Showing 1 - 20 results of 26 for search '"Nintendo Switch"', query time: 0.25s Refine Results
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    Understanding the Behavioural Intention to Play the Nintendo Switch: An Extension of the Technology Acceptance Model by Chih-Wei Lin, Yu-Sheng Lin, Yi-Sheng Xie, Jui-Hsiu Chang

    Published 2022-12-01
    “…In this study, we use Nintendo Switch as a case study to examine the extended technology acceptance model (TAM), which integrates the factors of Perceived Playfulness and Compatibility to determine their relevance in the usage behavior. …”
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    Article
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    Rehabilitation program for elderly to improve physical and cognitive activities using Nintendo Switch: A feasibility study in care settings by Andreia Maria Novo Lima, Maria Teresa Moreira, Maria Salomé Ferreira, Vítor Parola, Sandra Rodrigues, Ana Cristina Corucho Barbeitos Pinto, Telmo Lima Costa, Carla Sílvia Fernandes

    Published 2025-03-01
    “…This study aimed to evaluate the usability of the Nintendo Switch for elderly individuals, including ease of use, understanding of the games, and the user interface, as well as to assess the engagement and adherence levels of elderly participants in the program. …”
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    Article
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    Pengaruh kesadaran moral, citra merek, dan word of mouth terhadap niat pembelian Nintendo switch di Surabaya by Andhika Persada Putra, Emma Yulianti

    Published 2018-10-01
    “…This study tries to fi nd out how brand awareness, brand image, and word of mouth affect the customers’ intention to purchase of Nintendo Switch in Surabaya. This study used a quantitative method. …”
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    Article
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    The Evaluation and analysis of Nintendo’s digital transformation by Jiang Dingyuan

    Published 2024-01-01
    “…This essay will evaluate Nintendo’s digital revolution as well as the competitive advantages and disadvantages of its goods, including the Nintendo Switch. Last but not least, recommendations are made to enhance the Nintendo Switch’s features and other items by examining the company’s current offerings and target market. …”
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    Article
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    Gaming the Mind – Improving Access to Recreational Gaming Activities Within an Inpatient CAMHS Unit by Adam Osman, Hamilton Morrin

    Published 2024-06-01
    “…Based on this feedback we sourced funding for a Nintendo Switch from Gaming the Mind Charity and purchased a Nintendo Switch for the Unit along with preferred games. …”
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    Article
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    The effectiveness of an exergame intervention for college students with subthreshold depression: protocol for a mixed methods study by Kexin Huang, Min Li, Simiao You, Yongliang Jiao, Yongliang Jiao, Rendong He, Bingyue Han, Yuhang Pu, Yong Jia, Yong Jia, Li Chen

    Published 2024-09-01
    “…College students in the EIG will participate in a Nintendo Switch-based exergame program for 8 weeks, with 2–3 sessions per week, lasting 50–60 min each. …”
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    Article
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    Multimodal Metronome — Rhythm game for musical instruments by Hoang Tuan Son, Cohen Michael

    Published 2022-01-01
    “…The goal of this project is to create an application that uses auditory, visual, and tactile elements to assist and guide musical instrument learners, using features available on the Nintendo Switch device and its paired “Joy-Con” detachable interface, to increase the novelty as well as intuitiveness of musical performance while stimulating user experience. …”
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    Article
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    Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study by Yu-Han Wang

    Published 2024-04-01
    “…MethodsIn this usability study, participants engaged in playing Nintendo Switch and Xbox Kinect games, after which semistructured interviews were conducted. …”
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    Article
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    Dancer vs Non Dancer: Korelasi Kontroler Terhadap Game Experience Pada Rhythm Game by Musyaffa Ni'maturahmah, . Rizky

