Effects of the Wii on the Physical and Psychosocial Condition of Older Adults in a Senior

Total Page:16

File Type:pdf, Size:1020Kb

Effects of the Wii on the Physical and Psychosocial Condition of Older Adults in a Senior This is the html version of the file https://ubirtest.acsu.buffalo.edu/xmlui/handle/10475/321. Google automatically generates html versions of documents as we crawl the web. Page 1 Effects of the Wii on the Physical and Psychosocial Condition of Older Adults in a Senior Residential Facility By Reiko Homma August 2009 A thesis submitted to the Faculty of the Graduate School of The State University of New York at Buffalo In partial fulfillment of the requirements for the Degree of Master of Science Department of Rehabilitation Science Page 2 Effect of the Wii ii ACKNOWLEDGEMENT I would like to express my sincere gratitude to Dr. Nadine Fisher, for her support throughout this research study. Her positive encouragement and constructive feedback kept me motivated throughout this process. I would like to thank Mary Matteliano for her valuable perspective as a clinical researcher, which helped me to develop the implications of this study to the field of occupational therapy. I would like to thank Dr. Machiko Tomita whose expertise and extensive experience in research helped me to analyze the data and interpret the results for this study. I am grateful to Jessie Shiah, who offered extensive support during the phases of data collection and intervention. I would like to thank my friends Mr. and Mrs. Nowlan who have been my best psychological support throughout my master s study. In the end, my acknowledgement extends to all my study participants. Their trust in my study protocol and willingness to participate were important factors in making this research a success. Page 3 Effect of the Wii iii TABLE OF CONTENTS Page Acknowledgements ii Table of Contents iii List of Tables vi Abstract vii Introduction 1 Literature Review 4 Theoretical Framework 4 Physiological Changes with Aging 9 Definition of Physical Activity 15 Physical Activity and Older Adults 17 Physical Activities to Promote Fitness 17 The Use of Computer Games as a Treatment Modality 18 The Nintendo Wii 20 Summary of Literature Review 21 Research Questions 22 Method 22 Study Design 22 Participants 23 Instruments 23 Procedure 29 Page 4 Effect of the Wii iv Statistical Analysis 30 Results 31 Participants 31 Physical Performance 31 Physical Activity 33 Perceived Pain 33 Depression 34 Perceived Improvements in Physical and Psychosocial Status 34 Discussion 36 Physical Performance 36 Physical Activity 38 Perceived Pain 39 Depression 39 Perceived Improvements in Physical and Psychosocial Status 39 Benefits of the Wii Exercise 42 Strengths and Weaknesses 44 Conclusion 45 References 46 Tables 55 Appendix A. Dynamic Gait Index 61 Appendix B. Yale Physical Activity Survey 64 Appendix C. Visual Analog Scale 70 Page 5 Effect of the Wii v Appendix D. Center for Epidemiologic Studies Depression Scale 72 Appendix E. Interview Questions 73 Appendix F. Recruiting Flyer 74 Appendix G. Consent Form 75 Page 6 Effect of the Wii vi LIST OF TABLES Table Title Page Table 1 Physical characteristics of the 12 participants 55 Table 2 Results for muscle strength 56 Table 3 Means and SDs for the 6MWT, TU&G, DGI, Reaction Time, YPAS, YPAS Energy Expenditure, VAS, CES-D 57 Table 4 Means and SDs for Joint Range of Motion (degrees) 59 Page 7 Effect of the Wii vii ABSTRACT The purpose of this study is to determine the effectiveness of the Wii on physical function, pain, activity level, depression, and perceived improvements in physical and psychosocial function in older adults living in a community. Twelve adults aged 76 and older who were living independently in a senior residential community were recruited. After assessing participants physical function, pain, activity level, and depression, each participant played the Wii for six weeks. After the training, the same assessments were administered and perceived improvements were assessed by a semi-structured interview. Significant differences were found for muscle strength. According to the results of the interview, all of the participants answered that they enjoyed playing the Wii. It was concluded that playing the Wii could improve the physical function of older adults and could be used as one of the enjoyable physical activities to maintain their fitness. Page 8 Effect of the Wii 1 INTRODUCTION Due to the decreased death rates among middle aged and older adults, our society s longevity is increasing and as a result, the population of older people is growing dramatically (Rowe & Kahn, 1998). The population of older adults, individuals 65 years or older, reached 37.3 million in 2006. This represents 12.4% of the entire population meaning that one in every eight Americans is an older adult. Since 1900, the number of older adults increased from 3.1 million to 37.3 million in 2006, which means the percentage of older adults increased from 4.1% in 1900 to 12.4% in 2006 (U.S. Department of Health and Human Services, 2007). As