Research Article

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 gameFollow the CDs to hit the speakers to play the music.
  ContextReach 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 withCDs
  Object locationFrom the center to one of the 4 speakers located in the 4 corners.
  Appearance of the objectAbout 1.3-1.4 seconds
  Total duration of the game3 minutes
  Number of objects to interact with at once1–4
  Disturbing effectsNone
  Avoiding objects/effectsNone
  Speed of object appearance10 CDs/the first 20 seconds
  Method to advance to different levels within the same gameNone
  Method to end the gameTime is up or miss 3 CDs
(II) Required skills
  Unilateral reachingYes
  Bilateral reachingYes (for both symmetrical or asymmetrical)
  SpeedYes
  CognitionYes
  AccuracyYes
  Muscular enduranceYes
  Cardiovascular enduranceNo
  Eye-hand coordinationYes
  StrengthYes
(III) Feedback provided
  Knowledge of results: individual actionYes: auditory (when hitting the speaker) and visual (speaker lights up)
  Knowledge of results: whole gameYes: score
  Knowledge of performanceYes: the player can see his/her movement
(IV) Special notesIncrease in speed and randomness throughout the game