A Poet’s “Canny Acts of Sabotage”: Diasporic Language in Cathy Park Hong’s Dance Dance Revolution

2016 ◽  
Vol 43 (4) ◽  
pp. 645-667
Author(s):  
Ruth Williams
Vintage Games ◽  
2009 ◽  
pp. 27-37
Author(s):  
Bill Loguidice ◽  
Matt Barton

Author(s):  
Brock Dubbels

The experience of a successful adolescent learner will be described from the student’s perspective about learning the video game Dance Dance Revolution (DDR) through selected passages from a phenomenological interview. The question driving this investigation is, “Why did she sustain engagement in learning?” The importance of this question came out of the need for background on how to create an afterschool program that was to use DDR as an after school activity that might engage adolescents and tweens to become more physically active and reduce the risk of adult obesity, and to increase bone density for these developing young people through playing the game over time. The difficulty of creating this program was the risk that the students would not sustain engagement in the activity, and we would not have a viable sample for the bone density adolescent obesity study. Implications of this study include understanding the potential construction of learning environments that motivate and sustain engagement in learning and the importance of identity construction for teachers to motivate and engage their students. In addition to the analysis of sustained engagement through the four socio- and cultural-cognitive theories, four major principals were extracted from the operationalized themes into a framework for instructional design techniques and theory for engaging learners for game design, training, and in classroom learning.


2008 ◽  
Vol 32 (3-4) ◽  
pp. 238-239 ◽  
Author(s):  
Troy Dunning

2013 ◽  
Vol 2013 ◽  
pp. 1-7 ◽  
Author(s):  
Alasdair G. Thin ◽  
Craig Brown ◽  
Paul Meenan

Dance Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular exercise and its associated health benefits. The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. To investigate these issues a group of subjects performed a total of six comparable dance routines selected from commercial dance-based exergames (two routines from each game) on three different consoles. The subjects’ level of physical exertion was assessed by measuring oxygen consumption and heart rate. They also reported their perceived level of exertion, difficulty, and enjoyment ratings after completing each dance routine. No differences were found in the physiological measures of exertion between the peripherals/consoles. However, there were significant variations in the difficulty and enjoyment ratings between peripherals. The design implications of these results are discussed including the tension between helping to guide and coordinate player movement versus offering greater movement flexibility.


Popular Music ◽  
2006 ◽  
Vol 25 (3) ◽  
pp. 401-414 ◽  
Author(s):  
JOANNA DEMERS

In ‘Dance Dance Revolution’ (DDR), an arcade and home video game distributed by the Japanese entertainment corporation Konami, players move their feet in specific patterns set to electronic dance music. Only by achieving a high accuracy rate can a player advance from one level to the next. DDR enjoys worldwide popularity among teenagers and young adults, partially due to the marketing of the game's ‘soundtracks’ as separate, purchasable collections of underground techno, house, and drum ‘n’ bass. This article considers the Internet communities of DDR fans and their debates concerning ‘mainstream’ culture and musical taste.


2012 ◽  
Vol 1 (1) ◽  
pp. 45-50 ◽  
Author(s):  
Sadye Paez Errickson ◽  
Ann E. Maloney ◽  
Deborah Thorpe ◽  
Carol Giuliani ◽  
Angela M. Rosenberg

Author(s):  
Aravind Kailas ◽  
Chia-Chin Chong

A novel experimental setup using accelerometer and gyroscope sensors embedded on a single board along with a distance-based pattern recognition algorithm is presented for accurately identifying basic movements for possible application in gaming using a mobile platform. As an example, the authors considered some basic step sequences in the popular dance game (e.g., dance dance revolution), and could detect these movements with a reasonably high probability. They envision that the experimental results presented in this paper will motivate future research in the world of mobile gaming applications using advanced smart phones with a dual module design.


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