these demographic changes are expected to accelerate over the next two decades, the negative societal effects associated with aging are often seen as inevitable. Therefore, research on health promotion and disease prevention interventions for older adults has become more important (Ory, Hoffman, Hawkins, Sanner, & Mockenhaupt, 2003). Ory, Hoffman, Hawkins, Sanner and Mockenhaupt (2003) noted that the dissemination of successful health promotion activities and interventions largely depended on our understanding the lives of older adults. Rowe and Kahn (1998) described myths that represent negative bias toward older adults including: To be old is to be sick , you can t teach an old dog new tricks and the horse is out of the barn (p. 126). Although there is an absolute inevitability that the possibility of becoming sick and disabled increases as a person ages, the majority of older adults are healthy enough to live independently. They are able to learn new things, and continue to improve their lives by increasing physical activity. According to Gillis and MacDonald (2005), in addition to the deterioration due to Page 9 Effect of the Wii 2 the aging process, older adults decrease in activity levels (deconditioning) contributed to decreased functions. The maximal oxygen uptake of sedentary adults older than 60 years of age declines about 10% per decade. Skeletal muscle strength also declines. It begins to decrease at approximately age 50 and is associated with a 30% to 40% decrease in strength by 80 years of age. Loss of skeletal muscle mass below a critical level (sarcopenia) leads to functional impairment. The likelihood of functional impairment and disability is three times greater in older women with sarcopenia and two times greater in older men with sarcopenia than in older adults with normal skeletal muscle mass (Hughes et al., 2001). Huang et al. (1998) showed an inverse relationship between functional limitations and physical activities in a follow-up study of men and women aged 40 and older. Men and women of high and moderately high activity levels had a lower prevalence of functional limitations compared with the less active group after controlling for age, body mass index, smoking, alcohol consumption, and presence of chronic disease. In the Longitudinal Study of Aging, Miller, Rejeski, Reboussin, Tenhave, and Ettinger (2000) investigated how physical activities influenced lower body functional limitations and how those limitations became disabilities in a 6-year follow-up. The participants who reported walking 1.6 km (= 1mile) at least once per week had a greater probability of improving or sustaining current physical functions than less active participants. The authors suggested that performing routine physical activities might have a positive influence on physical functions and slow the progress of disabilities. Although functional impairments due to the aging process seem to be inevitable, functional limitations due to an inactive lifestyle might be reversible. Indeed, it has been Page 10 Effect of the Wii 3 suggested that physically active lifestyles may contribute to improving or maintaining health and wellness (Fletcher, Gulanick, & Braun, 2005). To obtain the maximum effect from a physically active lifestyle, it is important for older adults to perform activity on a regular basis. The key to prolonged engagement in an activity largely depends on whether the activity is motivating and enjoyable. King (1993) used a computer game to motivate her patients. She used either a computer game that required patients to pinch or grasp a controller to play the game or pinch and grip strengthening devices. Patients who participated in the game did significantly more repetitions than those who did the action without the game. Therefore, when promoting fitness of older adults, fun or enjoyment should be considered, as it may lead to better adherence to regular physical activity. The Wii is a new home video game console launched in September 2006 by Nintendo. The Wii is distinguished by its wireless controller known as the Wii remote, which is a handheld pointing device that can transmit three dimensional movement and its acceleration to the console. Therefore, when a person plays the Wii, he or she has to physically make a move to control the representing character on the TV screen. The Wii allows a person to play simulated sports, race car driving, fishing, and other games by using a combination of body movements and button clicks. This type of activity-enhancing video game has been used as an adjunct to rehabilitation therapy in various settings, including hospitals and skilled nursing facilities (Newton, 2008). The present study examines the use and effects of the Wii as a physical activity, which maintains physical and psychosocial functions of older adults in a senior Page 11 Effect of the Wii 4 residential facility. In occupational therapy practice, purposeful and meaningful activities are used to improve one s impaired ability and to promote health and wellness of individuals who engage in the activities.
