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Nintendo DS Lite, as I look at it today, it reminds me way back in the 80's of a good old "Game and Watch" mini game system clam-shell type design. Do you remember that? It looks like a LCD calculator miniature game machine that comes in a variety of colors, designs and with the embedded standard function cross-like buttons on the left and a 2 letter rubber buttons on the right. Funny cute thing isn't it?

Its monitor screen is 2"x 2.5" at least and a black digital graphics with a single motion function character moving from left to right or forward and backward gameplay. A LR4x/SR4x "button-cell" battery makes its power last at least like 3 months before you change and so forth.

However, if you imagine how we've gone through with the technology of 20th century, it's so very amazing how we've crossed the millennium with these new kinds of gadgets, cellular phones, digital cameras, and computers so on. Based on some models of game and watch that also have two screens and a clam-shell design is how I describe Nintendo DS and DS Lite models today.

Compare to Sony's graphically superior PSP, Nintendo DS Lite is quite a different style of handheld portable system released next to original DS. It revolutionizes the way games are played in ultra-bright dual 3D screen and enhanced by touch-screen technology. Both screens are terrific, they do not possess any ghostly white glow that emanates, than in any front-lit display of a game system. This 2 display works together seamlessly even when the upper screen is tilted slightly. Visually glare-free even when you try to pivot the screen as back as far as it would go.

Using a stylus pen or finger on the bottom screen, you can navigate to select options and to moving character. More stylish, smaller than the original version, sleeker body, with free Wi-Fi connection so you can have a chat with friends online and compete with other players on the internet.

Available colors are lined up in several combination like Polar White, Coral Pink, Onyx Black, Crimson/Black and the limited-edition Gold and Metallic Rose that complements any outfit. Cobalt/Black marks the seventh color in the Nintendo DS Lite color palette.

Normal face-button layout allows you to feel the same natural way method of control. DS cartridges are measuring somewhere between SD and Compact Flash cards smaller than the PSP cartridge which they called UMD seems playing flawlessly than Sony's proprietary formats when it comes to loading games.

Nintendo DS size is more roughly than the original Game Boy Advance, so it's big because of its increased size although it's not heavy unlike the SP that almost fits in pockets while DS can travel in your backpack or shoulder bag. Well, also the good thing about Nintendo DS Lite is when you travel out-of-town; you can play 5-8 hours in maximum visual output gameplay at full volume and brightness compare to PSP Slim and Lite that only takes 3-4 hours with both statuses.

The Nintendo DS Lite impressive battery life is also one of the greatest advantages compared to PSP Slim and Lite 2000/3000. The improved size had translates to a better performance and battery life that greatly benefits the game play and other media functions.

On a heavy gameplay at full brightness and full volume, the PSP Slim only takes 5-6 hours than the DS Lite takes 7-11 hours. At low gameplay at low brightness and volume, PSP Slim will last 6-8 hours and DS Lite is 10-15 hours. A real headway over the PSP that Nintendo DS Lite delivers in terms of battery life and dimensions.

Okay, let's check the visual aspects of both game consoles produces in fairness of its benefits. In terms of screen size, you'll probably enjoy the wide 4.3 inches screen of PSP than the 3 inches dual-screen of Nintendo DS Lite. Most of gamers seem to really enjoy action-pack games in a wider screen. So that's PSP take advantage ahead of Nintendo DS Lite. The 16:9 viewing panel screen aspect ratio is definitely a win than a 4:3 screen ratio of DS Lite.

PSP screen resolution is simply has an outstanding output of 480x272 while DS Lite is 256x192 on both screens. PSP projects brighter screen colors in a 32-bit (16.7 million) while a 16-bit (262k) for Nintendo DS Lite. However, despite it lacks the multimedia and graphical finesse of the PSP, Nintendo DS focus more on gameplay and still maintained a sales edge over Sony's PSP Slim and Lite. As for the other features like Wi-Fi connection, built-in microphone port are much likely had the same function.

The Wi-Fi connection of Nintendo DS is same as the Nintendo Wii. Using the microphone port and touchscreen of DS to command inputs for Wii games and as to act as an additional controller without any use of additional accessories. As for the Nintendo Wii, it uses the Mii Channel to access on the content downloads, games and other expansions to Nintendo DS. Although, there's an additional service may cost a subscriber to downloading additional content.

