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1

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.

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Nintendo Company Limited is a Japanese multinational corporation headquartered in Kyoto, Japan. Over the years, the company has evolved into an influential video game console and software development company, producing and selling hardware and software for its video game systems. The video game industry is dominated by Microsoft, SONY, and Nintendo. Companies have promoted the rapid development of the game market through cost control, technological innovation, and other methods, under the guidance of their own competitive strategies, and through fierce competition. The three companies have been battling for market supremacy for many years. This paper will analyze the strategy adopted by Nintendo, which is one of the leading brands in the consumer electronics sector, through SWOT analysis, and analyze the advantages, disadvantages, opportunities, and threats of Nintendo's strategy. In order to find out the shortcomings of the strategy adopted by Nintendo, and give the recommendation to assure success. Nintendo’s strength not only owns the most popular intellectual property of characters like Mario but is also extremely popular in the world. In terms of weakness, the company’s replenishment is not active and has many fake goods. What’s more, the Switch and other products also have some problems. For its opportunity, Nintendo has an economic, policy, and technological prospects. At the same time, there are some adverse factors in the external environment. However, in terms of threat, Nintendo now has a lot of competition in the market. Changing player preferences and demographic shifts also threaten its growth.
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Yang, 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.

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This report selects Nintendo Co., Ltd. as the subject of analysis and analyses Nintendo in terms of the company's internal situation and external situation. In the internal situation analysis, this report mainly adopts the ratio analysis method to determine Nintendo's operating conditions through the company's financial data. Based on the calculation results, this report does not find any serious financial risks for Nintendo. In the external situation analysis, this report first analyzes the overall situation of the gaming industry using Porter's Five Forces analysis method and then analyzes the current situation of Nintendo using the SWOT analysis method. Finally, this report provides recommendations for Nintendo's future strategy development.
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Chesney, 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.

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The purpose of this short paper is to examine whether a screen based virtual pet, specifically Nintendogs, gives any form of companionship comparable to a real pet. Nintendogs runs on a Nintendo DS, a mobile games console. The unit has a full colour screen showing an animated puppy which users must feed, water, walk, play with and train. An abundance of literature exists examining the benefits of owning a real pet yet very little has been written about human attachment to virtual pets. Six hundred five Nintendog users were contacted by email with a request to complete a questionnaire about their interaction, 80 (13%) responded. Nine hundred requests were made to a similar group who were asked to respond about their real pet, if they had one. One hundred sixteen responses were received. Results indicate that a Nintendog does give companionship, but companionship which is significantly less than that given by a real dog or cat.
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Kang, 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.

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Nintendo, founded in 1889, is a Japanese company mainly engaged in the development of electronic game hardware and software and is the pioneer of the modern electronic game industry. Nintendo Corporation is headquartered in Kyoto City, Japan. Nintendo has sold more than 2 billion copies of its software worldwide, created some of the most famous characters in the history of gaming, such as Mario, and created some of the most classic games in the history of gaming, such as The Legend of Zelda.According to Pu Yamauchi, the head of the game department, it is known that Nintendo strives to be a paradise for game artists. Nintendo believes that people who develop great games should be artists, not technicians, and therefore should be given enough freedom. That's why the Switch is so innovative today. This paper mainly focuses on the analysis of Nintendo's customer characteristics and product characteristics and puts forward corresponding marketing strategies and cures.
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Yu, 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.

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With the development of network technology, games have become a relaxing form of entertainment for people. There are a lot of games that people love, and successful marketing is a big part of that. This paper will review the previous research results adopting Nintendo game company as an example to analyze and study the marketing strategy of game companies, and provide some reference suggestions. This paper will start from three basic points: 3C's (Customer, Competitor and Company), STP (Segmenting, Targeting and Positioning) and 4P's (Product, Price, Place and Promotion) to explain Nintendo's marketing strategy. This paper analyzes Nintendos marketing strategy and the accurate positioning of products and customers. It is sound and successful.
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Shay, 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.

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The purpose of this mixed-methods case study is to examine the performance of the Nintendo brand during the eighth generation of home video game consoles and to assess whether the low sales of the Wii U can be attributed to a paradox in the relationship between the brand image of Nintendo’s first-party software and the perceived quality of Nintendo consoles. The results demonstrated that while the brand image of Nintendo’s first-party software does have a positive relationship with the perceived quality of Nintendo’s consoles, this relationship did not lead to a higher degree of consumer utility for the Wii U console. Despite this, Nintendo’s perceived quality and brand image remained higher than their competitors, reinforcing that positive brand equity can act as a defense mechanism from underperforming products.
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Barros, 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.