Recommended publications
  • UPC Platform Publisher Title Price Available 730865001347
    UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435
    [Show full text]
  • Videogames at the Library: Ahistoricalperspective
    VideoGames at the Library: AHistoricalPerspective Gustavo Marfia∗,AlessandroAmoroso∗,MarcoRoccetti∗,GiulioBasile∗,ClaudioE.Palazzi† ∗ Dipartimento di Scienze dell’Informazione - Universit`adiBologna,Italia Email: {amoroso, marfia, roccetti}@cs.unibo.it † Dipartimento di Matematica Pura e Applicata - Universit`adegli Studi di Padova, Italia Email: [email protected] Abstract —We present an overview or the video games available at the Film Library of Bologna. This institution, in collaboration with the University of Bologna, has a whole collateral branch dedicated to the video games, as they can be considered a recreational activity somehow related to movies. This collection of video games conceptually starts from the ones that are strictly connected to movies, and then expands to a wider class of video games. A video game could be related with a movie either as its direct inspiration, its prequel or collateral plot, or also be created as a direct consequence of that movie. The expansion of the collection available in the Library includes a historical set of video games. In this paper we discuss the historical perspective of the relationship between technology and video games, providinga complete historical view of the video games by means of the titles and the consoles available in the Library. Several dedicated consoles are still in working conditions and could be used by the visitors of the Library. I. INTRODUCTION The collection of the Play Room of the Film Library of Bologna contains about 2000 video games, whose releases Fig. 1. Temporal distribution of games available at the Library with respect to the hardware platforms range from 1979, till the present date.
    [Show full text]
  • The Intertwined Histories of Playstation and Final Fantasy VII
    Winning the Game: The Intertwined Histories of PlayStation and Final Fantasy VII Andrew Park STS 145: History of Computer Game Design Prof. Henry Lowood Perhaps Nintendo owes much of its success to Mario—the cheerful Italian plumber and his brother Luigi have heralded the release of every Nintendo home-console with a groundbreaking game bearing their names. Sega too enlisted a mascot, Sonic the Hedgehog, as its #1 salesman; Sonic’s bad-boy attitude gave Sega personality while distinguishing it as a more mature console than Mario’s Nintendo. Yet the Sony PlayStation attained supremacy of the console market in the mid-1990s without the presence of a definitive mascot. Although game critics may point to Crash Bandicoot (Taves 1) or Lara Croft as PlayStation’s mascot (Poole 8), neither currently adorns Sony’s PlayStation website, a far cry from the open-armed greeting extended by Mario at Nintendo.com. Instead, a game, Final Fantasy VII, came to represent PlayStation as it tipped the scales toward Sony in the console wars. So closely linked are the two that the evolutions of PlayStation and this game that immortalized it provide a window through which both the success and the impact of the PlayStation can be seen. With 72 million units sold worldwide, PlayStation accounted for nearly 40% of Sony’s profits in 1998. Yet PlayStation’s success has had ramifications that extend far beyond the world of video games—Sony is betting that a next-generation PlayStation will serve as the heart of its integrated home entertainment network. Sony executives envision a world in which Sony digital devices seamlessly fuse Sony’s hardware with content over a lightning-fast network, and PlayStation serves as Sony’s entryway into the homes of millions.
