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The Leading Voices in Food
E278: Here's how screen time affects our kids' eating, activity, and mental health

The Leading Voices in Food

Play Episode Listen Later Jul 15, 2025 43:13


Interview Summary So, you two, along with a number of other people in the field, wrote a chapter for a recently published book called The Handbook of Children and Screens. We discussed that book in an earlier podcast with its editors, Dmitri Christakis and Kris Perry, the executive director of the Children and Screens organization. And I'd like to emphasize to our listeners that the book can be downloaded at no cost. I'd like to read a quote if I may, from the chapter that the two of you wrote. 'Screen time continues to evolve with the advent of continuous and immersive video reels, voice activated assistance, social media influencers, augmented and virtual reality targeted advertising. Immersive worlds where children can virtually shop for food and beverages, cook or work in a fast-food outlet from a smartphone, a tablet, a computer, or an internet connected tv and more.' So as much as I follow the field, I still read that and I say, holy you know what. I mean that's just an absolutely alarming set of things that are coming at our children. And it really sounds like a tidal wave of digital sophistication that one could have never imagined even a short time ago. Amanda, let's start with you. Can you tell us a little bit more about these methods and how quickly they evolve and how much exposure children have? I think you're right, Kelly, that the world is changing fast. I've been looking at screen media for about 20 years now as a researcher. And in the earlier years, and Tom can attest to this as well, it was all about TV viewing. And you could ask parents how much time does your child spend watching TV? And they could say, well, they watch a couple shows every night and maybe a movie or two on the weekend, and they could come up with a pretty good estimate, 1, 2, 3 hours a day. Now, when we ask parents how much time their children spend with media, they have to stop and think, 'well, they're watching YouTube clips throughout the day. They're on their smartphone, their tablet, they're on social media, texting and playing all these different games.' It really becomes challenging to even get a grasp of the quantity of screen time let alone what kids are doing when they're using those screens. I will say for this book chapter, we found a really great review that summarized over 130 studies and found that kids are spending about three and a half or four hours a day using screens. Yet some of these studies are showing as high as seven or eight hours. I think it's probably under-reported because parents have a hard time really grasping how much time kids spend on screens. I've got a one-year-old and a five-year-old, and I've got some nieces and nephews and I'm constantly looking over their shoulder trying to figure out what games are they playing and where are they going online and what are they doing. Because this is changing really rapidly and we're trying to keep up with it and trying to make sure that screen time is a safe and perhaps healthy place to be. And that's really where a lot of our research is focused. I can only imagine how challenging it must be to work through that landscape. And because the technology advances way more quickly than the policies and legal landscape to control it, it really is pretty much whatever anybody wants to do, they do it and very little can be done about it. It's a really interesting picture, I know. We'll come back later and talk about what might be done about it. Tom, if you will help us understand the impact of all this. What are the effects on the diets of children and adolescents? I'm thinking particularly when Amanda was mentioning how many hours a day children are on it that three to four hours could be an underestimate of how much time they're spending. What did kids used to do with that time? I mean, if I think about when you and I were growing up, we did a lot of different things with that time. But what's it look like now? Well, that's one of the important questions that we don't really know a lot about because even experimental studies that I can talk about that look at reducing screen time have not been very good at being able to measure what else is going on or what substitutes for it. And so, a lot of the day we don't really know exactly what it's displacing and what happens when you reduce screen time. What replaces it? The assumption is that it's something that's more active than screen time. But, you know, it could be reading or homework or other sedentary behaviors that are more productive. But we really don't know. However, we do know that really the general consensus across all these studies that look at the relationship between screen time and nutrition is that the more time children spend using screens in general, the more calories they consume, the lower the nutritional quality of their diets and the greater their risk for obesity. A lot of these studies, as Amanda mentioned, were dominated by studies of television viewing, or looking at television viewing as a form of screen use. And there's much less and much more mixed results linking nutrition and obesity with other screens such as video games, computers, tablets, and smartphones. That doesn't mean those relationships don't exist. Only that the data are too limited at this point. And there's several reasons for that. One is that there just haven't been enough studies that single out one type of screen time versus another. Another is what Amanda brought up around the self-report issue, is that most of these studies depend on asking children or the parents how much time they spend using screens. And we know that children and adults have a very hard time accurately reporting how much time they're using screens. And, in fact when we measure this objectively, we find that they both underestimate and overestimate at times. It's not all in one direction, although our assumption is that they underestimate most of the time, we find it goes in both directions. That means that in addition to sort of not having that answer about exactly what the amount of screen time is, really makes it much tougher to be able to detect relationships because it adds a lot of error into our studies. Now there have been studies, as I mentioned, that have tried to avoid these limitations by doing randomized controlled trials. Including some that we conducted, in which we randomized children, families or schools in some cases to programs that help them reduce their screen time and then measure changes that occur in nutrition, physical activity, and measures of obesity compared to kids who are randomized to not receive those programs. And the randomized trials are really useful because they allow us to make a conclusion about cause-and-effect relationships. Some of these programs also targeted video games and computers as well as television. In fact, many of them do, although almost all of them were done before tablets and smartphones became very common in children. We still don't have a lot of information on those, although things are starting to come out. Most of these studies demonstrated that these interventions to reduce screen use can result in improved nutrition and less weight gain. And the differences seen between the treatment and control groups were sometimes even larger than those commonly observed from programs to improve nutrition and increased physical activity directly. Really, it's the strongest evidence we have of cause-and-effect relationships between screen use and poor nutrition and risk for obesity. Of course, we need a lot more of these studies, particularly more randomized controlled studies. And especially those including smartphones because that's where a lot of kids, especially starting in the preteen age and above, are starting to spend their time. But from what we know about the amount of apparent addictiveness that we see in the sophisticated marketing methods that are being used in today's media, I would predict that the relationships are even larger today than what we're seeing in all these other studies that we reviewed. It's really pretty stunning when one adds up all that science and it looks pretty conclusive that there's some bad things happening, and if you reduce screen time, some good things happen. So, Amanda, if you know the numbers off the top of your head, how many exposures are kids getting to advertisements for unhealthy foods? If I think about my own childhood, you know, we saw ads for sugar cereals during Saturday morning cartoon televisions. And there might have been a smattering if kids watch things that weren't necessarily just directed at kids like baseball games and stuff like that. But, and I'm just making this number up, my exposure to those ads for unhealthy foods might have been 20 a week, 30 a week, something like that. What does it look like now? That is a good question. Kelly. I'm not sure if anyone can give you a totally accurate answer, but I'll try. If you look at YouTube ads that are targeting children, a study found that over half of those ads were promoting foods and beverages, and the majority of those were considered unhealthy, low nutritional value, high calorie. It's hard to answer that question. What we used to do is we'd take, look at all the Saturday morning cartoons, and we'd actually record them and document them and count the number of food ads versus non-food ads. And it was just a much simpler time in a way, in terms of screen exposure. And we found in that case, throughout the '90s and early 2000s, a lot of food ads, a lot of instances of these food ads. And then you can look at food placement too, right? It's not an actual commercial, but these companies are paying to get their food products in the TV show or in the program. And it's just become much more complicated. I think it's hard to capture unless you have a study where you're putting a camera on a child, which some people are doing, to try to really capture everything they see throughout their day. It's really hard to answer, but I think it's very prolific and common and becoming more sophisticated. Okay, thanks. That is very helpful context. Whatever the number is, it's way more than it used to be. Definitely. And it also sounds as if and it's almost all for unhealthy foods, but it sounds like it's changed in other ways. I mean, at some point as I was growing up, I started to realize that these things are advertising and somebody's trying to sell me something. But that's a lot harder to discern now, isn't it with influencers and stuff built in the product placements and all that kind of stuff. So, to the extent we had any safeguards or guardrails in the beginning, it sounds like those are going to be much harder to have these days. That's right. It really takes until a child is 6, 7, 8 years old for them to even identify that this is a commercial. That this is a company that's trying to sell me something, trying to persuade. And then even older children are having to really understand those companies are trying to make money off the products that they sell, right? A lot of kids, they just look at things as face value. They don't discriminate against the commercial versus the non-commercial. And then like you're suggesting with social influencers, that they're getting paid to promote specific products. Or athletes. But to the child that is a character or a person that they've learned to love and trust and don't realize, and as adults, I think we forget sometimes too. That's very true. Amanda, let me ask about one thing that you and Tom had in your chapter. You had a diagram that I thought was very informative and it showed the mechanisms through which social media affects the diet and physical activity of children. Can you describe what you think some of the main pathways of influence might be? That figure was pretty fun to put together because we had a wonderful wealth of knowledge and expertise as authors on this chapter. And people provided different insight from the scientific evidence. I will say the main path we were trying to figure out how does this exposure to screen really explain changes in what children are eating, their risk for obesity, the inactivity and sedentary behavior they're engaging in? In terms of food, really what is I believe the strongest relationship is the exposure to food advertisement and the eating while engaging in screen time. You're getting direct consumption while you're watching screens, but also the taste preferences, the brand loyalty that's being built over time by constantly seeing these different food products consistently emerge as one of the strongest relationships. But we identified some other interesting potential mechanisms too. While kids are watching screens or engaging in screens, there's some evidence to indicate that they're not able to read their body as well. Their feelings of hunger, their feelings of satiety or fullness. That they're getting distracted for long periods of time. Also, this idea of instant gratification, just like the reward process of instant gratification with using the screen. They're so interactive. You can go online and get what you want and reach what you want. And the same thing is happening with food. It becomes habitual as well. Children get off of school and they go home, and they grab a snack, and they watch tv or they watch their YouTube clips or play their games. And it becomes an eating occasion that may not have otherwise existed. But they're just associating screen time with eating. There's some evidence even on screen time impacting inhibition and controlling impulse and memory. And that's more emerging, but it's interesting to just consider how this prolonged screen time where you're not interacting with someone in person, your eyes are focused on the screen, might actually be having other cognitive impacts that we may not even be aware of yet. If we ask the question why Is screen time having a bad impact on children and their diets? It's almost let us count the ways. There are a lot of possible things going on there. And speaking of that, there's one question in particular I'd like to ask you, Tom. Certainly marketing might affect what kids prefer. Like it might make them want to have a cereal or a beverage A or snack food B or whatever it happens to be. But could it also affect hunger? How much kids want to eat? I mean, you think, well, hunger is biological, and the body sends out signals that it's time to eat. How does that all figure in? The research suggests it can. Advertising in particular but even non-advertising references or images of food can trigger hunger and eating whether or not you felt hungry before you saw them. And I'm guessing almost everyone's experienced that themselves, where they see an image of food, and all of a sudden, they're craving it. It can be as simple as Pavlov's dogs, you know, salivating in response to cues about food. In addition, I think one of the mechanisms that Amanda brought up is this idea that when you're distracted with a screen, it actually overruns or overwhelms your normal feelings of fullness or satiety during eating. When distracted, people are less aware of how much they're eating. And when you're eating while using a screen, people tend to eat until they've finished the plate or the bag or the box, you know? And until that's empty, till they get to the bottom, instead of stopping when they start to get full. Well, there's sort of a double biological whammy going on there, isn't there? It is affecting your likelihood of eating in the first place, and how hungry you feel. But then it also is affecting when you stop and your satiety happening. And you put those two together there's a lot going on, isn't there? Exactly. And it's really one of the reasons why a lot of our programs to reduce weight gain and improve nutrition really put a lot of emphasis on not eating in front of screens. Because our studies have shown it accounts for a large proportion of the calories consumed during the day. Oh, that's so interesting. Amanda, you mentioned influencers. Tell us a little bit more about how this works in the food space. These social influencers are everywhere, particularly Instagram, TikTok, et cetera. Kids are seeing these all the time and as I mentioned earlier, you often build this trusting relationship with the influencer. And that becomes who you look to for fads and trends and what you should and shouldn't do. A lot of times these influencers are eating food or cooking or at restaurants, even the ones that are reaching kids. As you analyze that, oftentimes it's the poor nutrition, high calorie foods. And they're often being paid for the ads too, which as we discussed earlier, kids don't always realize. There's also a lot of misinformation about diet and dieting, which is of concern. Misinformation that could be harmful for kids as they're growing and trying to grow in a healthy way and eat healthy foods. But kids who may look to overly restrict their foods, for example, rather than eating in a healthier manner. So that's definitely a problem. And then also, oftentimes these social influencers really have these unattainable beauty standards. Maybe they're using a filter or maybe they are models or whatnot. They're projecting these ideal body images that are very difficult and sometimes inappropriate for children to try to attain. Now, we've seen this in other forms, right? We've seen this in magazines going back. We've seen this on websites. But now as soon as a kid turns on their smartphone or their tablet and they're online, it's in front of them all the time. And, and they're interacting, they're liking it, they're commenting and posting. I think the social influencers have just really become quite pervasive in children's lives. Somebody who's an influencer might be recording something that then goes out to lots and lots of people. They're eating some food or there's some food sitting in the background or something like that. And they're getting paid for it, but not saying they're getting paid for it. Probably very few people realize that money is changing hands in all of that, I'm suspecting, is that right? Yes, I do believe they're supposed to do hashtag ad and there are different indicators, but I'm not sure the accountability behind that. And I'm also not sure that kids are looking for that and really understand what that means or really care what that means. Okay. Because they're looking to sense what's popular. But there's an opportunity to perhaps further regulate, or at least to educate parents and kids in that regard that I think would be helpful. Tom, while we're on this issue of conflicts of interest, there was recent press coverage, and then there were reports by reporters at the Washington Post and The Examination showing that the food industry was paying dieticians to be influencers who then posted things favorable to industry without disclosing their funding. How big of a problem do you think this is sort of overall with professionals being paid and not disclosing the payments or being paid even if they disclose things. What kind of a negative impact that's having? Yes, I find it very concerning as you would guess, knowing me. And I believe one of the investigations found that about half of influencers who were being paid to promote foods, drinks, or supplements, didn't disclose that they were paid. It was quite a large magnitude. It goes throughout all types of health professionals who are supposed to be sources of quality information and professional organizations themselves which take advertising or take sponsorships and then don't necessarily disclose it. And you know in this day when we're already seeing drops in the public's trust in science and in research, I think this type of information, or this type of deception just makes it a lot worse. As you know, Kelly, there's quite a bit of research that suggests that being paid by a company actually changes the way you talk about their products and even conduct research in a way that's more favorable to those products. Whether you think it does or not, whether you're trying to be biased or not. Tom, just to insert one thing in my experience. If you ask people in the field, does taking money from industry affect the way scientists do their work and they'll almost always say yes. But if you say, does it influence your work, they'll almost always say no. There's this unbelievable blind spot. And one might conclude from what you were telling us is that disclosure is going to be the remedy to this. Like for