Wii (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Wii" in English language version.

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  • "Working together". Activeplaynow.com. American Heart Association and Nintendo. January 20, 2010. Archived from the original on November 16, 2010. Retrieved November 11, 2010.

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  • Hollensen, Svend (2013). "The Blue Ocean that disappeared–the case of Nintendo Wii". Journal of Business Strategy. 34 (5): 25–35. doi:10.1108/JBS-02-2013-0012.
  • Bonnechère B; Jansen B; Omelina L; Van Sint Jan S (December 2016). "The use of commercial video games in rehabilitation: a systematic review". Int J Rehabil Res. 39 (4): 277–290. doi:10.1097/MRR.0000000000000190. PMID 27508968. S2CID 24854269. Most studies used the Nintendo Wii (79%) ... Furthermore, the Wii ... marketing approach was oriented toward promoting physical activity and fitness ... Although the use of VGs in PR is a relatively new trend, this review highlights that it has already been tested for various health conditions. Most of the published studies focus on neurological rehabilitation (stroke, cerebral palsy, and Parkinson's disease) ... rehabilitation that includes VGs is at least as efficient as conventional therapy ... VGs have numerous advantages, such as preventing monotony and boredom, increasing motivation, providing direct feedback, and allowing double-task training. However, data on potential adverse effects (e.g. falls, counterproductive effects) that could occur during VG training with patients are lacking.
  • Tripette J; Murakami H; Ryan KR; Ohta Y; Miyachi M (2017). "The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis". PeerJ. 5: e3600. doi:10.7717/peerj.3600. PMC 5590553. PMID 28890847. Wii Fit interventions were shown to be effective for the improvement of health status in various types of patients (chronic obstructive pulmonary disease, hemodialysis, renal complications, diabetes, cancer, etc.). Our review identified that the most notable focus of Wii Fit interventions were balance training. The Wii Fit has indeed been successfully used to prevent falls or to induce functional improvements in a wide range of healthy or pathologic populations (e.g., seniors, subjects with neurodegenerative diseases, orthopedic patients, children with developmental delay, multiple sclerosis patients, etc.).
  • Marotta N; Demeco A; Indino A; de Scorpio G; Moggio L; Ammendolia A (June 2020). "Nintendo WiiTMversus Xbox KinectTM for functional locomotion in people with Parkinson's disease: a systematic review and network meta-analysis". Disabil Rehabil. 44 (3): 331–336. doi:10.1080/09638288.2020.1768301. PMID 32478581. S2CID 219172800. These network meta-analytic findings show that Kinect and Wii show immediate positive effects on functional locomotion in people with PD. Compared with Kinect RCTs, Wii may be considered the best therapy for providing functional recovery in PD.
  • Aramaki AL; Sampaio RF; Reis AC; Cavalcanti A; Dutra FC (May 2019). "Virtual reality in the rehabilitation of patients with stroke: an integrative review". Arq Neuropsiquiatr. 77 (4): 268–278. doi:10.1590/0004-282X20190025. hdl:1843/42595. PMID 31090808. The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR.
  • Santos P; Scaldaferri G; Santos L; Ribeiro N; Neto M; Melo A (2019). "Effects of the Nintendo Wii training on balance rehabilitation and quality of life of patients with Parkinson's disease: A systematic review and meta-analysis". NeuroRehabilitation. 44 (4): 569–577. doi:10.3233/NRE-192700. PMID 31256088. S2CID 195760910. ... combined NW [Nintendo Wii] and traditional physiotherapy was more effective than traditional physiotherapy in the rehabilitation on balance and quality of life in patients with PD. Although the results have shown positive effects, the values demonstrated a poor methodological quality and a low level of completeness of intervention descriptions, which compromises reproducibility and the possibility of practitioners to replicate in clinical practice. Thus, more studies are needed, comparing NW in an isolated way with traditional physiotherapy, with a better comprehension of the descriptions of the interventions.
  • Thomas E; Battaglia G; Patti A; Brusa J; Leonardi V; Palma A; Bellafiore M (July 2019). "Physical activity programs for balance and fall prevention in elderly: A systematic review". Medicine (Baltimore). 98 (27): e16218. doi:10.1097/MD.0000000000016218. PMC 6635278. PMID 31277132. Resistance and aerobic exercise, balance training, T-bow© and wobble board training, aerobic step and stability ball, and adapted physical activity and Wii Fit training all seem to be effective exercise programs able to increase the ability to balance in the elderly.
  • Choi SD; Guo L; Kang D; Xiong S (November 2017). "Exergame technology and interactive interventions for elderly fall prevention: A systematic literature review". Appl Ergon. 65: 570–581. doi:10.1016/j.apergo.2016.10.013. PMID 27825723. ... accumulated evidences suggested that interactive exergaming is an effective and promising intervention for an older population on balance training and fall prevention. The interactive exergaming is enjoyable and auspicious to bring some benefits related to physical (e.g., postural balance, human mobility and gait, and muscle strength) and cognitive functioning (e.g., self-confidence, reaction time, and enjoyment) to not only healthy older adults but also the elderly with impaired balance, different disabilities or diseases ... it remains inconclusive whether the exergame-based intervention is superior to conventional physical therapy or exercise intervention on elderly fall prevention due to different study designs, tested samples, intervention protocols and outcome measures.
  • Graves L, Stratton G, Ridgers ND, Cable NT (December 2007). "Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study". BMJ. 335 (7633): 1282–4. doi:10.1136/bmj.39415.632951.80. PMC 2151174. PMID 18156227.
  • Jalink MB; Heineman E; Pierie JP; ten Cate Hoedemaker HO (December 2014). "Nintendo related injuries and other problems: review". BMJ. 349: g7267. doi:10.1136/bmj.g7267. PMC 4267699. PMID 25515525.
  • Lee, Johnny Chung (July 15, 2008). "Hacking the Nintendo Wii Remote". Pervasive Computing. 7 (3): 39–45. doi:10.1109/MPRV.2008.53. S2CID 11121544.