    [Show full text]
  • Game Consoles - Are They Secure?
    Game Consoles - Are they secure? Halvar Myrmo Master’s Thesis Master of Science in Information Security 30 ECTS Faculty of Computer Science and Media Technology Gjøvik University College, 2007 Avdeling for informatikk og medieteknikk Høgskolen i Gjøvik Postboks 191 2802 Gjøvik Faculty of Computer Science and Media Technology Gjøvik University College Box 191 N-2802 Gjøvik Norway Game Consoles - Are they secure? Abstract The new game consoles and handheld machines available on the market today are de- signed with Internet and multiplayer connectivity in mind. They are also designed to be used for several years to come, and to be connected to the Internet 24 hours a day. This combination of computational power and connectivity could make the game consoles lucrative targets for viruses, Trojans, botnets, spam and other malware. Users of home computers are slowly learning that they need to protect their comput- ers through the use of firewalls, antivirus and the like. But most of us probably do not consider a game console to be a computer, and therefore does not consider protecting it the same way we protect a normal computer. The goal of this thesis is to find out if new vulnerabilities are introduced into the home when connecting a gaming console to the Internet. We also take a look at children’s use of computer and video games, and what the parents know about it. We try to combine this information into an overview of how secure it is to use a game console and play computer and video games online. iii Game Consoles - Are they secure? Sammendrag De nye spillkonsollene og håndholdte maskinene som finnes på markedet i dag er de- signet med tanke på Internett og flerspiller muligheter.
    [Show full text]
  • Final Fantasy Vii (1997): It’S Never Final in the World of Fantasy
    Like what you see? Buy the book at the Focal Bookstore Vintage Games Bill Loguidice and Matt Barton ISBN 978-0-240-81146-8 7 FINAL FANTASY VII (1997): IT’S NEVER FINAL IN THE WORLD OF FANTASY For countless gamers in the United States and Japan, the Final Fantasy series are more than just games—they’re the games. Just hearing the word “Chocobo” or “Moogle”1 is enough to tickle the thumbs of dedicated fans all over the world. Indeed, few video- game franchises in the history of the industry have enjoyed the popularity, longevity, and high acclaim of Hironobu Sakaguchi’s epic series. The fi rst Final Fantasy , developed during a fi nancial crisis at Square, not only rescued the company but soon became Final Fantasy VII offered an immense area to explore, including populated towns where players could buy equipment, talk to the locals, and advance the plot. The red triangles indicate possible exits, and the white glove makes it easier to spot the main character. 1 Not to be confused with J. K. Rowling’s word “Muggle,” meaning a person not born in a magical world and lacking any sort of magical ability, in the 1997 U.K. book Harry Potter and the Philosopher’s Stone . 77 78 Chapter 7 FINAL FANTASY VII (1997): IT’S NEVER FINAL IN THE WORLD OF FANTASY a defi nitive console role-playing game—a reputation the series continues to enjoy. Because the series is much too lengthy and complex to cover adequately in a single chapter, we’ve decided to focus here on Final Fantasy VII.
