Heart Rate Balancing for Multiplayer Exergames

Total Page:16

File Type:pdf, Size:1020Kb

Heart Rate Balancing for Multiplayer Exergames HEART RATE BALANCING FOR MULTIPLAYER EXERGAMES by Tadeusz B. Stach A thesis submitted to the Department of Computing In conformity with the requirements for the degree of Doctor of Philosophy Queen’s University Kingston, Ontario, Canada (September, 2012) Copyright ©Tadeusz B. Stach, 2012 Abstract Exergames combine physical activity and entertainment in an effort to increase people’s motivation to exercise. Multiplayer exergames attempt to include the motivating aspects of group activity by allowing two or more people to play together. In most multiplayer exergames, a player’s in-game performance is limited by her physical abilities. Less fit players are demotivated by repeated losses to more fit opponents, while fitter players face a lack of competition from unfit opponents. This situation makes it difficult for people of disparate physical abilities to play exergames together. This research presents heart rate balancing, a novel player balancing technique to better support engaging experiences in multiplayer exergames. Heart rate balancing bases players’ in- game performance on their effort relative to fitness level rather than their raw power. More specifically, heart rate monitoring is used to set in-game performance based on how closely a person adheres to her target heart rate. Experiments with heart rate balancing show that the technique improves competition between players. A strong correlation was found between people’s perceived effort and their in-game performance with heart rate balancing. The degree to which players noticed the balancing mechanism varied depending on game type. However, heart rate balancing did not interfere with people’s ability to play exergames. These results indicate that the heart rate balancing technique is a promising approach for improving enjoyment and engagement in multiplayer exergames. ii Acknowledgements I would like to thank my supervisor Dr. Nicholas Graham for his years of support and guidance. I am privileged to have worked with him during the course of this research. He has been an excellent mentor and a source of inspiration. Thank you for your optimism, patience, and friendship. Thank you to the people who provided valuable insight on my research. This includes my committee members Dr. Randy Ellis and Dr. Niko Troje, as well as the expertise of Dr. Ryan Rhodes and Dr. Darren Warburton. Many thanks to all the members of the EQUIS lab: David, Rob, Chris, Jeff, Eric, Joey, Jason, Cheryl, Hamilton, Ameer, Banani, Max, Murnal, Zi and all the summer and exchange students. It has been a pleasure to work and play with you over the years. I would also like to thank everyone from the School of Computing. In particular, Scott Grant for the wisdom and humor, and David Holman and Andreas Hollatz for all the food and philosophy. Thank you to my friends and family for your encouragement. My life as a student has been a wonderful experience because of all the amazing people I have met. A special thanks to Samantha for her understanding and caring. Finally, I am forever grateful for the love and unwavering support of my parents Helen and Ben. Without both of them none of this would have been possible. iii Statement of Originality I hereby certify that all of the work described within this thesis is the original work of the author. Any published (or unpublished) ideas and/or techniques from the work of others are fully acknowledged in accordance with the standard referencing practices. Tadeusz Stach September, 2012 iv Table of Contents Abstract ............................................................................................................................................ ii Acknowledgements ......................................................................................................................... iii Statement of Originality .................................................................................................................. iv Chapter 1 Introduction ..................................................................................................................... 1 1.1 Motivation .............................................................................................................................. 2 1.2 Problem .................................................................................................................................. 3 1.3 Solution .................................................................................................................................. 5 1.3.1 Hypotheses ...................................................................................................................... 5 1.4 Steps in the Solution .............................................................................................................. 6 1.5 Evaluation .............................................................................................................................. 7 1.6 Heart Rate Feedback in Games .............................................................................................. 7 1.7 Contributions ......................................................................................................................... 8 1.8 Thesis Outline ........................................................................................................................ 9 Chapter 2 Multiplayer Exergames ................................................................................................. 11 2.1 Exergames ............................................................................................................................ 11 2.2 Group Exercise..................................................................................................................... 17 2.3 Supporting Physical Activity in Multiplayer Exergames ..................................................... 19 2.3.1 Aerobic Activity ............................................................................................................ 19 2.3.2 Strength and Flexibility ................................................................................................. 21 2.4 Spatial Setup of Multiplayer Exergames ............................................................................. 22 2.4.1 Co-Located .................................................................................................................... 