## 2 Research Methodology
### Discussion
\begin{table}
\begin{tabular}{c c c c c c c c c c c c} \hline \hline
**Paper** & **Place** & **Communication** & \begin{tabular}{c} **Interaction** \\ **Paradigm** \\ \end{tabular} & \begin{tabular}{c} **Interaction** \\ **Style** \\ \end{tabular} & **Main Device** & \begin{tabular}{c} **Secondary** \\ **Device** \\ \end{tabular} & **Method** & \begin{tabular}{c} **Patient** \\ **Adaptation** \\ \end{tabular} & \
\begin{tabular}{c} **Game** \\ **Generation** \\ \end{tabular} &
\begin{tabular}{c} **Game** \\ **Techniques** \\ \end{tabular} \\ \hline
[45] & R.centre & Sync & VR & NUI (AB) &
\begin{tabular}{c} Physical \\ controller \\ \end{tabular} & No & No & Yes & No & Yes & Basic \\ \hline
[46] & R.centre & Async & VR & NUI (AB) & Kinect & No & No & Yes & No & Yes & Standard \\ \hline
[23] & R.centre & Async & VR & NUI (AB) & Kinect & No & No & No & No & No & None \\ \hline
[47] & Remote & Async & VR & NUI (AB) & Kinect & No & No & No & No & No & None \\ \hline
[48] & Remote & Async & VR & NUI (AB) &
\begin{tabular}{c} Physical \\ sensors \\ \end{tabular} & No & No & No & No & Yes & Standard \\ \hline
[49] & Remote & Async & VR & NUI (AB) & Wii mote & No & No & No & No & Yes & Basic \\ \hline
[50] & R.centre & Async & VR & NUI (AB) & Wii mote & No & No & No & No & Yes & Standard \\ \hline
[51] & Remote & Sync & Desktop & \begin{tabular}{c} Physical \\ controller \\ \end{tabular} & \
\begin{tabular}{c} Physical \\ sensors \\ \end{tabular} &
\begin{tabular}{c} Physical \\ controller \\ \end{tabular} & No & No & No & Yes & Standard \\ \hline
[52] & R.centre & Sync & VR & NUI (AB) & Wii mote & No & No & No & No & Yes & Standard \\ \hline
[53] & Remote & Async & VR & NUI (AB) &
\begin{tabular}{c} Physical \\ controller \\ \end{tabular} & No & No & No & No & No & None \\ \hline
[54] & R.centre & Async & VR & NUI (AB) &
\begin{tabular}{c} Physical \\ controller \\ \end{tabular} & No & No & No & No & Yes & Basic \\ \hline
[55] & Remote & Async & VR & NUI (AB) & \
\begin{tabular}{c} Physical \\ sensors \\ \end{tabular} &
\begin{tabular}{c} Physical \\ controller \\ \end{tabular} & No & No & No & Yes & Standard \\ \hline
[56] & R.centre & Async & Desktop & \
\begin{tabular}{c} Physical \\ controller \\ \end{tabular} &
\begin{tabular}{c} WiFi mote \\ controller \\ \end{tabular} & No & No & No & No & Yes & Basic \\ \hline
[17] & Remote & NS & Indep. & Indep. &
\begin{tabular}{c} Physical \\ controller \\ \end{tabular} & No & Yes & No & Yes & Basic \\ \hline
[24] & Remote & Async & VR & NUI (AB) & Kinect & No & No & Yes & No & Yes & Standard \\ \hline \hline \end{tabular}
\end{table} 
Table 5: _Cont._  
**MQ6**. There is lack of using methodologies when working with games for rehabilitation. This is clearly emphasized in Table 5, where [38] is the only work that uses a methodology. This approach is used to guide the design and creation of exergames, which also serves to prevent the exergames from being dangerous and harmful for patients [27]. Researchers are consequently encouraged to integrate this method in their studies; this would allow the research conducted to go beyond papers. **MQ7**. This study identified 14 articles concerned with modifying relevant parameters of games to create specific ones capable of treating patient's concrete needs and limitations, unlike commercial games. Undoubtedly, this is a promising line of research because of the advantages it offers, for example, configuring parameters like range of motions, joints, speed, acceleration or sound, among others. However, the articles found are few compared to the total. Therefore, researchers are encouraged to investigate the integration of this technique in future contributions. **MQ8**. The mapping study found that only three articles used the automatic generation of exergames technique to speed up the process of creation new exergames. It allows experts without knowledge of ICT to create their own games based on the patient clinical needs.