35,654 research outputs found

    The Contribution of Nintendo Wii® in children’s motricity

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    The increasingly visible sedentarism in the children of our current society is a problem that has been worrying the Childhood Educators. Taking into account the advancement of technology and the fact that children in today's activity rooms are considered as Digital Natives, we intend to introduce the Nintendo Wii® into the motor activities developed by children in order to verify their contribution to children's motor skills. To this end, the objectives of this study focused on the promotion of digital resources in activities related to motor expression; the analysis of the effect of the practice of motor activities performed with Nintendo Wii® and the identification of changes in children's motor development, namely in the analyzed variables, balance, laterality, body notion and global praxia, resulting from practice in the environment virtual. The present investigation was developed in the Supervised Practice in Pre-School Education, in a group of children between the ages of 4 and 5 years. In this investigation the qualitative and quantitative paradigm was combined. A mixed qualitative approach was also developed, combining action research and exploratory case study, due to the uniqueness of the study. For the collection of data, several instruments and techniques were used: participant observation, field notes, audiovisual media, BPM, semistructured interview and questionnaire surveys. The implementation was developed in seven sessions, in which the children of the experimental group used the Nintendo Wii® and its accessories (Wii Remote and Balance Board). After the due analysis of all the collected data, we can conclude that the Nintendo Wii® contributes significantly in the children's motricity, that is, in the improvement of motor skills. It is noteworthy that the accomplishment of motor activities with the Nintendo Wii® generated in the children spontaneous collaborative spirit; healthy competition, because what mattered was the accomplishment of motor activities and not exactly the gain of points, and the punctuation emerged as a motivating element in terms of people, giving rise to greater feelings of selfesteem.info:eu-repo/semantics/publishedVersio

    The Evolution of Nintendo Company

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    Through consistent innovation, investment in quality, research, and diversification, Nintendo managed to evolve from a playing card manufacturer to a world-leading video game company

    Now You\u27re Playing with Power: Nintendo and the Commodification of Nostalgia

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    This thesis explores Nintendo’s past and present games and marketing, linking them to the broader trend of the commodification of nostalgia. The use of nostalgia by Nintendo is a key component of the company’s brand, fueling fandom and a compulsive drive to recapture the past. By making a significant investment in cultivating a generation of loyal fans, Nintendo positioned themselves to later capitalize on consumer nostalgia. The commodification of fan nostalgia is evident across multiple platforms, from the development of the Virtual Console digital game storefront to the use of pastiche and remediation in multi-generation, Nintendo developed franchises. Additionally, Nintendo frequently places their heritage front and center and creates tightly controlled spaces to guide fan discourse and continue to shape the Nintendo legacy on their terms

    A Strategic Audit of Nintendo Co., Ltd.

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    The astounding success of the Nintendo Switch since its launch in March 2017 has brought Nintendo back into the spotlight of the gaming industry. However, what strategies led to the Switch’s success, enabling Nintendo to come back from the complete and utter failure of the Wii U? Also, what does Nintendo need to do to maintain its success over the lifetime of the Switch and beyond? This paper offers a strategic analysis of Nintendo, examining the company’s history, recent products, competitive advantages, and reasons for the success of the Switch. It also provides an analysis of Nintendo’s internal and external environments through various analysis methods such as SWOT, PEST, and Porter’s Five Forces. Insights from these analyses are used to determine strategy evaluation criteria, offer multiple strategy options, evaluate these options, and recommend a new strategy, including an implementation plan, timeline, and contingency, for Nintendo to pursue in the future

    Integrating the Nintendo Wii into Therapy: Resources for Occupational Therapy Practitioners

