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Table 2 Balance exercises and game components

From: The design of a purpose-built exergame for fall prediction and prevention for older people

iStoppFalls exergames

Task

Exercise

Game component

Bumble Bee Park

Stepping

Marching on the spot which moves the avatar/user around the footpath of the park.

To travel around the footpath from start to finish.

Reaching

Reaching enables the avatar/user to select the correct answers from the memory tasks.

To select the correct answer based on the memory tasks.

Leaning

Leaning to the left or right allows the user to avoid bees flying around.

Avoiding hazards (bumble bees).

 

Cognition/dual task

Users reach upwards to select the correct answer.

Mathematical equations comprising of two digit sums and are either subtraction or addition. Colour objects are shown initially and then four choices are presented to the user. Then the correct object should be selected. Participants are instructed to count the number of items prior to starting the game. They are then shown four answers and then select the correct answer which relates to the number of items counted.

Hills ‘n’ Skills

Knee bending

Knee bending starts the game, and by bending the knees further, the avatar skis down the slope quicker.

To ski down the slope at varying speeds – depending on the depth of the knee bend.

Leaning

Leaning to the left or right allows the user to avoid snowmen, or to pass gates.

Avoid snowmen, travel through gates and collect coins.

Reaching

Reaching enables the avatar/user to select the correct answers from the memory tasks.

Select the correct answer based on the memory tasks.

 

Cognition/dual task

Users reach upwards to select the correct answer.

Two memory tasks implemented.

Mathematical equations comprising of two digit sums which are either subtraction or addition.

Colour objects are shown initially and then four choices are presented to the user. The correct object was then selected.

Balance Bistro

Stepping

Side stepping across the screen to collect ingredients falling from the ceiling across three planes (left, centre, right).

Step across three planes (left, centre, right) on the Bistro floor.

Reaching

Reaching enables the avatar/user to select the ingredients.

Collect as many ingredients as possible in the allocated time.

Collect the specified ingredients in the correct order in the allocated time.

 

Cognition/dual task

Users step to avoid objects

Avoid spiders and ingredients that are not part of the recipe.