![]() ![]() ![]() While Yukino's parents insist that she have a traditional Japanese upbringing, her stale old teacher can't keep up with her when she busts out of the house to run to the local arcade. Profile: A wry but energetic teenager, Yukino Yoshida is a StepMania neophyte who has been pushed headfirst into the world of dancing games by her friends Momo and Kyo. Learn a bit about the characters that make up the StepMania: The Manga cast. (We can dream, can't we?) However, the game in the manga retains the spirit of freedom and community-focus that the real game does. The characters in StepMania: The Manga play a fictional version of StepMania that is played mainly in arcades. You can download the StepMania game software free of charge here. What makes the game so special is the freedom it gives players to dance to any song they want! Instead of picking from a set number of tracks, you can choose from thousands of songs and steps people all over the world have created, or even make your own to play and share. While many people play the game on their PCs, it has been adapted and utilized for dance games on just about every platform you can think of, from the Sony Playstation to arcade machines. The StepMania game is an open-source rhythm and dancing program created by Chris Danford. Made in consultation with the game's creator, and written by Japanese manga artist Shino Uno, StepMania: The Manga follows the exploits of a brash high-schooler named Yukino as she is thrown headfirst into the world of StepMania by her best friend and veteran dancer, Momo, who works at the local arcade. The findings of this review may inform future, more rigorous research in the area.ĭance Dance Dance Revolution Depression Enjoyment Fear of falling Older adults Psychosocial Quality of life Randomized controlled trials Seniors StepMania Technology.StepMania: The Manga is an original comic based on the wildly popular dance/rhythm game. Similarly, there was little or no difference on depression (SMD -0.06, 95% CI -0.59 to 0.47 P = 0.83 three trials).Įxisting evidence to support the effectiveness of technology-mediated dance interventions and their impact on psychosocial factors in older adults is weak and with a high risk for bias. The meta-analysis revealed low quality evidence that there was little or no difference above that of the comparison groups for fear of falling (standardized mean difference -0.02, 95% confidence interval -0.37 to 0.33 P = 0.91 five trials). ![]() Secondary outcomes assessed fear of falling, depression, and training enjoyment, but no study showed evidence of an effective impact on these variables. None of the studies considered psychosocial factors as primary outcomes. Studies' quality ratings were low, with exception of one study that was considered of moderate quality. ![]() Risk of bias of selected articles was assessed in accordance with the Cochrane guidelines.įrom an overall 264 articles, six articles (five studies) were found, which assessed the impact of technology-mediated dance interventions on psychosocial factors in older adults. Two independent reviewers screened articles using predetermined selection criteria. To assess the effectiveness of technology-mediated dance interventions and their impact on psychosocial factors in older adults (aged 65 or older).Ī systematic review of randomized controlled trials from January 2000 to February 2017 using key search terms. Technology-mediated dance systems, which can be used at home, and dance as a way of keeping physically active have been receiving attention as a means of not only enabling physical activity among older people but may also address key psychosocial factors that are amenable to change. Engaging in physical activity contributes to healthy aging however, adherence to exercise programs is often low among older adults. ![]()
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