Feedback Game Features: Basic
Clinicians can create feedback game profiles for each patient which will store all feedback game options, settings and scores for that patient in a HIPPA-compliant format. This means the clinician does not have to reset the options each time for each patient. The game will remember what was used last time. What’s more, the Patient Profile includes a “Nickname” feature so each patient can select a fun nickname for themselves which is displayed on the Scores screen.
Clinicians can easily setup the number of periods per session, the length of each period and the optional Auto-Restart Next Period at a desired time interval
Threshold Meter Options
The clinician can separately turn on or off the reward or inhibit meters. Plus, there are five different styles of inhibit meters available, from the approach used in most current games to new meter styles which use more intuitive visual concepts and innovative graphical depictions.
Game Display Options
The clinician can separately turn off different types of in-game, on-screen displays, such as speed meter, time, scores, etc.
Game Sound Options
The clinician can separately turn off different types of in-game environmental sounds, such as skateboarding sounds, character sounds, etc. while not effecting the Reward Waves Sound.
Clinicians can adjust the graphics quality lower or higher to meet the capabilities of their specific computer system.
Clinicians can chose from three unique levels with increasing length and complexity. Zukor’s Grind levels are not just different colored tunnels, background photos or clip art, but rather truly unique, fully-developed and highly-imaginative paths populated by an array of diverse, interesting objects.
Level Object Options
Each of the levels can be modified by the clinician by turning off individual objects, turning off groups of objects or turning off all objects. This allows the clinician to custom-tailor the game to their feedback protocol. It is also a simple way to “dial up or down” the visual stimulation of the game
The objects within the game vary greatly and include real-world and fantasy objects of varying maturity, from juvenile to serious. However, the objects overall are geared towards kids (teens and pre-teens), but many have historical significance. A few objects move, but most are static to reduce distractions. Some emit sound, but most do not.
Time of Day Options
The clinician can have the game environment appear as day or night (with moonlight). Another “Time of Day” alternative is the “Moving Sun” mode where the “sun” moves 360 degrees around the “Concrete Paradise” game environment. The “Time of Day” options in Zukor’s Grind, do more than add variety. They offer the clinician a powerful tool to control the “mood” of the game and thus support the desired patient treatment protocol.
Feedback Game Features: Advanced
Auditory Feedback Options
Clinicians can select from a broad array of high-quality sounds from both music instruments and synthetic sources, including both a low and high pitch version for each sound. Clinicians can also set the auditory feedback sound’s delay interval in milliseconds. Importantly, the auditory feedback sound volume can be adjusted separately from the game’s environmental sounds. Together these offer total control of the patient’s auditory feedback sound experience.
Speed Change Rate Variable
This advanced setting allows clinicians to adjust how dramatically the character responds to changes in EEG or biometric data which can be very useful for certain treatment protocols. The clinician is able to easily change the variable in the gameplay dynamics algorithm which controls the “rate of speed change” of the character. It does not change how “fast” the character responds, but how “much.” Likewise, it also does not change the delay of the speed change because the character always responds instantly to changes in EEG or biometric data. However, the perception will be that if the Speed Change Rate is “more” that the character is responding quicker.
Patient Retention Features
The clinician can chose from human and non-human characters. There is a teenage boy, named Biff, and a teenage girl, named Buffy. The non-human characters are labeled as Bonus Characters but the clinician can select them at any time. These characters are a great way to reward a patient for reaching certain treatment goals.
The Bonus Characters can be hidden on the Characters page so they are not visible as an option until the clinicians is ready to reveal them to the patient.
Camera Angle Options
Clinicians can change the patient’s viewpoint relative to the game’s character from Normal (3rd person behind the character), Reverse (facing the character in front of them) or Overhead (following the character directly above them) to add variety to the patient feedback experience.
Patients are awarded points for making reward waves, plus bonus points for doing skateboarding tricks. The Scores screen offers the patient and clinician a summary of points and progress from period to period and session to session.
The Scores screen data for the current or past sessions can be saved as a “screen grab” graphic file which can be printed and as a Excel spreadsheet.
The Bonus Content for Zukor’s Grind is not content for the game. It is supplemental content related to skateboarding, the characters and the “Concrete Paradise” game environment, including all the objects in the game.
The Bonus Content is accessed from the Zukor’s Grind website. The summary areas are publicly accessible, but the details, including stories, videos and animations require a “token” (essentially a unique login and password) which can be given to the patient to reward them for treatment progress.