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.
|Game Entry Point Fixed or variable levels available when a player enters a game||
Flexible entry point: nine levels:
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.
|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||
|Mobility Movement of body segments to reach a target, avoid obstacles, assume required positions, or to “drive” or “steer” the game task||
|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.
|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.
|Cognitive Operations Executive functions of planning, response selection and switching attention||
SWITCHING ATTENTION (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||
|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. 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.