Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 20 of 35 for “"Nintendo"”.
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Investigating the Value of Acceptance and Commitment Therapy and Nintendo Wii Physical Activity for Older Adults
… combining Acceptance and Commitment Therapy with Nintendo Wii gameplay that was designed to improve initiation and adherence to physical activity. Acceptance and Commitment Therapy is an empirically based psychological intervention that utilizes mindfulness and acceptance techniques along with …
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Can Nintendo get its crown back? : examining the dynamics of the U.S. video game console market
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 …
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PEDAGOGY OF VIDEO-GAME SCORING FOR COLLEGIATE APPLICATION AND AN ORIGINAL SCORE FOR THE NINTENDO SWITCH TITLE, RENAINE
… as a composer on the at-the-time in-development Nintendo Switch title <em>Renaine</em>), three courses were crafted and offered in back-to-back semesters. A group of test students participated in these three courses, and the response was exceptionally positive. This thesis collects the content …
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Nintendo Wii versus resistance training to improve upper-limb function in children ages 7 to 12 with spastic hemiplegic cerebral palsy: a home-based pilot study
This pilot, home-based study compared a Nintendo Wii intervention to a single-joint upper-limb resistance training of a similar intensity, in n=6 children ages of 7 to 12 with spastic hemiplegic CP with respect to upper limb function, compliance and motivation levels. The main results found that …
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The effect of the Nintendo Wii Fit on the balance control and gross motor function of children with spastic hemiplegic cerebral palsy
… ~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 …
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The effect of active video games on blood lipids as a measure of CVD risk
… was to investigate the effects of a four week Nintendo Wii aerobics intervention on blood lipids. Specifically, HDL, LDL, TC, TG and the LDL: HDL ratio. A sample of fifteen (4 males, 11 females) individuals from the University of Central Lancashire took part in the study. Participants were …
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Immune responses to next generation computer gaming
… was used as a marker) to step aerobics on the Nintendo Wii between people with varying degrees of cardiorespiratory fitness (fair and good). Measures were taken at baseline and then after participants had attended three 30 minute sessions each week for four weeks. Following a washout period, …
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Cardiovascular Effects and Enjoyment of Exer-Gaming in Older Adults
… physical discomforts to a 15 minute trial of EG (Nintendo Wii Tennis) in healthy, older adults. Methods: A quasi-experimental design using a convenience sample of 34 self-reported healthy older adults from an independent living retirement community in Southeastern Pennsylvania completed the study. …
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Quality of life and digital gaming technology: the benefits of a technology based intervention for community dwelling people with dementia.
… of using digital gaming technology, such as the Nintendo Wii (Nintendo Co LTD), Xbox Kinect (Microsoft Corp) and the Apple iPad, have been evidenced in other health research, there is a gap in knowledge surrounding the QoL benefits of this technology specifically for community dwelling people …
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16-Bit Ghouls: A Novella
… Jane, whose dead brother haunts her Super Nintendo. When he prompts Jane to find his killer, she must learn how to navigate a world where he is absent. Jane struggles not only with the ghost, but also with letting go of the nostalgia and anxiety that prevent her from moving on with her …
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Homebrew and the social construction of gaming : community, creativity, and legal context of amateur Game Boy Advance development
… communities, the self-identified "homebrew" Nintendo Game Boy Advance (GBA) development community is analyzed in-depth. This unique community is brought to the attention of scholars as an important intersection of game studies and amateur media studies, challenging the focus of game studies …
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I Am Error
I Am Error is a platform study of the Nintendo Family Computer (or Famicom), a videogame console first released in Japan in July 1983 and later exported to the rest of the world as the Nintendo Entertainment System (or NES). The book investigates the underlying computational architecture of the …
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How might active video gaming affect physical activity and physical fitness of students with intellectual disabilities?
… 20 minutes per day for 10 school days using the Nintendo Wii AVG system. The results of a paired sample t-test indicated there was a non-significant statistical difference in the number of Pacer 20m laps completed from the pretest to the posttest, which suggest that the Nintendo Wii AVG …
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Digital + Physical: Rethinking the Playground
… physical play. Even with the introduction of the Nintendo Wii digital and physical rarely cross paths. This masters thesis investigates the design of a play experience that embraces digital experience through the combination of handheld wireless technology and playground experiences. The …
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Home-based exergames to improve cognitive function in Multiple Sclerosis: the EXTREMUS Study
… training with exergames, specifically with Nintendo Wii (intervention of interest) or 2) adaptive COGNI-TRAcK (comparator intervention) or 3) sham COGNI-TRAcK (placebo-analogue intervention). Assessments will be conducted at study enrolment (baseline), at the end of the 8-week intervention …
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An Investigation of Brain Games as a Potential Non-Pharmaceutical Alternative for the Treatment of ADHD
… if the daily use of brain games such as Nintendo DS Brain Age could increase the engagement of students with ADHD. The findings bridge the gap between prior research on the frontal lobe’s connection to ADHD and the studies that have indicated brain games can stimulate this area of the …
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Creating new visualization and human interface devices for theraputic video games
… use. Various new HID's like the Flock of Birds, Nintendo Wiimote and IMU 6 DOF V3 were tested for their use in the virtual gaming environment. Each device presented their own set of advantages and problems. The thesis work involved understanding and resolving these problems and interfacing the …
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Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games
… para avaliar o desenvolvimento dos consoles Nintendo Wii (exemplo citado por ambos os autores) e seus principais concorrentes, o Playstation 3 da Sony e o Xbox 360 da Microsoft. Através da análise foi possível perceber um dos motivos no posicionamento nas vendas de cada console através da …
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The influence of exergaming on the physical fitness; attitude towards physical activity; and self-concept in overweight and obese children
… study consisted of a 6-week intervention on the Nintendo Wii. Participants were aged between 9-12 years old. Subjects were assigned to thee groups according to location: experimental group (n=11), control group A (n=10) and control group B (n=10). The experimental group participated in the …
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