Reflex Ridge

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.

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 uses arms to pull through the gate.

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: The rail cart moves forward regardless of player movement.

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

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 avoid obstacles.

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

YES: To avoid obstacles.

Game Duration

Skill dependent: shortens.

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

 

 

RESPONSE SELECTION (1)

  • Choice of avoiding obstacles or reaching for pins
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)

  • 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
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 within a level when speed and number of obstacles increase.

Game Score Performance indicators reflecting a player’s success

Reflects number of pins collected and time to complete course. 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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