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Super Mario Maker 2

Game

8 documents in the library are about Super Mario Maker 2, from writers such as Nintendo, European Conference on Games Based Learning (ECGBL) and DiGRA. Each has a summary and key insights with the page they come from.

Connections

Each row is a game or company named alongside Super Mario Maker 2, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Super Mario Maker 2 sales and key figures

Documents about Super Mario Maker 2

Cover of From Player to Level Designer: Exploring Design Thinking Through Mario Maker 2
Whitepaper8 pages

From Player to Level Designer: Exploring Design Thinking Through Mario Maker 2

This study by Jennifer Jenson, based at the University of British Columbia, examines how playing and designing digital games can support design thinking among school-aged students in a small, rural community on Canada's west coast.

  • Over nine days in April 2025, 53 students in three rural west-coast Canadian elementary classes (grades 5–7) played WarioWare: Get It Together!, sketched game designs, and built levels in Super Mario Maker 2; of 56 students who did level design, 34 levels were completed, 22 were playable, and 5 were judged exceptionally complex.
  • Play-centered, low-barrier game design fostered high engagement, laughter, peer cooperation, and iterative practices like testing and revision, with teachers noting that students who normally struggled to focus were more on task and participatory.
  • Game-making shifted classroom social dynamics: typically marginalized students, such as an avid Nintendo player and a usually quiet reader, became sources of expertise and moved to the center of classroom activity.
European Conference on Games Based Learning (ECGBL)Sep 2026
Cover of Trust, Pedagogy and Play
Article

Trust, Pedagogy and Play

A 9-week study of two Grade 7 classrooms in British Columbia, in which students played Nintendo Switch games (WarioWare: Get it Together and Super Mario Maker 2) for 15 minutes a day, forms the empirical basis for an argument that trust is an overlooked precondition for both play and learning.

  • The authors argue trust is an overlooked precondition for learning: learning involves risk and destabilization of existing understanding, so students must trust teachers (epistemic trust) and the game itself (ludic trust) to engage with it.
  • Students enjoyed the games and trusted their technical reliability, yet classroom power structures, teacher uncertainty about videogames, limited time, reduced task demands, and teachers not playing alongside students all constrained educational value.
  • Converting game experiences into conventional written tasks effectively 'cancels out' what games uniquely offer, so game-based pedagogy requires media-appropriate design and substantial teacher investment rather than simply inserting games into existing routines.
European Conference on Games Based Learning (ECGBL)Sep 2025
Cover of It's Going to be Amazing: Exploring Children's Game Play and Making
Whitepaper8 pages

It's Going to be Amazing: Exploring Children's Game Play and Making

This study examines how children aged 10 to 13 engage with video games both at home and in the classroom, pairing an investigation of their gaming habits with a hands-on game-making project.

  • Every one of the 44 grade 6 participants (ages 10–13, two classes in a small West Coast Canadian city) had prior gameplay experience on a Nintendo Switch and reported regular home play, averaging about five days a week for roughly two hours per session.
  • Over nine one-hour sessions using Super Mario Maker 2, students with little formal coding training designed playable levels through iterative sketching, testing, and revision, and many developed an understanding of player movement and game logic on their own.
  • Girls were as engaged and skilled as boys in the game-making project, a finding the authors contrast with earlier research documenting gender gaps in play.
European Conference on Games Based Learning (ECGBL)Sep 2025
Cover of Super Memory Makers: Livestreaming and/as Videogame Play Archives
Whitepaper5 pages

Super Memory Makers: Livestreaming and/as Videogame Play Archives

This paper examines livestreamed and player-produced gameplay of Super Mario Maker as a source of "incidental archives" of videogame play, using the game's rise and eventual decline as its case study.

  • The paper argues that the vast volume of high-performance content in Super Mario Maker, such as speedruns and virtuosic feats, risks obscuring the more exploratory, autotelic forms of play the game encourages, producing a distorted historical record of how the game was actually played.
  • Super Mario Maker launched on the Wii U in September 2015, with Nintendo reporting 2.2 million player-created courses within the first month and 7.2 million within eight months.
  • Nintendo discontinued the upload features of the original Super Mario Maker in March 2021, while existing courses remained accessible at the time of writing, raising questions about what happens to player-produced content once a service ends.
DiGRAJun 2023
Cover of Nintendo Financial Results Briefing: Six Months Fiscal Year Ending March 2020
Financial report14 pages

Nintendo Financial Results Briefing: Six Months Fiscal Year Ending March 2020

The Nintendo financial results briefing for the first half of the fiscal year ending March 2020 highlights strong momentum for the Nintendo Switch platform, driven by the successful launch of the Nintendo Switch Lite and a robust software library.

  • First-party software sell-through grew 53% year over year in April through September 2019, driven by titles including Super Mario Maker 2, Fire Emblem: Three Houses, and The Legend of Zelda: Link's Awakening.
  • Fire Emblem: Three Houses achieved the best start in its series history.
  • Titles released before March 2019 accounted for over 60% of total software sell-through, highlighting the long-term value of the Switch library.
NintendoNov 2019
Cover of Nintendo Consolidated Financial Highlights: Six Months Ended September 30, 2019
Financial report8 pages

Nintendo Consolidated Financial Highlights: Six Months Ended September 30, 2019

Nintendo’s consolidated financial results for the six-month period ending September 30, 2019, demonstrate strong growth driven primarily by the expansion of the Nintendo Switch platform.

  • Nintendo’s operating profit grew 53.4% to 94.2 billion yen, while net sales increased 14.2% to 443.9 billion yen for the six months ending September 30, 2019.
  • Nintendo Switch hardware sales rose 36.7% to 6.93 million units, and software sales increased 38.8% to 58.49 million units, driven by new hardware models and key titles like Super Mario Maker 2.
  • Digital business revenue surged 83.0% year-on-year to 71.6 billion yen, bolstered by strong performance in downloadable software and the Nintendo Switch Online service.
NintendoOct 2019
Cover of Nintendo Earnings Release: Supplementary Information (September 2019)
Financial report10 pages

Nintendo Earnings Release: Supplementary Information (September 2019)

The financial results for the six-month period ending September 2019 demonstrate significant growth for Nintendo, characterized by a substantial increase in net sales and operating profit compared to the same period in the previous fiscal year.

  • Nintendo reported strong financial growth for the six-month period ending September 2019, achieving 443.9 billion yen in net sales and 94.2 billion yen in operating profit.
  • The company maintains a high operating profit ratio of 21.2%, driven by robust performance in both hardware and software sales.
  • International markets are critical to Nintendo's financial health, with overseas sales consistently accounting for more than 75% of total revenue.
NintendoOct 2019
Cover of Supplementary Information for Earnings Release: June 2019
Financial report8 pages

Supplementary Information for Earnings Release: June 2019

This supplementary information provides a detailed financial and operational overview of Nintendo Co., Ltd. for the first quarter of the fiscal year ending March 2020, covering the period from April to June 2019.

  • Nintendo's net sales for April–June 2019 were 172.1 billion yen, with operating profit of 27.4 billion yen and profit attributable to owners of the parent of 16.6 billion yen.
  • Overseas sales accounted for 78.7% of total revenue, underscoring the company's heavy reliance on international markets.
  • Digital sales contributed 30.6 billion yen, representing 37.2% of total dedicated video game software sales, making digital a critical growth segment.
NintendoJul 2019