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    Therapists have the challenge of identifying a variety of interesting, meaningful, and purposeful intervention activities for individuals needing rehabilitation services (Weiss, Rand, Katz, & Kizony, 2004). The purpose of this project was to develop educational resources for occupational therapists on the integration of the Nintendo Wii as an intervention. An extensive literature review was conducted using PubMed, SCOPUS, CINAHL, professional journals, and news articles to investigate the health related effects of utilizing virtual reality and video games in the rehabilitation process. Currently, there is minimal research identifying the benefits of video games in occupational therapy practice and no protocols were found to assist occupational therapists with implementing the Nintendo Wii into occupational therapy practice. Resources were developed to educate occupational therapy practitioners on integrating the Nintendo Wii as an occupational therapy intervention. Resources include an educational in-service, a system set-up guide, instructions for creating a Mii character, an activity analysis of the Nintendo Wii Sports games, suggested intervention chart for select performance skills, and case scenario application activities. The educational inservice provides information on the role of virtual reality in rehabilitation, benefits and precautions/contraindications of virtual reality, identification of Nintendo Wii equipment, and system set-up instructions. The Adult Learning Theory and the Model of Human Occupation were utilized in the development of the product. This educational in-service provides occupational therapists with information on the integration of the Nintendo Wii. It provides foundational knowledge allowing therapists to adapt and modify the use of the Nintendo Wii to facilitate occupational performance and client-centered practice. The authors of this scholarly project recommend that the Nintendo Wii be used as an adjunct to occupation-based intervention. It is also recommended that more research be conducted regarding the use of video games, specifically the Nintendo Wii, in occupational therapy to determine the efficacy of this type of approach

    A Nintendo Wii na Expressão Fisico-motora: relação e contributos em crianças do ensino pré-escolar

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    Objetivos: Promover a introdução dos recursos digitais em atividades relacionadas com a expressão motora, analisar o efeito da prática de atividades motoras realizadas com a Nintendo Wii® e identificar mudanças no seu desenvolvimento motor resultantes da prática no ambiente virtual. Métodos: A investigação decorreu num Jardim de Infância, com 11 crianças: 6 pertencentes ao grupo experimental (utilizaram a Nintendo Wii®) e 5 ao grupo de controlo (não utilizaram a Nintendo Wii®) que realizaram avaliações relativamente ao equilíbrio, praxia, noção do corpo e lateralidade), presentes na Bateria Psicomotora (BPM) de Vítor Fonseca. O estudo realizou-se em 7 sessões utilizando a Nintendo Wii® e respetivos acessórios (2 Wii Remote e 1 Balance Board). Foi utlizado o programa SPSS (versão 20), testada a normalidade através do teste Shapiro-Wilk e provas não-paramétricas de Wilcoxon e Mann-Whitney. Resultados: O grupo experimental apesar de não evidenciar diferenças estatisticamente significativas, apresenta, em todas as variáveis avaliadas valores mais favoráveis em comparação com o grupo de controlo. Conclusões: Verificou-se que a utilização da Nintendo Wii® melhores resultados no grupo experimental nas variáveis analisadas (equilíbrio, lateralidade, noção do corpo, praxia global).Objectives: To promote the introduction of digital resources in activities related to motor expression, to analyze the effect of the practice of motor activities performed with the Nintendo Wii® and to identify changes in its motor development resulting from practice in the virtual environment. Methods: The research was carried out in a Kindergarten with 11 children: 6 from the experimental group (using Nintendo Wii®) and 5 from the control group (did not use Nintendo Wii®) who performed evaluations regarding balance, praxia, notion of the body and laterality), present in the Psicomotor Battery (BPM) of Vítor Fonseca. The study was conducted in 7 sessions using the Nintendo Wii® and its accessories (2 Wii Remote and 1 Balance Board). The SPSS program (version 20) was used, tested for normality through the Shapiro-Wilk test and nonparametric Wilcoxon and Mann-Whitney tests. Results: The experimental group, although not showing statistically significant differences, presented, in all evaluated variables, more favorable values in comparison with the control group. Conclusions: It was found that the use of Nintendo Wii® better results in the experimental group in the variables analyzed (balance, laterality, body notion, global praxia).info:eu-repo/semantics/publishedVersio
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