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This research aims to analyze the impact of the announcement of the launch of the game Pokémon Go! on Nintendo's stocks. The study anchors itself on conceptual foundations of disruptive innovation and previous research that examined the stock market reaction to the announcement of innovations. This is an empirical research whose sample is made up of 4 Nintendo company assets traded in the United States, Germany, Switzerland and Japan, as well as the assets of companies comparable to Nintendo that made up the Detailed Stock Report available in the Refiniv® system (Thomson Reuters), at the time of the launch of the game. Through conducting a series of event studies, Nintendo's stocks traded in the United States, Germany, Switzerland and Japan presented abnormal returns after one day of the game's launch. These findings proved to be specific of Nintendo corporation's assets, with no similar reactions observed in peer valuation analysis. Based on five variables of cumulative abnormal returns (CARs) for all entertainment companies listed in Japan and controlled by factors such as profitability, debt, size and market value, it was found that on average the cumulative abnormal returns of Nintendo were significantly higher than the other companies in all 5 models tested. In response, we hope to broaden the discussions listed in this survey to recognize the launch of Pokémon Go! as an innovation with typical traits of Disruptive innovation, which were not ignored by capital market when the game was launched in July 06th, 2016.
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Newman, 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.

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Released in late 2015 for the Wii U console, Super Mario Maker (SMM) is an extension of Nintendo’s two-dimensional (2-D) ‘Super Mario’ series that offers the ability to create new stages using a suite of level design tools. However, despite initial appearances, I argue that SMM is not a Super Mario level maker, per se. The game creates a complex web of relations between professional and amateur design that simultaneously venerates Nintendo’s designers and provides a platform for the creation of designs informed by an ethos standing in opposition to the principles it espouses. On one hand, appropriating the products and modalities of ROM hacking allows Nintendo to demonstrate its awareness of its games as they are played and played with while simultaneously neutralizing the practice of ROM hacking which it codifies as an ‘illegal’ act of software piracy. Most interestingly, however, is how Nintendo balances the celebration and reinforcement of its core design principles of player advocacy, inclusivity and accessibility alongside the altogether more ruthless, even openly hostile, designs evident in the genre of ROM hacks known as ‘Kaizo’ designs. That Nintendo explicitly showcases such levels in its promotional materials for SMM seems, prima facie, utterly at odds with its game design principles and the celebratory nature of the SMM package. However, following Wilson and Sicart’s (2010) work on ‘Abusive Game Design’, I suggest that SMM operates as a ‘dialogical’ platform. By foregrounding the level creators’ identities and their status as amateur designers, SMM allows and encourages the production of ‘unfair’ level designs, while simultaneously sanctifying Nintendo’s authorial principles and the underlying player-centric design ethos of the Super Mario canon. As such, in addition to operating as a totemic object celebrating Super Mario’s 30-year anniversary, SMM can be read as part of Nintendo’s project to reclaim Mario as an object of design.
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Winchester, Lauren. "Dear Nintendo." Ecotone 17, no. 2 (2021): 33–34. http://dx.doi.org/10.1353/ect.2021.0062.

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Pallas, 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.

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CORKERY, 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.

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SCHINK, 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.

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Satava, 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.

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Satava, 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.

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Babb, 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.

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This paper examines video game sales by platform in the global market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market have the greatest impact on sales. This question is particularly poignant, as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industry. This study employs a Kruskal-Wallis test to compare eight different gaming platforms. The results indicate Nintendos Wii was the top selling global platform; Nintendo DS was the second tier; Xbox 360, Sony PlayStation 3, and the personal computer (PC) are in the third tier; the fourth tier consists of Sony PlayStation 2 and Sony PSP; and the retired sixth generation Nintendo GameCube is the lowest sales tier.
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Xu, 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.