the half of people who didn't disclose it, it would be okay if they took the money as long as they disclosed it. But you're saying that's obviously not the case. That there's still all kinds of bias going on and people who are hearing some disclosure don't necessarily discount what they're hearing because of it. And it's still a pretty bad kettle of fish, even if disclosure occurs. It's especially pernicious when it doesn't, but it seems even when disclosure happens, it's not much of a remedy to anything. But you may not agree. No, I definitely agree with that. And that's only, you know, part of it too because there's the other side of the audience that Amanda brought up as well. And in particular what kids, but also adults, how they react to disclosures. And, while it's been possible to teach people to recognize potential bias, you know, when there's a disclosure. And to make people aware, which is a good thing, we want disclosure, I guess, so people are aware to be more vigilant in terms of thinking about what biases may be in the messages. There's not much evidence that teaching people that or making them aware of that changes their behavior. They still believe the advertising. Right. They still act in the same way. It's still just as persuasive to them. One more little editorial insertion. The thing that has always puzzled me about disclosure is that it implies that there's something bad going on or else, why would you have to disclose it? And the solution seems not to disclose it, but not to do the bad thing. And it's like, I could come up and kick you in the leg, but it's okay if I disclose that I kick you in the leg. I mean, it just makes no sense to me. But let me move on to something different. Amanda, I'd like to ask you this. I assume the food industry gets a lot more impact and reach per dollar they spend from when the only option was to run ads on national television and now, they're doing things at much less expense, I think, that can have, you know, orders of magnitude more impact and things. But is my perception correct? And how do you think through that? I think of it like the Tupperware model, right? You're building these trusted local or national celebrities, spokespeople for kids. Oftentimes these young adults or teenagers who are doing funny things and they're engaging, and so you're building this trust like you did with the Tupperware. Where you go and train people to go out to people's homes and their neighbors and their friends and their church and sell the product. It's really similar just in an online space. I think you're right; the cost is likely much less. And yet the reach and even the way these influencers are paid is all about the interaction, the likes, the comments, that sort of thing. The reposts. It's become quite sophisticated, and clearly, it's effective because companies are doing this. And one other thing to mention we haven't talked about yet is the food companies themselves have hired young people who use humor as a way to create a following for the different brands or products. It's not a person now, it's either the branded character or the actual company itself. And I think that has great influence of building some loyalty to the brand early in life. So that child is growing up and not only persuading their parents to purchase these products, but as they have more disposable income, they're going to continue purchasing the product. I wonder if Edward Tupper or I don't know if I remember his first name right, but I wonder if you could have ever imagined the how his plastic invention would permeate more of society than he ever thought? Tom, what about the argument that it's up to parents to decide and to monitor what their children are exposed to and the government needs to back off. Oh, it would be so nice if they were that easy, wouldn't it? If we could depend on parents. And I think every parent would love to be able to do that. But we're talking about individual parents and their kids who are being asked to stand up against billions, literally billions and billions of dollars spent every year to get them to stay on their screens as long as possible. To pay attention to their marketing, as Amanda was talking about the techniques they use. And to really want their products even more. If you could think of a parent with endless knowledge and time and resources, even they are really unable to stand up to such powerful forces working against them. Unfortunately, and this is not unique to the issues of screens in children's health, but really many of the issues around health, that in the absence of government regulation and really lack of any oversight, this really difficult job is dumped on parents. You know, not their choice, but it's sort of in their lap. We still try and help them to be better at this. While we're waiting for our elected representatives to stand up to lobbyists and do their jobs, we still in a lot of our interventions we develop, we still try and help parents as well as schools, afterschool programs, teachers, health professionals, develop the skills to really help families resist this pool of media and marketing. But that shouldn't be the way it is. You know, most parents are really already doing the best they can. But it's drastically unfair. It's really an unfair playing field. That all makes good sense. We've been talking thus far about the negative impacts of media, but Amanda, you've done some work on putting this technology to good use. Tell us about that if you will. I do enjoy trying to flip the script because technology is meant to help us, not harm us. It's meant to make our lives more efficient, to provide entertainment. Now with video chatting, to provide some social connection. A lot of my work over the past 20 years has been looking at what's commercially available, what kids are using, and then seeing let's test these products or these programs and can we flip them around to promote healthier eating? To promote physical activity? Can we integrate them for kids who are in a weight management program? Can we integrate the technology to really help them be successful? It doesn't always work, and we certainly aren't looking to increase screen time, but we also need to recognize that achieving zero hours of screen time is really unattainable pretty much universally. Let's try to evaluate the screen time that is being used and see if we can make it healthier. A few examples of that include when the Nintendo Wii came out about 18 years ago now. I was part of a group that was one of the first to test that video game console system because up until that point, most of the games you sat down to play, you held a remote in your hand. There were Dance Dance Revolution games and arcade halls so you could do a little bit of movement with games. But pretty much they were sedentary. Nintendo Wii came out and really changed a lot because now you had to get up off the couch, move your body, move your arms and legs to control the game. And we found it cut across all demographics. Men, women, boys, girls, different age groups. There was content available for a lot of different groups. These types of games became really popular. And I did some of the earlier studies to show that at least in a structured program that kids can engage in what we call moderate levels of physical activity. They're actually moving their bodies when they play these games. And over time, I and others have integrated these games into programs as a way to be an in with kids who may not be involved in sports, may not go outside to play, but they're willing to put on a video game and move in their living room at home. Building from that, we've developed and tested various apps. Some of these apps directly reach the parents, for example, teaching the parents. These are strategies to get your child to eat healthier. Prepare healthier meals, grocery shop, be more physically active as a family. We've looked at different wearables, wristwatches that can help kids and parents. Maybe they'll compete against each other to try to get the most steps of a day and that sort of thing. And then some of my recent work is now integrating chatbots and artificial intelligence as ways to provide some tailored feedback and support to kids and families who are looking to be more physically active, eat healthier. And then one study I'm really excited about uses mixed reality. This is virtual reality where you're putting on a headset. And for that study we are integrating children's homework that they would otherwise do on their Chromebook. And we're removing the keyboard and computer mouse so that they now have to use their body to click and point and drag and move the screen. And these are just a few examples. I do not think this is the magical solution. I think as Tom alluded to, there are different levels of government regulation, educating parents, working with schools. There's working with the food industry. There's a lot that we need to do to make this a healthier media space for kids. But I think this is something we should be open to, is figuring out if people are going to spend a lot of time using screens, what can we do to try to make those screens healthier? You make me smile when I'm hearing that because all these things sound really exciting and like there's plenty of potential. And you're right, I mean, if they're going to be on there anyway, maybe there can be some positive way to harness that time. And those all sound really important and really good. And let's hope that they spread enough to really touch lots and lots of children and their families. Tom, you and I keep caught up. We see each other at professional meetings or we just have periodic phone calls where we tell each other what we're up to. And you've been telling me over the past couple years about this really amazing project you're heading up tracking screen usage. Could you tell us a little bit about that? I'd love to. Really it addresses the problem that came up before, which is really how we measure what people are doing and seeing on their screens. Basically all the studies of media effects for the past a hundred plus years that the field has been studying media, has been dependent on people telling us what they do and what they saw. When in fact, we know that's not particularly accurate. So now we have technology that allows us to track exactly what people are doing and seeing on their screens. We call this screenomics, like genomics, except instead of studying how genes affect us, it's studying how screens affect us and how the screens we experience in our lives really are a reflection of our lives. The way we are doing this is we put software on your phone or your laptop, and it can be on other screens as well, and it runs in the background and takes a screenshot every five seconds. And it covers everything on the screen because it's just taking a picture of the screen. All the words, all the images. Then we use AI to help us decipher [00:34:00] what was on those screens. And so far, we've collected over 350 million screenshots from several hundred adults and teenagers who've participated in our studies for periods of six months to a year. Some of our most interesting findings, I think, is how much idiosyncrasy there is in people's screen use. And this has a huge impact on how we do research on the effects of screens, I believe. Because no two people really have the same screenomes, which is what we call the sequence of screenshots that people experience. And even for the same person, no two hours or days or weeks are the same. We're looking at both how different people differ in their screen use, and how that's related to their mental health, for example. But also how changes over time in a single person's screenome is related to their mental health, for example. Comparing your screen use this afternoon to your screen use this morning or yesterday, or last week or last month. And how that changes your health or is at least associated with changes in your health at this point. Eventually, we hope to move this into very precise interventions that would be able to monitor what your screen experience is and give you an appropriate either change in your screen or help you change your behavior appropriate to what you're feeling. One of our current studies is to learn really the details of what, when, how, why, and where foods and beverages appear in adolescent screenomes. And how these factors relate to foods and beverages they consume and their health. In fact, we're currently recruiting 13- to 17-year-olds all over the US who can participate in this study for six months of screenome collection and weekly surveys we do with them. Including detailed surveys of what they're eating. But this sort of goes back to an issue that came up before that you had asked us about how much is advertising? I can tell you that at least some of our preliminary data, looking at a small number of kids, suggests that food, it varies greatly across kids and what they're experiencing, especially on their phones. And, we found, for example, one young girl who 37% of all her screens had food on them. About a third, or more than a third of her entire screenome, had food in it. And it wasn't just through advertising and it wasn't just through social media or influencers. It was everywhere. It was pictures she was taking of food. It was influencers she was following who had food. It was games she was playing that were around food. There are games, they're all about running a restaurant or making food and serving and kitchen work. And then there were also videos that people watched that are actually fairly popular among where you watch other people eat. Apparently it's a phenomenon that came out of Korea first. And it's grown to be quite popular here over the last several years in which people just put on their camera and show themselves eating. I mean, nothing special, nothing staged, just people eating. There's all kinds of food exists everywhere throughout the screenome, not just in one place or another, and not just in advertising. Tom, a study with a hundred data points can be a lot. You've got 350 million, so I wish you the best of luck in sorting all that out. And boy, whatever you find is going to be really informative and important. Thanks for telling us about this. I'd like to end with kind of a basic question to each of you, and that is, is there any reason for hope. Amanda, let's, let's start with you. Do you see any reason to be optimistic about all this? We must be optimistic. No matter how we're facing. We have no choice. I think there's greater awareness. I think parents, policy makers, civic leaders are really recognizing this pervasive effective screen use on mental health, eating, obesity risk, even just the ability to have social interactions and talk to people face to face. And I think that's a good sign. I've seen even in my own state legislature in Louisiana, bills going through about appropriately restricting screens from schools and offering guidance to pediatricians on counseling related to screen use. The American Academy of Pediatrics changed their guidelines a number of years ago. Instead of just saying, no screens for the really little ones, and then limit to fewer than two hours a day for the older ones. They recognized and tried to be more practical and pragmatic with family. Sit down as a family, create some rules, create some boundaries. Make sure you're being healthy with your screen use. Put the screens away during mealtime. Get the screens out of the bedroom. And I think going towards those more practical strategies that families can actually do and sustain is really positive. I'd like to remain optimistic and let's just keep our eyes wide open and talk to the kids too. And ask the kids what they're doing and get them part of this because it's so hard to stay up to date on the technology. Thanks. I appreciate that positive note. Tom, what do you think? Yeah, I agree with Amanda. I can be positive about several things. First of all, I think last year, there were two bills, one to protect child privacy and the other to regulate technology aimed at children. COPPA 2.0 (Children's Online Private Protection Act) and KOSA (Kid's Online Safety Act). And they passed the Senate overwhelmingly. I mean, almost unanimously, or as close as you can get in our current senate. Unfortunately, they were never acted upon by the house, but in the absence of federal legislature regulation, we've had, as Amanda mentioned, a lot of states and also communities where they have actually started to pass bills or regulate social media. Things like prohibiting use under a certain age. For example, social media warning labels is another one. Limiting smartphone use in schools has become popular. However, a lot of these are being challenged in the courts by tech and media industries. And sadly, you know, that's a strategy they've borrowed, as you know well, Kelly, from tobacco and food industry. There also have been attempts that I think we need to fight against. For the federal legislature or the federal government, congress, to pass legislation to preempt state and local efforts, that would not allow states and local communities to make their own laws in this area. I think that's an important thing. But it's positive in that we're hearing advocacy against that, and people are getting involved. I'm also glad to hear people talking about efforts to promote alternative business models for media. I believe that technology itself is not inherently good or bad, as Amanda mentioned, but the advertising business models that are linked to this powerful technology has inevitably led to a lot of these problems we're seeing. Not just in nutrition and health, but many problems. Finally, I see a lot more parent advocacy to protect children and teens, especially around tech in schools and around the potential harms of social media. And more recently around AI even. As more people start to understand what the implications of AI are. I get the feeling these efforts are really starting to make a difference. Organizations, like Fair Play, for example, are doing a lot of organizing and advocacy with parents. And, we're starting to see advocacy in organizing among teens themselves. I think that's all really super positive that the public awareness is there, and people are starting to act. And hopefully, we'll start to see some more action to help children and families. Bios Developmental psychologist Dr. Amanda Staiano is an associate professor and Director of the Pediatric Obesity & Health Behavior Laboratory at Pennington Biomedical Research Center at Louisiana State University. She also holds an adjunct appointment in LSU's Department of Psychology. Dr. Staiano earned her PhD in developmental psychology and Master of Public Policy at Georgetown University, followed by a Master of Science in clinical research at Tulane University. Her primary interest is developing and testing family-based healthy lifestyle interventions that utilize innovative technology to decrease pediatric obesity and its comorbidities. Her research has involved over 2500 children and adolescents, including randomized controlled trials and prospective cohorts, to examine the influence of physical activity and sedentary behavior on body composition and cardiometabolic risk factors. Thomas N. Robinson, MD, MPH is the Irving Schulman, MD Endowed Professor in Child Health, Professor of Pediatrics and of Medicine, in the Division of General Pediatrics and the Stanford Prevention Research Center at Stanford University School of Medicine, and Director of the Center for Healthy Weight at Stanford University and Lucile Packard Children's Hospital at Stanford. Dr. Robinson focuses on "solution-oriented" research, developing and evaluating health promotion and disease prevention interventions for children, adolescents and their families to directly inform medical and public health practice and policy. His research is largely experimental in design, conducting school-, family- and community-based randomized controlled trials to test the efficacy and/or effectiveness of theory-driven behavioral, social and environmental interventions to prevent and reduce obesity, improve nutrition, increase physical activity and decrease inactivity, reduce smoking, reduce children's television and media use, and demonstrate causal relationships between hypothesized risk factors and health outcomes. Robinson's research is grounded in social cognitive models of human behavior, uses rigorous methods, and is performed in generalizable settings with diverse populations, making the results of his research more relevant for clinical and public health practice and policy.

