Evaluating the Potential of the Nintendo Wii to Support Disabled Students in Education
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Backyard Football Manual Interior Nintendo Wii Front
BACKYARD FOOTBALL MANUAL INTERIOR NINTENDO WII FRONT COVER PLACEHOLDER PLEASE CAREFULLY READ THE Wii™ OPERATIONS MANUAL COMPLETELY BEFORE USING YOUR Wii HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS MANUAL CONTAINS IMPORTANT The Official Seal is your assurance that this product is licensed or manufactured by HEALTH AND SAFETY INFORMATION. Nintendo. Always look for this seal when buying video game systems, accessories, games and related products. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. WARNING – Seizures • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, and this may occur while they are watching TV or playing video games, even if they have Nintendo, Wii and the Official Seal are trademarks of Nintendo. © 2006 Nintendo. never had a seizure before. Licensed by Nintendo • Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition, should consult a doctor before playing a video game. • Parents should watch their children play video games. Stop playing and consult a doctor if you or your child has any of the following symptoms: Convulsions Eye or muscle twitching Altered vision CONTENTS Loss of awareness Involuntary movements Disorientation • To reduce the likelihood of a seizure when playing video games: Controls.................................................................................... 2 1. Sit or stand as far from the screen as possible. Gestures................................................................................... 4 2. Play video games on the smallest available television screen. 3. Do not play if you are tired or need sleep. Saving.and.Loading.................................................................. 5 4. Play in a well-lit room. 5. -
Using the Nintendo Wii ® to Teach Human Factors Principles
AC 2009-1414: USING THE NINTENDO WII ® TO TEACH HUMAN FACTORS PRINCIPLES Lesley Strawderman, Mississippi State University Lesley Strawderman is an assistant professor in the Department of Industrial and Systems Engineering. She conducts research in the area of human factors and ergonomics, specifically looking at the impact of large scale service systems on human use. She has received her IE degrees from Penn State and Kansas State Universities. Page 14.1334.1 Page © American Society for Engineering Education, 2009 Using the Nintendo Wii ® to teach Human Factors Principles Abstract This paper describes how to use of the Nintendo Wii® game console to teach students a variety of human factors principles. First, the concept of Signal Detection Theory (SDT) is explained using a personalized searching game on the Wii®. Next, an activity involving human sensory systems is discussed. Finally, a learning module that addresses control design and feedback, focusing on the game’s controller (Wii Remote or Wiimote) is presented. Potential topic areas for future activities, including human computer interaction, are also discussed. The teaching activities described in this paper have been successfully used by the author in past semesters. A sampling of student feedback is provided in the paper. Finally, a discussion of how the activities could be extended to non-human factors courses and outreach activities is presented. Introduction The Nintendo Wii is a popular video game console that allows the player to interact with the games in many new ways. The focus of the Wii gaming system is its controller, called a Wii Remote. The wireless device functions much like a remote control, but has motion detecting technology that allows players to interact with the Wii games using motions. -
TITLES = (Language: EN Version: 20101018083045
TITLES = http://wiitdb.com (language: EN version: 20101018083045) 010E01 = Wii Backup Disc DCHJAF = We Cheer: Ohasta Produce ! Gentei Collabo Game Disc DHHJ8J = Hirano Aya Premium Movie Disc from Suzumiya Haruhi no Gekidou DHKE18 = Help Wanted: 50 Wacky Jobs (DEMO) DMHE08 = Monster Hunter Tri Demo DMHJ08 = Monster Hunter Tri (Demo) DQAJK2 = Aquarius Baseball DSFE7U = Muramasa: The Demon Blade (Demo) DZDE01 = The Legend of Zelda: Twilight Princess (E3 2006 Demo) R23E52 = Barbie and the Three Musketeers R23P52 = Barbie and the Three Musketeers R24J01 = ChibiRobo! R25EWR = LEGO Harry Potter: Years 14 R25PWR = LEGO Harry Potter: Years 14 R26E5G = Data East Arcade Classics R27E54 = Dora Saves the Crystal Kingdom R27X54 = Dora Saves The Crystal Kingdom R29E52 = NPPL Championship Paintball 2009 R29P52 = Millennium Series Championship Paintball 2009 R2AE7D = Ice Age 2: The Meltdown R2AP7D = Ice Age 2: The Meltdown R2AX7D = Ice Age 2: The Meltdown R2DEEB = Dokapon Kingdom R2DJEP = Dokapon Kingdom For Wii R2DPAP = Dokapon Kingdom R2DPJW = Dokapon Kingdom R2EJ99 = Fish Eyes Wii R2FE5G = Freddi Fish: Kelp Seed Mystery R2FP70 = Freddi Fish: Kelp Seed Mystery R2GEXJ = Fragile Dreams: Farewell Ruins of the Moon R2GJAF = Fragile: Sayonara Tsuki no Haikyo R2GP99 = Fragile Dreams: Farewell Ruins of the Moon R2HE41 = Petz Horse Club R2IE69 = Madden NFL 10 R2IP69 = Madden NFL 10 R2JJAF = Taiko no Tatsujin Wii R2KE54 = Don King Boxing R2KP54 = Don King Boxing R2LJMS = Hula Wii: Hura de Hajimeru Bi to Kenkou!! R2ME20 = M&M's Adventure R2NE69 = NASCAR Kart Racing -
Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge
sports Article Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge Amanda M. George, Linda E. Rohr *,† and Jeannette Byrne † Received: 5 November 2015; Accepted: 11 January 2016; Published: 15 January 2016 Academic Editor: Eling de Bruin School of Human Kinetics and Recreation, Memorial University, St. John’s, NL A1C 5S7, Canada; [email protected] (A.M.G.); [email protected] (J.B.) * Correspondence: [email protected]; Tel.: +1-709-864-6202; Fax: +1-709-864-7531 † These authors contributed equally to this work. Abstract: Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination) a child has to confidently participate in physical activity. Active video games (AVG), like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children’s (age 6–12, N = 15) physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week). Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching (p = 0.06). Manual dexterity significantly improved in males (p = 0.001), and females felt significantly less pressured to engage in PA (p = 0.008). Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy. Keywords: physical literacy; children; active video games; motivation 1. Introduction Physical literacy is an important factor in child development. -
Global Sales of Nintendo's Wii Top 50 Million 26 March 2009
Global sales of Nintendo's Wii top 50 million 26 March 2009 (AP) -- Japanese game maker Nintendo Co. said Thursday global sales of its popular Wii video game console have topped 50 million since it went on sale worldwide in late 2006. Nearly 50 percent of the total sales of the Wii machine were in the United States and Canada, with Europe accounting for about 40 percent and Japan taking much of the rest, said the maker of Pokemon and Super Mario games. The Wii hit stores first in the United States in November 2006, and went on sale in Japan and Europe in early December of the same year. The Wii game console has quickly become a smash hit, in large part due to its unique wireless controller. The wand-like controller is equipped with motion sensors that allow users to control game action by jabbing and swinging it through the air. Wii games, including "Wii Fit," "Wii Play," and "Mario Kart Wii," have all become global best sellers. Apart from the Wii console, Nintendo has sold more than 100 million Nintendo DS portable handheld game machines worldwide in just four years and 3 months - a milestone reached at the quickest pace for any video game console. Compared to Sony, which has long appealed to hard-core gamers with its PlayStation series, Nintendo has scored hits with easier-to-play games that attract newcomers to gaming, including the elderly. Nintendo's DS comes with a touch panel, making it possible to play some games without dealing with complex button-pushing. -
Nintendo Wii Versus Resistance Training to Improve Upper-Limb Function in Children Ages 7 to 12 with Spastic Hemiplegic Cerebral Palsy: a Home-Based Pilot Study
Nintendo Wii versus Resistance Training to Improve Upper-Limb Function in Children Ages 7 to 12 with Spastic Hemiplegic Cerebral Palsy: A Home-Based Pilot Study By Caroline Kassee A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Health Sciences In The Faculty of Health Sciences Kinesiology University of Ontario Institute of Technology July 2015 © Caroline Kassee, 2015 ii CERTIFICATE OF APPROVAL Caroline Kassee (2015) iii Nintendo Wii versus Resistance Training to Improve Upper- Limb Function in Children Ages 7 to 12 with Spastic Hemiplegic Cerebral Palsy: A Home-Based Pilot Study Chairperson of the Supervisory Committee: Dr. Meghann Lloyd Faculty of Health Sciences Abstract This pilot, home-based study compared a Nintendo Wii intervention to a single-joint upper-limb resistance training of a similar intensity, in n=6 children ages of 7 to 12 with spastic hemiplegic CP with respect to upper limb function, compliance and motivation levels. The main results of this study found that all participants in the Wii intervention group (n=3) experienced positive changes in more than one assessment from pre-test to follow-up, and these changes were on average greater than those experienced by the resistance training group (n=3). Also, the Nintendo Wii group was found to have a higher compliance rate with the study’s protocols, and higher parent-reported motivation levels throughout the study, as compared to the resistance-training group. This suggests that Nintendo Wii interventions for the upper limbs may be a more effective home-based rehabilitation strategy than the single-joint upper limb resistance training program used in this study for this population, primarily due to greater participant motivation to comply with Nintendo Wii training. -
Name of Article Author; Year of Publication Type of Gaming