22 2.4.2 Distributed..................................................................................................................... 24 2.5 Temporal Setup of Multiplayer Exergames ......................................................................... 27 2.5.1 Synchronous .................................................................................................................. 27 2.5.2 Asynchronous ............................................................................................................... 28 2.6 Player Interaction in Multiplayer Exergames ...................................................................... 29 2.6.1 Cooperation ................................................................................................................... 30 2.6.2 Competition................................................................................................................... 33 2.7 Summary .............................................................................................................................. 36 Chapter 3 Balancing Skill and Ability ........................................................................................... 37 3.1 Static Player Balancing Techniques ..................................................................................... 38 3.2 Dynamic Player Balancing Techniques ............................................................................... 39 v 3.3 Metrics for Evaluating Player Balancing in Exergames ...................................................... 41 3.3.1 Balance .......................................................................................................................... 42 3.3.2 Enjoyment ..................................................................................................................... 43 3.3.3 Transparency ................................................................................................................. 43 3.3.4 Exploitability ................................................................................................................. 44 3.3.5 Portability ...................................................................................................................... 45 3.4 Summary .............................................................................................................................. 45 Chapter 4 Heart Rate Balancing .................................................................................................... 47 4.1 Heart Rate Behaviour ........................................................................................................... 48 4.1.1 Amplitude Problem ....................................................................................................... 49 4.1.2 Quick Start Problem ...................................................................................................... 51 4.1.3 Latency Problem ........................................................................................................... 52 4.1.4 Summary of Problems ..................................................................................................
Recommended publications
  • Gaze and Accessibility in Gaming Lauri Immonen
    Gaze and accessibility in gaming Lauri Immonen University of Tampere School of Information Sciences Interactive technology Master's thesis Supervisor: Aulikki Hyrskykari October 2014 University of Tampere School of Information Sciences Interactive technology Lauri Immonen: Gaze and accessibility in gaming Master's thesis, 74 pages, 9 appendix pages October 2014 Not all computer users are able to use conventional control methods. People with physical disabilities use various alternate control methods. One less used control method is gaze control. Entertainment is an important part of computing also for users with disabilities. Games are an essential part of digital entertainment, but they are rarely designed to be played with alternate control methods. We investigated the characteristics of game genres to assess the suitability of gaze control of the genres. We thoroughly analyzed interactions in racing games, and designed and implemented gaze controls for Super Tux Kart racing. Users with disabilities may find gaze control fatiguing. To get verification that our implementation can be used by the intended target group, we tested the implementation not only with able-bodied participants, but also with participants with muscular dystrophy. The participants performed a task of driving around a track using gaze control. We measured their performance and asked their opinions about the control method and how fatiguing they found it. We found the implemented versions of gaze control to be intuitive and easy to learn. The participants were able to play the game successfully. The results suggest that people with disabilities benefit of automating selected controls. Automating seems to equalize the difference between able-bodied players and players with disabilities.
    [Show full text]
  • Black Rocket Online
    Questions? Call (815) 921-3900 WHIZ KIDS • WEEK STARTING JUNE 8 1 BLACK ROCKET ONLINE The magic in every camper comes to life as never before when they are empowered to be as creative as they were all born to be! Black Rocket has over a decade of experience designing camps in the S.T.E.A.M. fields (Science-Technology-Engineering-Arts-Mathematics). Every program is powered by the camper’s innate imagination and designed to bring their ideas to life in a fun, hands-on, learning environment. From concept to creation students will demonstrate their masterpiece to the world at the end of each week! All Black Rocket programs mirror real life experiences and the collaborative nature of the design process. Students will work in pairs or teams for most of the program. Returning students can create more advanced projects that build on previous years! WEEK STARTING JUNE 8 IMPORTANT! You must have the correct tech specs prior to registering. CHECK THEM HERE: https://blackrocket.com/online-tech-specs Battle Royale: Make Your First NEW! Minecraft® Redstone Fortnite® Style Video Game Engineers (Ages 8-14) Fans of Fortnite we need you! Instead (Ages 8-14) Take the next step beyond simply “playing” of playing the game, design your own. Using a Minecraft and become a true Redstone engineer. professional 3D game development software, build Expand your Redstone knowledge by constructing levels and assets inspired by popular battle royale your own carnival with a variety of mini-games, games like Fortnite. Students can participate in eSports roller coasters, and attractions powered by Redstone.