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An increasing number of games provide players with freedom to participate within the game world. Using , a world-famous game developed by Nintendo, as a case study, this article discusses the copyright ownership issues of player-created works in China. Although gaming companies hold intellectual property of gaming software, the copyright ownership of user-generated content still needs clarification. The article reviews the framework of copyright protection in China, followed by an analysis of courts’ interpretation of originality that is required for copyright protection. The user agreement between players and Tencent, the company representing Nintendo’s business in mainland China, is analysed to answer the question of the ownership of user-created works. This article finds that although players own the copyright of user-generated content, they are in a weak position to control the exploitation of rights due to the strict Tencent-represented Nintendo Switch Account User Agreement.
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Hu, 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.

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The Nintendo Switch is a type of game console that was designed by Nintendo and offered for sale in March, 2017. Since the Nintendo Switch was on sale, it was fascinated by plenty of customers and game fans to buy it because of its unique property of its combination of home game consoles and handheld game consoles, and it became the best-selling gaming console in 10 months in North American history. Most of the success of Switch will be attributed to its subversive design. However, the uniqueness of a new product is only the start of success for a company. The marketing strategy, which was based on the 3C marketing model and implemented by Nintendo, is the key to the success of the Nintendo Switch. This research uses a comparative analysis approach and statistics analysis, studying and comparing the data of sales, groups of customers, and companys cost from Nintendo and its competitors, to arrive at the conclusion that, due to the special design for customers, efficient production for the company, and targeted strategy for competitors, the Nintendo Switch has become one of the most popular game consoles in the world.
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Chen, 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.

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Nintendo Switch, also known as “NS”, is a video game console released by Nintendo in 2017. This product received worldwide accreditation with its multi-functionals as both home console and handheld device. NS is marked as the fifth best-selling consoles of all time. This study analyses the key success factors of NS, by collecting the factors of upturns and downturns of each significant product release in Nintendo history, and comparing horizontally to same generation of products owned by industry rivals. Aside from competitive advantages analysis from products perspective, the management strategy of Nintendo in 21st century – including innovative culture management and Blue Ocean market strategy – is also evaluated as another important factor for NS success. In the end of the study, several proposals are raised for possible business transformation for Nintendo.
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Marmion, Jean-François. "Cerveau et Nintendo." Sciences Humaines N°203, no. 4 (April 1, 2009): 18. http://dx.doi.org/10.3917/sh.203.0018.

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Pereira, 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.

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Introduo: a gameterapia uma interveno que promove a melhora do equilbrio em idosos. Objetivos: verificar a eficcia da utilizao de gameterapia em Nintendo WII para melhora do equilbrio de idosos. Mtodos: trata-se de um estudo piloto com 10 idosos de ambos os sexos. Foram aplicados testes especficos como Escala de Equilbrio de Berg, Teste Timed Up and Go e Teste do Alcance Funcional e aps realizado a gameterapia por meio de jogos de esporte, agilidade e raciocnio do Nintendo WII. Foi utilizado o teste t de student dependente um nvel de significncia de p 0,05. Resultados: ao comparar o efeito do programa de treinamento de Nintendo WII no equilbrio dos idosos, verificou-se diferena significativa (p 0,05) em todos os testes de equilbrio, evidenciando que o programa de interveno baseado no Nintendo WII teve um efeito positivo sobre o equilbrio dos idosos. Concluso: a gameterapia por meio do Nintendo WII proporcionou aos idosos melhora do seu equilbrio.
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Mesquita, 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.

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A pesquisa relaciona o exercício de soft power à indústria de jogos eletrônicos desde a seguinte pergunta-problema: como a venda dos videogames da Nintendo está relacionada ao modelo Cool Japan de política externa? O objetivo geral é analisar o exercício de política externa japonês no período de 2004 a 2011; tem como objetivos específicos: (i) contextualizar o modelo Cool Japan, (ii) verificar o crescimento e importância da indústria dos videogames no Japão e (iii) avaliar a participação da Nintendo no soft power do Japão. Como um estudo de caso, explora um modelo de política externa que faz uso do soft power para promoção dos interesses do Estado e de atores privados. Com os dados das vendas de consoles e a contextualização do modelo Cool Japan observa-se uma relação win-win, pois permite maior inserção japonesa na política internacional e a aceitação dos seus produtos no mercado mundial de jogos eletrônicos.Palavras-chaves: Soft power. Cool Japan. Nintendo.ABSTRACTThe research relates the exercise of soft power and the electronic games industry from the following problem question: how is the sale of Nintendo video games related to the Cool Japan model of foreign policy? The general objective is to analyze the exercise of Japanese foreign policy in the period from 2004 to 2011; has as specific objectives: (i) to contextualize the Cool Japan model, (ii) to verify the growth and importance of the videogame industry in Japan and (iii) to evaluate Nintendo's participation in Japan's soft power. As a case study, it explores a foreign policy model that makes use of soft power to promote the interests of the State and private actors. With the data on console sales and the contextualization of the Cool Japan model, a win-win relationship can be observed, as it allows for a greater Japanese insertion in international politics and the acceptance of its products in the world market of electronic games.Keywords: Soft power. Cool Japan. Nintendo. Recebido em: 09 mar. 2021 | Aceito em: 25 out. 2022.
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Willems, 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.

