Citations:Nintendo generation

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English citations of Nintendo generation

  • 2000 May 1, Stephen Miles, Youth Lifestyles In A Changing World, McGraw-Hill Education (UK), →ISBN, page 78:
    Green et al. therefore point out that the 'Nintendo generation' is not only computer literate but is an audience of a very particular market.
  • 2003, Stephen Kline, Nick Dyer-Witheford, Greig De Peuter, Digital Play: The Interaction of Technology, Culture, and Marketing, McGill-Queen's Press - MQUP, →ISBN, page 125:
    Indeed, the creation of the "Nintendo Generation" was one of the earliest and most successful extensions of branding practices, which were already familiar in the world of clothing, toys, and cigarettes, to the world of high-technology digital entertainment.
  • 2004, D. Michael Abrashoff, Get Your Ship Together[1], Penguin, →ISBN:
    The people who do are part of the Nintendo generation. They grew up playing video games, developing the hand-eye coordination needed to control real video games in the sky, while I grew up learning antisubmarine warfare.
  • 2014, Julie Coiro, Michele Knobel, Colin Lankshear, Donald J. Leu, Handbook of Research on New Literacies, Routledge, →ISBN, page 637:
    It is fair to say that a major driver in the growth of the games industry has been the Nintendo generation itself. As this generation grows older and begins to enter middle age, members of this generation are bringing their video games with them.