Literature DB >> 26182062

"Just Dance": The Effects of Exergame Feedback and Controller Use on Physical Activity and Psychological Outcomes.

Jih-Hsuan Lin1.   

Abstract

OBJECTIVE: In Asia, dance games are among the most popular types of exergames. Whereas traditional dance-based games emphasize step movements on a dance pad, more recent dance games emphasize intuitive dance movements using simple controllers or players' own bodies to "just dance." However, because of limited space and access, young adults in Taiwan often do not use these games. Popular dance videos on YouTube are more readily available to students because these videos can be accessed on a computer. Therefore, the current study examines the effects of interactivity (the role of feedback) and controller use on participants' physiological and psychological outcomes during exergames.
MATERIALS AND METHODS: The dance game "Just Dance 3" (Ubisoft, Montreuil, France) was chosen as the stimulus for this study. Participants danced through one song for rehearsal and warm-up, followed by three songs for the experiment, which lasted approximately 12 minutes. One hundred twenty-nine college students participated in a 2×2×2 (interactivity, feedback versus no feedback; controller, with versus without; sex, male versus female) between-subject factorial design.
RESULTS: A series of 2×2×2 (interactivity, controller, and sex) analyses of variance showed no significant differences in interaction effects on participants' heart rates, blood pressures, body movements, step counts, or perceived psychological outcomes.
CONCLUSIONS: Dance game videos without feedback are also effective tools for achieving moderate-level exercise intensity. These videos can supplement the limited access to games in Asian countries, such as Taiwan.

Entities:  

Mesh:

Year:  2015        PMID: 26182062     DOI: 10.1089/g4h.2014.0092

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  5 in total

1.  Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation.

Authors:  Wenge Xu; Hai-Ning Liang; Qiuyu He; Xiang Li; Kangyou Yu; Yuzheng Chen
Journal:  JMIR Serious Games       Date:  2020-07-27       Impact factor: 4.143

2.  Effects of exergaming on cardiovascular risk factors and adipokine levels in women.

Authors:  Maria Guadalupe Soares Amorim; Maurício Dias de Oliveira; Daiane Santos Soares; Leandro da Silva Borges; Alexandre Dermargos; Elaine Hatanaka
Journal:  J Physiol Sci       Date:  2017-11-30       Impact factor: 2.781

3.  Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment.

Authors:  Alejandro Quintas-Hijós; Carlos Peñarrubia-Lozano; Juan Carlos Bustamante
Journal:  PLoS One       Date:  2020-04-10       Impact factor: 3.240

4.  Usability and Effects of a Combined Physical and Cognitive Intervention Based on Active Video Games for Preschool Children.

Authors:  Ze-Min Liu; Chuang-Qi Chen; Xian-Li Fan; Chen-Chen Lin; Xin-Dong Ye
Journal:  Int J Environ Res Public Health       Date:  2022-06-16       Impact factor: 4.614

Review 5.  EXERGAMES AS A TOOL FOR THE ACQUISITION AND DEVELOPMENT OF MOTOR SKILLS AND ABILITIES: A SYSTEMATIC REVIEW.

Authors:  Pâmella de Medeiros; Renata Capistrano; Marcela Almeida Zequinão; Siomara Aparecida da Silva; Thais Silva Beltrame; Fernando Luiz Cardoso
Journal:  Rev Paul Pediatr       Date:  2017-09-21
  5 in total

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