    [Show full text]
  • History of the Japanese DDR Community (PDF)
    Counting Combos A History of the Japanese DDR Community ~ An Insider’s Perspective ~ By: Aaron Chmielowiec October 5, 2013 Revision 109 Copyright © 2011, 2012, 2013 by Aaron Chmielowiec Cover design by Dan Zamarripa (SD) and Matt Hines Book design by Aaron Chmielowiec Published by AIJBot Press All rights reserved. No part of this book may be reproduced in any form or by any electronic or mechanical means including information storage and retrieval systems, without permission in writing from the author. The only exception is by a reviewer, who may quote short excerpts in a review. Dance Dance Revolution, ParaPara Paradise, Martial Beat, Dance 86.4, Jubeat and Dance Evolution AC are property of Konami Corporation. This book is intended for non-commercial educational purposes and may not be redistributed for profit in any form including but not limited to, electronic information service distribution, bulletin board distribution, and magnetic or optical medium distribution. Printed in the United States of America First Edition: May 2011 Second Edition: June 2012 Third Edition: October 2013 2 Chapter Page Introduction ………………………………………... 4 About the Author ………………………………... 6 1998 ……………………………………………………. 9 1999 ……………………………………………………. 14 2000 ……………………………………………………. 22 2001 ……………………………………………………. 35 2002 ……………………………………...…………….. 55 2003-2005 ……………………………....…………… 77 2006 ……………………………………...…………….. 104 2007-2008 …………………………………………… 121 2009 ……………………………………..……………… 147 2010 ……………………………………..……………… 160 2011 ……………………………………..……………… 172 2012 ……………………………………..……………… 186 Epilogue ………………………………………………. 198 Addendum …………………………………………... 201 Glossary ……………………………………………….. 226 Special Thanks ……………………………………... 231 3 Introduction DDR, or “Dance Dance Revolution” as it is known in full, is a long running series of music games by Konami Corporation as part of the Bemani music game series. DDR started in the late 1990s and unlike most other games found in a typical Japanese arcade, it requires a more physical method of input.
    [Show full text]
  • Wii Lego Harry Potter Games
    Wii lego harry potter games Learn more details about LEGO Harry Potter Years for Wii and take a look at gameplay screenshots and videos. Experience your favorite Harry Potter moments through the proven prism of the LEGO video game franchise. Explore iconic settings including Hogwarts castle. GameStop: Buy LEGO Harry Potter: Years , Warner Home Video Games, Nintendo Wii, Find release dates, customer reviews, previews and screenshots. LEGO Harry Potter: Years review. Classic Game Room presents a CGRundertow review of LEGO Harry. LEGO Harry Potter: Years (Wii) - Gameplay Footage. WiiloveitTV Even more Nintendo goodness at. Metacritic Game Reviews, LEGO Harry Potter: Years for Wii, Build the adventure from Privet Drive to the Triwizard Tournament and. Metacritic Game Reviews, LEGO Harry Potter: Years for Wii, Based on the last three Harry Potter books and final four films, LEGO Harry. LEGO Harry Potter Years combines two of the most beloved franchises to deliver a magical, fun-filled adventure. Based on Harry's first four books and films. IGN is the LEGO Harry Potter (Wii) resource with reviews, wikis, videos, trailers, the most detailed and expansive environments ever created for a LEGO game. This Collector's Edition packs in a number of bonuses for fans of both the Harry Potter and LEGO Saga games. Included are video featurettes and other bonus. This guide to LEGO Harry Potter: Years contains a complete set of publisher: Warner Bros Interactive; platform: PC/XBOX/PS3/PS2/PSP/WII/NDS. Lego Harry Potter: Years (Wii). N. Nintendo Wii. Harry Potter. TT Games Ltd. USA or Imported. New. Over General Action.
