Game Analysis, Validation, and Potential Application of EyeToy Play and Play 2 to Upper-Extremity Rehabilitation
Table 2
Example of a complete game analysis table, using “Beat Freak” from EyeToy Play.
Beat freak
(I) Game features
Goal of the game
Follow the CDs to hit the speakers to play the music.
Context
Reach to strike the speakers in the four corners of the screen just as the CD reaches them. There are a few cartoon characters at the bottom of the screen dancing and cheering for the player; however, they may impede the player’s view of their movements when hitting the speakers at the two lower corners.
Objects to interact with
CDs
Object location
From the center to one of the 4 speakers located in the 4 corners.
Appearance of the object
About 1.3-1.4 seconds
Total duration of the game
3 minutes
Number of objects to interact with at once
1–4
Disturbing effects
None
Avoiding objects/effects
None
Speed of object appearance
10 CDs/the first 20 seconds
Method to advance to different levels within the same game
None
Method to end the game
Time is up or miss 3 CDs
(II) Required skills
Unilateral reaching
Yes
Bilateral reaching
Yes (for both symmetrical or asymmetrical)
Speed
Yes
Cognition
Yes
Accuracy
Yes
Muscular endurance
Yes
Cardiovascular endurance
No
Eye-hand coordination
Yes
Strength
Yes
(III) Feedback provided
Knowledge of results: individual action
Yes: auditory (when hitting the speaker) and visual (speaker lights up)
Knowledge of results: whole game
Yes: score
Knowledge of performance
Yes: the player can see his/her movement
(IV) Special notes
Increase in speed and randomness throughout the game