Tech Product

Nintendo Switch 2

別名: Nintendo Switch 2

Overview

任天堂のハイブリッド型ゲーム機の後継モデル。XREAL 1SやXREAL Neoとの連携により、ARグラス上での大画面・高リフレッシュレート(最大120Hz)でのプレイが可能となります。

Research Papers

5 件
  • Xbox Kinect Sports vs. Nintendo Switch Sports and Their Effects on Body Composition and Physical Performance in Older Females: A Randomized Controlled Trial

    Jordan Hernandez-Martinez, Izham Cid-Calfucura, Tomás Herrera-Valenzuela, Nicole Fritz-Silva, J. Mello, Joaquín Pérez-Cárcamo, Edgar Vásquez-Carrasco, Eugenio Merellano-Navarro, B. H. Branco, P. Valdés‐Badilla

    2024 7 件引用 Semantic Scholar

    Background/Objectives: This study aimed to compare the effects of Xbox Kinect Sports (XKS) regarding Nintendo Switch Sports (NSS) and an inactive control group (CG) on body composition (body fat percentage, BFP; and fat-free mass) and physical performance (maximal isometric handgrip strength, MIHS; 30-s chair stand, 30-S; timed up-and-go, TUG; sit-and-reach; and 2-min step) in physically inactive older females. Methods: A randomized controlled trial study was conducted with three parallel groups: XKS (n = 13), NSS (n = 14), and CG (n = 16) considering three weekly 60-min sessions for 12 weeks with pre- and post-assessments. Results: A two-factor mixed analysis of variance (ANOVA) model with repeated measures was performed to measure the time × group effect. Multiple comparisons revealed significant differences in BFP (F(2,18) = 6.12; p = 0.005; ηp2 = 0.226, large effect), 30-S (F(2,18) = 20.7; p = 0.000; ηp2 = 0.496, large effect), TUG (F(2,18) = 10.0; p = 0.000; ηp2 = 0.323, large effect), sit-and-reach (F(2,18) = 37.3; p = 0.000; ηp2 = 0.640, large effect), and 2-min step (F(2,18) = 9.85; p = 0.000; ηp2 = 0.319, large effect) in favor of XKS regarding NSS and CG. The intragroup results only present in XKS a significant decrease in BFP (p = 0.02; d = 0.98) and significant improvements in the 30-S (p = 0.000; d = 1.88), TUG (p < 0.01; d = 2.00), sit-and-reach (p = 0.003; d = 2.58), and 2-min step (p = 0.004; d = 1.05). Conclusions: training using XKS significantly decreases BFP and improves 30-S, TUG, sit-and-reach, and 2-min step in physically inactive older females.

  • The Effectiveness and Usability of a Rehabilitation Program Using the Nintendo Switch to Promote Healthy Aging in Older People with Cognitive Impairment: A Randomized Clinical Trial

    Melissa Helen Zegarra-Ramos, C. García-Bravo, Elisabet Huertas-Hoyas, Gemma Fernández-Gómez, M. Rodríguez-Pérez, Jorge Pérez-Corrales, Sara García-Bravo

    2024 5 件引用 Semantic Scholar

    (1) Background: Healthy aging is the process of developing and maintaining functional capacity and optimizing involvement in order to improve one’s quality of life as people age. This study aimed to encourage healthy aging in people with cognitive impairment, as well as a control group, via the use of the Nintendo Switch combined with occupational therapy sessions, aiming to improve gross and fine motor skills, functionality, quality of life, and cognitive status. (2) Methods: A randomized clinical trial was undertaken. The sample was randomized using the OxMar software program Attribution 4.0 International, facilitating the division into a control group (CG), who received conventional occupational therapy sessions, and an experimental group (EG), who received therapy incorporating the Nintendo Switch, in addition to conventional occupational therapy sessions. The intervention period with the Nintendo Switch lasted for 8 weeks. (3) Results: Thirty-two participants were included in the study. Significant differences were found in the vast majority of the variables analyzed, which shows an improvement following the intervention; these improvements were mainly observed in measures of skill and the perception of quality of life. (4) Conclusions: An eight-week intervention with the Nintendo Switch alongside conventional occupational therapy helps to maintain cognitive status and functional independence. Following 8 weeks of intervention with the Nintendo Switch, improvements in gross motor dexterity, fine motor dexterity, and quality of life were observed in older people with cognitive impairment.

  • Evaluating the Feasibility and Acceptability of Nintendo Switch-Based Exergaming for Enhancing Physical Activity in Children with Down Syndrome: A Pilot Study

    Afaf A. M. Shaheen, Safia Darweesh Halwsh, Samiah Alqabbani, Maha F. Algabbani

    2025 1 件引用 Semantic Scholar

    Objective: Nintendo Switch-based exergaming is increasingly used in therapeutic settings. This study aimed to determine whether selected Nintendo Switch games are feasible and engaging for children with Down syndrome (DS). Methods: This interventional pilot study included a convenience sample of 11 children diagnosed with DS. it involved a 40-minute exergaming session using a Nintendo Switch console with ten games (two sports and eight Family Trainer) that required weight shifting and stepping tasks based on previous studies. After the session, the validated Video Game Applicability Questionnaire was used to evaluate usability, engagement, and enjoyment of the selected games using a five-point visual Likert scale. Results: Data from 11 children (7 females), aged 10.45 ± 1.75 years, were analyzed. Games such as Timber Trail (M = 4.96, SD = .07), Log Leaper (M = 4.94, SD = .12), Jump Rope (M = 4.92, SD = .12), Sprint Challenge (M = 4.90, SD = .18), and Head on Hurdler (M = 4.90, SD = .18) received consistently high ratings for usability, engagement, and enjoyment, while others such as Mine Cart Adventure (M = 1.16, SD = .40), Mountain Boarder (M = 1.32, SD = .28), Mole Madness (M = 1.77, SD = .97), Golf (M = 1.77, SD = .76), and Soccer (M = 2.19, SD = .44) were rated lower scores across all domains. Conclusion: Several games showed potential for therapeutic exergaming in children with DS, emphasizing the need for further research and long-term trials.

  • The Impact of the Nintendo Switch 2 on the Gaming World

    Hriday Nagpal, Gagan Kaur

    2025 0 件引用 Semantic Scholar

    The gaming industry and the economy was significantly impacted on June 5, 2025 with the release of the Nintendo Switch 2 and how it changed the global gaming market

  • Competition and Marketing Strategies of Leading Gaming Console Platforms: A Comparative Study of Sony, Microsoft, and Nintendo

    Jiaxiang Huang

    2025 0 件引用 Semantic Scholar

    This paper analyzes what the three most vital gaming console platforms do to capture a larger market share by comparing how Sony, Microsoft, and Nintendo compete with each other and attract more players. This paper combines economic marketing frameworks, such as STP and 4P models, and theory on network effects to analyze market facts: Sony has sold more than 80 million PS5 units, Xbox has the Game Pass model, and Nintendo launched the Switch 2. PlayStations premium-immersion strategycinematic exclusives, DualSense, and PSVR2builds a high-cost brand image. By contrast, Xbox is known for its price-performance ratio and cloud gaming to play across devices. In addition, Nintendos approach is portable and independent IP. There are three main questions to explain how it works. The first research question is how three companies differentiate their market positions; the second one is about their main competitive tactics; the last one is what are the differences among their advertising and marketing approaches. This paper will synthesize recent market facts and use economic theories to solve these questions.

Mentioned Articles

20 件