River Rush

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.

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 Starts

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 raft moves down the river 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 and 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 steer and land the raft.

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

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

Game Duration

Skill dependent: shortens.

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

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
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 (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
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.

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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