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tain patients’ interest and commitment. By enhanc-
ing the appeal and interactivity of rehabilitation ac-
tivities, technology facilitates a more patient-centered
approach, promoting improved consistency and out-
comes in the recovery process (Doumas et al., 2021).
Building on the technological advancements in
rehabilitation, serious games and exergames have
emerged as one of these innovative therapeutic strate-
gies (Proenc¸a et al., 2018). These applications use
gamification principles, incorporating elements of
play into the rehabilitation process to create an im-
mersive and motivating environment for individuals
with SCI. They enrich the therapy experience, trans-
forming conventional exercises into interactive and
purposeful activities, and promote a sense of achieve-
ment and progress, encouraging patients to actively
participate in their recovery process (de Los Reyes-
Guzm
´
an et al., 2021). By transforming therapeutic
tasks into game-like experiences, these approaches fa-
cilitate higher levels of patient engagement and sat-
isfaction, which are essential for maintaining consis-
tency and enhancing the effectiveness of rehabilita-
tion programs.
The success of rehabilitation relies not only on
consistent practice, but also on performing exercises
accurately, which requires the therapist’s guidance.
In addition to enhancing motivation, incorporating
advanced technologies offers benefits like precise
recording of the patient’s tracking. Hence, the ob-
tained data is highly valuable for the patient to per-
form the exercises accurately, and for the therapist to
objectively analyse the rehabilitation sessions and the
patient’s progress (Herrera et al., 2023a).
Within the diverse spectrum of technologies used
for serious games and exergames, Virtual Reality
(VR) holds a distinctive place, offering immersive
environments that can be tailored to meet the indi-
vidual needs and rehabilitation goals of persons with
SCI (Herrera et al., 2023b). VR creates dynamic,
customizable spaces, allowing therapists to adjust the
complexity and type of exercise, as well as accurate
recording of kinematics during execution. In partic-
ular, sport-based VR rehabilitation is a transforma-
tive approach to the rehabilitation of individuals with
SCI (de Los Reyes-Guzm
´
an et al., 2021). This ap-
proach combines the advantages of VR with the bene-
fits of physical activity to create an engaging and per-
sonalized therapeutic environment. In recent years,
sport-based VR rehabilitation has incorporated vari-
ous sports, however, there has yet to be a development
in adapted handball exercises within this innovative
form of therapy. Adapted handball, particularly ori-
ented towards the training of goalkeepers, inherently
exercises the trunk, arms, and hands. Its unique na-
ture encourages enhanced trunk stability (especially
in patients with injuries to the C5, C6, and C7 cervi-
cal levels) and improved mobility in arms and hands,
making it an ideal component for upper limb rehabil-
itation.
Our proposal aims to fill this gap by designing
and developing a VR-based serious game specifically
for the training of goalkeepers in adapted handball,
which also serves as an adjunct to traditional reha-
bilitation methods. The system allows the patient to
perform exercises without additional components at-
tached to hands and arms, and to interact with virtual
elements through their hands. The proposal encom-
passes accurate kinematic recordings, allowing ther-
apists to objectively analyze patient progress using
supportive data. This development has been incorpo-
rated into the Rehab-Immersive platform used at the
Hospital Nacional de Parapl
´
ejicos de Toledo (HNPT).
The platform hosts a collection of immersive serious
games that support the upper limb rehabilitation pro-
cess (Herrera et al., 2023a) (Herrera et al., 2023b).
Experiments conducted in a real-world setting,
such as the HNPT, focused on evaluating function-
ality with patients and therapists. The results show
the system’s ability to record movements made dur-
ing therapeutic exercises, offering the capability to in-
dividually analyze the mobility of the left and right
hand, arms, and head, thereby inferring trunk mobil-
ity. Additionally, a progressive improvement in per-
formance is observed among individuals as they be-
come more accustomed to the virtual environment.
The rest of the paper is structured as follow: Sec-
tion 2 reviews some of the relevant previous works
related to the main topic addressed in this paper. Sec-
tion 3 introduces the adapted handball solution based
on VR for upper limb rehabilitation. Section 4 de-
scribes the experimentation and results obtained. The
paper concludes with conclusions and future work in
Section 5.
2 PREVIOUS WORK
Recent advancements in game-based virtual reality
(VR) have significantly impacted upper-limb rehabil-
itation post-stroke, combining gamification elements
with therapeutic exercises. A systematic review and
meta-analysis of 20 clinical trials highlighted the ef-
fectiveness of game-based VR in improving motor
function and quality of life in stroke survivors, indi-
cating a promising direction for rehabilitation prac-
tices (Dom
´
ınguez-T
´
ellez P, 2020). Complementing
this, a study involving the Microsoft Xbox 360 Kinect
system integrated with conventional therapy showed
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