Literature DB >> 19948529

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

S T Smith1, C Sherrington, S Studenski, D Schoene, S R Lord.   

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.

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Mesh:

Year:  2009        PMID: 19948529     DOI: 10.1136/bjsm.2009.066845

Source DB:  PubMed          Journal:  Br J Sports Med        ISSN: 0306-3674            Impact factor:   13.800


  14 in total

1.  Use of virtual reality technique for the training of motor control in the elderly. Some theoretical considerations.

Authors:  E D de Bruin; D Schoene; G Pichierri; S T Smith
Journal:  Z Gerontol Geriatr       Date:  2010-08       Impact factor: 1.281

2.  Interactive video dance games for healthy older adults.

Authors:  S Studenski; S Perera; E Hile; V Keller; J Spadola-Bogard; J Garcia
Journal:  J Nutr Health Aging       Date:  2010-12       Impact factor: 4.075

3.  Therapeutic Uses of Active Videogames: A Systematic Review.

Authors:  Amanda E Staiano; Rachel Flynn
Journal:  Games Health J       Date:  2014-09-16

Review 4.  Postural instability in patients with Parkinson's disease. Epidemiology, pathophysiology and management.

Authors:  Samuel D Kim; Natalie E Allen; Colleen G Canning; Victor S C Fung
Journal:  CNS Drugs       Date:  2013-02       Impact factor: 5.749

5.  Aging, the Central Nervous System, and Mobility in Older Adults: Interventions.

Authors:  Vijay R Varma; Jeffrey M Hausdorff; Stephanie A Studenski; Caterina Rosano; Richard Camicioli; Neil B Alexander; Wen G Chen; Lewis A Lipsitz; Michelle C Carlson
Journal:  J Gerontol A Biol Sci Med Sci       Date:  2016-05-06       Impact factor: 6.053

6.  A cognitive-motor intervention using a dance video game to enhance foot placement accuracy and gait under dual task conditions in older adults: a randomized controlled trial.

Authors:  Giuseppe Pichierri; Kurt Murer; Eling D de Bruin
Journal:  BMC Geriatr       Date:  2012-12-14       Impact factor: 3.921

7.  The effect of a cognitive-motor intervention on voluntary step execution under single and dual task conditions in older adults: a randomized controlled pilot study.

Authors:  Giuseppe Pichierri; Amos Coppe; Silvio Lorenzetti; Kurt Murer; Eling D de Bruin
Journal:  Clin Interv Aging       Date:  2012-07-10       Impact factor: 4.458

Review 8.  Exergaming in older adults: a scoping review and implementation potential for patients with heart failure.

Authors:  Leonie Verheijden Klompstra; Tiny Jaarsma; Anna Strömberg
Journal:  Eur J Cardiovasc Nurs       Date:  2013-11-06       Impact factor: 3.908

Review 9.  Exergaming for balance training of elderly: state of the art and future developments.

Authors:  Mike van Diest; Claudine J C Lamoth; Jan Stegenga; Gijsbertus J Verkerke; Klaas Postema
Journal:  J Neuroeng Rehabil       Date:  2013-09-25       Impact factor: 4.262

10.  Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students.

Authors:  Krista S Scheer; Sarah M Siebrant; Gregory A Brown; Brandon S Shaw; Ina Shaw
Journal:  Int J Exerc Sci       Date:  2014-01-01
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