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. |
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:
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Flexible entry point: nine levels:
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Flexible entry point: nine levels:
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Flexible entry point: nine levels:
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Flexible entry point: nine levels:
|
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:
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YES:
|
YES:
|
YES:
|
YES:
|
Agility |
NO |
YES: Jumping and side stepping. |
YES: Jumping, dodging (with a weight shift), side stepping and squatting. |
YES: Side stepping. |
NO |
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) SWITCHING ATTENTION (1) |
PLANNING (1) SWITCHING ATTENTION (1) RESPONSE SELECTION (1) |
RESPONSE SELECTION (1) |
PLANNING (1) SWITCHING ATTENTION (1) |
PLANNING (2)
RESPONSE SELECTION (1) |
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) AUDITORY (4) |
VISUAL (5) AUDITORY (4) |
VISUAL (7) AUDITORY (4) |
VISUAL (7) AUDITORY (7) |
VISUAL (6) AUDITORY (5) |
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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