Rally Ball

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.

Game Characteristics

Game Selection

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
Game Start

Player strikes the ball

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: Movement of balls is independent of player action.

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.

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
Agility

YES: Side stepping.

Gameplay

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 hit balls and targets.

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

YES: To hit balls.

Game Duration

Consistent

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

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
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

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

Game Score Performance indicators reflecting a player’s success

Reflects number of targets hit. 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 an interactive wiki so that users may add their experiences. An example of a physical environment modification is changing the support surface. An example of changing the virtual environment is eliminating the volume. An example of changing the task during Reflex Ridge is telling the player not to jump to decrease the physical challenge of the game.

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