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Dance Dance Revolution

Game

6 documents in the library are about Dance Dance Revolution, from writers such as DiGRA and GameDiscoverCo. Each has a summary and key insights with the page they come from.

Documents
6
newest 27 Feb 2026

Connections

Each row is a game or company named alongside Dance Dance Revolution, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Dance Dance Revolution

Article

How a Charming Trailer Took Gun Nose's Kickstarter to 6x Its Goal

The primary objective of this analysis is to examine how effective marketing assets, specifically a high-quality trailer, can drive significant crowdfunding success for independent video games.

  • A high-quality trailer can overcome limited initial reach to drive massive crowdfunding success, as evidenced by Gun Nose exceeding its $35,000 Kickstarter goal by 6x to reach $214,000.
  • YouTube acts as a primary discovery engine for indie games, with 40% of all Gun Nose pledges directly trackable to the platform and an estimated 25% of additional traffic indirectly influenced by it.
  • Developers should prioritize standalone Switch 2 SKUs to improve eShop visibility, as the current market remains fragmented by varying upgrade policies and limited devkit access.
GameDiscoverCoFeb 2026
Cover of Understanding Play Practices: Contributions to the State of the Art
Whitepaper18 pages

Understanding Play Practices: Contributions to the State of the Art

The collection "Understanding Play Practices" argues that computer games and related play forms should be understood as hybrids of text and practice, in which authored structures meet the genuine agency of players.

DiGRAJan 2009
Cover of Girls' Play: Context, Performance & Social Videogame Play
Whitepaper2 pages

Girls' Play: Context, Performance & Social Videogame Play

This paper examines how girls aged 10 to 16 play video games, with particular attention to how social context shapes performance and creativity.

DiGRAJan 2009
Cover of Balance Boards and Dance Pads: The Impact of Innovation on Gendered Access to Gaming
Whitepaper2 pages

Balance Boards and Dance Pads: The Impact of Innovation on Gendered Access to Gaming

This paper examines how innovations in game interfaces, controllers, and play locations shape gendered access to gaming, arguing that access is a central dimension of the assemblages of production, culture, marketing, content, and mechanics that determine play preferences and genre choices.

DiGRAJan 2009
Cover of A Method for Discovering Values in Digital Games
Whitepaper9 pages

A Method for Discovering Values in Digital Games

"A Method for Discovering Values in Digital Games" presents the Values Cards exercise, a practical tool that helps game designers identify and discuss human values such as equality, justice, generosity, and competition that are embedded in game mechanics, representation, and players' prior experiences.

  • Games inevitably embed human values such as equality, justice, generosity, and competition, in their mechanics, representation, and the prior experiences players bring, much as other media do.
  • The Values Cards exercise is presented as a practical tool that lets game designers identify and discuss these embedded values, and it is positioned as the first step in the broader Values at Play methodology of discovery, translation, and verification.
  • Designers can gain conscious control over the values their games convey by examining both the positive and negative expressions of those values.
DiGRAJan 2007
Cover of The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD
Whitepaper14 pages

The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD

This study examines whether Dance Dance Revolution (DDR), a consumer entertainment game, can improve reading impairments in sixth-grade students diagnosed with ADHD.

  • A test-retest study of 62 sixth-grade students with ADHD and reading impairments, drawn from four West Virginia and neighboring-state middle schools between 2002 and 2004, tested whether Dance Dance Revolution could improve reading skills.
  • Results were modest: of 24 PAL-RW subtests, the DDR treatment group showed only slightly larger gains than controls on RAN Digits and Receptive Coding, with small effect sizes.
  • The RAN Digits result was ambiguous, with some evidence that treatment participants performed worse on that measure.
DiGRAJan 2005