    Published 2022-11-01
    “…Dalam penelitian ini, penulis akan meneliti tentang korelasi kontroler terhadap game experience pada rhythm game dimana untuk mengetahui lebih efektif penggunaan kontroler kamera ipad atau nintendo switch. Dengan menggunakan metode CEGE atau kuisioner yang terbagi atas beberapa bagian yaitu enjoyment, frustration, Puppetry, dan bagian Video-Game yang diberikan terhadap 22 responden dengan 38 pertanyaan. …”
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    Article
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    Smart platform architecture for family of products by Soh, De Jun

    Published 2020
    “…A case study on video game console platform, Nintendo Switch was done to validate the methodologies and identify effective platform modules in a PSS.…”
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    Final Year Project (FYP)
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    Editorial: Body Movements by Carina Assuncao, Samir Azrioual, Matthew Barr, Landon Kyle Berry, Mahli-Ann Butt, Lars de Wildt, Daniel Joseph Dunne, Sarah Beth Evans, Eric Murnane

    Published 2018-01-01
    “…The release of the Nintendo Switch and its dynamic JoyCon controllers reintroduce haptic movement based controls.  …”
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    Article
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    Estética, jogabilidade e narrativa para o Antropoceno by Clayton Policarpo, Guilherme Henrique de Oliveira Cestari, Luiz Felipe Napole

    Published 2024-04-01
    “…RESUMO Este artigo explora interfaces entre os videogames Nier:Automata (PS4 e PC, 2017; Xbox One, 2018 e Nintendo Switch, 2022) e Cruelty Squad (PC, 2021), mapeando suas leituras e discursos sob a perspectiva do Antropoceno. …”
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    Article
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    Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players by Nick Ballou, Matti Vuorre, Thomas Hakman, Kristoffer Magnusson, Andrew K. Przybylski

    Published 2025-03-01
    “…Here, we study how 703 casually engaged US adults’ time spent playing for over 140 000 h across 150 Nintendo Switch games relates to their life satisfaction, affect, depressive symptoms and general mental well-being. …”
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    Article
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    Percepciones de los niños y niñas sobre la experiencia de juego y el aprendizaje con Nintendo Labo: múltiples experiencias de “hacer y jugar” by John Cano, Megan Chow

    Published 2024-01-01
    “…A partir de las experiencias en la construcción de proyectos de “Hazlo tú mismo”, los autores analizan cómo los niños, a través de cuatro casos diferentes, conectaron sus conocimientos y experiencias previas con contenido relacionado con la ciencia (implícito en las interacciones y el hardware de la consola Nintendo Switch y el software Nintendo Labo y piezas de cartón). …”
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    Article
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    A Novel Multi-Modal Teleoperation of a Humanoid Assistive Robot with Real-Time Motion Mimic by Julio C. Cerón, Md Samiul Haque Sunny, Brahim Brahmi, Luis M. Mendez, Raouf Fareh, Helal Uddin Ahmed, Mohammad H. Rahman

    Published 2023-02-01
    “…This research shows the development of a teleoperation system with an assistive robot (NAO) through a Kinect V2 sensor, a set of Meta Quest virtual reality glasses, and Nintendo Switch controllers (Joycons), with the use of the Robot Operating System (ROS) framework to implement the communication between devices. …”
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    Article
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    Comparative Effectiveness of Artificial Intelligence-Based Interactive Home Exercise Applications in Adolescents with Obesity by Wonjun Oh, Yeongsang An, Seunghwa Min, Chanhee Park

    Published 2022-09-01
    “…This research is designed to assess the effects of SUKIA and Nintendo Switch (NINS) on calorie consumption, VO2 max, 6-minute walking test (6MWT) as well as body mass index (BMI), and the Borg rating of perceived exertion scale (RPE) in adolescents with obesity. …”
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    Article
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    Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study by Shu-Cheng Lin, Jing-Yu Lee, Yong Yang, Chu-Chun Fang, Hsiao-Lin Fang, Tien-Hung Hou

    Published 2024-04-01
    “…MethodsA total of 15 healthy male participants were recruited for the study, and the differences in muscle activation were compared between push-ups and exergaming (Nintendo Switch Ring Fit Adventure with the Ring-Con accessory) during HIIT. …”
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    Article