    [Show full text]
  • Download 80 PLUS 4983 Horizontal Game List
    4 player + 4983 Horizontal 10-Yard Fight (Japan) advmame 2P 10-Yard Fight (USA, Europe) nintendo 1941 - Counter Attack (Japan) supergrafx 1941: Counter Attack (World 900227) mame172 2P sim 1942 (Japan, USA) nintendo 1942 (set 1) advmame 2P alt 1943 Kai (Japan) pcengine 1943 Kai: Midway Kaisen (Japan) mame172 2P sim 1943: The Battle of Midway (Euro) mame172 2P sim 1943 - The Battle of Midway (USA) nintendo 1944: The Loop Master (USA 000620) mame172 2P sim 1945k III advmame 2P sim 19XX: The War Against Destiny (USA 951207) mame172 2P sim 2010 - The Graphic Action Game (USA, Europe) colecovision 2020 Super Baseball (set 1) fba 2P sim 2 On 2 Open Ice Challenge (rev 1.21) mame078 4P sim 36 Great Holes Starring Fred Couples (JU) (32X) [!] sega32x 3 Count Bout / Fire Suplex (NGM-043)(NGH-043) fba 2P sim 3D Crazy Coaster vectrex 3D Mine Storm vectrex 3D Narrow Escape vectrex 3-D WorldRunner (USA) nintendo 3 Ninjas Kick Back (U) [!] megadrive 3 Ninjas Kick Back (U) supernintendo 4-D Warriors advmame 2P alt 4 Fun in 1 advmame 2P alt 4 Player Bowling Alley advmame 4P alt 600 advmame 2P alt 64th. Street - A Detective Story (World) advmame 2P sim 688 Attack Sub (UE) [!] megadrive 720 Degrees (rev 4) advmame 2P alt 720 Degrees (USA) nintendo 7th Saga supernintendo 800 Fathoms mame172 2P alt '88 Games mame172 4P alt / 2P sim 8 Eyes (USA) nintendo '99: The Last War advmame 2P alt AAAHH!!! Real Monsters (E) [!] supernintendo AAAHH!!! Real Monsters (UE) [!] megadrive Abadox - The Deadly Inner War (USA) nintendo A.B.
    [Show full text]
  • Gamification: Sneaking Fitness Game Mechanics Into AAA Games
    Andreas Leibetseder Gamification: Sneaking Fitness Game Mechanics into AAA Games Masterarbeit zur Erlangung des akademischen Grades Diplom-Ingenieur Studium Masterstudium Informatik ALPEN-ADRIA UNIVERSITAT¨ KLAGENFURT Fakult¨atf¨urTechnische Wissenschaften (TEWI) Begutachter: Assoc. Prof. Dipl.-Ing. Dr. Mathias Lux Institut f¨urInformationstechnologie (ITEC) March 2016 Eidesstattliche Erkl¨arung{ Affidavit Ich versichere an Eides statt, dass ich die eingereichte wissenschaftliche Arbeit selbstst¨andigverfasst und andere als die angegebenen Hilfsmittel nicht benutzt habe, die w¨ahrenddes Arbeitsvorganges von dritter Seite erfahrene Unterst¨utzung,ein- schließlich signifikanter Betreuungshinweise, vollst¨andig offengelegt habe, die Inhalte, die ich aus Werken Dritter oder eigenen Werken wortw¨ortlich oder sinngem¨aߨubernommen habe, in geeigneter Form gekennzeichnet und den Ur- sprung der Information durch m¨oglichst exakte Quellenangaben (z.B. in Fußnoten) ersichtlich gemacht habe, die Arbeit bisher weder im Inland noch im Ausland einer Pr¨ufungsbeh¨ordevorgelegt habe und zur Plagiatskontrolle eine digitale Version der Arbeit eingereicht habe, die mit der gedruckten Version ¨ubereinstimmt. Ich bin mir bewusst, dass eine tatsachenwidrige Erkl¨arungrechtliche Folgen haben wird. I hereby declare in lieu of an oath that the submitted academic paper is entirely my own work and that no auxiliary materials have been used other than those indicated, I have fully disclosed all assistance received from third parties during the process of writing the paper, including any significant advice from supervisors, any contents taken from the works of third parties or my own works that have been included either literally or in spirit have been appropriately marked and the respective source of the information has been clearly identified with precise bibliographical references (e.g.
    [Show full text]
  • Break a Sweat with EA SPORTS Active - the All-New Heart Pumping, Calorie Burning Workout
    Break a Sweat with EA SPORTS Active - The All-New Heart Pumping, Calorie Burning Workout EA SPORTS Active Coming in Spring 2009; First in New Line of Fitness Products REDWOOD CITY, Calif., Nov 13, 2008 (BUSINESS WIRE) -- Do you find there are too few hours in the day to run a household, hold down a job and fit in a workout? Or, are you just getting bored of the same old fitness routine? EA SPORTS(TM), a label of Electronic Arts Inc. (NASDAQ:ERTS), today announced the development of EA SPORTS(TM) Active, an innovative new customizable and personalized fitness product that will get you motivated to move in the comfort of your home. EA SPORTS Active will launch exclusively for the Wii(TM) worldwide next spring. Developed in collaboration with fitness experts, including Bob Greene - renowned exercise physiologist, author and Oprah's personal trainer - EA SPORTS Active is perfect for the whole family, though designed specifically for women seeking a simple, fun and cost-effective way to achieve a healthy lifestyle. The product will be the first in a new line of EA SPORTS fitness and sports performance products in development to improve the well-being of people of all ages. "EA SPORTS Active and our entrance into the fitness space is an exciting and groundbreaking milestone for EA SPORTS," said Peter Moore, president, EA SPORTS. "As we continue to expand our brand, we have a real opportunity to redefine the home fitness experience with a more Western cardiovascular approach and exercises that will appeal to a diverse audience, getting people off the couch and into shape while interacting with our products in a way never before possible.
