Works matching DE "NINTENDO video game consoles"
Results: 29
“Wii're Here for a Good Time”: The Sneaky Rhetoric of Wii-Themed Parties.
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- Journal of American Culture, 2010, v. 33, n. 1, p. 30, doi. 10.1111/j.1542-734X.2010.00728.x
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- Article
We play in public: The nature and context of portable gaming systems.
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- Convergence: The Journal of Research into New Media Technologies, 2011, v. 17, n. 4, p. 389, doi. 10.1177/1354856511414987
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- Article
Wii: An Innovative Learning Tool in the Classroom.
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- Childhood Education, 2010, v. 86, n. 4, p. 284, doi. 10.1080/00094056.2010.10523167
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- Article
Towards a social-semiotic approach to visual analysis of two-dimensional games: a toolkit.
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- Texto Livre / Texto Livre: Linguagem e Tecnologia, 2022, v. 15, p. 1, doi. 10.35699/1983-3652.2022.39398
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- Publication type:
- Article
Lessons learned: Staff perceptions of the Nintendo Wii as a health promotion tool within an aged-care and disability service.
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- Health Promotion Journal of Australia, 2010, v. 21, n. 3, p. 189, doi. 10.1071/HE10189
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- Article
Is Kingdom Hearts a JRPG? The Racialized Labor of a Japanese Anti-auteur's Disney-Licensed Videogame.
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- JCMS: Journal of Cinema & Media Studies, 2024, n. 5, p. 77, doi. 10.1353/cj.2023.a918258
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- Article
CHAPTER 2: We Are Smash Bros: Understanding Player Types and Ideals Through Worldwide Game Design.
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- At the Interface / Probing the Boundaries, 2020, v. 134, p. 18, doi. 10.1163/9789004439788_004
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- Article
The Good, the Bad, and the Ugly: Incorporating the Good or Bad Faith Consideration into the Fair Use Analysis.
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- University of the Pacific Law Review, 2023, v. 54, n. 1, p. 117
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- Article
A Virtual Failure: Evaluating the Success of Nintendo's Virtual Boy.
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- Velvet Light Trap: A Critical Journal of Film & Television, 2009, n. 64, p. 23, doi. 10.1353/vlt.0.0039
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- Article
Japanese Culture Through Videogames.
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- Japan Forum, 2023, v. 35, n. 5, p. 610, doi. 10.1080/09555803.2023.2218875
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- Article
Book Review.
- Published in:
- 2023
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- Publication type:
- Book Review
Media in Mind.
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- Projections: The Journal for Movies & Mind, 2022, v. 16, n. 1, p. 147, doi. 10.3167/proj.2022.160109
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- Publication type:
- Article
Ocho Quilates and the Golden Age of Spanish Software as Authentic STEM Language Lessons in the Spanish Language Classroom.
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- Coastal Review, 2024, v. 14, n. 1, p. 1, doi. 10.20429/cr.2024.140105
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- Article
The Cambridge Companion to Video Game Music.
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- Theory & Practice, 2022, v. 47/48, p. 139
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- Article
Homebrew Gaming and the Beginnings of Vernacular Digitality by Melanie Swalwell (review).
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- Technology & Culture, 2022, v. 63, n. 4, p. 1212, doi. 10.1353/tech.2022.0171
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- Article
Pocket‐Sized Archives: Classic Consoles, Consumed Nostalgia, and Corporate Rememory.
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- Journal of Popular Culture, 2020, v. 53, n. 6, p. 1417, doi. 10.1111/jpcu.12969
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- Article
Thirty-six Views on Nostalgia, Technostalgia, and Retrofuturism | The Brooklyn Rail.
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- Brooklyn Rail, 2025, p. N.PAG
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- Article
When Customer Concentration Becomes an Advantage.
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- Seybold Report: Analyzing Publishing Technologies, 2022, v. 22, n. 9, p. 2
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- Article
Pediatric Non-Refractive Vision Screening with EyeSwift, PDI Check and Blinq: Non-Refractive Vision Screening with Two Binocular Video Games and Birefringent Scanning.
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- Clinical Ophthalmology, 2022, v. 16, p. 375, doi. 10.2147/OPTH.S344751
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- Publication type:
- Article
Multifaceted Amblyopia Screening with blinq, 2WIN, and PDI Check.
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- Clinical Ophthalmology, 2022, v. 16, p. 411, doi. 10.2147/OPTH.S349638
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- Publication type:
- Article
THE LEGEND OF ZELDA — OCARINA OF TIME: A SPIRITUAL QUEST.
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- Sufi, 2024, n. 106, p. 48
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- Article
Contributors.
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- Configurations, 2024, v. 32, n. 2, p. 229, doi. 10.1353/con.2024.a924131
- Publication type:
- Article
'I Feel Present. Therefore, I Experience Flow:' A Structural Equation Modeling Approach to Flow and Presence in Video Games.
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- Journal of Broadcasting & Electronic Media, 2011, v. 55, n. 1, p. 114, doi. 10.1080/08838151.2011.546248
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- Article
Fingerbombing, or "Touching is Good": The Cultural Construction of Technologized Touch.
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- Senses & Society, 2008, v. 3, n. 3, p. 307, doi. 10.2752/174589308X331341
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- Publication type:
- Article
Dynamics of Pricing in the Video Game Console Market: Skimming or Penetration?
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- Journal of Marketing Research (JMR), 2010, v. 47, n. 3, p. 428, doi. 10.1509/jmkr.47.3.428
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- Article
Who Are You? Nintendo's Game Boy Advance Platform.
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- Press Start, 2024, v. 10, n. 1, p. 1
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- Publication type:
- Article
A 36-24-36 Cerebrum: Productivity, Gender, and Video Game Advertising.
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- Critical Studies in Media Communication, 2011, v. 28, n. 3, p. 230, doi. 10.1080/15295036.2010.515234
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- Publication type:
- Article
OUT OF THE BOX: THE NINTENDO SWITCH.
- Published in:
- 2017
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- Publication type:
- Product Review
Brain training in schools, where is the evidence?
- Published in:
- British Journal of Educational Technology, 2010, v. 41, n. 6, p. E127, doi. 10.1111/j.1467-8535.2010.01101.x
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- Publication type:
- Article