| Literature DB >> 25610652 |
Yu-Ping Chen1, Michelle Caldwell2, Erica Dickerhoof2, Anastasia Hall2, Bryan Odakura2, Kimberly Morelli2, Hsin-Chen Fanchiang3.
Abstract
Objective. To describe and analyze the potential use of games in the commercially available EyeToy Play and EyeToy Play 2 on required/targeted training skills and feedback provided for clinical application. Methods. A summary table including all games was created. Two movement experts naïve to the software validated required/targeted training skills and feedback for 10 randomly selected games. Ten healthy school-aged children played to further validate the required/targeted training skills. Results. All but two (muscular and cardiovascular endurance) had excellent agreement in required/targeted training skills, and there was 100% agreement on feedback. Children's performance in required/targeted training skills (number of unilateral reaches and bilateral reaches, speed, muscular endurance, and cardiovascular endurance) significantly differed between games (P < .05). Conclusion. EyeToy Play games could be used to train children's arm function. However, a careful evaluation of the games is needed since performance might not be consistent between players and therapists' interpretation.Entities:
Year: 2014 PMID: 25610652 PMCID: PMC4290029 DOI: 10.1155/2014/279609
Source DB: PubMed Journal: Rehabil Res Pract ISSN: 2090-2867
Definitions of required/targeted training skills and feedback provided.
| Conceptual definition used in Phases I and II-1 validation by two movement experts | Operational definition used in Phase II-2 validation by testing healthy children | |
|---|---|---|
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| Unilateral reaching | Movements of the upper extremities that use 1 hand or arm. | Number of upper-extremity movements using 1 hand between 30 seconds after play started and 1 minute and 30 seconds. |
| Bilateral reaching | Movements of the upper extremities that use 2 hands or arms. Bilateral reaching can be symmetrical (both arms perform the same joint motions) or alternative (e.g., one arm is extending while the other is flexing). | Number of upper-extremity movements using both hands between 30 seconds after play started and 1 minute and 30 seconds. |
| Speed | The game requires the player to reach faster, since faster is better. | Number of arm movements per minute |
| Cognition | This game requires some cognitive abilities. For example, someone with intellectual disabilities may not understand the game rules and may not be able to play the game. | † |
| Accuracy | The game requires some precision. | † |
| Muscular endurance | The ability of muscle to sustain forces repeatedly or to generate forces over a period of time. Muscular endurance refers to the body's ability to continue using muscular strength and endure repeated contractions for an extended period of time. Usually, if the game requires the player to constantly repeat the same arm movements over time, it requires muscular endurance. | Total number of arm movements performed in the 3-minute interval |
| Cardiovascular endurance | The ability of the body to sustain prolonged rhythmical exercise and perform work and participate in an activity over time. Cardiovascular endurance is the power, strength, or ability of the heart to supply enough oxygen to muscles during a physical activity for a prolonged period of time. It essentially indicates how strong one's heart is and can potentially add years to one's life. This can be measured by heart rate change. | Four heart rate related indicators: maximal heart rate change, maximal heart rate, average heart rate, and percentage of heart rate reserve = (maximal heart rate during the game—resting heart rate)/[(208—age ∗ 0.7) —resting heart rate] |
| Eye-hand coordination | The coordinated control of eye movement with hand movement. The ability to guide the movements of the hand with the eyes. | † |
| Strength | Muscle force exerted by a group of muscles to overcome a resistance in a specific set of circumstances. | † |
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| Knowledge of results | Information about the outcome of the action Individual action: information about the outcome of each action (e.g., a banging sound after hitting an object). Whole game: information about the outcome after playing the whole game (e.g., the total score of the game, number of opponents being hit) | † |
| Knowledge of performance | Information about the pattern of action, for example, the player can see his/her movement while performing the task. | † |
†: reach 100% agreement during the validation process by two movement experts in Phase II-1. It did not include Phase II-2 validation.
