Event Title

Determination of Aerobic Fitness Requirements for the Popular Video Game "Dance, Dance, Revolution (DDR)"

Location

CSU 203

Start Date

24-4-2007 8:15 AM

End Date

24-4-2007 9:45 AM

Student's Major

Human Performance

Student's College

Allied Health and Nursing

Mentor's Name

Mary Visser

Mentor's Department

Human Performance

Mentor's College

Allied Health and Nursing

Description

The purpose of this study was to investigate the aerobic fitness of college-aged students while playing the popular video game Dance, Dance, Revolution (DDR). The premise was that this information could allow closer examination of the benefits of using this video game as an exercise tool to target childhood and adolescent obesity. This study included 20 college-aged subjects: 10 male and 10 female. Prior to testing, subjects were given time to become familiar with the equipment and the testing procedures. A non-exercisebased calculation estimated each subject's maximal oxygen consumption, which allowed a fitness classification to be determined. Aerobic capacity was measured continuously using the Medical Graphics metabolic chart, while each subject danced on a solid dance pad, through four progressive stages of DDR. At the end of each stage, the subjects' heart rate (HR) was taken, utilizing a heart rate monitor. Initial examination of results indicated that on average, oxygen consumption and HR increased as the dance became more difficult. In general, exertion in Level 1 was equivalent to walking at 2.5 mph, exertion at Level 2 was equivalent to brisk walking at 3.5 mph, exertion at Level 3 was equivalent to very brisk walking at 4.0 mph, and the exertion of Level 4 was also equivalent to very brisk walking at 4.0 mph. Exertion increased with each level within the ranges suggested for people by exercise professionals to improve their aerobic fitness. Complete data will be presented at the conference.

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Apr 24th, 8:15 AM Apr 24th, 9:45 AM

Determination of Aerobic Fitness Requirements for the Popular Video Game "Dance, Dance, Revolution (DDR)"

CSU 203

The purpose of this study was to investigate the aerobic fitness of college-aged students while playing the popular video game Dance, Dance, Revolution (DDR). The premise was that this information could allow closer examination of the benefits of using this video game as an exercise tool to target childhood and adolescent obesity. This study included 20 college-aged subjects: 10 male and 10 female. Prior to testing, subjects were given time to become familiar with the equipment and the testing procedures. A non-exercisebased calculation estimated each subject's maximal oxygen consumption, which allowed a fitness classification to be determined. Aerobic capacity was measured continuously using the Medical Graphics metabolic chart, while each subject danced on a solid dance pad, through four progressive stages of DDR. At the end of each stage, the subjects' heart rate (HR) was taken, utilizing a heart rate monitor. Initial examination of results indicated that on average, oxygen consumption and HR increased as the dance became more difficult. In general, exertion in Level 1 was equivalent to walking at 2.5 mph, exertion at Level 2 was equivalent to brisk walking at 3.5 mph, exertion at Level 3 was equivalent to very brisk walking at 4.0 mph, and the exertion of Level 4 was also equivalent to very brisk walking at 4.0 mph. Exertion increased with each level within the ranges suggested for people by exercise professionals to improve their aerobic fitness. Complete data will be presented at the conference.

Recommended Citation

Steiner, Michael. "Determination of Aerobic Fitness Requirements for the Popular Video Game "Dance, Dance, Revolution (DDR)"." Undergraduate Research Symposium, Mankato, MN, April 24, 2007.
https://cornerstone.lib.mnsu.edu/urs/2007/oral-session-11/6