### Related Works  
As part of a review publication by [PERSON] et al. [33], different serious gaming solutions for stroke rehabilitation were identified, but the study does not mention any specific MetaQuest VR solution. [PERSON] et al. designed a serious game for the rehabilitation of upper-limb function, integrating the Leap Motion controller (LMC). The primary goal of this game is to infuse the rehabilitation process with enjoyment and motivation. Within this virtual kitchen scenario, players are tasked with creating a cake, engaging in six distinct activities targeting various upper-limb functions: reaching, grasping and releasing, moving, pouring, and circular displacement. This innovative solution is aptly named \"You Can Cook Again\" [34]. [PERSON] et al. customized the popular game \"Fruit Ninja\", employing the LMC as a hands-free input device. This adaptation was chosen to inject an element of enjoyment and suitability into rehabilitation exercises, given the game's demand for purposeful hand movements. With the hand-tracking data provided by the controller, individuals recovering from strokes can effectively train their finger mobility. In the original game, players slice through fruits displayed on the screen using click-and-drag actions (in the desktop version) or touch-and-drag actions (in the mobile version) [35]. The authors of [36] introduced an innovative serious game for wrist and hand rehabilitation to address stroke-associated exercises. It combines cognitive and physical therapy using the LMC and a desktop or laptop computer. The game's development follows a three-phase user-centered design approach, with input from therapists. It offers various levels, each requiring specific hand and wrist movements that are used to control the avatar in a jump-and-run game, enhancing cognitive training. Overall, 44 requirements were identified, showing the solution's potential for effective rehabilitation and as a foundation for future serious game development in this field. To aid in wrist rehabilitation, a combination of smartphone technology and a serious game was introduced in the study by [PERSON] et al. [37]. The game, known as \"Wristroid\", offers various exercise levels monitored through a smartphone held in the user's hand. Similarly, an alternative solution known as \"DroidGlove\" was developed [38]. This mobile application is designed for wrist rehabilitation and allows medical professionals or therapists to record sequences of movements or exercises, which patients can access through their mobile devices. The solution by [PERSON] et al. [39] supports hand rehabilitation with an AR application. In this setup, specially developed digital data gloves are utilized to monitor the hand movements of patients and gather their data. Augmented reality technology is employed to create a highly adjustable environment, offering tasks with varying degrees of difficulty for patients to engage in rehabilitation exercises. The study detailed in [40] introduced a VR system for upper-limb rehabilitation. This immersive system utilizes hand gestures captured with the LMC when interacting with virtual objects and is capable of emitting odors upon achieving set goals. This is achieved through the Multi-Fragrance Olfactory Display (MFOD) device developed by the authors. A VR walking game was created for stroke recovery patients by [PERSON] et al. [41]. It was assessed by twenty professionals, including physiotherapists, occupational therapists, and prosthetic-orthotic therapists, through surveys and interviews. Eighty percent of these therapists concurred that this VR game could enhance their ability to treat more post-stroke patients. The initial version featured a head-mounted display (HMD) for the VR experience. Further evaluations confirmed the potential advantages of VR games in the clinical treatment of stroke recovery patients. The paper by [PERSON] et al. [42] outlined the creation of a serious game designed to assist in rehabilitating patients with hand motor issues.