Name of Author; Year Type of gaming Length of Process how its Who can access it Type of How often If a research article is Article of Intervention time for delivered content gaming retrieved (what is Publication intervent delivered intervention measured? i.e. ion can be behaviour, delivery accessed knowledge, symptoms etc.) A feasibility Joo et al.; The Nintendo 2 weeks The Wii detects Patients of the study The player uses 6 sessions per Outcome measures study using 2010 Wii™ (NW) per specific after stroke with part or whole day for 30 include a interactive gaming system, patient movements and upper limb of the upper minutes questionnaire, Fugl- commercial was used for this acceleration in 3 weakness. The limb to Meyer Assessment off-the-shelf study, as it detects dimensions, via a patients were perform tasks of Upper Limb Motor computer the user’s wireless handheld recruited from the (e.g. swinging a Function and visual gaming in movement and pointing device. It inpatient virtual tennis analogue scale of upper limb acceleration in 3 is held by the user, rehabilitation unit of racket or upper limb pain. rehabilitation dimensions using and a sensor bar a Singapore throwing a in patients a wireless connected to the Rehabilitation virtual bowling after stroke. handheld pointing console. Different Centre. Patients were ball). The device (Wiimote) games are included if they were games are housing a designed to test less than 3 months designed to be gyroscope and an the skills of the post-stroke, had fun and accelerometer. user in executing Medical Research interactive, Using various and acceleration of Council motor power with scores and commercially the upper limbs as of at least grade 2 in various available games specified by the the hemiplegic upper motivational (including sports games. -
An Exploratory Study Examining the Potential Benefit and Appropriateness of the Nintendo Wii As a Physical Activity Tool in Adults Aged ≥55 Years
An exploratory study examining the potential benefit and appropriateness of the Nintendo Wii as a physical activity tool in adults aged ≥55 years Abstract This study investigates the physical exertion of playing the Nintendo Wii® (Wii) and determines the appropriateness and potential benefit of it as a physical activity tool for older adults. Twenty healthy adults (aged 61 ±6 yrs) took part in a single session using a selection of the Wii Sports and Wii Fit games. During the gameplay session heart rate and perceived exertion were measured. Pre- and post- session we investigated mood using the Positive and Negative Affect Schedule (PANAS) and cognitive function (i.e. aptitude, abstract reasoning, and problem solving) using the test of non-verbal intelligence (TONI-IQ) and trail B tests. We also gathered subjective feedback from participants using semi-structured interviews and questionnaires. Three of the game activities (hula-hoop, rowing squat and leg extension) were identified to reach a moderate level of heart rate intensity, with one activity (jogging) corresponding to a vigorous level. We identified that post-session PANAS positive subscale scores were greater than pre-session scores (p < 0.01). There was a reduction in the time to complete the TONI-IQ test from pre to post-session (p < 0.05). Findings from this data identify that: some Wii activities were of an intensity required for health benefits; a single Wii activity session can result in positive mood changes and the Wii interface is generally acceptable and appropriate for this older age adult group. Further randomised controlled and longer term intervention trials are needed to determine the effectiveness of Exergame activity programmes. -
Nintendo Wii
Nintendo Wii Last Updated on September 25, 2021 Title Publisher Qty Box Man Comments $1,000,000 Pyramid, The Ubisoft 007: Quantum of Solace Activision 10 Minute Solution Activision 101 in 1 Sports Party Megamix Atlus USA 101-in-1 Party Megamix Atlus 2 for 1 Power Pack: Kawasaki Jet Ski & Summer Sports 2 Destineer 2010 FIFA World Cup South Africa Electronic Arts ABBA: You Can Dance Ubisoft AC/DC Live: Rock Band Track Pack MTV Games Academy of Champions: Soccer Ubisoft Action Girlz Racing Conspiracy Entertainment Action Replay Wii Datel Active Life Explorer Namco Bandai Games Active Life: Extreme Challenge Namco Bandai Games Active Life: Magical Carnival Bandai Active Life: Outdoor Challenge Namco Bandai Adventures of Tintin, The: The Game Ubisoft Agatha Christie: And Then There Were None The Adventure Company Agatha Christie: Evil Under The Sun The Adventure Company Alice in Wonderland Disney Interactive Alien Monster Bowling League Destineer Alien Syndrome Sega Aliens in the Attic Playlogic All Star Cheer Squad THQ All Star Cheer Squad 2 THQ All Star Karate THQ Alone in the Dark Atari Alvin & the Chipmunks: The Squeakquel Majesco Alvin and the Chipmunks Brash Entertainment Alvin and the Chipmunks: Chipwrecked Majesco Amazing Race, The Ubisoft Amazing Spider-Man, The Activision America's Next Top Model Crave Entertainment American Mensa Academy Maximum Games AMF Bowling: Pinbusters! Bethesda Softworks AMF Bowling: World Lanes Vir2L Angry Birds Trilogy Activision Angry Birds: Star Wars Activision Animal Crossing: City Folk Nintendo Animal -
THE NINTENDO Wii, VIRTUALISATION and GESTURAL ANALOGICS Patrick Crogan