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Comparison of Physiological and Metabolic Responses to Playing Nintendo Wii Sports and Brisk Treadmill WalkingRegular moderate-intensity exercise (e.g. brisk walking) provides health benefits. In the present study, we compared the physiological and metabolic responses of playing the Nintendo Wii Sports tennis, baseball and boxing with self-paced brisk treadmill walking. Ten young-adults (21±1 years; 73.9±12.0 kg; 1.76±0.06 m) played each sport for 10 min with a 5 min rest interval or, in a separate session, walked briskly (6.1±0.6 km·h-1) with an equivalent time order wearing the Cosmed K4b2metabolic system. In a bout of 10 min, the average values during Nintendo Wii boxing for physiological (i.e. minute ventilation, oxygen uptake and heart rate) and metabolic (i.e. energy expenditure, fat oxidation, carbohydrate oxidation and respiratory exchange ratio) responses were equal to brisk treadmill walking but lower for Nintendo Wii tennis and baseball (P<0.05). It was concluded that the physiological and metabolic responses of Nintendo Wii boxing would allow this game activity to be a viable part of a programme of structured exercise in young-adults to gain health benefits.
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Moore, 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.

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Released in 2011, the Nintendo 3DS is the next generation of portal consoles from Japanese gaming company Nintendo. Following the success of the Nintendo DS (Dual Screen), the new console brings with it three-dimensional stereoscopic graphics and the new social software Streetpass. This article adopts a situated approach in order to explore the significance of Streetpass in mediating social encounters within material environments. This article suggests that this software follows a history of mediating encounters through portal consoles, resulting in a training of players to view encounters within a software-sorted logic of value.
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Honório, 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.

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Objetivos: Promover a introdução dos recursos digitais em atividades relacionadas com a expressão motora, no âmbito da Educação Pré-Escolar, para se analisar o efeito da prática de atividades motoras realizadas com a Nintendo Wii® e identificar mudanças no seu desenvolvimento motor resultantes da prática no ambiente virtual. Métodos: A investigação decorreu num Jardim de Infância, com 11 crianças: 6 pertencentes ao grupo experimental (utilizaram a Nintendo Wii®) e 5 ao grupo de controlo (não utilizaram a Nintendo Wii®) que realizaram avaliações relativamente ao equilíbrio, praxia, noção do corpo e lateralidade, presentes na Bateria Psicomotora (BPM) de Vítor Fonseca (1975). O estudo foi implementado em 7 sessões utilizando a Nintendo Wii® e respetivos acessórios (2 Wii Remote e 1 Balance Board). Foi utilizado o programa SPSS (versão 20), para verificar a normalidade através do teste Shapiro-Wilk e provas não-paramétricas de Wilcoxon e Mann-Whitney. Dado que esta investigação se concretizou na Prática de Ensino Supervisionada, foram ainda tidas em consideração as notas de campo resultantes de uma observação participante por parte dos investigadores. Resultados: O grupo experimental apesar de não evidenciar diferenças estatisticamente significativas, apresenta, em todas as variáveis avaliadas valores mais favoráveis em comparação com o grupo de controlo. Conclusões: Verificou-se que a utilização da Nintendo Wii® promoveu melhores resultados no grupo experimental nas variáveis analisadas (equilíbrio, lateralidade, noção do corpo, praxia global). Neste sentido, propõe-se a utilização da Nintendo Wii sempre que tal for sentido como necessário e pertinente dado que poderá sempre incrementar uma melhoria ao nível da Expressão Fisico-Motora.
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Li, 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.

