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The Effect of an XBOX Kinect Dance Intervention on the Affect of Sedentary University Students


Objective: To explore the effect of a video game dance exercise programme on the affect of sedentary university students.

Method: A one-group pretest post-test design was used. Participants (n = 25) completed six weeks of training using the Just Dance 4 disc with the XBOX Kinect 360. The sessions started at 30 minutes of dance five days per week for the first two weeks followed by 45 minutes four days per week for the next two weeks and finishing at 60 minute sessions three days per week for the last two weeks. Affect was assessed pre- and post-intervention using the expanded version of the Positive and Negative Affect Scale (PANAS-X).

Results: There was a significant increase in the general positive affect (p = 0.02) and a significant decrease in the general negative affect (p < 0.01). There was also a significant reduction in all four of the basic negative emotions (fear, p = 0.03, hostility, p < 0.01; guilt, p = 0.01, sadness, p < 0.01) on the scale whilst two of the three basic positive emotions improved (joviality, p < 0.01, self-assurance, p = 0.02). The participants also had significantly less shyness (p < 0.01) and fatigue (p < 0.01) and more serenity (p = 0.02) post intervention.

Conclusion: Videogame-based dance exercise was associated with a statistically significant increase in positive affect and a statistically significant decrease in negative affect among sedentary university students.

23 Nov, 2015
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e-Published: 14 Mar, 2016
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