All in the Game | BNR
Waarom het Stop Killing Games-initiatief juist averechts kan werken

All in the Game | BNR

Play Episode Listen Later Jul 10, 2025 43:33


Stop Killig Games is een mondiaal initiatief om te voorkomen dat games voorgoed verdwijnen. Het gaat niet alleen om games die je simpelweg op geen enkele manier nog kunt kopen, maar ook om games die alleen met online verbinding gespeeld kunnen worden, waarvan uitgevers vervolgens besluiten de servers voor goed uit te schakelen - zonder alternatieve oplossing. Waar dit allemaal door komt, wat de oplossingen zijn en welke ándere manieren er zijn om games voor de eeuwigheid te bewaren bespreken Joe van Burik, Laura van der Lubbe en Donner Bakker samen met Willem Hilhorst, Media Manager Games & Online bij het Nederlands Instituut voor Beeld en Geluid in deze aflevering van de BNR-podcast All in the Game. Wat speelt er voor Joe, Laura en Donner? Clair Obscur: Expedition 33 Mindseye Anthem Retro-rubriekBNR-collega Jeanne Heeremans deelt haar herinneringen aan Dance Dance Revolution Winx Club voor de Nintendo Wii. Over All in the Game All in the Game is de podcast over games voor iedereen. Wanneer er iets speelt in de wereld van games, hoor je dat hier: spannende ontwikkelingen, boeiende onderzoeken en natuurlijk de nieuwste releases om te spelen op je PlayStation, Xbox, pc of welk platform dan ook. Onder leiding van BNR's techredacteur Joe van Burik hoor je gesprekken met andere gamekenners, zoals beursnerd Jochem Visser, techredacteurs Niels Kooloos en Daniël Mol én popcultuurkenners Donner Bakker en Sam van Zuilen. Ook hoogleraar computerwetenschappen Felienne Hermans en universiteit docent Laura van der Lubbe schuiven geregeld aan, en je hoort bijdragen van audioproducers André Dortmont en Wesley Schouwenaars, Elke week hoor je minimaal één aflevering van All in the Game. Of juist meerdere, wanneer er veel speelt in de wereld van games. Soms met impressies en analyses over actuele ontwikkelingen en nieuwe games. Andere keren kun je luisteren naar interviews met makers van bijzondere games, van Grand Theft Auto (GTA) tot Baldur's Gate 3 - zowel Nederlandse als internationale ontwikkelaars. Of we praten met e-sport-atleten, onderzoekers en andere experts in de wereld van videogames, in onze rubriek Main Game. En regelmatig laten we iemand van BNR Nieuwsradio aanschuiven om te vertelen over diens favoriete game van vroeger in de Retro-rubriek. In deze podcast kijken we verder dan alleen wat een game leuk maakt: we bespreken juist ook in de culturele, maatschappelijke, economische en technologische impact ervan. Jaarlijks gaat er immers zo'n 200 miljard euro om in de wereldwijde game-industrie, dat is al (vele jaren zelfs) daadwerkelijk meer dan de muziek- en filmindustrie bij elkaar opgeteld. Zo hoor je bij All in the Game niet alleen wat je moet spelen - en op welk nieuwe (game)platform - maar kun je daar nog bewuster mee bezig zijn, over praten en natuurlijk van genieten. Of het nou gaat om Super Mario of Sonic the Hedgehog, Fortnite of Roblox, voetbalgames van EA Sports FC of de FIFA, Call of Duty of Battlefield, League of Legends of Dota,of goude oude titels zoals Tetris, Rollercoaster Tycoon, The Sims of zelfs Snake. En we hebben ook aandacht voor liefhebberijen die dicht op games zitten, zoals Dungeons & Dragons, Lego en de films, series en strips rond reeksen zoals Star Wars en Marvel. Het komt allemaal aan bod in All in the Game. All in the Game werd als podcast al in 2022 opgenomen in het archief van Het Nederlands instituut voor Beeld & Geluid in Hilversum - als eerste podcast van BNR Nieuwsradio en één van de eerste gamepodcasts van allemaal. Gezamenlijk met talloze Nederlandse televisieprogramma’s, radioshows, games, websites, webvideo’s en podcast vormt dit materiaal de Nederlandse mediageschiedenis. Over Joe van BurikJoe van Burik is presentator, podcastmaker en techredacteur bij BNR Nieuwsradio. Je hoort hem bijna dagelijks in de Tech Update met het laatste nieuws over digitale technologie, en gaat daar in BNR Digitaal (samen met Ben van der Burg) elke woensdag dieper op in met gasten uit de techwereld. Daarnaast maakt hij onder meer de podcast All in the Game, voor iedereen die meer wil horen over videogames.See omnystudio.com/listener for privacy information.