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 |
Game analysis table for the games in EyeToy Play and EyeToy Play 2.
| Game | Goal | Context | Unilateral | Bilateral | Speed | Cognition | Accuracy | Muscular | CV | Eye-hand | Strength | KR individual | KR-whole game | KP | Recommendation |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| EyeToy Play | |||||||||||||||
| Beat Freak | Follow the CDs to hit the speakers to play the music. | Reach to strike the speakers in the four corners of the screen just as the CD reaches them. | Y | Y | Y | Y | Y | Y | N | Y | Y | Auditory and visual | Score | Player's mvts | Y |
| Slap Stream | Hit the mice, but not the bunny girls. | Four clouds located at 4 corners with mouse or bunny appearing randomly. | Y | Y | Y | Y | Y | Y | N | Y | Y | Auditory and visual | Score | Player's mvts | Y |
| Wishi Washi | Clean as many windows as possible before the time runs out. | A window with soap all over needs to be cleaned using any upper-extremity movements. When soap is cleaned, the player will be seen. | Y | Y | Y | N | N | Y | Y | N | Y | Visual | Number of windows | Trajectory of hand mvts | Y |
| Kung Foo | Knock off the creatures and break the boards during bonus game. | Two towers located at the sides with creatures coming out from upper or lower windows or from the ground. | Y | Y | Y | N | Y | Y | N | Y | Y | Auditory and visual | Score | Player's mvts | Y |
| Soccer Craze | Keep the soccer ball(s) from hitting the ground as well as trying to hit the “bad guys” in the windows. | Two buildings located at each side with “bad guys” randomly appearing from one of the windows to interrupt hitting the soccer ball. The soccer ball is falling from the sky and the player needs to keep it up. | Y | Y | Y | Y | Y | Y | N | Y | Y | Visual | Score | Player's mvts | Y |
| Rocket Rumble | Catch the rocket to create a firework show. | Rockets appear from the bottom of the screen. The player needs to touch the rockets with the same color and then push handle at either side to create a firework show. | Y | Y | Y | Y | Y | Y | N | Y | Y | Auditory and visual | Score | Player's mvts | Y |
| Boxing Chump | Try to knock out the opponent in the boxing match. | Player must sit at an angle to the screen and use as many arm movements as possible to knock out the opponent and avoid being hit. | Y | Y | Y | N | N | Y | Y | Y | Y | Auditory | Score and energy bar | Player's mvts | Y |
| Plate Spinner | Spin the plates and try to keep the monkeys from knocking the plates over. | Four plate spinners located at each side with two higher and two lower. The player needs to constantly move the spinners to prevent the plates from falling. | N | Y | Y | Y | N | Y | Y | Y | Y | Visual | Score | Player's mvts | N |
| Mirror Game | Hit the green balls but avoid the red ones. | Four balls located at 4 corners of the screen. The player needs to hit the green balls but not the red ones. The screen will flip right/left and upside down (mirrored images) to make this game very difficult | Y | Y | Y | Y | Y | N | N | Y | Y | Auditory and visual | Score | Player's mvts | N |
| Ghost Eliminator | Wave the player's hand over the ghosts and bats to make them disappear. | Ghosts and bats appear from different locations of the screen. The scene displays a cemetery and a dark castle at night, which may be scary to kids. | Y | Y | Y | N | Y | N | N | Y | Y | Visual | Score | Player's mvts | N |
| Disco Stars | Imitate the dance moves of the disco girl on stage. | A disco star dances on the stage, and the player needs to copy her moves and rhythm. The star will point to 1 or 2 of the 5 lights on the top of the screen and the player needs to imitate the moves and tempo. | Y | Y | N | Y | Y | N | N | Y | Y | Visual (written comment) | Score | Player's mvts | N |
| UFO Juggler | Spin the UFOs so they can elevate and fly off to safety. | UFOs randomly appear from the bottom of the screen. The player needs to constantly wave to keep spinning the UFOs, but too much spinning will also cause UFOs to blow up. | Y* | Y* | N | Y | Y | Y | N | Y | Y | Visual | Score | Player's mvts | N |
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| EyeToy Play 2 | |||||||||||||||
| Bubble Pop | Reach with one or both arms to pop all the blue bubbles and avoid popping the red bubbles before the time runs out. | The locations and proportions of the blue and red bubbles vary at different levels. The more advanced the level is, the harder it is to pop all the blue bubbles as they may require very precise aiming movements. | Y | Y | Y | Y | Y | Y | N | Y | Y | Auditory and visual | Score | Player's mvts | Y |