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In 2019, the new coronavirus began to spread around the world. Due to the home isolation policies adopted by various countries in response to the epidemic, and the online work forms adopted by various companies, people are forced to stay at home. This has severely hit the global real economy, especially the catering industry and tourism industry. At the same time, however, this lifestyle has also opened up new opportunities for online companies and the gaming industry, with Nintendo in particular. This paper focuses on how Nintendo used product-specific features and marketing methods to enable it to succeed during the epidemic. It adopts literature reading and analysis as the research method. It can be concluded that Nintendo Switch, through marketing with multiple media platforms and formats, being reasonable designed and owning strong social attributes, and the unique portability and fidelity of the product, combined with the background of the epidemic, made the Nintendo switch succeed.
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Cano, 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.

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Este artículo explora las percepciones de niños y niñas que tuvieron la oportunidad de explorar las fases de “Hacer” y “Jugar” del Kit de variedad “Toy-Con 01” del Nintendo Labo. A través de aspectos claves como el involucramiento/compromiso estudiantil, la utilización del conocimiento y la adquisición de nuevos conceptos (Gee, 2008), este artículo amplía la comprensión general de cómo los videojuegos pueden generar un aprendizaje activo. A partir de las experiencias en la construcción de proyectos de “Hazlo tú mismo”, los autores analizan cómo los niños, a través de cuatro casos diferentes, conectaron sus conocimientos y experiencias previas con contenido relacionado con la ciencia (implícito en las interacciones y el hardware de la consola Nintendo Switch y el software Nintendo Labo y piezas de cartón). Las limitaciones del estudio sugieren que se necesita más tiempo para tener una exploración más profunda de las percepciones de los niños explorando la fase “Descubrir”—la tercera y última fase de Nintendo Labo.
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Gong, 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.

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The video game industry has been a rapidly developing industry in recent years and has great market influence. This article starts with an analysis of the problems and difficulties that Nintendo has encountered in the Chinese market environment with rapid economic and technological development, based on consumer feedback, media reports, the companys direction, and the companys economic changes during the COVID-19 period. According to the survey, the author will analyze the advantages and disadvantages of Nintendo in the Chinese market and the future development prospects, and finally come to the conclusion that Nintendo has great development potential in the Chinese market and consumers can also buy the companys products with confidence.
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Nuevo, 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.

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Introduction: Videogames offer the usual skills needed for laparoscopy namely, eye-hand coordination, depth perception, and bimanual operation. The impact of playing videogames on basic laparoscopic skills is still ambiguous with some studies showing correlation and with other studies demonstrating little or no effect. Objective: To determine the impact of training with Nintendo® WiiTM in the improvement of basic laparoscopic skill among laparoscopic novices by measuring the time to completion of eyehand coordination task, two-hand manipulation task, grasping and cutting task or grasping and clipping tasks. Methods: An electronic systematic search was done in online databases and search engines. This review included randomized prospective studies, written in English language, and published within the last 5 years. Participants included adults 19-29 years old, medical students and surgical residents, with a low video game experience, without or minimal experience in laparoscopic surgery and laparoscopic simulator. The studies compared the performance of participants in a laparoscopic simulator (SimbionixTM LapMentorTM or ProMIS) after training with Nintendo® WiiTM and measured their completion time of several tasks. Results: Training with Nintendo® WiiTM showed improvement in time to completion of eye-hand coordination task, two-hand manipulation task, and grasping and clipping task. The study however showed equivocal results in the grasping and cutting tasks Conclusion: Training with Nintendo® WiiTM can be used as a training tool for the improvement of basic laparoscopic skills of laparoscopic novices. Key words: Nintendo® WiiTM, surgical skills, laparoscopic skills
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Zegarra-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.

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(1) Background: Healthy aging is the process of developing and maintaining functional capacity and optimizing involvement in order to improve one’s quality of life as people age. This study aimed to encourage healthy aging in people with cognitive impairment, as well as a control group, via the use of the Nintendo Switch combined with occupational therapy sessions, aiming to improve gross and fine motor skills, functionality, quality of life, and cognitive status. (2) Methods: A randomized clinical trial was undertaken. The sample was randomized using the OxMar software program Attribution 4.0 International, facilitating the division into a control group (CG), who received conventional occupational therapy sessions, and an experimental group (EG), who received therapy incorporating the Nintendo Switch, in addition to conventional occupational therapy sessions. The intervention period with the Nintendo Switch lasted for 8 weeks. (3) Results: Thirty-two participants were included in the study. Significant differences were found in the vast majority of the variables analyzed, which shows an improvement following the intervention; these improvements were mainly observed in measures of skill and the perception of quality of life. (4) Conclusions: An eight-week intervention with the Nintendo Switch alongside conventional occupational therapy helps to maintain cognitive status and functional independence. Following 8 weeks of intervention with the Nintendo Switch, improvements in gross motor dexterity, fine motor dexterity, and quality of life were observed in older people with cognitive impairment.
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Brodmann, 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.