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  • Phililps, Ashley (December 18, 2007). "Can't Find a Wii? Take a Rain Check". ABC News. Archived from the original on October 29, 2008. Retrieved October 23, 2008.
  • Childs, Dan; Zak, Lana (May 16, 2020). "Is Wii worthy of American Heart Association accolade?". ABC News. Archived from the original on January 26, 2021. Retrieved January 21, 2021. For years, the American Heart Association Healthy Check logo has appeared on packaging in the grocery store—and soon the AHA's name will appear on the Nintendo Wii video game system. ... ABC News asked if, as part of the agreement, Nintendo had paid money to the AHA. Yancy said Nintendo did provide a $1.5 million gift over three years in an exclusive relationship.

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  • "Nintendo to probe Foxconn conditions: report". MarketWatch. Archived from the original on August 5, 2023. Retrieved August 5, 2023.

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nih.gov

pubmed.ncbi.nlm.nih.gov

  • Bonnechère B; Jansen B; Omelina L; Van Sint Jan S (December 2016). "The use of commercial video games in rehabilitation: a systematic review". Int J Rehabil Res. 39 (4): 277–290. doi:10.1097/MRR.0000000000000190. PMID 27508968. S2CID 24854269. Most studies used the Nintendo Wii (79%) ... Furthermore, the Wii ... marketing approach was oriented toward promoting physical activity and fitness ... Although the use of VGs in PR is a relatively new trend, this review highlights that it has already been tested for various health conditions. Most of the published studies focus on neurological rehabilitation (stroke, cerebral palsy, and Parkinson's disease) ... rehabilitation that includes VGs is at least as efficient as conventional therapy ... VGs have numerous advantages, such as preventing monotony and boredom, increasing motivation, providing direct feedback, and allowing double-task training. However, data on potential adverse effects (e.g. falls, counterproductive effects) that could occur during VG training with patients are lacking.
  • Tripette J; Murakami H; Ryan KR; Ohta Y; Miyachi M (2017). "The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis". PeerJ. 5: e3600. doi:10.7717/peerj.3600. PMC 5590553. PMID 28890847. Wii Fit interventions were shown to be effective for the improvement of health status in various types of patients (chronic obstructive pulmonary disease, hemodialysis, renal complications, diabetes, cancer, etc.). Our review identified that the most notable focus of Wii Fit interventions were balance training. The Wii Fit has indeed been successfully used to prevent falls or to induce functional improvements in a wide range of healthy or pathologic populations (e.g., seniors, subjects with neurodegenerative diseases, orthopedic patients, children with developmental delay, multiple sclerosis patients, etc.).
  • Marotta N; Demeco A; Indino A; de Scorpio G; Moggio L; Ammendolia A (June 2020). "Nintendo WiiTMversus Xbox KinectTM for functional locomotion in people with Parkinson's disease: a systematic review and network meta-analysis". Disabil Rehabil. 44 (3): 331–336. doi:10.1080/09638288.2020.1768301. PMID 32478581. S2CID 219172800. These network meta-analytic findings show that Kinect and Wii show immediate positive effects on functional locomotion in people with PD. Compared with Kinect RCTs, Wii may be considered the best therapy for providing functional recovery in PD.
  • Aramaki AL; Sampaio RF; Reis AC; Cavalcanti A; Dutra FC (May 2019). "Virtual reality in the rehabilitation of patients with stroke: an integrative review". Arq Neuropsiquiatr. 77 (4): 268–278. doi:10.1590/0004-282X20190025. hdl:1843/42595. PMID 31090808. The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR.
  • Santos P; Scaldaferri G; Santos L; Ribeiro N; Neto M; Melo A (2019). "Effects of the Nintendo Wii training on balance rehabilitation and quality of life of patients with Parkinson's disease: A systematic review and meta-analysis". NeuroRehabilitation. 44 (4): 569–577. doi:10.3233/NRE-192700. PMID 31256088. S2CID 195760910. ... combined NW [Nintendo Wii] and traditional physiotherapy was more effective than traditional physiotherapy in the rehabilitation on balance and quality of life in patients with PD. Although the results have shown positive effects, the values demonstrated a poor methodological quality and a low level of completeness of intervention descriptions, which compromises reproducibility and the possibility of practitioners to replicate in clinical practice. Thus, more studies are needed, comparing NW in an isolated way with traditional physiotherapy, with a better comprehension of the descriptions of the interventions.