CULTURE MACHINE VOL 11 • 2010 THE NINTENDO Wii, VIRTUALISATION AND GESTURAL ANALOGICS Patrick Crogan The hand cannot be spoken about without speaking of technics. (Derrida, 1987: 169) This paper will examine the significance of the innovation in home console gaming introduced by the Nintendo Wii. The Wii offers a different interactive experience of the virtual space of the game played. Entertainment systems such as the Nintendo Wii are exemplary of the experience design milieu in which audiovisual media develop and compete for their user’s attention. These contemporary interactive audio-visual systems are central vectors of transformations in what Jonathan Beller has characterized as the ‘attention economy’ (2006). This economy, built on the capture, channelling and sale of the conscious attention of consumers, has been the mainstay of commercial entertainment and leisure industries since the rise of ‘cinematic media’ (film, animation, television, video, dvds, gui-enabled computer gaming, not to mention the gramophonic media of radio, vinyl records, optical discs, and mp3s). The interactive game consoles focus a rapid tendency to media convergence in the domestic space around a repurposing of the television screen. In this context the Wii system proposes a further step forward, and ‘outward’ from the existing videogamer market, by strategically recalling 1980s and 1990s virtual reality discourses of enhanced interactive engagement in a technically delivered virtual space. The specific innovation that the Wii console system offers revolves around how the body of the Wii user is recruited in the attentive practice of play (or other modes of Wii use, such as fitness training with the Wii Fit equipment) in an explicitly different manner to existing consoles. -
Emulator - Emulator Issues #2112 Mii Loose They Face Attributes, Eyes, Nose, Mouth
Emulator - Emulator Issues #2112 Mii loose they face attributes, eyes, nose, mouth. During game play 01/22/2010 05:08 PM - daws72 Status: Fixed % Done: 0% Priority: Normal Assignee: skidau Category: GFX Target version: Operating system: N/A Relates to No performance: Issue type: Bug Easy: No Milestone: Relates to No maintainability: Regression: No Regression start: Relates to usability: No Fixed in: Description What steps will reproduce the problem? 1.Start a Wii game that uses Miis like Wii Sport/Wii sports Resort/Wii Play/Wii Music. What is the expected output? What do you see instead? Mii faces with correct eyes / mouth. This attibutes disappear as soon you go ahead in game. What version of the product are you using? On what operating system? A bug present since early release, but also in recent >r4900. JIT/JITIL OGL/DX9 don't make any different. Please provide any additional information below. Improved in r4532, but not completly fixed. It seems the disappear is also affected by changing the size of the rendering window (ie: going full screen). Probably related to that is also the disappearing of the overimpressed track in Wii Mario Kart, if you go full screen. Related issues: Has duplicate Emulator - Emulator Issues #2660: OpenGL Fuzzy Textures Duplicate Has duplicate Emulator - Emulator Issues #3188: Missing faces in Wii Sports R... Duplicate Has duplicate Emulator - Emulator Issues #3272: Wii faces match tennis menu W... Duplicate Has duplicate Emulator - Emulator Issues #3292: Wii party, problems in mii fa... Duplicate Has duplicate Emulator - Emulator Issues #3316: Bad Miis faces on Wii Party (.. -
Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation
Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Howard D. Fisher June 2012 © 2012 Howard D. Fisher. All Rights Reserved. This dissertation titled Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation by HOWARD D. FISHER has been approved for the E. W. Scripps School of Journalism and the Scripps College of Communication by Bernhard S. Debatin Professor of Journalism Scott Titsworth Interim Dean, Scripps College of Communication ii ABSTRACT FISHER, HOWARD D., Ph.D., June 2012, Journalism Don't let the girls play: Gender representation in videogame journalism and the influence of Hegemonic Masculinity, Media Filters, and Message Mediation Director of Dissertation: Bernhard S. Debatin The researcher proposed that videogame magazines and journalists were misrepresenting the full breadth of modern videogame players, specifically women. Based on a foundation of Hegemonic Masculinity, the researcher conducted frame analyses of select magazines and in-depth interviews with select journalists. The researcher used Herman & Chomsky and Shoemaker & Reese as theoretical background and the standards proposed by the Hutchins commission and the Society of Professional Journalists to analyze the frames and interviews. The researcher found that women avatars were either ignored or portrayed as sex objects in the magazines, and that women videogame players were frequently mocked or insulted. Analyses further revealed that videogame journalists subscribe to an Ideology of Anxiety, primarily based on their fear- driven relationship with videogame developers and publishers.