    [Show full text]
  • Comment Balancing the Resale Rights of Video Game
    COMMENT BALANCING THE RESALE RIGHTS OF VIDEO GAME CONSUMERS AND PUBLISHERS IN AN INCREASINGLY DIGITAL AGE CAMILO FLORES† I. INTRODUCTION very year, major video game publishers display their upcoming Eblockbuster games at the Electronic Entertainment Expo, commonly known as “E3.”1 Heading into E3 2013, Microsoft had every reason to believe that the Xbox One, its next generation video game console, would continue Microsoft’s success in the video game console market. For thirty straight months, Microsoft carried unbelievable momentum after dominating the U.S. market with its top selling video game console, the Xbox 360.2 As E3 approached, consumers anxiously awaited the reveal of the next generation Xbox. In an unexpected turn of events, however, the announcement of the Xbox One caused Microsoft’s stocks to dip almost immediately, while Sony’s stocks jumped ten percent.3 Two months before the release date of the Xbox One, Reuters, the world’s largest international multimedia news agency, revealed a study showing that only twenty-seven percent of consumers under forty planned on purchasing an Xbox One compared to forty one percent of consumers under the age of forty who planned on † Wake Forest University School of Law, Juris Doctor Candidate 2015. The author would like to thank his family for their selfless and unconditional support. He would also like to thank the Journal’s editorial staff for their contributions. 1. About E3, ELEC. ENTM’T EXPO, http://www.e3expo.com/show-info/2101/about- e3 (last visited Nov. 14, 2013). 2. Taylor Soper, Xbox 360 Marks 30 Straight Months Atop U.S.
    [Show full text]
  • Ouya: the Launch of a New Video Game Paradigm
    DOI 10.7603/s406-01-000-y GSTF International Journal on Computing (JoC) Vol.3 No.4, April 2014 Ouya: The Launch of a New Video Game Paradigm Jonathon Kissinger and Tony Morelli Received 18 Oct 2013 Accepted 19 Nov 2013 Abstract—Recently a new approach to console video gaming, Ouya, was released. This console is relatively inexpensive, and offers all of its games on a free to play basis. This paper compares the release of Ouya to the Xbox 360, Playstation 3, and the Wii U as well as investigates how games on Ouya are utilizing unique control features, including a touchpad on the controller itself. We found that when comparing the first 12 weeks after launch of the systems, Ouya had a significantly higher number of games released when compared to the other three consoles, and the ratio of games being released since launch when compared to the launch day was significantly higher than the other three consoles. We also found that only 12.5% of Ouya games made use of the touch pad. Index Terms—Entertainment Industry, User Interfaces, Human Computer Interaction, Technological Innovation Ouya retains the remaining 30% [1], which is the same revenue share as app stores from Apple [12] and Google [13]. Ouya also encourages development by offering awards to I. INTRODUCTION developers who agree to a six-month exclusivity for their game on Ouya. Ouya will match any funds raised on Kickstarter for UYA (pronounced OOO-yah [1]) was announced via a Free the Games Fund O Kickstarter project on July 10, 2012 and expected to raise the game up to $250,000 through its [3].
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2012 (Briefing Date: 1/31/2013) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2009 FY3/2010 FY3/2011 FY3/2012 FY3/2013 Apr.-Dec.'08 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Net sales 1,536,348 1,182,177 807,990 556,166 543,033 Cost of sales 851,283 715,575 487,575 425,064 415,781 Gross profit 685,065 466,602 320,415 131,101 127,251 (Gross profit ratio) (44.6%) (39.5%) (39.7%) (23.6%) (23.4%) Selling, general and administrative expenses 183,734 169,945 161,619 147,509 133,108 Operating income 501,330 296,656 158,795 -16,408 -5,857 (Operating income ratio) (32.6%) (25.1%) (19.7%) (-3.0%) (-1.1%) Non-operating income 28,295 19,918 7,327 7,369 29,602 (of which foreign exchange gains) ( - ) (9,996) ( - ) ( - ) (22,225) Non-operating expenses 177,137 2,064 85,635 56,988 989 (of which foreign exchange losses) (174,233) ( - ) (84,403) (53,725) ( - ) Ordinary income 352,488 314,511 80,488 -66,027 22,756 (Ordinary income ratio) (22.9%) (26.6%) (10.0%) (-11.9%) (4.2%) Extraordinary income 98 4,310 115 49 - Extraordinary loss 6,171 2,284 33 72 402 Income before income taxes and minority interests 346,415 316,537 80,569 -66,051 22,354 Income taxes 133,856 124,063 31,019 -17,674 7,743 Income before minority interests - - 49,550 -48,376 14,610 Minority interests in income 35 -127 -7 -25 64 Net income 212,524 192,601 49,557 -48,351 14,545 (Net income ratio) (13.8%) (16.3%) (6.1%) (-8.7%) (2.7%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Game Industry a (Very) Brief History
    Game Industry A (Very) Brief History • 1961 Spacewar! – by Steve Russell – on a PDP-1 at MIT – the first “widely” available game • 1971 Computer Space – by Bushnell and Dabney – based on Spacewar! – the first mass-produced coin-op Spacewar! Courtesy of Joi Ito game Pong • 1972: Atari founded – by Bushnell and Dabney – same guys who made Computer Space • 1972: Pong – released by Atari – the first mainstreet hit on arcade and home (1975) 1978-1982: The Golden Age • The golden age of the arcade – Arcade revenues hit $8 billion pa, the most ever – Equivalent to $18.5 billion today • Second generation consoles – Game on a cartridge – Atari 2600, aka VCS (pictured) Space Invaders, Asteroids, Pac- – IntelliVision by Mattel Man, Centipede, Donkey Kong, – ColecoVision Missile Command, Joust, Tempest, Defender • 1983: console crash – Market overcrowding – Poor quality games Console Revival • 1984 Tetris • 1985 Third generation consoles – Nintendo Entertainment System – Sega Master System – D-pad • 1989-1995 16 bit era (IV Generation) – SNES, Sega Genesis, Nintendo GameBoy – CD-ROMs, Doom, Dune II, Myst • 1995-1999 32 bit era (V Generation) – Sega Saturn, Sony Playstation, N64 – Rise and fall of 3Dfx, fall and rise of NVidia – Ultima Online, Everquest, Counterstrike Recent History • 2000-2005: (VI Generation) – PS2, Xbox, GameCube – Microsoft joins the race, Sega drops out – On-line comes to consoles • Ubiquitous PC 3D hardware acceleration – ATI – Nvidia • 2005-2013: (VII Generation) – PS3, Xbox 360, Wii – Online distribution (Xbox Live Arcade, Wii Ware, PSN Store) – Sony and Microsoft fight for hardware superiority – Nintendo pushes gameplay innovation – Longer life cycle • 2013-Now: (VIII Generation) – PS4, XBox One, Wii U Current Trends • Handheld – DS, DS Lite, DSi, 3DS – PSP, PSP 3000, PSP GO, PS Vita – iPhone, Android – iPad, BlackBerry PlayBook, Android tablets • Accessories / Peripherals – Wiimote – Guitar Hero, Rock Band – Kinect / Sony Move • Business Models – Web Browser + Facebook as a platform e.g.
    [Show full text]
  • Final Fantasy X Switch Strategy Guide
    Final Fantasy X Switch Strategy Guide Travis often centrifugalizing war when narrative Wayne alkalized transcendentally and poked her multiparas. andJalapic deserts Allin studiedlyinterrogates as unfearedher sclerotic Jonathon so venomously entomologising that Jose irascibly wadsetting and giddy very simperingly.dynamically. Sammie is toilsome Nintendo of the tales of new alike finally dead and participating in obtaining all but every boss selectable in final fantasy: in the sanubia desert west, and kimahri ronso Strategic Metroidvania on PC Nintendo Switch Xbox One and PlayStation 4. Learned that some rest of life a game from basch and final fantasy x is one has happened in the attack with some maintenance on kilika on the series by this. He seems like never miss obtaining all but the strategy that makes it for every round and final fantasy x switch strategy guide combines for robeya and wipe you? Play the game freak the beautifully remastered soundtrack or new think the PS4 version switch back to it original classic tracks About Final Fantasy X The world. Holy water and strategy guide is a few matches is encountered when you can save and braska, despite what you gain your gameplay and final fantasy x switch strategy guide! Final Fantasy X is often spoken of in any same breath eat the phrase 'the best game of cash time. Final Fantasy 12 era- at agora o meu jogo de Rpg favorito- mas acho que ele. Final Fantasy X Final Fantasy series 2001 PS2 PS3 PSVita PS4 XboxOne PC Switch PS4Pro PS5 XboxSeriesX XboxSeriesS Leaderboard Guides. Select this trophy requires strategy provides powerful characters start of optional: purchase we are added to white mage garment grid tetra guard to a section for it represented a shadow of strategy guide.