Camp Citrus The Podcast
0090 Dumb Guys and Bar Flys

Camp Citrus The Podcast

Play Episode Listen Later Jul 1, 2025 72:47


One more episode for the children. Episode 90 – Unreliable Legends, Wii Injuries & Bar Beef In this milestone 90th episode of The Camp Citrus Show, D-Nice and Dot Solo are back with another round of unpredictable chaos. Things get real when Dot calls out D-Nice for being wildly unreliable — and D-Nice doesn't exactly deny it. From missed meetups to questionable time management, the self-roast is strong. The duo then dives into the golden era of the Nintendo Wii — not just the games, but the injuries. Sprained wrists, shattered TVs, and one too many overzealous bowling moves make for some hilarious memories. As if that's not enough, they unpack a heated run-in with some very angry bar employees, share a few tales from the trenches, and sprinkle in their usual dose of randomness, rants, and raw honesty. It's the kind of episode that reminds you why The Camp Citrus Show is unlike anything else. Tune in, laugh hard, and maybe check your surroundings before you swing that Wii remote.   Hit us up -> campcitrus@gmail.com

De Danske Guardians - en Destiny podcast
Anmeldelse – Nintendo Switch 2

De Danske Guardians - en Destiny podcast

Play Episode Listen Later Jun 22, 2025 117:16


Kan Nintendos nye konsol leve op til hypen?Nintendo Switch 2 er den nyeste konsol fra Nintendo - et firma, der nok ikke behøver den store introduktion, men nu får du den alligevel. Modsat hvad mange tror, har Nintendo ikke altid levet af at lave konsoller og computerspil. Nintendo blev nemlig grundlagt i 1889, og i mange år levede de af at producere spillekort. Mellem 1969 og 1972 begyndte de at udvikle elektronisk legetøj, og i 1973 udkom Nintendos første konsol - og nej, det var ikke Nintendo Entertainment System. Det var noget, der hed Color TV Game - et simpelt system, du kunne sætte til dit fjernsyn og spille varianter af spil såsom Pong. Efter dét har Nintendo ikke set sig tilbage. De har ikke bare skabt nogle af de største og mest ikoniske spilfranchises i verden, såsom Super Mario, Zelda, Donkey Kong og Pokémon - de har også produceret nogle af verdens bedst sælgende konsoller. Game Boy, Nintendo Wii, DS, Game Boy Advance og naturligvis Nintendo Switch er alle i top 10 over bedst sælgende konsoller nogensinde. Faktisk er den originale Nintendo Switch på vej til at blive den bedst sælgende konsol nogensinde og overhale Sonys PlayStation 2. Men Nintendo har i nyere tid haft en forbandelse over sig: Hver anden hjemmekonsol har været et flop. GameCube - flop. Wii - succes. Wii U - flop. Nintendo Switch - succes. Vil Nintendo Switch 2 bryde mønsteret? Den er i hvert fald kommet godt fra start og solgte over 3,5 mio. eksemplarer på få dage. Switch 2 er allerede den hurtigst sælgende konsol nogensinde.Men er den værd at få fat på? Alt det, og meget mere, skal vi finde ud af nu.I denne episode deltager Lasse Vestergaard, Daniel Jacobsen, Mark Elsberg, Lau Eskildsen, Rasmus Lund-Hansen og Morten Urup.Tusind tak, fordi du lytter med!

The Jamo & Dylan Show
Love is Blind & She Accidentally Texted Her Dad!? - #276

The Jamo & Dylan Show

Play Episode Listen Later Jun 9, 2025 35:27 Transcription Available


This week the boys give you an update on what's going on and have a laugh about plenty Show Notes - Some news Jamo's going to Bali again Night out with the lads Featured on Happy Hour with Lucy and Nikki Love is Blind casting Socceroos success Finding Rog when he's in Europe Nice message from a 50 something year old from the US Show suggestions from the lads Nintendo Wii & Guitar Hero Tassie team falling apart Gabbiadini & his star son Listener accidentally texted her Dad insteadSend in some topics or things you need advice on to @jamoanddylan on Instagram :) We want you guys to make us a part of your weekly routine! Have a good week ALL OF OUR LINKS BELOW https://jamoanddylan.komi.io/See omnystudio.com/listener for privacy information.

KNGI Network Podcast Master Feed
12. Writing Together! A Sonic the Hedgehog One-Shot Fanfiction

KNGI Network Podcast Master Feed

Play Episode Listen Later Jun 7, 2025 77:34


We decided to do something dumb and this video is the consequence! Join Bee and Strawbz as they live-write a collaborative one-shot featuring [REDACTED] and [REDACTED] doing [REDACTED]. This episode has tips on editing, lots of Chaos Cola, piss on the floor (???), and a fully sound-designed radio play of the final product featuring the voice talent stylings of @SongbirdsMelody! It's a real treat and a rip-roaring good time of an episode, and we hope you have as much fun listening to it as we did making it - if not, even more! Music: Elevator Music - Kevin McLeod 2pm - Animal Crossing City Folk Dining Car Closet - The Murder of Sonic the Hedgehog OST Mr. Resetti - Animal Crossing Mii Channel - For the Nintendo Wii by Kazumi Totaka Last Friday Night - Jazz Cover by Justin Klunk (https://www.youtube.com/watch?v=oDFeUg753s0) Follow us! TBTB Linktree: linktr.ee/thebeetheberry Tumblr: @thebeetheberry Twitter: @thebeetheberry Melody: Tumblr: @franticmelody AO3: SongbirdsMelody Strawberry: Tumblr: @regulatedstrawberry Twitter: @regulatedstrawb AO3: RegulatedStrawberry Bee: BlueSky: @TheWondrousBee AO3: Beeextraordinary

Great Pop Culture Debate
Best Video Game Console

Great Pop Culture Debate

Play Episode Listen Later Jun 3, 2025 59:57


Video games made their way into American homes as early as the 1970s. But it wasn't until the console wars in the 1990s that in-home video-game consoles became nearly ubiquitous. Nintendo, Sega, Sony, and Microsoft were all pumping out quality machines that played increasingly awe-inspiring games, and that trend has continued ever since. As Nintendo prepares to kick off the next generation of console releases with the imminent arrival of the Switch 2, the Great Pop Culture Debate wanted to look back at the slickest systems from the past and name the Best Video-Game Console. Systems debated include: Nintendo Switch, Nintendo 3DS, Nintendo GameCube, PlayStation 4, Nintendo Wii, Nintendo DS, Nintendo Game Boy, NES (Nintendo Entertainment System), Sony PlayStation 2, Sony PlayStation, Nintendo Game Boy Advance, Super Nintendo, Nintendo 64, Microsoft Xbox 360, Sega Genesis, Sony PlayStation 3. Join host Eric Rezsnyak and GPCD panelists Andrea Guerrero, David Silbert, and Jim Czadzeck as they discuss 16 of the most legendary video-game systems of all time. Play along at home by finding the listener bracket here. Make a copy for yourself, fill it out, and see if your picks match up with ours! For more exclusive content, including the warm-up in which we discuss even more video-game consoles that didn't make the bracket, become a Patreon supporter of the podcast today. Looking for more reasons to become a Patreon supporter? Check out our Top 10 Patreon Perks. Sign up for our weekly newsletter! Subscribe to find out what's new in pop culture each week right in your inbox! Vote in more pop culture polls! Check out our Open Polls. Your votes determine our future debates! Then, vote in our Future Topic Polls to have a say in what episodes we tackle next. Episode Credits Host: Eric Rezsnyak Panelists: Andrea Guerrero, David Silbert, Jim Czadzeck Producer: Bob Erlenback Editor: Bob Erlenback Theme Music: “Dance to My Tune” by Marc Torch #videogames #games #nintendo #nintendoswitch #switch2 #nes #snes #n64 #gameboy #3ds #ds #wii #nintendowii #playstation #ps2 #ps3 #ps4 #xbox #xbox360 #sega #segagenesis Learn more about your ad choices. Visit megaphone.fm/adchoices

Gaming And Collecting: Looking Back At The Games That Shaped Us!
G&C Podcast - Episode 227: The Games That Shaped Us #20: Mario Party 8!

Gaming And Collecting: Looking Back At The Games That Shaped Us!

Play Episode Listen Later May 31, 2025 52:24


On this episode of the Gaming And Collecting Podcast Bill and Alex return with another entry in there "Games That Shaped Us" series, this time covering Mario Party 8 for the Nintendo Wii!Follow the Gaming And Collecting Podcast on all of our socials, easily found here: https://linktr.ee/ThebarberwhogamesIntro Music By Gerry At: https://soundcloud.com/greymatteraudioProud member of https://superpodnetwork.com/

Gaming And Collecting: Looking Back At The Games That Shaped Us!
G&C Podcast - Episode 227: The Games That Shaped Us #20: Mario Party 8!

Gaming And Collecting: Looking Back At The Games That Shaped Us!

Play Episode Listen Later May 31, 2025 52:24


On this episode of the Gaming And Collecting Podcast Bill and Alex return with another entry in there "Games That Shaped Us" series, this time covering Mario Party 8 for the Nintendo Wii!Follow the Gaming And Collecting Podcast on all of our socials, easily found here: https://linktr.ee/ThebarberwhogamesIntro Music By Gerry At: https://soundcloud.com/greymatteraudioProud member of https://superpodnetwork.com/

T minus 20
Kylie's cancer shock and Britney's chaotic reality debut

T minus 20

Play Episode Listen Later May 14, 2025 82:32 Transcription Available


Send us a textRewind to 15 May to 21 May 2005.From a Eurovision fever dream to a rollercoaster that needed its own weather forecast, this week brought chaos, confessions and comeback queens. Kylie faced a life-changing diagnosis with absolute grace, Britney overshared via camcorder and Mariah said we belong together and we absolutely did.

Dinotronic
Dinotronic #76 - Donkey Kong Country Returns HD

Dinotronic

Play Episode Listen Later Apr 26, 2025 101:33


Em mais um episódio da nossa série De Volta Para o Futuro, batemos um papo sobre Donkey Kong Country Returns HD! Para que esse projeto continue existindo e crescendo cada vez mais, considere virar um de nossos apoiadores em apoia.se/supersoda. Escolha um valor que caiba em seu orçamento e ganhe recompensas bem legais!

