Wii: Creating a Blue Ocean the Nintendo Way Patricio O’Gorman1
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Nintendo Wii U Guide
Parental controls guide Nintendo Wii U guide Parental Controls information Type of guide Gaming consoles and platforms Features and Benefits The WiiU Parental Controls allow you to set restrictions for each family member, giving control over what games can be played or downloaded and how your children can search and interact online. What specific content can I restrict? Browser Access Chatting Game Ratings Innapropriate content Purchasing Timer What do I need? You will need access to the Wii U console. Nintendo Wii U guide Step by step guide 1 From the Wii U Menu select “Parental Controls” then read the following two messages, tapping “Next” or pressing the A button will dismiss them. Nintendo Wii U guide Step by step guide 2 Enter a 4 digit PIN and then tap “OK”. Nintendo Wii U guide Step by step guide 3 You will now be asked to select a secret question that will be used to help you recover your PIN should you forget. Tap “OK”. Nintendo Wii U guide Step by step guide 4 Select a question and then supply an answer and tap “OK”. Nintendo Wii U guide Step by step guide 5 Finally, you will be asked to register an email address. Tap “Next” or press the A button and complete the email registration. Nintendo Wii U guide Step by step guide 6 You will now be in the “Parental Controls” section. Use the arrows or left and right on the d-pad to navigate to the user who you want to apply restrictions to. Nintendo Wii U guide Step by step guide 7 With the desired user selected press up/down on the d-pad to navigate to the settings you would like to change and tap the setting or press the A button. -
Anywhere, Anydevice Gaming Siddharth Singh
Anywhere, Anydevice Gaming Siddharth Singh, Soh Chor Kiong Ricky, Adrian David Cheok Human Interface Technology Laboratory Department of Electrical & Computer Engineering National University of Singapore, Singapore fg0202382,eng00673,[email protected] ABSTRACT This poster describes a multi-player networked Pong game that can be played in real-time on mobile devices and sta- tionary PCs. Through this game we intend to explore the realm of the next generation of games which, we believe, will incorporate elements of mobility, multiple connectiv- ity methods and playability on different types of devices. The system comprises the Sony-Ericsson P800 phone, a cen- tral game server, and personal computers. The client-server model has been used so that all interaction is done through the game server. The server can host multiple games at the same time. Each game has two players and a number of spectators who can view the game. The spectators can in- teract with each other using text messages. The Pong game is not the end to itself. This work is the core of an ongo- ing research project on multiple platform, multiple player mobile entertainment. Figure 1: Anywhere Gaming system Categories and Subject Descriptors H.4 [Information Systems Applications]: Miscellaneous; Corporation released the PocketStation for its highly popu- C.2.4 [Distributed Systems]: Distributed Applications; lar game console Sony Playstation [5] in 1999. PocketStation K.8.0 [General]: Games allows users to save their game data from the PlayStation and play the game on the portable PocketStation. These Keywords devices enable players to continue the same game on two Mobile gaming, cross-device gaming, network gaming different devices, and thus are a step forward towards any- where gaming. -
Madden Nfl 13
MADDEN NFL 13 CONTENTS TOTAL PAssING CONTROL 1 MADDEN NFL 13 12 CONNEctED CAREERS Lead receivers and put the ball exactly where it needs to be with the 2 WHAT’S NEW IN MADDEN NFL 13 16 EA ONLINE revamped and updated Total Control Passing mechanic. 3 GENERAL MENU NAVIGATION 17 ONLINE GAME MODES 9 UsER INTERFACE 17 MY MADDEN PLAY-ActION ABORT For the first time ever, you can abort out of a play action animation in the 11 PAUSE MENU 19 DISCLAIMERS face of a blitz, allowing your QB to throw a quick pass. NEW UsER CAtcH FUNctIONALITY WHAT’S NEW Madden NFL 13 makes it easier than ever to select the receiver and make a IN MADDEN NFL 13 play on the ball. GRIDIRON CLUB THE CONNEctED CAREER EXPERIENCE Get all the latest Madden features in one place, including Madden Moments You’ve never played a career mode like this. Connected Careers gives you an Live, and updated rosters that match the real NFL Season. unprecedented level of control over your career as a coach or a player. Get ready for the deepest Madden NFL experience ever. TOUCH SCREEN PLAY CALLING GENERAL MENU Call your plays by using the Touch Screen on the GamePad for even more NAVIGATION control and privacy! NOTE: The Nunchuk is required when using the Wii Remote. Controls specific to the Nunchuk will not function when it is not connected to an active TOUCH SCREEN PRE-PLAY ADJUstMENts Wii Remote. If the Nunchuk is removed or disconnected from any active Make Hot Route adjustments during pre-play on both Offense and Defense Wii Remote, the game will display an icon representing the missing Nunchuk. -