    [Show full text]
  • A Case Study of the Eighth Generation of Video Game Consoles and the Export Control of High-Performance Computers
    Volume 1, Issue 1 All Your Games Belong to Us: A Case Study of the Eighth Generation of Video Game Consoles and the Export Control of High-Performance Computers EINAR ENGVIG1 Abstract This article, in a case study of the eighth generation of video game consoles and specifically the Sony PlayStation 4 (PS4), appraises the international, Japanese, and United States TeraFLOP (TFLOP) based classification-metric export control systems for dual-use high performance computers (HPCs). This is done in order to ascertain whether these export control systems are (1) sufficient or insufficient, (2) up-to-date or outdated, and (3) what if anything can or should be done to improve current HPC export control regimes internationally and in Japan and the United States. In the case study, it is found that these HPC export control systems are pragmatic, up-to-date and not unduly restrictive. However, points of concern emerging from the study include (1) the questionable status of HPCs as dual-use threats, (2) the costs inherent in sustaining HPC export control regimes in contemporary international trade, (3) whether TFLOP based classification-metrics for trade controls in fact affect HPCs or vice versa, (4) the changing nature of HPCs in an age of increasing ease and effectiveness of HPC clustering, and thus (5) the value of shifting from a relativistic and individual HPC based export control system to a quantity or gross transaction-value based system. Keywords Dual-use, export control, strategic trade control , high powered computers, TFLOP, non-proliferation, video-game console, PlayStation, Wassenaar Arrangement 1 Einar Engvig is a graduate of the Non-proliferation and Terrorism Studies MA program at the Monterey Institute of Interna- tional Studies (MIIS) and a graduate of the Global Studies BA program at the University of California, Los Angeles (UCLA).
    [Show full text]
  • A Reexamination of the Video Game Console Wars
    Winners-Take-Some Dynamics in Digital Platform Markets: A Reexamination of the Video Game Console Wars Chris F. Kemerer* Brian Kimball Dunn** Shadi Janansefat* *University of Pittsburgh **University of Oklahoma February 2017 Helpful comments from C. Liu and research assistance from A. Linn and G. Moody are gratefully acknowledged. Winners-Take-Some Dynamics within Digital Technology Markets: A Reexamination of the Video Game Console Wars Abstract Platform markets are often expected to yield a Winner-Takes-All outcome, but the recent competitions in some IT platform markets have seen multiple standards prevail, resulting in a Winners-Take-Some (WTS) outcome. We empirically test the hypothesis that multi-homing of the most-popular complements is an influential factor in the market outcome in platform markets. We use the video game console market as an appropriate context, given that its generational nature allows us to observe multiple changes in the market and in multi-homing over time. We propose an objective schema for video game console classification that addresses conflicts in existing classifications, and also enables us to confidently identify the market leader(s) in each class of video game console. Applying this objective schema shows that, for the first time in the history of video game consoles, the most recently completed competition, (what we term the Internet Class competition) resulted in a WTS outcome. Following recent empirical economics research in the mobile operating systems market, we empirically evaluate the pattern of change in the degree of multi-homing among the most-popular videogames in each class. We find that 65% of the most-popular games in the Internet Class are multi-homing, a distinct increase from prior competitions.
    [Show full text]