| Goal Attack | Use both arms to block the soccer ball to the side or above the player's head. | The player needs to successfully block the soccer ball from entering the net during practice trial (a ball machine) or from the opponent team member. | Y | Y | Y | Y | Y | N | N | Y | Y | Auditory and visual | Score | Player's mvts | Y |
| Table Tennis | Use the player's hands as paddles to hit the ping-pong balls. | Different opponents to compete and bonus round (e.g., to break the glass bottles, to squeeze tankers, etc.) | Y | N | Y | Y | Y | Y | N | Y | Y | Visual | Score | Player's mvts | Y |
| Kung 2 | Punch all small ninjas appearing from different parts of the screen. | Small ninjas may appear from any location of the screen. The player needs to hit the ninjas and ninjas' weapons to avoid losing “lives.” | Y | Y | Y | Y | Y | Y | N | Y | Y | Auditory and visual | Score and energy bar | Player's mvts | Y |
| DIY | Successfully complete common household tasks and chores. | Eight household tasks randomly appear: grab saw, leaky pipes, stack bricks, wood chipper, demolish wall, tiles, and cutting logs, and hammer the nails. | Y† | Y† | Y | Y | Y | Y | N | Y | Y | Auditory and visual | Score | Player's mvts | Y |
| Air Guitar | The player pretends to play a guitar, constantly strumming and cued to “grasp” the cord on the neck of the guitar at regular intervals. | A guitar appears on the screen and the player pretends to play. A cue is offered and the player needs to “catch” the falling “cues” and then strum the guitar in order to play music. | N | N | N | N | N | N | N | N | N | Auditory and visual | Score and music | Only player's fingers appear on screen. No KP | N |
| Secret Agent | Reach in all directions to capture the assigned objects that are falling from the top of the screen or present at any locations of the screen. | Different scenarios with different assignments: (1) prison cell—grab 6 hacksaws to avoid the cameras or be perfectly still to avoid detection; (2) rooftop—collect 8 ropes to avoid the search light or be perfectly still to avoid detection; (3) courtyard—steal 8 keys and avoid the search light. | Y | N | Y | Y | Y | Y | N | Y | Y | Visual | Score and words (“mission complete”) | Player's mvts | Y |
| Drumming | Strike certain drums as the game cues them to | Six drums on the lower half of the screen: 3 at each side. A red note cue flies from the center to the drum and the player needs to strike the drum accordingly. | Y | Y | Y | Y | Y | Y | N | Y | Y | Auditory and visual | Score and music | Player's mvts | Y |
| Home Run | To hit the baseball to make it a home run. An indicator shows in front of the player to help the player determine the timing to hit the ball. | The player would be positioned as a hitter to hit the baseball. There are crowds cheering, and there is a virtual pitcher that throws the baseball. The virtual distance the ball flies will be displayed like a real baseball game. | Y | Y | Y | Y | Y | Y | N | Y | Y | Auditory and visual | Score | Player's mvts | Y/N |
| Mr. Chef | The player makes burgers, milkshakes, and other food. | The player needs to follow the order to grasp the ingredients to make the order within a desired time limit, or to follow the instructions to make the food (e.g., to shake the shaker). | Y | Y | Y | Y | Y | Y | N | Y | Y | Visual | Score | Player's mvts | Y |
| Knock out | To hit the opponent | Similar to Box Chump in EyeToy Play. The player needs to hit the matched opponent at different angles. | Y | Y | Y | N | Y | Y | Y | Y | Y | Auditory | Score and energy | Player's mvts | Y‡ |
| Monkey Bars | Quite difficult to figure out how to play this game. | A tall building with lots of windows. A monkey needs to climb up and down the building using the 4 corner bottoms but not sure how to activate and move the monkey. | Y | ? | Y | Y | Y | ? | ? | Y | Y | Visual | Score | Unclear | N |
Abbreviations: CV: cardiovascular; KR: knowledge of results; KP: knowledge of performance; Y: yes; N: no; mvts: movements; Y*: For UFO juggler, it is more a waving motion than an arm reaching movement. †For DIY game, it depends on the tasks to involve unilateral and/or bilateral reaching; Y‡: although this game can train the child's arm movements, be mindful of violence of this game.