Wii2hdmi Specification
Wii2HDMI specification Introduction Wii2HDMI is an upscaling video converter for the Wii console. The converter accepts all standard Wii video modes (NTSC 480i and 480p, PAL 576i) and produces a full high-resolution HDMI signal at 720p or 1080p output. This plug and play solution requires no special software or configuration. Just plug it in and start enjoying hi-res Wii gaming! Features Video and audio in full digital HDMI format, no transmission loss! Supports all Wii display modes (NTSC 480i 480p, PAL 576i). HDMI upscaling to 720p or 1080p high definition output. Provides advanced signal processing with exceptional color reproduction. High quality, state of the art motion adaptive de-interlacing for 480i and 576i input. No power adaptor and no messy cords — just one HDMI cable from your Wii to your HDTV. Hassle free, plug and play installation. Just plug it in and start using it right away! Specifications Dimensions: 1.3" x 2.9" x 0.6" (34 x 73 x 14 mm) Weight: 0.5 oz (15g) Power Consumption: less than 2 watts Supported Video input Mode: Includes all the display modes of the Wii console (480i, 480p, 576i) Supported HDMI output Mode: 720p@60Hz, 1080p@60Hz Input Connector: Wii AV Multi Out Plug Output Connectors: 1x HDMI Connector, 1x 3.5mm Stereo Audio Jack 1 Wii2HDMI specification Connecting to a TV/Monitor with HDMI Input 1. Ensure that both your Wii console and HDTV are powered OFF. 2. Insert the AV Multi Out Plug on the Wii2HDMI adapter into the AV Multi Out jack on the back of the Wii console, as shown below. -
It's Not the Model That Doesn't Fit, It's the Controller! the Role of Cognitive
Butler University Digital Commons @ Butler University Scholarship and Professional Work - Communication College of Communication 8-2015 It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers Butler University, [email protected] Nicholas David Bowman Mary Beth Oliver Follow this and additional works at: https://digitalcommons.butler.edu/ccom_papers Part of the Communication Technology and New Media Commons Recommended Citation Rogers, Ryan; Bowman, Nicholas David; and Oliver, Mary Beth, "It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games" (2015). Scholarship and Professional Work - Communication. 144. https://digitalcommons.butler.edu/ccom_papers/144 This Article is brought to you for free and open access by the College of Communication at Digital Commons @ Butler University. It has been accepted for inclusion in Scholarship and Professional Work - Communication by an authorized administrator of Digital Commons @ Butler University. For more information, please contact [email protected]. It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers a,* , Nicholas David Bowman b , Mary Beth Oliver c a Marist College, United States b West Virginia University, United States c Pennsylvania State University, United States * Corresponding author. Abstract This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
THQ Online Manual
INSTRUCTION BOOKLET LIMITED WARRANTY THQ (UK) LIMITED warrants to the original purchaser of this THQ (UK) LIMITED product that the medium on which the computer program is recorded is free from defects in materials and workmanship for a period of ninety (90) days from the date of purchase. This THQ (UK) LIMITED software is sold ”as is“, without express or implied warranty of any kind resulting from use of this program. THQ (UK) LIMITED agrees for a period of ninety (90) days to either repair or replace, at its option, free of charge, any THQ (UK) LIMITED product, postage paid, with proof of purchase, at its Customer Service centre. Replacement of this Game Disc, free of charge to the original purchaser is the full extent of our liability. Please mail to THQ (UK) LIMITED, Ground Floor; Block A, Dukes Court, Duke Street, Woking, Surrey, GU21 5BH. Please allow 28 days from dispatch for return of your Game Disc. This warranty is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect in the THQ (UK) LIMITED product has arisen through abuse, unreasonable use, mistreatment or neglect. THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING OR OBLIGATE THQ (UK) LIMITED. ANY IMPLIED WARRANTIES OF APPLICABILITY TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL THQ (UK) LIMITED BE LIABLE FOR ANY SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS THQ (UK) LIMITED PRODUCT. -
The Gamer Jump by Cthulhu Fartagn and SJ-Chan Ver 1.1
