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Company · Kyoto · Japan

Nintendo (Japan)

Research works
25
▲ 178% vs 2013–17
Citations
198
8.0 per fractional work
Top-10% rate
6.9%
record average 16.5%
Open access
68%
world 28%

Not ranked overall: Nintendo (Japan) is under the volume floor below which an excellence rate is noise. Not ranked is not the same as ranked last.

Field profile

Location quotient across every field it publishes in: outside the ring is more than an institution of this size would be expected to publish, inside it is less.

Computer Science: 3.20× its world share, 1 worksComputer ScienceEngineering: 1.43× its world share, 1 worksEngineeringPhysics and Astronomy: 4.65× its world share, 0 worksPhysics and AstronomyHealth Professions: 2.91× its world share, 0 worksHealth ProfessionsBusiness, Management and Accounting: 4.76× its world share, 0 worksBusiness, Management…Social Sciences: 1.60× its world share, 1 worksSocial Sciencesworld share
more than its size predictsabout as predictedless

Rings at 0.5×, and 2×. Widest outward: Business, Management and Accounting, 4.8×. Every wedge is a field page.

Which keywords describe research at Nintendo (Japan)?

By fractional works in all years, weighted toward what it does more of than the world: International Law, Social Media, Deep Learning, Social Interaction, High-Temperature Alloys, Superalloys, Stereotypes and Online Gaming.

▲ more of its work than of the world’s◆ about the world’s share▼ less than the world’s

Size is fractional works in all years in the topics tagged with each word; colour is the word's share of this institution's work against its share of the world's. The 10 words are chosen for being large and distinctive. Each links to the topic it comes from most.

All 10 words, with their numbers
  1. Deep Learning2▲ 3.5×11 topics
  2. International Law2▲ 24×3 topics
  3. Social Media2▲ 7.5×4 topics
  4. Machine Learning1▲ 2.5×9 topics
  5. High-Temperature Alloys1▲ 190×1 topic
  6. Social Interaction1▲ 18×2 topics
  7. Stereotypes1▲ 61×2 topics
  8. Superalloys1▲ 190×1 topic
  9. Online Gaming1▲ 134×1 topic
  10. Video Games1▲ 84×1 topic

Which research topics does Nintendo (Japan) publish most on?

By volume in 2022–2025: Blockchain Technology in Education and Learning, Decision Support System Applications, Educational Methods and Media Use and Mineral Processing and Grinding.

  1. 1 Blockchain Technology in Education and Learning Information Systems 0 works
  2. 2 Decision Support System Applications Management Information Systems 0 works
  3. 3 Educational Methods and Media Use Information Systems 0 works
  4. 4 Mineral Processing and Grinding Mechanical Engineering 0 works
  5. 5 Religion and Society in Latin America Sociology and Political Science 0 works
  6. 6 Geotechnical and construction materials studies Civil and Structural Engineering 0 works
  7. 7 Tunneling and Rock Mechanics Civil and Structural Engineering 0 works
  8. 8 Migration, Racism, and Human Rights Health 0 works
  9. 9 Social Policies and Healthcare Reform General Health Professions 0 works
  10. 10 Health and Medical Studies General Health Professions 0 works

How open and international is its research?

Against the world’s own shares — the tick on each track. Both are shares of its output, so they sit on one scale and can be read against each other as well as against the world.

openly available68.3%not open31.7%

World: 28% of research is openly available.

with international co-authors28.5%domestic only71.5%

World: 19% is written across borders.

How has Nintendo (Japan)'s research output changed?

Output in 2018–2022 was 178% higher than in 2013–2017.

1990200020102020
grewheldshrank

The same series as a ribbon — one cell per year, darker for more. The line above answers how much; this answers when.

Other research institutions in Kyoto

All research institutions in Kyoto

Research measures only: rankings here say nothing about teaching, admissions or student experience. Comparable institutions and collaboration partners are in the interactive view on the map.