    [Show full text]
  • Exergames and the “Ideal Woman”
    Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive.
    [Show full text]
  • NMC Extended Education Summer 2021 Class Catalog
    COMMUNITY NMC Extended Education Personal + Professional EDUCATION Summer 2021 • May-August Celebrating the return of College for Kids this summer Grades 3-12 Art, STEM, dance, crafts & more! 150+ face to face and livestream classes Classes for adults & kids inside! Face to Face Livestream & Online Click the links below to enroll: Adult Classes: nmc.edu/ees-classes Kids Classes: nmc.edu/kids mail-in forms on pgs. 68 & 69 Summer 2021 • May-August NMC Etended Education COMMUNITY Personal + Professional EDUCATION College for Kids 4-25 Get updates about Face to Face classes 4 Livestream classes 18 upcoming classes GRASP Reading & Math 10 and events Subscribe to our e-news Adult Enrichment Classes 26-45 nmc.edu/ees Creative Arts 33 Health & Safety Measures 70 Culinary 31 Learning Formats 5 & 28 Forever Virtually Fit 42 Maps 70 Easy Sign-Up Global 40 Meet our team 71 Home Time 38 Registration Info 68 Music 38 1) ONLINE: nmc.edu/ees Northern Naturalist 26 2) PHONE: 231.995.1700 Recreation 31 Wellness 45 3) MAIL: forms + info pgs. 68-69 Writing & Literature 39 Note: In-person registration has been Yoga 40 temporarily suspended as part of NMC’s safety measures. Professional Phone Hours: M-F 8:30 am-4:30 pm Development 46-67 Website: nmc.edu/ees Email: [email protected] Careers & Certifications 51 CareerStep 57 Find biographies of our fabulous Paint your favorite birds instructors on our website under Computer & Technology 63 with artist Jan Oliver pg Ed2Go 62 ABOUT US at nmc.edu/ees Legal Studies 60 34 Michigan Manufacturing 57 Preparing for College 50 Stay Safe ProTrain 55 Small Business 46 View and follow guidelines: nmc.edu/safety-protocols and pg.
    [Show full text]
  • US$1,210 Single Cabinet OFF LINE US$0 62 Inch Display Many Dots On
    AG and International Inc. (Head Office) Corp Fuyo 2F, 3-9-9 Bunkyo-ku, Tokyo, 113-0033, Japan Tel : +81-3-6801-6101 Fax :+81-3-6273-0170 E-mail : [email protected] New available UPDATED : Oct. 6, 2020 All prices are based on EX-W. TERMS AND CONDITION listed at the bottom. (1) GUN SHOOTING GAME NAME OF MACHINE MAKER Stock PRICE USD REMARK 1 2 スパイシー SEGA 0 US$0 2 ACTION DEKA KONAMI 0 US$0 3 ALIEN 3 -TH GUN- SEGA 0 US$0 4 BEAST BUSTERS SNK 1 US$1,450 5 BIOHAZARD BANDAI/CAPCOM 0 US$0 6 COBRA THE ARCADE NAMCO 1 US$1,210 single cabinet 7 CRISIS ZONE SD NAMCO 0 US$0 8 Dark Escape 3D NAMCO 0 US$0 9 Dead Storm Pirates NAMCO 0 US$0 10 Dead Storm Pirates SE NAMCO 0 US$0 11 DARIUS BURST ANOTHER CHRONICLE EX TAITO 0 US$0 12 DEATH CRIMSON OX SD SEGA 0 US$0 13 ELEVATOR ACTION DEATH PARADE TAITO 0 US$0 14 GAIA ATTACK 4 TAITO 1 US$1,750 15 GHOST SQUAD SEGA 0 US$0 16 GOLGO13 NAMCO 1 US$1,170 17 GOLLY! GHOST NAMCO 1 US$3,330 18 GUNBALINA SD NAMCO 0 US$0 19 GUNBLADE N.Y DX SEGA 0 US$0 20 GUNBLADE N.Y SD SEGA 0 US$0 21 GUN BARL NAMCO 0 US$0 22 GUN BULETT SD NAMCO 0 US$0 alias : Point Blank 23 GUNMEN WARS TW NAMCO 0 US$0 24 HAUNTED MUSEUM TAITO 0 US$1,300 25 HAUNTED MUSEUM II TAITO 1 US$1,560 26 HOUSE OF THE DEAD 1 SD SEGA 0 US$0 27 HOUSE OF THE DEAD 2 SD SEGA 1 US$1,300 28 HOUSE OF THE DEAD 3 DX SEGA 0 US$2,140 29 HOUSE OF THE DEAD 3 SD SEGA 0 US$0 30 HOUSE OF THE DEAD 4 DX SEGA 1 US$1,570 62 inch projector 31 JURASSIC PARK DX SEGA 0 US$0 32 JURASSIC PARK SD SEGA 0 US$0 33 L.A.