dance dance revolution
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2022 ◽  
Vol 11 (1) ◽  
pp. e43911125241
Author(s):  
Alison Brendo Cintra de Souza ◽  
Joel Saraiva Ferreira ◽  
Luis Eduardo Moraes Sinésio ◽  
Fabiano Rodrigues Pissurno ◽  
Gildiney Penaves de Alencar

O objetivo desta pesquisa foi descrever os benefícios dos exergames como ferramenta de promoção de atividade física em crianças. Trata-se de uma revisão integrativa de artigos publicados nas bases de dados Lilacs, SciELO e PubMed, no período de 2011 a 2021, selecionados por meio dos descritores exatos e sinônimos em português e em inglês dos termos “exergames”, “atividade física” e “crianças”. Foram incluídos artigos com texto completo disponível em meio online; de forma gratuita; nos idiomas português, inglês ou espanhol; que respondessem à questão norteadora e; tratassem de estudos experimentais ou revisões de literatura que buscaram analisar os exergames como ferramenta de atividade física em crianças (até 11 anos). A amostra final foi composta por oito artigos. Todos os estudos constataram que o aumento do nível de atividade física foi o principal benefício da prática de exergames, além de aumentar a motivação, o gasto energético, a frequência cardíaca, melhorar a composição corporal, medidas antropométricas e a saúde de forma geral, principalmente nos jogos que envolvem a prática de esportes (Wii Sports), a dança (Dance Dance Revolution e Just Dance) e os exercícios físicos (Wii Fit). Os exergames se mostram como ferramenta efetiva na promoção de atividade física em crianças. Entretanto, é importante que sejam utilizados de forma a complementar as atividades físicas convencionais, para que se tenha um melhor aproveitamento de todos os seus benefícios e estimulem hábitos de vida mais saudáveis.


Author(s):  
Wan-Yu Lin

Abstract Background Being a major cardiovascular risk factor, dyslipidemia is a critical problem in public health. Recommendations in performing regular physical exercise are important to prevent dyslipidemia. Methods Based on a discovery cohort with 27,735 subjects and a replication cohort with 67,512 subjects, we evaluated the associations of regularly performing 23 exercises with 4 dyslipidemia indices measured from serum, including triglyceride (TG), low-density lipoprotein cholesterol (LDL-C), high-density lipoprotein cholesterol (HDL-C), and TG/HDL-C ratio. Regular exercise was defined as performing 30 min of “exercise” three times a week. “Exercise” includes leisure-time activities such as jogging, swimming, etc. Sex, age, body mass index, alcohol drinking, cigarette smoking, and education level were adjusted in all statistical analyses. Results Among the 23 exercises, only jogging was associated with a decreased level of TG (95% confidence interval [C.I.] = 5.9–14.5 mg/dL) and TG/HDL-C ratio (95% C.I. = 0.22–0.49). A total of 5 exercises were associated with an increased level of HDL-C, including jogging (95% C.I. = 2.1–3.3 mg/dL), swimming (95% C.I. = 1.6–3.3 mg/dL), dance dance revolution (95% C.I. = 1.5–3.4 mg/dL), international standard dancing (95% C.I. = 1.0–2.7 mg/dL), and cycling (95% C.I. = 0.6–1.8 mg/dL). These significant findings were further well replicated in the cohort of 67,512 subjects. Conclusion Regular jogging was not only associated with an increased level of HDL-C, but also the only one exercise associated with a decreased level of TG and TG/HDL-C ratio. Nonetheless, jogging may be difficult to engage in for subjects with limited exercise capacity. We here found that swimming, dancing, and cycling are also significantly associated with an increased level of HDL-C. People who are seeking exercise to improve their lipoprotein-lipid profiles can have other choices now.


Author(s):  
Kate Mattingly

Research into gaming and dancing has tended to highlight educational benefits, such as positive effects on problem-solving, creativity, and motivation (Hutton E and Sundar S, 2010. Can video games enhance creativity? Effects of emotion generated by Dance Dance Revolution. Creativity Research Journal 22(3): 294–303.). This article focuses on a game called Bound (2016), developed by Plastic Studios for PlayStation 4 and VR, to show how dancing can be defined as an embodied epistemology and a form of creative exploration that contributes to emotional intelligence. Using methodologies generated by Brendan Keogh, I show how and why dominant understandings of gameplay are insufficient to analyze the experience and meaning produced by playing Bound. Keogh’s theories are relevant to both game studies and dance studies and allow us to examine the fruitful intersections of game studies and screendance. Ultimately I introduce ‘choreographic thinking’ as a mode of engagement that is activated by gameplay and that resonates with Keogh’s theories: by calling attention to the choreographic potential of Bound, I demonstrate the value of noncompetitive gaming models for producing embodied knowledge.


2018 ◽  
Vol 99 (10) ◽  
pp. e107-e108
Author(s):  
Maureen R. Pascal ◽  
Colin J. Snyder ◽  
Garrett Drumheller ◽  
Maureen Ciccosanti ◽  
Eric Dittmeier

2018 ◽  
Vol 24 (5) ◽  
pp. 338-342
Author(s):  
Suliane Beatriz Rauber ◽  
Pierre Soares Brandão ◽  
José Fernando Vila Nova de Moraes ◽  
Bibiano Madrid ◽  
Daniel Fernandes Barbosa ◽  
...  

