rss
Br J Sports Med 2011;45:441-445 doi:10.1136/bjsm.2009.066845
  • Original articles

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

  1. S T Smith1,
  2. C Sherrington1,2,
  3. S Studenski3,
  4. D Schoene1,
  5. S R Lord1
  1. 1Falls and Balance Research Group, Prince of Wales Medical Research Institute, Sydney, Australia
  2. 2George Institute for International Health, University of Sydney, Sydney, Australia
  3. 3Division of Geriatric Medicine, University of Pittsburgh, Pittsburgh, Pennsylvania, USA
  1. Correspondence to Dr Stuart T Smith, Prince of Wales Medical Research Institute, Barker Street, Randwick, NSW 2031, Australia; s.smith{at}powmri.edu.au
  1. Contributors We would like to thank Ms Mon-Shuan Wu who assisted in data collection and Mr Jamie Lennox for programming.

  • Accepted 4 November 2009
  • Published Online First 29 November 2009

Abstract

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 purpose-built software. Drift speed and step rate of visual stimuli were modified to increase task difficulty.

Results Significant 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.

Footnotes

  • Funding National Health and Medical Research Council.

  • Competing interests None.

  • Ethics approval This study was conducted with the approval of the University of New South Wales Human Research Ethics Committee.

  • Provenance and peer review Not commissioned; externally peer reviewed.

  • Patient consent Obtained.

Latest from BJSM blog

Latest from BJSM blog

Register for free content


Free sample
This recent issue is free to all users to allow everyone the opportunity to see the full scope and typical content of BJSM.
View free sample issue >>

Free archive
The full back archive is now available for BJSM. Institutional subscribers may access the entire archive as part of their subscription. Personal subscribers will also have access to all content when logged in. Non-subscribers who register have free access to all articles published before 2006, back to volume 1 issue 1.
Register to access the free archive >>

Don't forget to sign up for content alerts so you keep up to date with all the articles as they are published.


  • BJSM blog now on Kindle