Working together.[w:] Activeplaynow.com [on-line].American Heart Association and Nintendo,2010-01-20.[dostęp 2010-11-11].[zarchiwizowane z tego adresu(2010-11-16)].(ang.).
SvendHollensen.The Blue Ocean that disappeared–the case of Nintendo Wii.„Journal of Business Strategy”.34(5),s.25–35,2013. DOI: 10.1108/JBS-02-2013-0012.ISSN0275-6668.(ang.).
Bonnechère B,Jansen B,Omelina L,Van Sint Jan S.The use of commercial video games in rehabilitation: a systematic review.„Int J Rehabil Res”.39(4),s.277–290,2016-12. DOI: 10.1097/MRR.0000000000000190. PMID: 27508968.Cytat: 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..(ang.).
Tripette J,Murakami H,Ryan KR,Ohta Yi inni.The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis.„PeerJ”.5,2017. DOI: 10.7717/peerj.3600. PMID: 28890847. PMCID: PMC5590553. e3600.Cytat: 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.)..(ang.).
Marotta N,Demeco A,Indino A,de Scorpio Gi inni.Nintendo WiiTMversus Xbox KinectTM for functional locomotion in people with Parkinson's disease: a systematic review and network meta-analysis.„Disabil Rehabil”.44(3),s.331–336,2020-06. DOI: 10.1080/09638288.2020.1768301. PMID: 32478581.Cytat: 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..(ang.).
Aramaki AL,Sampaio RF,Reis AC,Cavalcanti Ai inni.Virtual reality in the rehabilitation of patients with stroke: an integrative review.„Arq Neuropsiquiatr”.77(4),s.268–278,2019-05. DOI: 10.1590/0004-282X20190025. PMID: 31090808.Cytat: The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR..(ang.).
Santos P,Scaldaferri G,Santos L,Ribeiro Ni inni.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),s.569–577,2019. DOI: 10.3233/NRE-192700. PMID: 31256088.Cytat: ... 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..(ang.).
Choi SD,Guo L,Kang D,Xiong S.Exergame technology and interactive interventions for elderly fall prevention: A systematic literature review.„Appl Ergon”.65,s.570–581,2017-11. DOI: 10.1016/j.apergo.2016.10.013. PMID: 27825723.Cytat: ... 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..(ang.).
Graves L,Stratton G,Ridgers ND,Cable NT.Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.„BMJ”.335(7633),s.1282–4,2007-12. DOI: 10.1136/bmj.39415.632951.80. PMID: 18156227. PMCID: PMC2151174.(ang.).
Jalink MB,Heineman E,Pierie JP,ten Cate Hoedemaker HO.Nintendo related injuries and other problems: review.„BMJ”.349,2014-12. DOI: 10.1136/bmj.g7267. PMID: 25515525. PMCID: PMC4267699. g7267.(ang.).
DanChilds,LanaZak:Is Wii worthy of American Heart Association accolade?.ABC News,2010-05-17.[dostęp 2021-01-21].[zarchiwizowane z tego adresu(2021-01-26)].Cytat: 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.(ang.).
Bonnechère B,Jansen B,Omelina L,Van Sint Jan S.The use of commercial video games in rehabilitation: a systematic review.„Int J Rehabil Res”.39(4),s.277–290,2016-12. DOI: 10.1097/MRR.0000000000000190. PMID: 27508968.Cytat: 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..(ang.).
Tripette J,Murakami H,Ryan KR,Ohta Yi inni.The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis.„PeerJ”.5,2017. DOI: 10.7717/peerj.3600. PMID: 28890847. PMCID: PMC5590553. e3600.Cytat: 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.)..(ang.).
Marotta N,Demeco A,Indino A,de Scorpio Gi inni.Nintendo WiiTMversus Xbox KinectTM for functional locomotion in people with Parkinson's disease: a systematic review and network meta-analysis.„Disabil Rehabil”.44(3),s.331–336,2020-06. DOI: 10.1080/09638288.2020.1768301. PMID: 32478581.Cytat: 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..(ang.).
