Most game engines let you full screen the game, blowing up that 176x208 pixel size to fill a whole high resolution monitor, with black bars on the side. In Godot you do this in project settings IIRC, not sure about other engines.
Currently, the way I'm doing it is in unity, I just render the screen at 176x208 and then put it on the screen with UI, scaling it up so you can actually see it. Point-filter works best for crunchy pixels :P