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KUCHIGUSE IN THE NINTENDO SWITCH CONSOLE GAME - STUDY OF ONOMATOPOEIC IN “ATSUMARE: DOUBUTSU NO MORI”
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Understanding the Behavioural Intention to Play the Nintendo Switch: An Extension of the Technology Acceptance Model
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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Rehabilitation program for elderly to improve physical and cognitive activities using Nintendo Switch: A feasibility study in care settings
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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Pengaruh kesadaran moral, citra merek, dan word of mouth terhadap niat pembelian Nintendo switch di Surabaya
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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Upper Limb Muscles Activity during Punches in Virtual Reality Exergame on Standing and Sitting Position
Published 2021-02-01Subjects: Get full text
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The Evaluation and analysis of Nintendo’s digital transformation
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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Gaming the Mind – Improving Access to Recreational Gaming Activities Within an Inpatient CAMHS Unit
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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The effectiveness of an exergame intervention for college students with subthreshold depression: protocol for a mixed methods study
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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Multimodal Metronome — Rhythm game for musical instruments
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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Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study
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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Dancer vs Non Dancer: Korelasi Kontroler Terhadap Game Experience Pada Rhythm Game
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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Smart platform architecture for family of products
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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Editorial: Body Movements
Published 2018-01-01“…The release of the Nintendo Switch and its dynamic JoyCon controllers reintroduce haptic movement based controls. …”
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Estética, jogabilidade e narrativa para o Antropoceno
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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Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players
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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Percepciones de los niños y niñas sobre la experiencia de juego y el aprendizaje con Nintendo Labo: múltiples experiencias de “hacer y jugar”
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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A Novel Multi-Modal Teleoperation of a Humanoid Assistive Robot with Real-Time Motion Mimic
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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Comparative Effectiveness of Artificial Intelligence-Based Interactive Home Exercise Applications in Adolescents with Obesity
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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Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
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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