Game Comparison

Below are the currently supported Kinect resources along with their corresponding categories, allowing you to compare the various aspects of each game. Some categories are expandable, to provide you with additional information.

  Space Pop River Rush Reflex Ridge Rally Ball 20,000 Leaks
Game Description Game goal, environment and major movements

Player moves in spacescape by side stepping, squatting and flapping arms to elevate the avatar and then hover over and pop bubbles to obtain pins.

Player stands on a raft leaning forward and sideways and jumping to navigate down the rapids. If the raft hits a pinwheel gate the player gets pins. The bonus points are offered only if the gate is hit on the inside.

Player stands on rail cart and avoids obstacles by bending and side stepping from side to side, while concurrently collecting pins. Jumping makes the cart go faster.

Player stands in an arcade environment and uses limbs, head and trunk to strike moving balls in order to hit boxes and two kinds of targets in the arcade.

Player stands inside a glass bubble that separates the player from the sea. Using hands, feet, and head player side- steps or lunges to reach and close the leaks that are generated by fish and sharks crashing into the bubble.

Game selection

  Space Pop River Rush Reflex Ridge Rally Ball 20,000 Leaks
Game Entry Point Fixed or variable levels available when a player enters a game

Flexible entry point: nine levels:

  • 3 beginner
  • 3 intermediate
  • 3 advanced

Flexible entry point: nine levels:

  • 3 beginner
  • 3 intermediate
  • 3 advanced

Flexible entry point: nine levels:

  • 3 beginner
  • 3 intermediate
  • 3 advanced

Flexible entry point: nine levels:

  • 3 beginner
  • 3 intermediate
  • 3 advanced

Flexible entry point: nine levels:

  • 3 beginner
  • 3 intermediate
  • 3 advanced
Game Start

Player raises hand.

Player Starts

Player uses arms to pull through the gate.

Player strikes the ball

Player raises hand

Player or Game Driven? Player driven games rely largely on the actions of the player and wait for a response before continuing; Game driven environments progress independent of the player’s response

Game driven: Bubbles appear regardless of player movement.

Game driven: The raft moves down the river regardless of player movement.

Game driven: The rail cart moves forward regardless of player movement.

Game driven: Movement of balls is independent of player action.

Player driven: The next leak appears only after the previous leak is plugged.

Stability Maintain a posture/orientation of the trunk and/or limbs to: allow movement of other body segment(s), hold body/segment(s) in a required game position, and/or to resist perturbations

YES: Standing.

YES: Standing.

YES: Standing.

YES: Standing.

YES: Standing.

Mobility Movement of body segments to reach a target, avoid obstacles, assume required positions, or to “drive” or “steer” the game task

YES:

  • Arms
  • Legs
  • Trunk

YES:

  • Arms
  • Legs
  • Trunk

YES:

  • Arms
  • Legs
  • Trunk

YES:

  • Arms
  • Legs
  • Trunk

YES:

  • Arms
  • Legs
  • Trunk
  • Head
Agility

NO

YES: Jumping and side stepping.

YES: Jumping, dodging (with a weight shift), side stepping and squatting.

YES: Side stepping.

NO

Gameplay

  Space Pop River Rush Reflex Ridge Rally Ball 20,000 Leaks
Spatial Accuracy The type of accuracy required for aiming movements for which spatial position of the movement’s end point is important to task performance

YES: To pop bubbles.

YES: To steer and land the raft.

YES: To avoid obstacles.

YES: To hit balls and targets.

YES: To plug leaks.

Temporal Accuracy The type of accuracy required of rapid movements for which accuracy of movement time is important to task performance

YES: To pop bubbles.

YES: To maneuver raft through gates, jump over and land on objects.

YES: To avoid obstacles.

YES: To hit balls.

NO

Game Duration

Consistent

Skill dependent: shortens.

Skill dependent: shortens.