The Gamer Jump By cthulhu fartagn and SJ-Chan Ver 1.1 Welcome to Korea. It’s not the Korea you are familiar with but it is close enough to the reality for many people. Not so for those who are a part of the Abyss. The Abyss is the generic term for the secret supernatural world hidden from the eyes of normal humans. Within the Abyss, magic is real, as are ancient clans of supernaturally empowered martial artists, and cults devoted to the exploitation of life for the sake of profit. Thankfully, normal humans are protected from these harsh supernatural effects by Gaia, the sentient planet known to many as Earth. Should someone who has entered the Abyss try to use their powers overtly in the normal world, then Gaia will take steps to ensure that they are removed, maintaining this masquerade. It is for this reason that members of the Abyss may call out to Gaia, offering token amounts of mana or chi to create Illusion Barriers, temporary enclosed areas that mirror the world itself but are devoid of any “normal” inhabitants. Within these Illusory Worlds members of the Abyss fight, struggle, deceive and parlay with one another, maintaining a tenuous balance of terrifying supernatural powers that operate on a global scale. The reasons one enters the Abyss are myriad. Some are born into ancient clans and must fight to defend their families status and honor. Others wander by happenstance into an illusion barrier and uncover the secret nature of the world. Still others are kidnapped by unscrupulous people and used as batteries or sacrifices for arcane workings. -
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. -
The Distribution and Marketing of the Sony Playstation
Bringing the Sony Playstation to Japan: A Case of Business Fitting the Technology Zhong-Min Hu SUID: 04836359 STS 145 Case History March 16, 2003 A Decisive Day in Console History: December 3, 1994 will be remembered as a decisive day in the history of console gaming. It was on this day that Ken Kutaragi’s technological brainchild, the Sony Playstation, shown below in Figure 1, stormed Japan, selling 100,000 of its initial 300,000 units in a single day. Hundreds of Japanese lined outside game stores everywhere in Japan, gobbling up the precious machines with no attention given to their price. (Asakura 52) By 1998, the Playstation had sold more than 40 million units worldwide. (Lowood) It effectively dethroned the Nintendo kingdom, at one point prompting Nintendo’s proud patriarch, Hiroshi Yamauchi to admit, “Sony is dominating the market, and Nintendo has fallen behind in the race. When I go to Akihabara, I get the Figure 1: More than one third of the initial 300,000 Playstation units were sold in the first day alone. impression that the Nintendo 64 is going to be obliterated.” (Asakura 139) The story behind the rise of the Playstation phoenix from the ashes of a humiliating rejection at the hands of Nintendo is indeed complex. To be sure, the technology brought to life by Kutaragi was historically unprecedented in that the Playstation outperformed every console that had previously existed. And it is true that all successes begin with good technology, but the Playstation had the added advantage of a business model that was well suited to the technology. -
Playstation 3 (PS3)
Parental controls guide Playstation 3 (PS3) Parental Controls information Type of guide Gaming consoles and platforms Features and Benefits The PS3 Parental Controls allow you to restrict games and DVDs with mature content, use of the internet browser and how your child can chat and interact on the PlayStation Network. What specific content can I restrict? Browser Access Chatting Game Ratings Inappropriate content Online games Privacy and identity theft Purchasing What do I need? Access to the PlayStation 3 console. Playstation 3 (PS3) Step by step guide 1 From the main menu navigate left/right to select “Settings” and then scroll down to “Security Settings” and press the X button. Playstation 3 (PS3) Step by step guide 2 Select “Change Password”. Playstation 3 (PS3) Step by step guide 3 Enter your current password (the default passcode is 0000). Playstation 3 (PS3) Step by step guide 4 Enter your new 4 digit passcode and then confirm that you want to change the passcode. Playstation 3 (PS3) Step by step guide 5 Scroll down to “BD – Parental Control” and press the X button. When prompted enter your PIN. Playstation 3 (PS3) Step by step guide 6 On the “BD – Parental Control” screen you are able to restrict Blue-Ray Disc playback by age on supporting Blue-Ray Discs. Confirm your selection. Playstation 3 (PS3) Step by step guide 7 Scroll down to “BD/DVD – Parental Control Region Code” and press the X button. When prompted enter your PIN. Playstation 3 (PS3) Step by step guide 8 On the “BD/DVD – Parental Control Region Code” page you are required to set the region you are in which will allow the system to use age ratings relevant to your region. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon.