|
ID | Description | Game or level setting | Sensor need | Example |
|
CP01 | Speed | Level | No | How fast an enemy is moving |
CP02 | Time | Level | No | How much time is left |
CP03 | Placing/moving objects or obstacles | Level | No | Creating walls or obstacles to jump over |
CP04 | Life | Both | No | How much life the player has left |
CP05 | Sensor sensitivity | Game | Yes | How accurate the sensor data should be used |
CP06 | Objects/obstacle sensitivity | Game | No | Does a user need to touch an object or is it sufficient to be near it |
CP07 | Objects/obstacle behavior | Level | No | Moving enemy |
CP08 | Achievements, badges, goals, etc. (gamification elements) | Game | No | Achievement for playing daily |
CP09 | Number of playable levels | Game | No | 3 levels can be played |
CP10 | Errors | Game | No | How many errors result in failure of a life |
CP11 | Difficulty | Both | No | Labeling the difficulty for a specific patient |
CP12 | Help | Both | No | Show the easiest way from A to B |
CP13 | Object/obstacle physics | Game | No | When hitting the wall, the user bounces back |
CP14 | Overall length | Both | No | How many levels are available |
CP15 | Used sensors | Levels | Yes | Sensor x is only available in level a |
CP16 | Scoring | Both | No | Score for collecting items |
CP17 | Other nongame mechanics | Both | No | Selecting font size |
CP18 | Exercise selections | Both | Yes | Selecting the exercise, which should be done |
CP19 | Other specific game mechanics | Both | N/A | Other to be defined mechanics and aspects specific for a game and not fitting in the other options |
CP20 | Pausability | Both | No | The game or level should be pausable by the patient |
|