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ABSTRACT: Background
Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation. However, it is necessary to develop highly engaging, personalized games that can facilitate the creation of experiences aligned with the preferences, motivations, and challenges communicated by people who have had an episode of stroke.Objective
This study seeks to e
SUBMITTER: Villada Castillo JF
PROVIDER: S-EPMC10811592 | biostudies-literature | 2024 Jan
REPOSITORIES: biostudies-literature