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

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Post stroke patients need medical rehabilitation to live an independent life. Nintendo Wii technology presents an alternative choice that is quite safe, feasible, and has a high potential in rehabilitating & restoring motor function in post stroke patients. Although it has been widely used as adjunct therapy in stroke rehabilitation facilities throughout the world, only a few acknowledge its effectivity in post-stroke patients. This study aims to conduct a systematic review in order to identify and assess the results used in evaluating Nintendo Wii technology as rehabilitation therapy for stroke patients. Thus, the study used for this research is systematic review. Materials included in this study are research/studies found in NCBI, PubMed, Cochrane and other relevant online databases. From this research, it is found that Virtual Reality (VR) such as Nintendo Wii considered as an additional rehabilitation therapy that provides a significant improvement in various aspects of exercise therapy, such as; balance; walking ability; statistical and dynamic strengths; motivation as well as socialization; and recovery of physical function in stroke patients. Nintendo Wii can also be used safely in stroke patients and there have been no reports of side effects from this therapy.
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Conyers, MS, CTRS, Jessica K., Marjorie J. Malkin, EdD, CTRS, and Heewon Yang, PhD, CTRS. "An exploratory study on the effects of Nintendo Wii® Fit Balance Board on balance retraining and body mass index of adolescents with a traumatic brain injury." American Journal of Recreation Therapy 10, no. 2 (April 1, 2011): 38–48. http://dx.doi.org/10.5055/ajrt.2011.0012.

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The purpose of this study was to examine the effects of the Nintendo Wii Fit Balance Board® on balance of two adolescent females with a traumatic brain injury and on their body mass index (BMI). The participants attended a balance retraining program, with three sessions a week for 30 minutes for four consecutive weeks. The balance of the participants was measured both by recording raw game scores on the Nintendo Wii Fit games each session and by the use of the Berg Balance Scale (BBS), which was administered pretest and post-test. The BMI was also determined by using the Nintendo Wii Fit Balance Board. Both participants showed improved balance game scores during the Wii Fit sessions. However, for both participants, there were no significant differences on the BBS and on their BMI.
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Dempsey, 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.

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34

Lee, 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.

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35

Soloway, Elliot. "How the Nintendo generation learns." Communications of the ACM 34, no. 9 (September 1991): 23. http://dx.doi.org/10.1145/114669.114717.

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36

Yang, 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.

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With the development of the times, more and more people focus on video games. Some video game companies have also developed with this wave. The paper, through a method of SWOT, explores three video game companies (Tencent, Netease, and Nintendo) marketing strategies and shows optimization and safety precautions that are feasible for them. It hopes to provide some insightful suggestions for further development of Tencent, Netease, and Nintendo.
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Silva, 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.

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O envelhecimento é um processo natural, ocorrendo algumas alterações fisiológicas que irão ocorrer de forma progressiva e contínua. Uma das formas de melhorar as habilidades do idoso é através de estímulo às atividades cognitivas e motoras, sendo o Nintendo uma das ferramentas que tem sido estudada, no sentido de comprovar a relação destes jogos virtuais com os aspectos equilíbrio e funcionalidade em idosos. Este trabalho teve o objetivo de avaliar o efeito da utilização do Nintendo Wii Fit nas funções cognitivas e no desempenho funcional de idosos institucionalizados. Trata-se de uma pesquisa experimental, com abordagem intervencionista quanti-qualitativa, com uma amostra de oito idosos, submetidos a avaliação cognitiva e de equilíbrio, pré e pós-intervenção, utilizando o Mini Exame do Estado Mental (MEEM), o questionário Poma-Brasil. Foram submetidos a 10 intervenções com Nintendo, com 30 minutos cada. Os sinais vitais foram aferidos no início e no final de cada intervenção. Analisando os resultados do pré e pós-testes do MEEM, observa-se melhora significativa (p=0,05); na avaliação do Poma-Brasil, houve uma melhora significativa (p=0,02). O Nintendo Wii contribuiu para o treinamento da cognição e equilíbrio, mostrando-se capaz de gerar alterações hemodinâmicas positivas, contribuindo como um auxiliador no tratamento fisioterapêutico.
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Comeras-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.