Boss Rush One V One: The Creator Interview Series
EXP. Looking Back on the Wii's Launch Ahead of Switch 2

Boss Rush One V One: The Creator Interview Series

Play Episode Listen Later Apr 15, 2025 58:57


Support Nintendo Pow Block: ⁠Patreon⁠⁠⁠⁠ || ⁠⁠⁠⁠Discord⁠⁠⁠⁠ || ⁠⁠⁠⁠Website⁠⁠⁠⁠ || ⁠⁠⁠⁠Store⁠⁠⁠⁠ || ⁠⁠⁠⁠YouTube⁠⁠⁠Follow Nintendo Pow Block: ⁠X/Twitter⁠ || ⁠Bluesky⁠ || ⁠InstagramThis week on Expansion Pass, Edward and Corey discuss the launch of the Nintendo Wii and it's library as they anticipate the launch of the Switch 2. Thank you for watching and/or listening to Boss Rush Expansion Pass, part of Boss Rush Media and The Boss Rush Network. If you enjoyed the discussion, subscribe and like the video, leave a comment, and hit the bell so you don't miss an episode. If you listen on Apple Podcasts or Spotify, remember to leave us a five star rating and a nice review. You can support Boss Rush on Patreon at any tier and get Expansion Pass two weeks early, one month early access to Book Club, and exclusive access to EXP+. Thank you for supporting Boss Rush Media and The Boss Rush Network's independent endeavor. It means more than you know.

The 8 Bit Files
032 - Nintendo Wii

The 8 Bit Files

Play Episode Listen Later Apr 14, 2025 74:04


In this episode, the guys talk about the Nintendo Wii, diving deep into what made it a game-changer for both hardcore and casual players. They also discuss the upcoming Switch 2, but it's more of a sidebar to their Wii nostalgia.John recalls lining up for the Wii on launch day and how hard it was to find in the wildThey discuss how Wii Sports, especially bowling, became a cultural touchstone and brought families togetherDave shares how even his mom got into gaming thanks to the Wii's accessible motion controlsThey reminisce about quirky Wii accessories—from plastic steering wheels to crossbow shells—and how fun (and weird) they wereJohn talks about soft-modding the Wii and loading it with emulators and classic gamesThey mention the Wii's forward-thinking features like Miis, the Virtual Console, and online updatesThey discuss the Switch 2 announcement, with John expressing skepticism over pricing, lack of killer titles, and backward compatibility quirksReferenced videos from the episode:Wii Bowling training: https://www.youtube.com/watch?v=SmN-woiXtqkWii Shopping channel demo: https://www.youtube.com/watch?v=ZxAanYvdx28Wii Mii channel: https://www.youtube.com/watch?v=I6NAW72KzTQ

Prison Breaking With Sarah & Paul
S2 Ep64: S2E12: "Disconnect" with guest Tony Denison aka "Aldo Burrows"

Prison Breaking With Sarah & Paul

Play Episode Listen Later Apr 9, 2025 55:40


Hosts Paul and Sarah share their reactions and insights, revealing major plot twists including the fatal shooting of Aldo Burrows, the personal revelations of Michael Scofield, and key character developments. The episode also touches on the mid-2000s cultural context, referencing events like Michael Richards' infamous rant and the release of the Nintendo Wii. An interview with Tony Denison, who played Aldo Burrows, delves into his experience on the show and his broader acting career, including highlights from 'The Closer' and 'Crime Story'. The discussion explores character motivations, fatherhood, and Denison's personal approach to acting. The episode wraps up with an invitation for listeners to join a watch party and access additional content via Patreon. 00:00 Introduction and Episode Recap 01:04 Special Guest Announcement 01:47 Eggplant Parmesan Debate 02:32 Episode Details and Ratings 03:49 Episode Recap and Analysis 05:26 Cultural and Historical Context 09:29 Character Motivations and Plot Development 13:58 Behind the Scenes and Production Insights 30:46 Stunt Work and Camera Techniques 31:10 Michael Schofield's Origin Story 32:21 Introducing Tony Denison 33:12 Tony Denison's Career Highlights 40:36 Acting Techniques and Sobriety 46:45 Thoughts on Fatherhood and Aldo's Character 50:27 Final Thoughts and Farewell Leave us your comments, shoot us an email, or leave us a voicemail - we love hearing from all of you! For the FULL Prison Breaking With Sarah & Paul experience, join our very active Patreon community where you can watch our WATCH PARTY episodes, released a day before the podcast episode, where you can re-watch every episode of Prison Break alongside Sarah & Paul's real time commentary (kind of like the DVD director commentary tracks of yore).  You also get access to all of our Fan Fiction episodes and our Discord Server where you can join our active Prison Breaking community, interact with Sarah & Paul's "Ask Me Anything" and join group WATCH PARTIES where you can experience the release of every Watch Party and along with a group chat.   Join our Patreon here: https://patreon.com/user?u=116411884 If you love all the behind-the-scenes Prison Break convo that Sarah & Paul are bringing weekly, then please give us a review and a follow us on all your podcast, social media, and YouTube accounts! Watch the episode on YouTube - https://www.youtube.com/@PrisonBreakPodcast Follow us on Instagram - https://www.instagram.com/prisonbreakpodcast/ Follow us on TikTok - https://www.tiktok.com/@prisonbreakpodcast Merch!!! - https://pbmerch.printify.me/products Email us at prisonbreaking@caliber-studio.com And leave us a message with all your burning questions at (401) 3-PBREAK Logo design by John Nunziatto @ Little Big Brands.  If you want one yourself, reach out at https://www.littlebigbrands.com/ and tell him we sent you.   PRISON BREAKING WITH SARAH & PAUL is a Caliber Studio production. 

Lex: The Craigslist Whisperer
LEX - TCW Episode 170: The Nintendo Wii and computer monitors.

Lex: The Craigslist Whisperer

Play Episode Listen Later Mar 25, 2025 10:21


Lex DOESN'T encounter an obvious advance payment scam after getting stuck behind a train.

computers nintendo wii computer monitors
Rejugando
Rejugando Juegos que se quedaron en XBOX360 Playstation 3 y Wii

Rejugando

Play Episode Listen Later Mar 3, 2025 135:03


Hoy hablamos de grandes titulos y sagas que AL MENOS en consola se quedaron en esa 7ª generacion de consolas como Playstation 3, Nintendo Wii o Xbox 360. Juegazos como Bioshock, Lost Odyssey, Lost Planet, Eternal Sonata, MotorStorm, Final Fantasy XIII, Blue Dragon, Last Story, Castlevania Lord of Shadows, Asuras Wrath y MUCHOS MAS Podéis participar mandando audio de 1 minuto a t.me/RejugandoAudios Uniros a nuestra comunidad de Telegram en t.me/Rejugando GRACIAS a todos nuestros suscriptores en Twitch.tv/Rejugando Escucha el episodio completo en la app de iVoox, o descubre todo el catálogo de iVoox Originals

Poor Man's Pinball Podcast
Wii Suck @ Video Games - Episode 35 - Random Wii Thoughts And WhatNots

Poor Man's Pinball Podcast

Play Episode Listen Later Feb 26, 2025 20:50


This week mOw and Craft Brew Sally talk about some new games they picked up. They mused about the new Switch 2 release and where they would get it and finished with mOw talking about the Wii Fit progress. Drop us a line at wiisuckatvideogames@gmail.com FINALLY launched our products on SilverBall Swag - check it out here! https://silverballswag.com/

The Bonus Points
World of Goo

The Bonus Points

Play Episode Listen Later Feb 7, 2025 56:42


World of Goo is a 2008 indie game in which you build structures using squishy, springy goo balls and strands. It is considered one of the first widely successful indie games ever, and found its success as gaming really hit the mainstream with the birth of smartphones and the Nintendo Wii. Chances are a lot of you played it when you were younger, and this will be a nostalgia blast for an hour! Click here for the list!  SUPPORT US ON PATREON: https://patreon.com/thebonuspoints [£3/$4 tier = TBP Discord, Extra Credit Podcast and behind the scenes content] [£5/$6 tier = Early access, name in video of podcast, TBP Discord, Extra Credit Podcast and behind the scenes content] Blue Sky: https://bsky.app/profile/thebonuspoints.bsky.social Tiktok: https://tiktok.com/@thebonuspointsyt

The Movie Podcast
Donkey Kong Country Returns HD Review (Nintendo Switch)

The Movie Podcast

Play Episode Listen Later Jan 31, 2025 41:14


IT'S ON LIKE... Daniel reviews DONKEY KONG COUNTRY RETURNS for Nintendo Switch. In the game, players must help DK and Diddy Kong recover their precious banana hoard from the villainous Tiki Tak Tribe in this visually enhanced version of the Nintendo Wii game. Stomp enemies, blast through barrels, and ride rockets, minecarts, and even Rambi the Rhino in 80 levels across nine worlds, including the additional levels from the Nintendo 3DS version. Players can even join up with a buddy for two-player local co-op! Donkey Kong Country Returns HD is now available exclusively for Nintendo Switch family of systems. Game code provided by Nintendo. Watch and listen to The Movie Podcast now on all podcast platforms, YouTube, and TheMoviePodcast.ca Contact: hello@themoviepodcast.ca FOLLOW US Daniel on X, Instagram, Letterboxd Shahbaz on X, Instagram, and Letterboxd Anthony on X, Instagram, and Letterboxd The Movie Podcast on X, Instagram, TikTok, Discord, and Rotten Tomatoes Learn more about your ad choices. Visit megaphone.fm/adchoices

Poor Man's Pinball Podcast
Wii Suck @ Video Games - Episode 34 - Wii all Wii Fit!

