEEE Pervasive Computing 7, no. 3 (July 2008): 39–45. http://dx.doi.org/10.1109/mprv.2008.53.
Full textSoloway, Elliot. "How the Nintendo generation learns." Communications of the ACM 34, no. 9 (September 1991): 23. http://dx.doi.org/10.1145/114669.114717.
Full textYang, Bohan. "Analyzing Video Game Companies Marketing Strategy." Advances in Economics, Management and Political Sciences 8, no. 1 (September 13, 2023): 152–57. http://dx.doi.org/10.54254/2754-1169/8/20230299.
Full textSilva, Tamires Costa, Lauana Crysney da Silva Alves, and Rosimari De Faria Freire. "Uso do Nintendo WII como ferramenta para treinamento da cognição e equilíbrio em idosos institucionalizados." Scire Salutis 9, no. 1 (June 20, 2019): 9–19. http://dx.doi.org/10.6008/cbpc2236-9600.2019.001.0002.
Full textComeras-Chueca, Cristina, Lorena Villalba-Heredia, Marcos Pérez-Llera, Gabriel Lozano-Berges, Jorge Marín-Puyalto, Germán Vicente-Rodríguez, Ángel Matute-Llorente, José A. Casajús, and Alejandro González-Agüero. "Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender." International Journal of Environmental Research and Public Health 17, no. 18 (September 15, 2020): 6714. http://dx.doi.org/10.3390/ijerph17186714.
Full textKing, Skyler, Ismail Karabas, and Anthony Allred. "Nintendo’s next move." CASE Journal 16, no. 3 (April 29, 2020): 279–88. http://dx.doi.org/10.1108/tcj-09-2019-0082.
Full textDe Carvalho, Daniel Estima. "Inovação estratégica de valor: o caso Nintendo Wii / Value strategy innovation: the Nintendo Wii´s case." Brazilian Journal of Business 3, no. 4 (August 20, 2021): 2936–50. http://dx.doi.org/10.34140/bjbv3n4-012.
Full textDe Carvalho, Daniel Estima. "Inovação estratégica de valor: o caso Nintendo Wii / Value strategy innovation: the Nintendo Wii´s case." Brazilian Journal of Business 3, no. 4 (August 20, 2021): 2936–50. http://dx.doi.org/10.34140/bjbv3n4-012.
Full textRusetski, Alexander. "The Whole New World: Nintendos Targeting Choice." Journal of Business Case Studies (JBCS) 8, no. 2 (February 8, 2012): 197–212. http://dx.doi.org/10.19030/jbcs.v8i2.6808.
Full textBole, Stéphane. "Comment Nintendo révolutionne le jeu vidéo." Le journal de l'école de Paris du management 79, no. 5 (2009): 31. http://dx.doi.org/10.3917/jepam.079.0031.
Full textDempsey, P. "The Teardown: Nintendo Switch gaming system." Engineering & Technology 12, no. 4 (May 1, 2017): 82–83. http://dx.doi.org/10.1049/et.2017.0430.
Full textPhipps, Denham. "Codename Revolution: the Nintendo Wii platform." Ergonomics 56, no. 1 (January 2013): 148–49. http://dx.doi.org/10.1080/00140139.2013.768000.
Full textWheeler, Martyn D. "Physics experiments with Nintendo Wii controllers." Physics Education 46, no. 1 (December 21, 2010): 57–63. http://dx.doi.org/10.1088/0031-9120/46/1/007.
Full textGuzdial, Mark, and Elliot Soloway. "Teaching the Nintendo generation to program." Communications of the ACM 45, no. 4 (April 2002): 17–21. http://dx.doi.org/10.1145/505248.505261.
Full textGallangher, S., and Seung Ho Park. "The 3rd generation rise of nintendo." IEEE Potentials 22, no. 2 (April 2003): 10–11. http://dx.doi.org/10.1109/mp.2003.1197889.
Full textSpence, Sean A. "Nintendo hallucinations: a new phenomenological entity." Irish Journal of Psychological Medicine 10, no. 2 (June 1993): 98–99. http://dx.doi.org/10.1017/s0790966700012970.
Full textAloupis, Greg, Erik D. Demaine, Alan Guo, and Giovanni Viglietta. "Classic Nintendo games are (computationally) hard." Theoretical Computer Science 586 (June 2015): 135–60. http://dx.doi.org/10.1016/j.tcs.2015.02.037.
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