Nintendo Related Injuries and Other Problems: Review OPEN ACCESS
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Off the Couch! Video Games That Encourage Activity
Off The Couch! Video Games That Encourage Activity By: Kim Keough “Turn off that video game!” Have you been harassed to turn off your video games and get off the couch? Ever find yourself in a fight with your parents about it? That may be in part because video games have often been blamed for childhood obesity and laziness and your parent may have that in mind. But now, thanks to new technology, many companies are making video games that encourage lots of jumping, dancing, and sports simulations. Now you can play really cool games that test your skills and let you brag about your high scores. But the kicker is that it might keep parents off your back. Now you can say these interactive games get the heart rate up and chest pounding – and that you’re meeting your daily recommendation for exercise! Need more ammo to prove a point? Using video games for fitness has a couple of benefits: Improved motivation: By playing against an opponent, or by trying to beat a previous score, video gamers may be motivated to try harder and do better each day. Working different body parts: Video games geared toward strength training, balance and aerobics can be helpful in getting people moving, rather than just sitting stationary and working their thumbs on the game controller. Bringing families together: You can play fitness-focused games with your parents, sisters, and brothers, improving the fitness of the entire family. Shape Up! You can burn more than four times as many calories per minute playing an active video game than playing a seated game. -
Comparing Kinect2 Based Balance Measurement Software to Wii Balance Board
Preprint: Comparing Kinect2 based Balance Measurement Software to Wii Balance Board Zhihan Lv, Vicente Penades, Sonia Blasco, Javier Chirivella, Pablo Gagliardo FIVAN, Valencia, Spain [email protected] ABSTRACT This is the preprint version of our paper on REHAB2015. A In robotics research community, a series of researches have balance measurement software based on Kinect2 sensor is been already done about comparison kinect balance evaluated by comparing to Wii balance board in numerical measurement (KBM) and Vicon balance measurement analysis level, and further improved according to the (VBM) to wii blance board (WBB) [17] [18] [19]. In the consideration of BFP (Body fat percentage) values of the experiment, the WBB was placed on top of the FP to obtain user. Several person with different body types are involved measurement from both devices at the same time, which is into the test. The algorithm is improved by comparing the set as the same as the method1 proposed in kinesiology body type of the user to the ’golden- standard’ body type. research community. The person were instructed to stand on The evaluation results of the optimized algorithm top of the FP and WBB and hold 40 static postures, each preliminarily prove the reliability of the software. lasting 5s. [19] mentioned that the reason to measure the KBM is that the improper lighting, loose fitting clothes, and Categories and Subject Descriptors large objects which surround the subject can adversely influence the skeleton fitting. In our kinect2 based KBM D.2.8 [Software Engineering]: Metrics—complexity measures, method, we find age, height, body type of the person as well performance measures as the error in foot tip position measurement also affect the CoP measurement results slightly. -
Nintendo Power, You’Ll Smart Enough to Subscribe
(Nintendo) play-to-win strategies straight from the pros Poster/ Ninja Methods And History I-IV The Legend Of The Dragon Ninja 4 STAFF Publisher: M. Arakawa Hiroyuki Kato Editor in Chief: Gail Tilden Prologue 6 Art Director: Yoshi Orimo Senior Editor: Pam Sather Howard Phillips Copy Writer: Dan Owsen The Players 8 Concept £ Design: Work House U.S.A. Work House Co.. Ltd. Hiroyuki Sasaki Layout: Hiroshi Ohashi Enemies 10 Shuji Kurokawa Illustrations: Katsuya Terada Kazunori Aihara Chief Producer: Tsutomu Otsuka Items Producer: Masayoshi Suzuki 12 Project Coordinators: — Yoshio Tsuboike Hiroyuki Kurano Keiji Hamada Techniques Of The Ninia 14 Ninja Gaiden II is a trademark of Tecmo. Ltd. TM S © 1990 Tecmo, Ltd. 1 ACT- -City Ambush 18 Licensed by Nintendo of America Inc. ACT-n-The Tourney To Lahia 21 COPYRIGHT: © 1990 Nintendo of America ACT-I—The Deadly Tower 29 © Tokuma Shoten All rights reserved. No part of this book may be reproduced by any mechanical, photographic or ACT-IV The Maze electronic process, or in any torn of a phono- Of Darkness graphic recording, nor it 39 may be stored in a retrieval system, transmitted or otherwise copied tor public or private use without written permis- ACT-V-The Wrath Of Ashtar 49 sion of the publisher. ACT-VI The Castle Of Chaos 63 ACT-vn-The Almighty Evil 69 (Nintendo*) Nintendo of America Inc. P.O. Box 957 Remond, WA 98052 3 . The Legend of I <*W>- nWi- **Wv* / He Dragon Ninia No one knows the origin of the Ninja, for the roots of their arts lie hidden in the past. -
Mario's Legacy and Sonic's Heritage: Replays and Refunds of Console Gaming History
Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history Jaakko Suominen University of Turku / Digital Culture P.O. Box 124 28101 Pori +35823338100 jaakko.suominen at utu.fi ABSTRACT In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study. Keywords retrogaming, classic games, history management, uses of history, consoles INTRODUCTION When a game company utilizes its older products to make a new application, when the same company mentions the year it was established in a job advertisement or when it celebrates a game figure’s 20-year anniversary, the company uses history. The use of history can be a discursive act, which underlines continuity and in so doing, for example, the trustworthiness and stability of the firm. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Gaming Catalogue (MEERMAN)