Poor Man's Pinball Podcast

Play Episode Listen Later Jan 29, 2025 25:51


This week mOw and Craft Brew Sally review the Wii Fit game. The Wii Suck team also scored a pretty hefty pile of Wii games for the collection (currently at 387 games). Did the team FIT in with the Wii Fit craze? Tune In and find out!   Drop us a line at wiisuckatvideogames@gmail.com FINALLY launched our products on SilverBall Swag - check it out here! https://silverballswag.com/

Nintendo Switch UK Podcast
Ubisoft Go Hard - Episode 278

Nintendo Switch UK Podcast

Play Episode Listen Later Jan 26, 2025 81:36


Send us a textWe are back for SEASON 7 of the Nintendo Switch UK Podcast and we've got a new theme tune! With the announcement of the Switch 2, we have lots to talk about, plus announcements, news and the quiz!Shownotes - Episode 278Nintendo Switch 2, Kero Quest 64, Donkey Kong Country Returns HD credits, Angry Video Game Nerd 8-bit, iQue original plan for the Nintendo Switch Virtual Console, House of the Dead 2: Remake ,SOMA, Amnesia Rebirth, Amnesia: The Bunker, ZenGrip 2, LEGO Gameboy, Fatal Fury 2, Super Ninja Boy, Sutte Hakkun , Deltarune Chapter 3 and 4, Hollow Knight: Silksong, ANTONBLAST, The Legend of Zelda: Majora's Mask voice commands,Hyper Strummer for Nintendo Wii, redesign of Donkey Kong ,Amazon cancels Metroid Prime 4 pre-orders, No Rest for the Wicked, Lost in Hyrule: A Legend of Zelda short film, Nintendo boycot Fuji Television, Astro Bot, Xenoblade Chronicles X: Definitive Edition, Team17 Group rebrands as everplay, Star Wars Prequel Pack , Earthblade, Nvidia's DLSS upscaling, Gotham Knights, Nintendo Switch 2 60W charger, NACON , Nate the Hate leaks Ubisofts The Division, Rainbow Six Siege, Mario Rabbids collection, Assassin's Creed Shadows, Metal Gear Solid: Delta, Final Fantasy XVI, Final Fantasy VII Remake, Final Fantasy VII Rebirth, Microsoft Flight Simulator 2024,Halo: The Master Chief Collection, Hellblade 2, Age of Mythology, Gears of War 1 Ultimate Edition, Diablo 4Support the show

We Got This with Mark and Hal
#513 - Best Wii Sports Game

We Got This with Mark and Hal

Play Episode Listen Later Jan 22, 2025 33:51


Leaders Sport Business Podcast
Australian Open alt-casts and Stan Kroenke's signature sponsorships

Leaders Sport Business Podcast

Play Episode Listen Later Jan 16, 2025 35:28


Leaders' Editorial Director James Emmett and Content Director David Cushnan share what's worth knowing in the global sports industry this week.In the mix: The Australian Open's Nintendo Wii tie-up and a new breed of alt-casts to complement - and in some cases circumvent - traditional broadcast rights arrangements; the debut of 3x3 women's basketball league Unrivaled later this week, which is taking place, like the new TGL golf series, in a brand new broadcast-first venue; the launch of Kroenke Signature Properties, to sell sponsorships across all his sports properties including the LA Rams and Arsenal; and more evidence of London's status as an events capital, as MLB releases economic impact details of last summer's International Series at London Stadium.To subscribe to Worth Knowing, the weekly sports industry newsletter from Leaders, visit: leadersinsport.com/newsletters

Mayfair Theatre
514: Onion Ring Related.

Mayfair Theatre

Play Episode Listen Later Jan 9, 2025 31:32


This week, Eric and Josh are again joined by Emily to discuss: her Aunt Dayle Haddon, Odd Burger, the Academy Awards memorium, projection booth tricks, Minority Report, Nintendo Wii, Suspiria (2018), Home Alone, Midnight Cowboy, Heretic, and more! They also mention the movies screening the week of Friday January 10 - Thursday January 16, 2025: Queer, A Real Pain, The Room, Flow, Vixen!, Rabid, and Saturday Night Sinema!

Stealth Boom Boom | A Stealth Video Games Podcast
Mini Ninjas Review | Conspicuous Shinobi, Empty Areas, Windy Pants

Stealth Boom Boom | A Stealth Video Games Podcast

Play Episode Listen Later Nov 26, 2024 95:22


After years of making bloody, adult, violent video games, the Danish video games developer we're talking about today decided to make something that they could play with their kids. We're going back to 2009 to look at a third-person action-adventure game featuring some small shinobi. We're talking Mini Ninjas.On this episode of Stealth Boom Boom, we take a look at the origins of Hitman developer IO Interactive and how that series influenced their family-friendly game. We also discuss the perceived target audience for this, and an animated series that reminds Adam of fake merchandise.Here are some of the things you're gonna hear us chat about in our review: memorable box art; samurai with impeccable eyesight; turning into a chicken or bear or an oddly-faced monkey; being spotted in the long grass; a discussion on whether you kids of 15 years ago liked being sneaky; being rewarded for murder and thus punished for playing stealthily; boring button-mashing combat (or something slightly different for those on Nintendo Wii); stopping time for a completely over-powered kill move; large, sparse areas of linear levels; a nice enough world to be in; Hiro's friends feel pointless; Windy Pants and their absolutely outrageous farts; repetitive QTE boss battles; a story that's merely there; and The Worst Witch.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Mini Ninjas is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Rogue Warrior on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS

Kottke Ride Home
Sitting Can Increase the Risk of Cardiovascular Disease, Amber Found in Antarctica for the First Time, and TDIH - The Nintendo Wii

Kottke Ride Home

Play Episode Listen Later Nov 19, 2024 27:07


How sitting, reclining, or lying down during the day may increase the risk of cardiovascular disease. Amber is found in Antarctica for the first time and what information can be gained from it. Plus, on This Day in History, we take a look at the Nintendo Wii. Sitting too long can harm heart health, even for active people | ScienceDaily For the first time in history, scientists have found amber fragments in Antarctica, at a depth of 946 meters First discovery of Antarctic amber | Antarctic Science | Cambridge Core 90-million-year-old amber reveals Antarctica's secret past - Earth.com Scientists Find Evidence of an Ancient Rainforest in Antarctica Nintendo Wii (2006-2013) – History of Console Gaming Contact the show - coolstuffcommute@gmail.com Learn more about your ad choices. Visit megaphone.fm/adchoices

Submarine and A Roach
Episode 211: "Thrustmaster 3000"

Submarine and A Roach

Play Episode Listen Later Oct 22, 2024 86:24


Join Tmt, Mayowa, and Koj for another hilarious and unfiltered episode of Submarine and A Roach, Nigeria's #1 comedy podcast aka The Funniest Podcast in Nigeria! In Episode 211: "Thrustmaster 3000," the guys tackle everything from husbands and IG baddies to gaming nostalgia, all with their signature wit and humor. This week, the laughs kick-off as Tmt shares a funny story about his married friend texting him to inquire about "baddies" on Instagram. Mayowa takes us back to his university days, reminiscing about his Nintendo Wii and the joy of playing tennis on it. The gaming nostalgia continues when Koj introduces his Thrustmaster 3000 steering wheel and console, which sends the guys into a fit of laughter over its name. Next, they dive into the evolution of music-playing devices—from the Walkman to the iPod—reflecting on how music consumption has transformed over the years. The conversation then shifts to age-inappropriate relationships, with Koj sharing a story about his prom date attempting to ditch him to hang out with a Nigerian celebrity. The episode wraps up with a deep dive into the Netflix hit Love Is Blind, with Tmt and Mayowa offering their takes on the latest season's drama. Packed with humor, nostalgia, and unfiltered commentary, this is an episode you won't want to miss! Tune in now on Spotify, Apple Podcasts, and wherever you listen to your favorite shows.

The Free Cheese
The Free Cheese Episode 574: Super Mario Galaxy 2 | Part II

The Free Cheese

Play Episode Listen Later Sep 9, 2024 56:18


This week on The Free Cheese, you got green stars? We cover the second half of Super Mario Galaxy 2 and discuss our favorite moments from the final stages. We revisit some of our favorites from the campaign as a whole and look ahead at chasing 100% completion. We also look at the Wii Remote and its role in the gameplay overall.

Dev Game Club
DGC Ep 400: Bonus Interview with Tony Rowe

Dev Game Club

Play Episode Listen Later Aug 14, 2024 84:43


Welcome to Dev Game Club, where this week we revisit our series on Trespasser: The Lost World with an interview with Tony Rowe, who did QA on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 00:49   Interview 1:13:20 Break 1:13:55 Outro Issues covered: time to take out the prehistoric trash, getting in, doubling up the QA team, the clay model of an island, having to rebuild the island, cutting a more open level, the empty plantation house, Microsoft Hiking Simulator, the bowling shirt, how long games took at the time, rising expectations, developing a software renderer, length of time and risk, entirely procedurally driving the critters, using a hill to escape a dinosaur, everything being a box, exploding physics boxes, choosing procedural animation, saying yes to too many things, a richer first person experience, locking the arm, emergent gameplay, a different context, building a separate demo level, overtime/double time/golden time, lack of friction, the floating plants, taking the blame, programming and managing at the same time, video game history and documenting game development, influences later, making it hard for game stores, dinosaur brains and subtlety, cranking up the anger, the importance of preservation, regressing bugs and test plans. Games, people, and influences mentioned or discussed: Star Wars, Call of Duty, Medal of Honor, Jurassic Park, Dreamworks, Electronic Arts, Spark Unlimited, LucasArts, Force Unleashed (series), First Assault, Drexel University, Greg Knight, Interweave, WayForward Technologies, Microshaft: Winblows 98, X-Fools, Star Warped, MYST, PYST, Parroty Interactive, Monopoly, Spielberg, Katzenberg, David Geffen, DOOM, Neverhood, Dark Forces, Skyrim, Indiana Jones and the Staff of Kings, PS3, Microsoft 360, Nintendo Wii, Nintendo DS, PSP, AMD, Quake, 3dfx Voodoo2, Dreamcast, PS2, Seamus Blackly, Looking Glass, Terranova: Strike Force Centauri, Richard Wyckoff, Austin Grossman, Andrew Grant, Tai-Fu, Small Soldiers, Crystal Dynamics, Noah Hughes, Kung Fu Panda, Unreal, Clive Barker's Undying, Fall Guys, 3D Studio MAX, Starfighter, Video Game History Foundation, Phil Salvador, Frank Cifaldi, UNESCO, Dinosaur Train, Terry Izumi, Clint Hocking, Far Cry 2, Half-Life 2, Octodad, Eidos, Spectre, Max Spielberg, Jet Lucas, Assassin's Creed, David Wolinsky, Apple ][, The Sims, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Links:  David Wolinsky's Interview with Steven Horowitz Twitch: timlongojr Discord https://t.co/h7jnG9J9lz DevGameClub@gmail.com

Backwards Compatible
Backwards Compatible #20 - Wii Sports [Nintendo Wii]

Backwards Compatible

Play Episode Listen Later Aug 14, 2024 63:18


Text us and say hello!In episode 20 of "Backwards Compatible," Lou and I take a swing at "Wii Sports," the game that came bundled with the Nintendo Wii and became a cultural phenomenon. Released in November 2006, "Wii Sports" was not just a game but a pivotal moment for Nintendo, potentially even rescuing the company from the brink after the less successful GameCube era. This title introduced motion-controlled gaming to the masses, making video games accessible and appealing to an unprecedented broad audience, from young children to seniors.We dive into how "Wii Sports" and the Wii console set a new standard for interactive gaming, emphasizing physical movement and family-friendly fun. This approach not only defined the Wii's legacy but also influenced Nintendo's future direction, focusing on innovation in gameplay over raw hardware power. The Wii's success demonstrated Nintendo's ability to think outside traditional gaming paradigms and reinvigorate its brand in a highly competitive market.Beyond our discussion of "Wii Sports" itself, we explore the broader impact of the Wii console, discussing how its emphasis on inclusivity and accessibility changed the gaming landscape forever. And as always, we wrap up with a look at other pop culture milestones from November 2006, giving context to the era when Nintendo was redefining what it meant to be a gamer. Join Lou and me as we reminisce about bowling strikes, scoring goals, and swinging for the fences in the living room with "Wii Sports."Support the Show.We've got merch!Check out the site for some awesome Gen 'S' swag :)

Poor Man's Pinball Podcast
Wii Suck @ Video Games - Episode 29 - The Secret Saturdays: Beast Of The 5th Sun

Poor Man's Pinball Podcast

Play Episode Listen Later Aug 7, 2024 13:14


This week mOw flies solo and reviews a Cartoon Network short lived series The Secret Saturdays. Did the Wii Suck team relive all the nostalgia and joy from that show and all the great games it spawned? Tune In and find out!   Drop us a line at wiisuckatvideogames@gmail.com   check out our friends at Press Start Games https://www.facebook.com/pressstartgamesllc/

Retrospect
Retrospect #069 - How Weskmods Made The World's Smallest Nintendo Wii

Retrospect

Play Episode Listen Later Aug 5, 2024 50:21


In this episode of The Retrospect Podcast we talk with Weskmods, the maker behind incredibly retro gaming mods such as the Ashiida Wii Portable, the Gamecube Nano and the recent Nintendo Kawaii, the world's smallest working Nintendo Wii.