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(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO2max, and fat-free mass. (4) Conclusions: The energy expenditure with AVG combined with multi-component exercise was 5.68 kcal/min in boys and 4.66 kcal/min in girls with overweight and obesity. AVG could be an effective strategy to increase energy expenditure in children and adolescents with overweight and obesity.
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39

King, 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.

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Case overview/synopsis In the 1980s and 1990s, Nintendo was dominating the video game industry with a market share of 90 per cent. Since that time, market share has dropped substantially with new competitors, new technology and changing consumer preferences. This case examines the history of Nintendo including its loss of market share in a rapidly changing industry. Complexity academic level This case is suitable for undergraduate courses in strategic management where an instructor’s focus is on strategic decision-making.
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40

De 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.

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A inovação toma força como uma das soluções possíveis para que as organizações prosperem em um mercado turbulento e acirrado. O mercado de videogames, fortemente ligado às novidades tecnológicas, é altamente competitivo e movimenta bilhões de dólares a cada ano. A Nintendo liderou o mercado mundial de videogames, com os consoles NES e SuperNintendo. No entanto, seus lançamentos posteriores não foram suficientes para manter a liderança do passado frente a novos concorrentes como o Playstation (Sony) e o Xbox (Microsoft). A sua liderança de mercado só foi retomada após o lançamento do console Wii, com sua inovadora formar de jogar, que ocasionou recordes em vendas e o surgimento de um público consumidor nunca antes interessado neste tipo de produto. O objetivo deste artigo é estudar, sob o ponto de vista da inovação, quais elementos contribuíram para o sucesso do console Nintendo Wii e que devolveram a Nintendo ao posto de número 1 no mundo dos videogames.
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41

De 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.

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A inovação toma força como uma das soluções possíveis para que as organizações prosperem em um mercado turbulento e acirrado. O mercado de videogames, fortemente ligado às novidades tecnológicas, é altamente competitivo e movimenta bilhões de dólares a cada ano. A Nintendo liderou o mercado mundial de videogames, com os consoles NES e SuperNintendo. No entanto, seus lançamentos posteriores não foram suficientes para manter a liderança do passado frente a novos concorrentes como o Playstation (Sony) e o Xbox (Microsoft). A sua liderança de mercado só foi retomada após o lançamento do console Wii, com sua inovadora formar de jogar, que ocasionou recordes em vendas e o surgimento de um público consumidor nunca antes interessado neste tipo de produto. O objetivo deste artigo é estudar, sob o ponto de vista da inovação, quais elementos contribuíram para o sucesso do console Nintendo Wii e que devolveram a Nintendo ao posto de número 1 no mundo dos videogames.
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42

Rusetski, 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.

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The case is set at the end of 2006 when Nintendo and Sony were preparing to launch their seventh generation gaming consoles while Microsoft had its console on the market for more than a year. Starting with the fifth generation (when the PlayStation was first introduced), the competition among the three main players in the market was focused mostly at the segment of hard-core gamers young adults spending substantial time playing elaborate games. By 2006 Nintendo was hopelessly losing the competition in this segment. The company had to come up with a bold move to remain relevant in the industry. So, rather than staying within the confines of the familiar segment, Nintendo decided to target its new console to a market that was all but neglected in the previous decade the casual gamers: kids, women, older folks, and families. The case is used as a basis for the discussion of targeting decision process.
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43

Bole, 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.

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44

Dempsey, 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.

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45

Phipps, Denham. "Codename Revolution: the Nintendo Wii platform." Ergonomics 56, no. 1 (January 2013): 148–49. http://dx.doi.org/10.1080/00140139.2013.768000.

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46

Wheeler, 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.

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47

Guzdial, 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.

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48

Gallangher, 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.

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49

Spence, 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.

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AbstractIncreasing exposure to video technology has provoked descriptions of psychopathology related to playing video games. However, there exists no description of hallucinatory phenomena occuring in psychotic illness deriving from such material. The subject of this report is one such patient suffering from a persistent auditory hallucination of computer music and other non-verbal information.
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Aloupis, 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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