Table of Contents Sony Playstation 2 Slim 2 Nintendo DSi XL 3 Nintendo Game Boy Colour 5 Nintendo Game Boy games 8 Nintendo GameCube w/ GAMEBOY Player 9 Nintendo GameCube w/ broadband adaptor 10 Nintendo GameCube Modem adaptor 11 Nintendo GameCube Wavebird (wireless controller) 12 Nintendo GameCube memory cards (x5) 13 Nintendo GameCube PS2 and PS/2 adapter 14 USB adaptor for Nintendo GameCube 14 Nintendo GameCube Games 15 Nintendo DS 17 Nintendo DS Games 17 Nintendo Wii 18 Nintendo 64 Console 21 Nintendo 64 Games (unboxed) 22 Microsoft Xbox 360 Elite (120 GB) 23 Microsoft Xbox 360: External HD-DVD drive 24 Microsoft Xbox 360 Kinect 25 Microsoft Xbox 360 official remote control 26 Microsoft Xbox 360 games (boxed) 27 Sony Playstation 2 Slim Condition Working Good Includes Playstation 2 Slim unit (Colour: Hot Pink) 2x Dual Shock Controllers One as new (unopened) 8 MB memory card UK power adaptor Composite output cable (Yellow, White, Red RCA) Composite to SCART adaptor Excludes Protective packaging within box (box is bare inside) Nintendo DSi XL Condition Working Excellent Includes DSi XL unit (colour: Wine Red) UK power adaptor Bundled stylus (in unit) Original packaging Club Nintendo pull string carry bag, felt, blue Excludes SD card Nintendo Game Boy Pocket Condition Working Colour: Silver Minor scratch in lower left of screen Worn paint around rear edges (front OK) Excludes Battery cover (missing) Packaging / Box Game (listed separately) Batteries (just to prove functionality) Nintendo Game Boy Colour Condition Colour: Purple Working Generally fair/good Minor scratches around screen, but screen itself is OK Product sticker on rear is a worn Battery cover is not original, and bright green Excludes Packaging Game (listed separately) (Batteries) Nintendo Game Boy Advance x3 1: Special edition (GameBoy Advance SP) Working (Clam shell design with backlight) Blue Good condition, screen scratch free. -
Video Games: 3Duis for the Masses Joseph J
Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
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. -
Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2008-03-28 Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R. Clark Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Communication Commons BYU ScholarsArchive Citation Clark, Bradley R., "Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship" (2008). Theses and Dissertations. 1350. https://scholarsarchive.byu.edu/etd/1350 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Using the ZMET Method 1 Running head: USING THE ZMET METHOD TO UNDERSTAND MEANINGS Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R Clark A project submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Department of Communications Brigham Young University April 2008 Using the ZMET Method 2 Copyright © 2008 Bradley R Clark All Rights Reserved Using the ZMET Method 3 Using the ZMET Method 4 BRIGHAM YOUNG UNIVERSITY GRADUATE COMMITTEE APPROVAL of a project submitted by Bradley R Clark This project has been read by each member of the following graduate committee and by majority vote has been found to be satisfactory. -
Sega Sammy Holdings Integrated Report 2019
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2019 Challenges & Initiatives Since fiscal year ended March 2018 (fiscal year 2018), the SEGA SAMMY Group has been advancing measures in accordance with the Road to 2020 medium-term management strategy. In fiscal year ended March 2019 (fiscal year 2019), the second year of the strategy, the Group recorded results below initial targets for the second consecutive fiscal year. As for fiscal year ending March 2020 (fiscal year 2020), the strategy’s final fiscal year, we do not expect to reach performance targets, which were an operating income margin of at least 15% and ROA of at least 5%. The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that emerged while pursuing Road to 2020 and the initiatives we are taking in response. Rapidly and unwaveringly, we will implement initiatives to overcome challenges identified in light of feedback from shareholders, investors, and other stakeholders. INTEGRATED REPORT 2019 1 Introduction Cultural Inheritance Innovative DNA The headquarters of SEGA shortly after its foundation This was the birthplace of milestone innovations. Company credo: “Creation is Life” SEGA A Host of World and Industry Firsts Consistently Innovative In 1960, we brought to market the first made-in-Japan jukebox, SEGA 1000. After entering the home video game console market in the 1980s, The product name was based on an abbreviation of the company’s SEGA remained an innovator. Representative examples of this innova- name at the time: Service Games Japan. Moreover, this is the origin of tiveness include the first domestically produced handheld game the company name “SEGA.” terminal with a color liquid crystal display (LCD) and Dreamcast, which In 1966, the periscope game Periscope became a worldwide hit. -
Risk Analysis Of Nintendo Co., Ltd
Risk Analysis of Nintendo Co., Ltd Interactive Qualifying Project WPI Author: Matthew Rodricks 10/29/17 Advisor: Professor Dimitrios Koutmos Table of Contents Risk Analysis of Nintendo Co., Ltd 1 Table of Contents 2 Abstract 3 Acknowledgements 4 1.1 Historical Background 5 1.2 Investor Sentiment 8 1.3 Market Strategy 9 2.1 Evolution of the Industry 10 3. Methodological Framework 11 3.1.1. Firm Specific Volatility 11 3.1.2. Market Volatility 12 3.1.3. Sharpe Ratio 14 3.1.4. Treynor Ratio 16 4. Major Findings 18 5. Conclusion 19 6. References 20 7. Appendix 21 2 Abstract The purpose of this paper is to explore investor sentiment and investor risks for the Japanese video game company, Nintendo. Being one of the largest, longest-lasting, and most successful companies in the video game industry, the research into this topic proves to be both historical, topical, and relevant from an industry and financial standpoint. By observing historical financial data and running different analysis, this paper aims to find correlations between different events in the company’s recent history, how investors react to said