School of Movies
Klonoa

School of Movies

Play Episode Listen Later Jul 26, 2024 95:46


[School of Everything Else 2024] This was a commissioned show for Dean R who just happens to sit at the ideal age to have discovered Klonoa 2: Lunatea's Vale on PlayStation 2 in 2001 as a kid. After it had a profound effect upon him, he went back to examine the original Klonoa: Door to Phantomile on PS1 from 1996. And while these puzzle-platformers with their poochified, Sonic-looking rabbit/cat thing might on first inspection hold nothing of particular interest I was glad to have been contracted to dig deeper. There's an existential element beneath the surface that left a lot of kids bewildered, introspective, maybe even depressed. And I played through both games in their Phantasy Reverie Switch remakes (as well as completing the original on PS1, part of the second on PS2 and the ill-fated first remake of the original on Nintendo Wii, that many Klonoa fans HATE for resons we will go into. So, strap in, grab your ring, and do not trust your friends, they're lying to you!

Poor Man's Pinball Podcast
Wii Suck @ Video Games - Episode 28 - Story Hour: Adventures

Poor Man's Pinball Podcast

Play Episode Listen Later Jul 24, 2024 15:58


This week mOw and Craft Brew Sally review Story hour Adventures. Did the Wii Suck team ever actually find out if this is a game? Tune In and find out!   Drop us a line at wiisuckatvideogames@gmail.com   check out our friends at Press Start Games https://www.facebook.com/pressstartgamesllc/    

Poor Man's Pinball Podcast
Wii Suck @ Video Games - Episode 26 - Kung Fu Panda

Poor Man's Pinball Podcast

Play Episode Listen Later Jun 29, 2024 16:04


This week mOw and Craft Brew Sally review Kung Fu Panda. Was the game totally awesome drenched in Jack Black-isms to the point of nausea or was it okay? Tune In and find out!   Drop us a line at wiisuckatvideogames@gmail.com   check out our friends at Press Start Games https://www.facebook.com/pressstartgamesllc/

The Weighting Room Podcast
AITA for making my overweight friend sit in a booth at a restaurant?

The Weighting Room Podcast

Play Episode Listen Later Jun 26, 2024 41:00 Transcription Available


Ever wondered how a simple counting quirk can kick off a whirlwind conversation? Join us in this episode as we share Harper's unique and hilarious counting mishap, which sets the stage for a lighthearted yet insightful chat on managing life's responsibilities and leisure activities. From the loud clicks of mice to our mutual obsession with games like Catan and Stardew Valley, we dive into the joys and perils of balancing gaming with everyday life. And wait till you hear about my aunt's wild hours spent on Catan for the Switch – it's a testament to how deeply gaming weaves into our routines and relationships.But we don't just stop at fun and games. This episode takes a poignant turn as we tackle the sensitive subjects of obesity, weight loss, and body image within friendships. Can an intervention from a friend ever be the right move? We explore real-life stories, reflecting on the impact of such actions. The conversation delves into texting etiquette, cultural sensitivities, and the importance of empathy when dealing with weight-related issues. It's a deep dive into the complex interplay between personal health, friendship dynamics, and societal expectations.Lastly, we don't shy away from the awkward and uncomfortable moments that come with navigating public spaces as an overweight individual. From unsuitable seating arrangements to group photo fiascos, we share personal anecdotes and call for a more inclusive environment. And just when you think it's over, we spice things up with a discussion on the healthcare system in Ontario, particularly around the quirks of blood work test coverage. Plus, we throw in a fun comparison to the iconic Nintendo Wii's Mii characters to keep things entertaining. Tune in for a perfect blend of humor, heartfelt discussions, and invaluable insights.Support the Show.Do you have a story you would like to share? Send it to us at theweightingroompc@gmail.comDisclaimer: We are not Medical professionals and all views and opinions are our own.

Dev Game Club
DGC Ep 393: Beyond Good and Evil Bonus Interview with Michel Ancel

Dev Game Club

Play Episode Listen Later Jun 12, 2024 74:23


Welcome to Dev Game Club, where this week we add to our series on Beyond Good and Evil with Michel Ancel. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 00:49 Interview 1:05:23 Interlude  1:05:56 Outro  Issues covered: a one-main game, making a game by himself, being fascinated by computer graphics, not being able to save the first work, a tool for creation, ecological development, UbiSoft's magazine for recruitment, meeting with the big boss, working as an external developer, making a first playable of Rayman, developing an internal team, a big early team, going all in around Rayman, developing internal tools, a female lead, a story-based adventure game trying to be holistic, a difficult and ambitious project, figuring out what to cut and what to keep, defining moments, creating a whole world, not knowing where the boundaries are, wanting to surprise people, cutting the open world/multiple cities, doing everything in the tools they made with a very small team, huge capabilities of the tool, the 100% complete mini-game, coming up with characters and story, telling the story while you play, having a strong vision for the game, integration of levels with cinematic storytelling and camera placement, coming up with the formula, reusing the techniques, the origin of the title, Jade's unexplained traumatic history, enemies doing what they have to to survive, consequences for those close to you, a commitment to internal tech, laying out the development pillars. Games, people, and influences mentioned or discussed: Rayman, Rabbids, King Kong, Ubisoft, The Intruder, Shigeru Miyamoto, Atari, Brain Blasters/The Teller, Pixar, TRON, Yves Guillemot, Jaguar, PlayStation, Michel Guillemot, 3DStudio MAX, Legend of Zelda, Elite, Starflight, Argonaut, Starfox, Jacques Exertier, Resident Evil, Metal Gear Solid 2, Unreal, Valiant Hearts, Sega Saturn, Nintendo Wii, Fred Markus, Kirk Hamilton, Aaron Evers, Mark Garcia Next time: Mailbag! Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com

Poor Man's Pinball Podcast
Wii Suck @ Video Games - Episode 25 - Punch-Out!

Poor Man's Pinball Podcast

Play Episode Listen Later Jun 12, 2024 18:01


This week mOw and Craft Brew Sally review Punch-Out for the Wii. Listen as mOw gushes with love for the Punch-Out Franchise. Does this Wii version deliver a Knock Out? Tune In and find out!   Drop us a line at wiisuckatvideogames@gmail.com   check out our friends at Press Start Games https://www.facebook.com/pressstartgamesllc/

Cane and Rinse
428: Shibuya Scramble – Cane and Rinse No.618

Cane and Rinse

Play Episode Listen Later Jun 11, 2024


"When the tongue slips, grab it, and yank out the truth." A visual novel about ten hours in Shibuya, Tokyo. Not much could possibly happen, right? Spike Chunsoft's cult classic, originally released for the Nintendo Wii in 2008, would tell you differently.  Join Chris Worthington, Brian, Karl and Leah as they peel back the layers. http://media.blubrry.com/caneandrinse/caneandrinse.com/podcast/cane_and_rinse_issue_618.mp3   Music featured in this issue: 1. Main Theme by Hideki Sakamoto/Naoki Sat?2. Echo by Hideki Sakamoto/Naoki Sat? edited by Jay Taylor You can support Cane and Rinse and in return receive an often extended version of the podcast four weeks early, along with exclusive podcasts, if you subscribe to our Patreon for the minimum of $2 per month (+VAT).  Do you have an opinion about a game we're covering that you'd like read on the podcast? Then venture over to our forum and check out the list of upcoming games we're covering. Whilst there you can join in the conversations with our friendly community in discussing all things relating to videogames, along with lots of other stuff too. Sound good? Then come and say hello at The Cane and Rinse forum

The ESPORTS In Education Podcast
Season 2: Episode 5: Gaming Consoles...A History

The ESPORTS In Education Podcast

Play Episode Listen Later Jun 10, 2024 76:30


Summary In this episode, Mario and Erick discuss the timeline of different consoles released since the 1970s. They start with the Magnavox Odyssey, the first gaming console released in 1972, and then move on to the Home Pong, Atari 2600, and Nintendo Entertainment System (NES). They also talk about the Sega Genesis, Game Boy, Super Nintendo Entertainment System (SNES), and Sony PlayStation. They share their personal experiences with these consoles and discuss their impact on the video game industry. The conversation methodically reviews the evolution of gaming consoles, covering the Nintendo 3DS, PlayStation 1, Nintendo 64, Sega Saturn, PlayStation 2, Xbox, PlayStation 3, and Nintendo Wii. The Nintendo 3DS introduced 3D gaming without the need for glasses and was backwards compatible with the DS. The PlayStation 1 and Nintendo 64 were competitors, with the PS1 dominating the market. The PlayStation 2 was a revolutionary console with a built-in DVD player and backward compatibility. The Xbox introduced online play and the infamous red ring of death. The PlayStation 3 featured Blu-ray technology and iconic games like God of War and Uncharted. The Nintendo Wii brought motion-controlled gaming and backward compatibility with GameCube games. In this conversation, the hosts discuss various gaming consoles, including the PlayStation, Xbox, and Nintendo Switch. They highlight the advancements in graphics, processing power, and features of each console. The hosts also share their favorite games and experiences with these consoles. They touch on the nostalgia factor of classic games like Centipede and discuss the importance of inclusivity in the gaming industry. Overall, the conversation provides insights into the evolution of gaming consoles and the impact they have had on the gaming community. --- Send in a voice message: https://podcasters.spotify.com/pod/show/esports-in-education-podc/message

Poor Man's Pinball Podcast
Wii Suck @ Video Games - Episode 24 - Monster 4x4 world circuit

Poor Man's Pinball Podcast

Play Episode Listen Later May 30, 2024 16:14


This week mOw and Craft Brew Sally review Monster 4x4 World Tour. Did they fall into monster truck fever or just get mud in their eyes? Tune In and find out!   Drop us a line at wiisuckatvideogames@gmail.com   check out our friends at Press Start Games https://www.facebook.com/pressstartgamesllc/

Poor Man's Pinball Podcast
Wii Suck @ Video Games - Episode 23 - Ultimate Board Game Collection

Poor Man's Pinball Podcast

Play Episode Listen Later May 15, 2024 23:07


This week mOw and Craft Brew Sally review a video game based on a loose collection of board games. Did this game leave the Wii Suck team Ultimately Collected or Bored? Tune In and find out!   Drop us a line at wiisuckatvideogames@gmail.com   check out our friends at Press Start Games https://www.facebook.com/pressstartgamesllc/

Am I the Jerk?
Entitled Jerk DESTROYS my NINTENDO Wii & STEALS THE NEW ONE I bought... to REPLACE the ONE HE BROKE

Am I the Jerk?