ABSTRACT Introduction: Physical activity has become less frequent since the 1980s, even among more active children. Objective: To analyze excess post-exercise oxygen consumption (EPOC) and total energy expenditure (TEE) in children during and after three different activities. Methods: Sixteen healthy children (9.6±0.1 yrs.) randomly underwent the following procedures lasting 30 minutes on different days: (a) traditional games (PLAY), (b) active video game (Dance Dance Revolution; DDR), and (c) watching television (TV). Oxygen consumption (VO2) was measured at rest, at the 10th, 20th, and 30th minute of intervention, and for 40 minutes post-intervention. TEE was also measured. Results: At the end of intervention, VO2 had increased by 330% and 166% for PLAY and DDR, respectively, compared to the rest. EPOC in PLAY was seen to occur at the 10th, 20th, and 30th post-interventional minutes from 7.00±1.02 (at rest) to 10.83±0.94, 10.03±0.58, and 9.80±0.77mL.kg-1.min-1, respectively. However, EPOC in DDR occurred at only the 10th postinterventional minute (7.04 to 8.61 mL.kg-1.min-1; p<0.01). After intervention, TEE in PLAY was greater than in DDR and TV (112.08±19.45 vs 56.98±6.34 vs 36.39±4.5 kcal; p<0.01), respectively. Conclusions: PLAY induced children to reach a greater VO2 during activity and greater EPOC and TEE compared to DDR and TV. Level of evidence A1b; Crossover study.


2017 ◽  
Vol 49 (2) ◽  
pp. 93-108
Author(s):  
Justin Parks

This essay discusses Cathy Park Hong’s book-length poem Dance Dance Revolution (2007) in the context of the transnational turn in American studies. The essay discusses the ways in which the text thematizes history and language in its representation of contemporary global issues and argues that Dance Dance Revolution provides an important context for discussing issues and conflicts arising between the contemporary West and its discontents, and for interrogating modes of global cultural and linguistic fluidity. It then draws on the author’s experience of teaching the text in an advanced undergraduate course at a Finnish university as it examines the applicability of a transnational approach to teaching US literature and cultural studies in a contemporary European context.


Retos ◽  
2017 ◽  
pp. 102-105
Author(s):  
Keven Gerard Santamaría ◽  
Alejandro Salicetti Fonseca ◽  
Jose Moncada Jiménez ◽  
Luis Carlos Solano Mora

Objetivo: determinar si la práctica aguda y crónica con el videojuego Dance Dance Revolution (DDR®) produce una mejora significativa en la atención, concentración, balance estático y balance dinámico en personas adultas mayores. Materiales y Método: Se administró un tratamiento de 15 sesiones con el video juego Dance Dance Revolution a 27 personas adultas mayores con edad promedio de 63.15 ± 5.79 años, quienes fueron asignados aleatoriamente a un grupo experimental y control. Se aplicó una batería de pruebas (TUAG, Plataforma de fuerza, Efecto Stroop y Toulouse Pierón) antes y después de la primera sesión y al finalizar la sesión 15. Resultados: El análisis de varianza mostró las siguientes interacciones significativas: TUAG (EA, p= 0.0001; EC, p= 0.0001), Stroop (EA, p= 0.0001; EC, p= 0.0001), Toulousse Pierón (EA, p= 0.015; EC, p= 0.002). En los componentes del balance estático se encontraron las siguientes interacciones significativas: DS [Fz/m] (EA, p= 0.015; EC, p= 0.004), VCopy (EC, p= 0.0001), DS Copx (EC, p= 0.006). Conclusión: La práctica del exergame DDR®, se mejora significativamente el balance dinámico y la atención. No se apoya la mejora de la concentración y el balance estático.Abstract. Objective: to determine whether acute and chronic practice of the video game “Dance Dance Revolution” produces significant improvements in attention, concentration, and static and dynamic balance in elderly. Methods: 15 treatment sessions with the video game “Dance Dance Revolution” were administered to 27 senior citizens with mean age of 63.15 ± 5.79 years, who were randomly assigned to either an experimental or control group. A battery of tests was applied (TUAG, force platform, Stroop Effect and Toulouse Pieron) before and after the first session and after session 15. Results: Analysis of variance showed the following significant interactions: TUAG (EA, p= 0.0001; EC, p= 0.0001), Stroop (EA, p= 0.0001; EC, p= 0.0001), and Toulousse Pierón (EA, p= 0.015; EC, p= 0.002). In the components of the static balance, significant interactions were found as follows: DS [Fz/m] (EA, p= 0.015; EC, p= 0.004), VCopy (EC, p= 0.0001), and DS Copx (EC, p= 0.006).  Conclusion: The practice of the exergame DDR® significantly improved dynamic balance and attention. Improvement of concentration and static balance is not supported 


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