  • Thomas E; Battaglia G; Patti A; Brusa J; Leonardi V; Palma A; Bellafiore M (July 2019). "Physical activity programs for balance and fall prevention in elderly: A systematic review". Medicine (Baltimore). 98 (27): e16218. doi:10.1097/MD.0000000000016218. PMC 6635278. PMID 31277132. Resistance and aerobic exercise, balance training, T-bow© and wobble board training, aerobic step and stability ball, and adapted physical activity and Wii Fit training all seem to be effective exercise programs able to increase the ability to balance in the elderly.
  • Choi SD; Guo L; Kang D; Xiong S (November 2017). "Exergame technology and interactive interventions for elderly fall prevention: A systematic literature review". Appl Ergon. 65: 570–581. doi:10.1016/j.apergo.2016.10.013. PMID 27825723. ... accumulated evidences suggested that interactive exergaming is an effective and promising intervention for an older population on balance training and fall prevention. The interactive exergaming is enjoyable and auspicious to bring some benefits related to physical (e.g., postural balance, human mobility and gait, and muscle strength) and cognitive functioning (e.g., self-confidence, reaction time, and enjoyment) to not only healthy older adults but also the elderly with impaired balance, different disabilities or diseases ... it remains inconclusive whether the exergame-based intervention is superior to conventional physical therapy or exercise intervention on elderly fall prevention due to different study designs, tested samples, intervention protocols and outcome measures.
  • Graves L, Stratton G, Ridgers ND, Cable NT (December 2007). "Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study". BMJ. 335 (7633): 1282–4. doi:10.1136/bmj.39415.632951.80. PMC 2151174. PMID 18156227.
  • Jalink MB; Heineman E; Pierie JP; ten Cate Hoedemaker HO (December 2014). "Nintendo related injuries and other problems: review". BMJ. 349: g7267. doi:10.1136/bmj.g7267. PMC 4267699. PMID 25515525.

ncbi.nlm.nih.gov

nintendo.co.jp

nintendo.co.uk

  • "WiiConnect24". Nintendo. Archived from the original on October 3, 2021. Retrieved December 2, 2020.
  • "Wii System Update". Nintendo Support. Archived from the original on February 28, 2021. Retrieved February 28, 2021.
  • "DS Download Service Update". Nintendo of Europe GmbH. June 9, 2009. Archived from the original on October 3, 2021. Retrieved July 30, 2021.
  • "Iwata Asks: E3 2011 Special Edition". p. 1. Archived from the original on April 21, 2013. Retrieved June 9, 2011. Iwata: I've been looking back at my calendar right before this interview, and I noticed that it's been just about three years since we started having meetings about this.
  • "Iwata Asks: E3 2011 Special Edition". Nintendo. June 2011. p. 7. Archived from the original on April 21, 2013. Retrieved June 9, 2011. Iwata: The other things is, shortly after the Wii console was released, people in the gaming media and game enthusiasts started recognizing the Wii as a casual machine aimed toward families, and placed game consoles by Microsoft and Sony in a very similar light with each other, saying these are machines aimed towards those who passionately play games. [...] It was a categorization between games that were aimed towards core, and casual.
  • "Iwata Asks: E3 2011 Special Edition". Nintendo. June 2011. p. 7. Archived from the original on April 21, 2013. Retrieved June 9, 2011. Iwata: On the other hand, I certainly do not think that Wii was able to cater to every gamer's needs, so that's also something I wanted to resolve. [...] The keyword for our presentation at this year's E3 is "Deeper and Wider". With Wii U, I would like to offer this proposal with that concept.
  • "Iwata Asks: E3 2011 Special Edition". Nintendo. June 2011. p. 7. Archived from the original on April 21, 2013. Retrieved June 9, 2011. Miyamoto: But one of the key reasons that such things as the core and the casuals exist today is that we decided not to adopt HD on the Wii console. Of course, besides that there are things like issues with the controller and the challenges that it brings, network functionalities and many other things, but I think HD was the biggest factor that everyone was able to clearly understand the difference.

