Persuasive technology is defined as a computer system, device, or application that is intentionally designed to change a person’s attitude or behavior (Fogg 2003). This technology uses tools (e.g., pedometer or balance board), media (e.g., video, audio, or both), and social interaction (e.g., playing with another person) to persuade individuals to adopt the behavior without their actually knowing it. Although the DDR was not developed specifically to promote physical activity, it has changed exercise attitudes and behavior of children and youth using principles of persuasive technology. Dance Dance Revolution uses video, music, and a dance platform to capture interest and engage children in the activity without their being fully aware that they are exercising. The emerging field of persuasive technology has enormous potential for promoting physical activity and healthy behaviors (Fogg and Eckles 2007; Zhu 2008).