Consistent

Consistent

Cognitive Operations Executive functions of planning, response selection and switching attention More

PLANNING (2)

  • Select movement required to pop the bubbles
  • Lights on the wall alert players to upcoming bubble locations

SWITCHING ATTENTION (1)

  • Between bubbles and lights on the wall

PLANNING (1)

  • Select upcoming gates and pins

SWITCHING ATTENTION (1)

  • Maneuver through gates, land on objects, and collect pins

RESPONSE SELECTION (1)

  • Choice of river routes

 

 

RESPONSE SELECTION (1)

  • Choice of avoiding obstacles or reaching for pins

PLANNING (1)

  • Select the best direction, velocity and amplitude of the movement to maximize the number of targets

SWITCHING ATTENTION (1)

  • Between changing targets and moving ball

PLANNING (2)

  • Select placement and position of arms, legs, and head to plug the leaks
  • Sounds alert player to differing extent of upcoming cracks

 

RESPONSE SELECTION (1)

  • Choice of body part used to block leaks
Augmented Feedback Information from an external source that is intended to enhance or replace the intrinsic feedback that comes from a person’s own sensory, visual, and auditory systems More

VISUAL (4)

  • Blue mist appears when bubbles are popped
  • Pins are collected when bubbles are popped
  • View score
  • Colour of medal indicates success

AUDITORY (4)

  • Sound indicates popping of bubbles
  • Sound indicates collection of pins
  • Sound indicates medal achievement
  • Sound of crowd cheering indicates popping of all available bubbles

VISUAL (5)

  • Obstacles shatter if they are hit
  • Pins are received for passing through gates
  • Wind streaks appear after passing through pinwheel gates
  • Water splashes on the screen when raft lands after a jump
  • Counter increases with collection of pins

AUDITORY (4)

  • Sound of water splashing indicates landing
  • Sound of pins collecting as they are obtained
  • Sound of crowd cheering for successful movements
  • Sound of wind blowing when a speed bonus is obtained

VISUAL (7)

  • Sparks appear on rails during jumps
  • Stars appear over avatar’s head when an object is hit
  • Pins accumulate when an obstacle is avoided
  • Counter increases with collection of pins
  • Wind streaks appear when speed is increased as a result of jumps
  • Speed decreases when objects are hit
  • Written cues appear on screen

AUDITORY (4)

  • Sound indicates successful movements
  • Sound indicates hitting an object
  • Sound indicates obstacle avoidance
  • Sound of pins collecting as they are obtained

VISUAL (7)

  • Ball appears on fire when hit hard
  • Trajectory of the ball after contact can be seen
  • Successful contact with a target rewards the player with more balls to hit, or the explosion of a box
  • Bonus points obtained for faster finishes
  • View timer
  • View score
  • Colour of medal indicates success

AUDITORY (7)

  • Sound indicates ball contact, box and target hits
  • Sound indicates collection of pins
  • Sound indicates medal gain
  • Sound indicates flames when ball is hit hard
  • Sound indicates collection of pins
  • Sound of crowd cheering for successful movements
  • Sound indicates success or failure

VISUAL (6)

  • Body parts light up when appropriately placed over a leak
  • Success of leak block: water stops or continues to flow.
  • Pins are collected with successful plugs
  • Counter increases with collection of pins
  • Colour of medal indicates success
  • View score

AUDITORY (5)

  • Sound indicates correct leak plugging
  • Sound indicates impending end of game
  • Sound indicates collection of pins
  • Sound indicates medal gain
  • Sound indicates plugging of challenging leak
Progression The extent to which the physical and/or cognitive difficulty level of the game progresses within a single trial of game play

A player does not experience increasing levels of difficulty during a single trial of game play.

A player does not experience increasing levels of difficulty during a single trial of game play.

A player experiences greater physical and cognitive challenge within a level when speed and number of obstacles increase.

A player experiences greater physical and cognitive challenge when more balls appear at faster speeds.

A player experiences greater physical and cognitive challenge within a level as a greater number of leaks appear over time.

Game Score Performance indicators reflecting a player’s success

Reflects number of pins collected. Medal reflects game performance.

Reflects number of pins collected and time to complete course. Medal reflects game performance.

Reflects number of pins collected and time to complete course. Medal reflects game performance.

Reflects number of targets hit. Medal reflects game performance.

Reflects number of pins collected. Medal reflects game performance.

Game Modification Potential modifications that can be made in the virtual environment, the physical environment or the task

Game modifications can be categorized as physical environment, virtual environment and task.

This section of the resource is planned as a wiki so users may add their experience. An example of a physical environment modification is changing the support surface. An example of changing the virtual environment is eliminating the volume, while an example of changing the task during Reflex Ridge is telling the player not to jump or to attend to every other target, making the game easier.

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