It can support 16-32 players online at a time in a local Wi-Fi area range of 30 to 100 feet. A unique Friend Code ID is used by player to engage with another player for multi-playing purposes. This measure is a privacy authentication whenever a user first goes online.

The inclusion of Wi-Fi multiplayer capabilities had increased the list of growing original and fun games that you can play that no other game system can provide. Its backward compatibility with Game Boy Advance cartridges using a separate media port allows you to play with your favorite games in a single-player mode. With a nearly 600 game titles and another titles available online added had made Nintendo a tremendous breakthrough sales. And even a one best-selling game made more than 18.67 million copies has been sold.

Though Nintendo DS does play Game Boy Advance game cartridge, its accessories and memory cards are not compatible but it do have a variety of accessories available ranging from specialized controllers, memory expansions and others.

In summary, gamers can spend time playing all day long with their own game system but in most cases the battery life is the one that makes the new Nintendo DS Lite stands out among the other game system. Low or heavy gaming using either full or low brightness, nor high or low volume, it would never be a problem if you are using Nintendo DS Lite. While it does lacks on some multimedia and graphical features, Nintendo DS Lite is still has its unique offer in gaming experience for users.

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The playground has lots of rules - most of them unstated - and it's easy to assume that your child is learning how to negotiate their way through the playground rules just because it is an experience they are dealing with every day. For many children this is the case, but regardless of their skill level, all children can benefit from some coaching about how to handle a variety of play situations, so that they are prepared with choices about how to respond.

Most children's games need more than one player, and so being included means either being invited to join in by others, or inviting yourself into a game, and of course the latter inevitably brings with it the possibility of receiving, "No, you can't play!" as an answer. What is important for parents (and children) to understand is that regardless of their popularity, all children will at some time receive this response to their request, and so it is important to normalize it as something that happens, rather than regarding it as a catastrophe or a personal insult.

There are 3 fundamental skills to teach your child about responding to a play refusal, and they involve the following:Body languageVerbal responseMood management

Body Language

As in Skill 2 - How To Join In Games - body language is the key to projecting an image of confidence, a lack of aggression and the ability to cope with the unfolding scenario. Standing tall with both feet firmly planted on the ground, shoulders back and chin up is a body stance that communicates the message: "I can deal with this (even if it's hard)". So practise doing that with your child; do it in front of the mirror; model it yourself or make a video and compare your efforts.

Verbal Response

A carefree or neutral response spoken confidently in a loud voice, also communicates strength and assertiveness, whereas an aggrieved and hostile one could lead to further refusals and teasing, and the child will gain a reputation of being 'prickly' and defensive. Do some role-plays with your child and practise a variety of responses such as:"Too bad, that game looks fun. See you later"If you change your mind, I'll be over there""Let me know if that changes"""Have fun. Bye!"

And then remind them to walk away from the group using the same confident body language described above.

Mood Management

If a child has been refused entry to games a number of times, or if they feel embarrassed or aggrieved by the group's response - which of course, may not have been polite - managing their mood is going to be a challenge. However, these scenarios are a perfect way to introduce your child to the importance of being able to 'self-soothe'; to calm themselves down when something upsetting has occurred. This uniquely human ability is one of the cornerstones of building psychological resilience and so capturing these moments to teach your child the principles of mood management is important. Follow these steps to start a dialogue about feelings, emotions and ways to manage them:Identify the feeling the child is experiencing. Rather than asking: "How did that make you feel?" instead say: "When someone won't let you join in a game, what sort of feelings do you have?" Suggest a range of emotions that the child might have experienced - sad, angry, disappointed, furious, embarrassed - or the opposite of these - calm, indifferent, relaxedIntroduce the idea that how we think about a situation we have experienced will contribute to whether we see it as a disaster or a passing irritation. Explain the difference between thinking that can cause more distress, for example; 'Nobody ever lets me play; my life is horrible' to that which acknowledges the event was unpleasant, but keeps the situation in perspective, such as, 'They weren't very friendly, but I guess I can try to find someone else to play with'Brainstorm with your child the thoughts that help them to calm themselves when something difficult has occurredWrite a list of these and practise reading them together daily, choosing 'a favourite' to use that week

Play refusals, therefore, whilst not pleasant, provide an important opportunity to develop skills such as mood management, bouncing back from difficulties, and using body language to project self-confidence. A parent's understanding of this will help the child to use the experience in a positive way, whilst also normalizing it as something that happens to everyone.