nintendo.com

en-americas-support.nintendo.com

e3.nintendo.com

  • "Iwata Asks: E3 2011 Special Edition". p. 7. Archived from the original on September 29, 2011. Retrieved June 9, 2011. Iwata: The other things is, shortly after the Wii console was released, people in the gaming media and game enthusiasts started recognizing the Wii as a casual machine aimed toward families, and placed game consoles by Microsoft and Sony in a very similar light with each other, saying these are machines aimed towards those who passionately play games. [...] It was a categorization between games that were aimed towards core, and casual.
  • "Iwata Asks: E3 2011 Special Edition". p. 7. Archived from the original on September 29, 2011. Retrieved June 9, 2011. Iwata: On the other hand, I certainly do not think that Wii was able to cater to every gamer's needs, so that's also something I wanted to resolve. [...] The keyword for our presentation at this year's E3 is "Deeper and Wider". With Wii U, I would like to offer this proposal with that idea

nintendo.com.hk

nintendolife.com

nintendoworldreport.com

nytimes.com

nytimes.com

gadgetwise.blogs.nytimes.com

officialnintendomagazine.co.uk

pcmag.com

pcworld.com

polygon.com

qj.net

wii.qj.net

reghardware.co.uk

reuters.com

seekingalpha.com

semanticscholar.org

api.semanticscholar.org

  • Bonnechère B; Jansen B; Omelina L; Van Sint Jan S (December 2016). "The use of commercial video games in rehabilitation: a systematic review". Int J Rehabil Res. 39 (4): 277–290. doi:10.1097/MRR.0000000000000190. PMID 27508968. S2CID 24854269. Most studies used the Nintendo Wii (79%) ... Furthermore, the Wii ... marketing approach was oriented toward promoting physical activity and fitness ... Although the use of VGs in PR is a relatively new trend, this review highlights that it has already been tested for various health conditions. Most of the published studies focus on neurological rehabilitation (stroke, cerebral palsy, and Parkinson's disease) ... rehabilitation that includes VGs is at least as efficient as conventional therapy ... VGs have numerous advantages, such as preventing monotony and boredom, increasing motivation, providing direct feedback, and allowing double-task training. However, data on potential adverse effects (e.g. falls, counterproductive effects) that could occur during VG training with patients are lacking.
  • Marotta N; Demeco A; Indino A; de Scorpio G; Moggio L; Ammendolia A (June 2020). "Nintendo WiiTMversus Xbox KinectTM for functional locomotion in people with Parkinson's disease: a systematic review and network meta-analysis". Disabil Rehabil. 44 (3): 331–336. doi:10.1080/09638288.2020.1768301. PMID 32478581. S2CID 219172800. These network meta-analytic findings show that Kinect and Wii show immediate positive effects on functional locomotion in people with PD. Compared with Kinect RCTs, Wii may be considered the best therapy for providing functional recovery in PD.
  • Santos P; Scaldaferri G; Santos L; Ribeiro N; Neto M; Melo A (2019). "Effects of the Nintendo Wii training on balance rehabilitation and quality of life of patients with Parkinson's disease: A systematic review and meta-analysis". NeuroRehabilitation. 44 (4): 569–577. doi:10.3233/NRE-192700. PMID 31256088. S2CID 195760910. ... combined NW [Nintendo Wii] and traditional physiotherapy was more effective than traditional physiotherapy in the rehabilitation on balance and quality of life in patients with PD. Although the results have shown positive effects, the values demonstrated a poor methodological quality and a low level of completeness of intervention descriptions, which compromises reproducibility and the possibility of practitioners to replicate in clinical practice. Thus, more studies are needed, comparing NW in an isolated way with traditional physiotherapy, with a better comprehension of the descriptions of the interventions.
  • Lee, Johnny Chung (July 15, 2008). "Hacking the Nintendo Wii Remote". Pervasive Computing. 7 (3): 39–45. doi:10.1109/MPRV.2008.53. S2CID 11121544.

siliconera.com

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  • "The Gyro Sensor: a new sense of control". Iwata Asks: Wii MotionPlus. Nintendo. p. 1. Archived from the original on February 17, 2011. Retrieved June 4, 2009. No, the intention was to integrate the two from the very start. This is why when we use the term Wii MotionPlus, we are referring to the accessory with the Wii MotionPlus Jacket attached.

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