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Earnings Release for the Three-Month Period Ended June 2010 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 FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-June'06 Apr.-June'07 Apr.-June'08 Apr.-June'09 Apr.-June'10 Net sales 130,919 340,439 423,380 253,498 188,646 Cost of sales 67,876 201,336 243,691 161,940 118,298 Gross profit 63,043 139,103 179,688 91,558 70,348 (Gross profit ratio) (48.2%) (40.9%) (42.4%) (36.1%) (37.3%) Selling, general, and administrative expenses 34,241 48,471 60,496 51,156 47,005 Operating income 28,802 90,631 119,192 40,401 23,342 (Operating income ratio) (22.0%) (26.6%) (28.2%) (15.9%) (12.4%) Non-operating income 7,708 41,144 58,251 24,761 2,169 (of which foreign exchange gains) ( - ) (29,032) (47,844) (20,088) ( - ) Non-operating expenses 3,840 326 551 338 71,567 (of which foreign exchange losses) (3,462) ( - ) ( - ) ( - ) (70,594) Ordinary income 32,670 131,449 176,892 64,824 -46,055 (Ordinary income ratio) (25.0%) (38.6%) (41.8%) (25.6%) (-24.4%) Extraordinary income 6 649 3,625 5,227 134 Extraordinary loss 123 15 52 2,308 17 Income before income taxes and minority interests 32,553 132,084 180,464 67,743 -45,938 Income taxes 17,012 51,898 73,101 25,367 -20,687 Income before minority interests - - - - -25,250 Minority interests in income -10 -66 96 58 -33 Net income 15,551 80,251 107,267 42,316 -25,216 (Net income ratio) (11.9%) (23.6%) (25.3%) (16.7%) (-13.4%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Fall 2021 After School Program
    WILLIAMSBURG NORTHSIDE FALL 2021 AFTER SCHOOL PROGRAM 1 Fall 2021 Program Schedule and Calendar Grade K-8th Fall Session September 12, 2021 to December 16, 2021 Williamsburg Northside After School is held at 299 North 7th Street K-8 Campus, Monday through Friday from 3:00PM - 5:30 PM. Our formal enrichment programs run from 3:30 PM to 4:30 PM with an additional optional hour of Extended Care from 4:30 PM to 5:30 PM of supervised play and homework time. All students will receive a healthy snack at the start of programming. As per the 2021 school calendar, there will be NO After School on the dates below. December 16th is the last physical day. Program fee will be prorated accordingly. September 16th: Yom Kippur October 11th Indigenous People’s Day November 11th Veterans Day, 18th Parent teacher conferences 24th-26th Thanksgiving Recess December 16th Last day of Afterschool Enrollment and Payment Each registration requires the selection of a day and a specific class. Registrations without a class selection are incomplete. A confirmation email with a registration profile will be sent after the payment is submitted. Payment is due online at the time of registration. Enrollments will be accepted on a first-come, first-served basis. Late Policy After School concludes promptly at 4:30 PM at the K-8 Campus. Extended Day option goes until 5:30 PM. All students MUST be picked up on time. If a student is picked up late from After School more than 2 times, without extenuating circumstances, his/her enrollment in future After School will be in jeopardy.
    [Show full text]