Summary of number of games that could potentially train the required/targeted skills in EyeToy Play and EyeToy Play 2.
| EyeToy Play | EyeToy Play 2 | |
|---|---|---|
| Unilateral reaching | 11 (91.67%) | 10 (83.33%) |
| Bilateral reaching | 12 (100%) | 8 (66.67%) |
| Speed | 10 (83.33%) | 11 (91.67%) |
| Cognition | 8 (66.67%) | 10 (83.33%) |
| Accuracy | 9 (75.00%) | 11 (91.67%) |
| Muscular endurance | 9 (75.00%) | 9 (75.00%) |
| Cardiovascular endurance | 3 (25.00%) | 1 (8.33%) |
| Eye-hand coordination | 11 (91.67%) | 11 (91.67%) |
| Strength | 12 (100.00%) | 11 (91.67%) |
| Knowledge of results: individual action | 12 (100.00%) | 12 (100.00%) |
| Knowledge of results: | 12 (100.00%) | 12 (100.00%) |
| Knowledge of performance | 12 (100.00%) | 11 (91.67%) |
| Recommendation | 7 (58.33%) | 9 (75.00%) |
Percent agreement between two independent raters by game and by item.
| By game | Agreement | By item | Agreement |
|---|---|---|---|
| Beat Freak | 100.00% | Unilateral reaching | 100.00% |
| Kung Fu | 92.31% | Bilateral reaching | 90.00% |
| Rocket Rumble | 100.00% | Speed | 90.00% |
| Slap Stream | 100.00% | Cognition | 100.00% |
| Soccer Craze | 84.62% | Accuracy | 100.00% |
| Wishi Washi | 92.31% | Muscular endurance | 70.00% |
| Bubble Pop | 92.31% | Cardiovascular endurance | 80.00% |
| Goal Attack | 92.31% | Eye-hand coordination | 100.00% |
| Kung 2 | 100.00% | Strength | 100.00% |
| Table Tennis | 92.31% | Feedback provided | 100.00% |
| Knowledge of results: Individual action | 100.00% | ||
| Knowledge of results: | 100.00% | ||
| Knowledge of performance | 100.00% | ||
| Recommendation | 90.00% |
Quantitative validation of the game analysis table using 10 children with typical development.
| Game | Unilateral reaching* | Bilateral reaching* | Speed* (# arm mvts/min) | Number of total arm mvts* | Maximal heart rate change* | Maximal heart rate* | Average heart rate* | Percentage of heart rate reserve* |
|---|---|---|---|---|---|---|---|---|
| Beat Freak | 75.04% | 24.96% | 51.00 | 187.88 | 23.60 | 132.70 | 122.40 | 36.10% |
| Kung Fu | 84.76% | 15.24% | 49.22 | 166.89 | 35.10 | 147.20 | 130.13 | 44.63% |
| Rocket Rumble | 81.42% | 18.58% | 62.78 | 253.33 | 23.00 | 140.90 | 128.55 | 41.24% |
| Slap Stream | 98.78% | 1.22% | 41.11 | 125.44 | 16.30 | 128.60 | 120.47 | 33.18% |
| Soccer Craze | 65.80% | 34.20% | 35.90 | 159.89 | 38.60 | 154.70 | 137.78 | 53.18% |
| Wishi Washi | 54.67% | 45.33% | 79.10 | 456.78 | 33.50 | 145.60 | 131.43 | 46.74% |
| Bubble Pop | 75.52% | 24.48% | 40.14 | 335.22 | 19.10 | 131.60 | 121.30 | 33.84% |
| Goal Attack | 21.00% | 79.00% | 15.17 | 67.33 | 16.00 | 129.20 | 121.15 | 33.30% |
| Table Tennis | 76.59% | 23.41% | 33.56 | 125.56 | 25.20 | 133.40 | 121.65 | 35.17% |
* P < .05: a statistical significance was found between games; the value in parentheses is the standard deviation; mvts: movements.