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A novel Dance Dance Revolution (DDR) system for in-home training of stepping ability: Basic parameters of system use by older adults
Journal article   Peer reviewed

A novel Dance Dance Revolution (DDR) system for in-home training of stepping ability: Basic parameters of system use by older adults

Stuart T Smith, C Sherrington, S Studenski, D Schoene and S R Lord
British Journal of Sports Medicine, Vol.45(5), pp.441-445
2011
url
https://doi.org/10.1136/bjsm.2009.066845View
Published Version

Abstract

Dance Dance Revolution (DDR) videogames older adults
Objective This series of studies was conducted to develop and establish characteristics of exercise videogame play in older adults. The videogame was a modified version of the popular Dance Dance Revolution (DDR; Konomi). Methods Participants aged ≥70 were asked to make simple step movements in response to vertically drifting arrows presented on a video screen. Step responses were detected by a modified USB DDR mat, and characteristics of stepping performance such as step timing, percentage of missed target steps and percentage of correct steps were recorded by purposebuilt software. Drift speed and step rate of visual stimuli were modified to increase task diffi culty. Results Signifi cant linear relationships between stepping performance and stimulus characteristics were observed. Performance of older adults decreased as stimulus speed and step rate were increased. Optimal step performance occurred for a stimulus speed of 17° of visual angle per second and a step rate of one step every 2 s. At fast drift speeds (up to 35°/s), participants were more than 200 ms too slow in coordinating their steps with the visual stimulus. Younger adults were better able to perform the stepping task across a wider range of drift speeds than older adults. Conclusion The findings suggest that older adults are able to interact with video games based upon DDR but that stepping performance is determined by characteristics of game play such as arrow drift speed and step rate. These novel "exergames" suggest a low-cost method by which older adults can be engaged in exercises that challenge balance and which can be conducted in their own homes.

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