Aramaki AL,Sampaio RF,Reis AC,Cavalcanti Ai inni.Virtual reality in the rehabilitation of patients with stroke: an integrative review.„Arq Neuropsiquiatr”.77(4),s.268–278,2019-05. DOI: 10.1590/0004-282X20190025. PMID: 31090808.Cytat: The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR..(ang.).
Santos P,Scaldaferri G,Santos L,Ribeiro Ni inni.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),s.569–577,2019. DOI: 10.3233/NRE-192700. PMID: 31256088.Cytat: ... 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..(ang.).
Choi SD,Guo L,Kang D,Xiong S.Exergame technology and interactive interventions for elderly fall prevention: A systematic literature review.„Appl Ergon”.65,s.570–581,2017-11. DOI: 10.1016/j.apergo.2016.10.013. PMID: 27825723.Cytat: ... 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..(ang.).
Graves L,Stratton G,Ridgers ND,Cable NT.Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.„BMJ”.335(7633),s.1282–4,2007-12. DOI: 10.1136/bmj.39415.632951.80. PMID: 18156227. PMCID: PMC2151174.(ang.).
Jalink MB,Heineman E,Pierie JP,ten Cate Hoedemaker HO.Nintendo related injuries and other problems: review.„BMJ”.349,2014-12. DOI: 10.1136/bmj.g7267. PMID: 25515525. PMCID: PMC4267699. g7267.(ang.).
Iwata Asks: E3 2011 Special Edition.[dostęp 2011-06-09].[zarchiwizowane z tego adresu(2023-02-24)].Cytat: 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.(ang.).
Iwata Asks: E3 2011 Special Edition.Nintendo,2011-06.[dostęp 2011-06-09].[zarchiwizowane z tego adresu(2025-09-06)].Cytat: 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.(ang.).
e3.nintendo.com
Iwata Asks: E3 2011 Special Edition.s. 7.[dostęp 2011-06-09].[zarchiwizowane z tego adresu(2011-09-29)].Cytat: 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.(ang.).
Iwata Asks: E3 2011 Special Edition.s. 7.[dostęp 2011-06-09].[zarchiwizowane z tego adresu(2011-09-29)].Cytat: 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.(ang.).
The Gyro Sensor: a new sense of control.[w:] Iwata Asks: Wii MotionPlus [on-line].Nintendo.s. 1.[dostęp 2009-06-04].[zarchiwizowane z tego adresu(2011-02-17)].Cytat: 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.(ang.).
Iwata Asks: E3 2011 Special Edition.[dostęp 2011-06-09].[zarchiwizowane z tego adresu(2023-02-24)].Cytat: 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.(ang.).
Iwata Asks: E3 2011 Special Edition.Nintendo,2011-06.[dostęp 2011-06-09].[zarchiwizowane z tego adresu(2025-09-06)].Cytat: 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.(ang.).
DanChilds,LanaZak:Is Wii worthy of American Heart Association accolade?.ABC News,2010-05-17.[dostęp 2021-01-21].[zarchiwizowane z tego adresu(2021-01-26)].Cytat: 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.(ang.).
Working together.[w:] Activeplaynow.com [on-line].American Heart Association and Nintendo,2010-01-20.[dostęp 2010-11-11].[zarchiwizowane z tego adresu(2010-11-16)].(ang.).
The Gyro Sensor: a new sense of control.[w:] Iwata Asks: Wii MotionPlus [on-line].Nintendo.s. 1.[dostęp 2009-06-04].[zarchiwizowane z tego adresu(2011-02-17)].Cytat: 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.(ang.).
SvendHollensen.The Blue Ocean that disappeared–the case of Nintendo Wii.„Journal of Business Strategy”.34(5),s.25–35,2013. DOI: 10.1108/JBS-02-2013-0012.ISSN0275-6668.(ang.).