Play Episode Listen Later Apr 30, 2024 23:07


Thumb Cramps
Super Paper Mario and Other Games (Ft. Cass Paige)

Thumb Cramps

Play Episode Listen Later Apr 25, 2024 91:05


This week on Thumb Cramps it's the final week of Wiipril as they're joined by Cass Paige to take a look at Super Paper Mario for the Nintendo Wii, Blasphemous for the Nintendo Switch and Game & Watch Gallery 4 for the Delta Emulator for the iPhone. Plus the Myers Briggs Type Test for Mario. Another week, another normal episode of everyone's favourite regular video game podcast Thumb Cramps. Buy an official Pikman shirt: https://www.redbubble.com/shop/ap/150221669Email us at ThumbCrampsPod@gmail.com Find us on Instagram;Jackson | Duscher | Thumb Cramps | CassFind us on X;Jackson | Duscher | Thumb Cramps | CassWatch us on Twitch;Jackson | Duscher You can physically send us stuff to PO BOX 7127, Reservoir East, Victoria, 3073.Join our facebook group here or join our Discord here.Theme music by Benny Davis! You can find all his stuff at his website or check out his YouTube channel. Hosted on Acast. See acast.com/privacy for more information.

Thumb Cramps
Metroid: Other M and Other Games (Ft. Hayden Bleechmore)

Thumb Cramps

Play Episode Listen Later Apr 18, 2024 94:16


This week on Thumb Cramps it's still Wiipril as your gamer boyfriends are joined by Hayden Bleechmore to look at Metroid: Other M for the Nintendo Wii, Princess Peach: Showtime for the Nintendo Switch and the NYT Word Games for the Phone. Plus a very special announcement about the Thumb Cramps Call Out Show and a cliffhanger ending. It doesn't get better than this.Buy an official Pikman shirt: https://www.redbubble.com/shop/ap/150221669Email us at ThumbCrampsPod@gmail.com Find us on Instagram;Jackson | Duscher | Thumb Cramps | HaydenFind us on X;Jackson | Duscher | Thumb Cramps | HaydenWatch us on Twitch;Jackson | DuscherYou can physically send us stuff to PO BOX 7127, Reservoir East, Victoria, 3073.Join our facebook group here or join our Discord here.Theme music by Benny Davis! You can find all his stuff at his website or check out his YouTube channel. Hosted on Acast. See acast.com/privacy for more information.

Backwards Compatible
Backwards Compatible #3 - Ghostbusters: The Video Game (Xbox 360, Playstation 3, Playstation 2, Nintendo Wii)

Backwards Compatible

Play Episode Listen Later Apr 17, 2024 59:03


Text us and say hello!In episode 3 of "Backwards Compatible: A Generation 'S' Podcast," Lou and I switch on our proton packs and dive into "Ghostbusters: The Video Game," released in June 2009 for the Xbox 360 and PlayStation 3. Celebrated as the unofficial third Ghostbusters movie, this game arrived with the blessing of the original film's cast and creative team, offering fans a new chapter in the beloved franchise. We explore how this game stood out as a significant improvement over its predecessors in the gaming world, capturing the spirit and humor of the Ghostbusters universe while introducing new ghostly adventures. We discuss its mechanics, storytelling, and how it manages to feel like a true extension of the films.This episode also gives us a chance to reminisce about our own experiences with all things Ghostbusters—from the iconic movies to the animated series—and how they shaped our fandom. "Ghostbusters: The Video Game" not only bridged the gap between old and new fans but did so with a depth that few licensed games achieve. We also tease some of the other pop culture moments from June 2009, setting the stage for how this game fit into a broader cultural context. Join us as we relive the excitement of strapping on a proton pack and busting some ghosts, reflecting on why this title holds a special place in the hearts of Ghostbusters fans and gamers alike.Support the Show.We've got merch!Check out the site for some awesome Gen 'S' swag :)

Thumb Cramps
Wii Sports and Other Games (Ft. Tom Walker)

Thumb Cramps

Play Episode Listen Later Apr 11, 2024 105:25


This week on Thumb Cramps, it's another week of Wiipril as your Gamer Boyfriends are joined by guest, friend and number #1 fan, Tom Walker, as they take a look at Wii Sports for the Nintendo Wii, Pepper Grinder for the PC and Tekken 8 for the PS5. A beautiful episode of gaming and remember to reach out if you want Thumb Cramps to come to your wedding/funeral.Buy an official Pikman shirt: https://www.redbubble.com/shop/ap/150221669Email us at ThumbCrampsPod@gmail.com Find us on Instagram;Jackson | Duscher | Thumb Cramps | TomFind us on X;Jackson | Duscher | Thumb Cramps | TomWatch us on Twitch;Jackson | Duscher | TomYou can physically send us stuff to PO BOX 7127, Reservoir East, Victoria, 3073.Join our facebook group here or join our Discord here.Theme music by Benny Davis! You can find all his stuff at his website or check out his YouTube channel. Hosted on Acast. See acast.com/privacy for more information.

Into the Aether
The Mountain Dew Album (feat. Updates, The Wii, Shotgun King, Penny's Big Breakaway, and The Battle for Polytopia)

Into the Aether

Play Episode Listen Later Mar 20, 2024 97:35


HELLO AND WELCOME TO INTO THE AETHER! WE'RE LIVE FROM THE MOUNTAIN DEW BOOTH, TALKING WITH SHADOWHEART ABOUT HER NEW COLLABORATION WITH THE BEVERAGE TITAN AND NINTENDO! WHAT CAN YOU TELL US ABOUT YOUR EXCLUSIVE SWITCH THEME?!Discussed: How do you beat games?, Unicorn Overlord update, Balatro, Some advice for beginning Unicorn Overlord, the best and third-best selling game in Japan last week, Final Fantasy VII: Rebirth, RTS mean "Real Time Saturdaynightliveaudition", The Nintendo Wii and the lost art of the console menu experience, Shotgun King, Penny's Big Breakaway, The Battle for Polytopia, Civilization, I've been playing the same game of Civilization II for almost 10 years. This is the result., Can't Let It Go's "The Very Best of Star Trek: The Next Generation"---Find us everywhere: https://intothecast.onlineBuy some merch if you'd like: https://shop.intothecast.onlineJoin the Patreon: https://www.patreon.com/intothecast---Follow on Threads: https://threads.net/@intothecastFollow on Tumblr: https://intothecast.tumblr.com---Follow Stephen Hilger: https://stephenhilgerart.com/Follow Brendon Bigley: https://threads.net/@brendonbigleyProduced by AJ Fillari: https://bsky.app/profile/ajfillari.bsky.social---Season 6 Cover Art by Scout Wilkinson: https://scoutwilkinson.myportfolio.com/Theme song by Will LaPorte: https://instagram.com/ghostdownphoto---Timecodes:(00:00) - Intro (00:34) - How do you finish games? (04:37) - Unicorn Overlord | Monologue of a Mad Unicorn (33:29) - Final Fantasy VII: Rebirth | Welcome back to Gaia, the land of Queen's Blood (58:44) - Unicorn OverLorne (59:39) - The Nintendo Wii Home Entertainment System | A thing that the boys did recently (01:03:35) - Shotgun King | BB's VGs (01:11:51) - Penny's Big Breakaway | Chameleon Twist with a Yo-yo (01:14:52) - The Battle for Polytopia | What if you knew what was going on in Civilization? (01:30:20) - Wrapping up ---Thanks to all of our amazing patrons including our Eternal Gratitude members:GrokCorey ZDirectional JoySusan HOlivia KDan SIsaac SWill CJim WEvan BDavid Hmin2Aaron GVErik MBrady HJoshua JTony LDanny KSeth MAdam BJustin KAndy HDemoParker EMaxwell LSpiritofthunderJason WJason TCorey TMinnow Eats WhaleCaleb WfingerbellyJesse WMike TCodesWesleyErik BmebezacSergio LninjadeathdogRory BA42PoundMooseAndrewJustin MPeterStellar.BeesBrendan KScott RwreckxNoah OMichael GArcturusChris RhepaheCory FChase ALoveDiesNick QWes KChris MRBMichaela WAdam FScott HAlexander SPTherese KjgprintersJessica BMurrayDavid PJason KBede RKamrin HKyle SPhilip N ★ Support this podcast on Patreon ★

BSD Now
545: BSD Audio Enhancements

BSD Now

Play Episode Listen Later Feb 8, 2024 63:23


ZFS High Availability with Asynchronous Replication and zrep, Stop Blogging and start documenting, 2023 in Review: Infrastructure, NovaCustom NV41 laptop review, OpenBSD Video Audio Screen Recording, HDMI Audio sound patches into GhostBSD source code, DSA removal from OpenSSH, NetBSD/evbppc 10.99.10 on the Nintendo Wii, NetBSD/amd64 current performance patch NOTES This episode of BSDNow is brought to you by Tarsnap (https://www.tarsnap.com/bsdnow) and the BSDNow Patreon (https://www.patreon.com/bsdnow) Headlines ZFS High Availability with Asynchronous Replication and zrep (https://klarasystems.com/articles/zfs-high-availability-with-asynchronous-replication-and-zrep/) Stop Blogging and start documenting (https://callfortesting.org/stopblogging/) News Roundup 2023 in Review: Infrastructure (https://freebsdfoundation.org/blog/2023-in-review-infrastructure/) NovaCustom NV41 laptop review (https://dataswamp.org/~solene/2024-01-03-laptop-review-novacustom-nv41.html) OpenBSD Video Audio Screen Recording (https://rsadowski.de/posts/2024-01-14-openbsd-video-audio-screen-recording/) HDMI Audio sound patches into GhostBSD source code /usr/ghost14/ghostbsd-src SOLVED Jan20 2024 (https://ghostbsd-arm64.blogspot.com/2024/01/hdmi-audio-sound-patches-into-ghostbsd.html) Beastie Bits DSA removal from OpenSSH (http://undeadly.org/cgi?action=article;sid=20240111105900) NetBSD/evbppc 10.99.10 on the Nintendo Wii (https://youtu.be/n-MShCcFm_w?si=-bl2725c1WwT8PBg) NetBSD/amd64 current performance patch (https://mail-index.netbsd.org/tech-kern/2024/01/23/msg029450.html) November/December 2023 FreeBSD Journal Issue (https://freebsdfoundation.org/past-issues/freebsd-14-0/) Feedback Rick - Questions (https://github.com/BSDNow/bsdnow.tv/blob/master/episodes/545/feedback/rick%20-%20questions.md) Tarsnap This weeks episode of BSDNow was sponsored by our friends at Tarsnap, the only secure online backup you can trust your data to. Even paranoids need backups. Send questions, comments, show ideas/topics, or stories you want mentioned on the show to feedback@bsdnow.tv (mailto:feedback@bsdnow.tv) Join us and other BSD Fans in our BSD Now Telegram channel (https://t.me/bsdnow)