## 3 Results
### Qualitative Analysis  
Participants shared a range of experiences regarding the diagnostic tools, the benefits of the games, and their overall impressions. For qualitative interviews, six main themes have been identified (see Table 4). For some, the diagnostic tools offered an effective starting point for engagement, with one parent noting, \"For us, it was useful because the child performed this remote kind of testing firstly\". Many participants also highlighted the positive impact of the games on their child's mood and enjoyment. Parents appreciated the games as a source of joy, with comments like, \"Nice and funny game that cheers the kid up\", and expressed satisfaction with the games' therapeutic effect, with one parent observing, \"Mood and balance of my kid is improving because of the game\". The games were also praised for their role in enhancing therapy enjoyment. One parent shared that it had become their child's \"favorite therapy\", emphasizing the need for such engaging interventions: \"She needed something like that\". Another parent echoed this sentiment, focusing on the games' dual benefits of entertainment and relaxation, which aligned with their goals for their child: \"Games entertain and relax my child, and it's my main goal for him nowadays\". Suggestions for improvement also emerged, with some participants calling for greater variety to maintain engagement, such as one parent's recommendation to \"Add new games for the camera, my child needs more\". These responses reflect an overall positive reception, with diagnostic tools and games valued for their accessibility, emotional benefits, and therapeutic potential, while also identifying areas for continued development. The subsequent theme analysis, conducted under [PERSON]'s standards, of the in depth-interview provided a framework for interpreting the depth and complexity of these interactions. Upon examining the evaluation tools and the direct feedback provided by the platform, it became evident that all participants shared the same opinion regarding the usefulness of these tools. This finding led to a demand for the development of more diagnostic instruments based on SG. The ease and effectiveness of the tool to assess static balance were praised, while the problem of the dynamic balance tool was acknowledged, with some individuals expressing a preference for a more direct calibration process for the balance board. Participants expressed a need for website assistance to efficiently navigate and utilize these resources at home. \begin{table}
\begin{tabular}{c c c c} \hline
**Theme** & **Frequency** & **Illustrative Quote** & **Implications** \\ \hline Engagement & 100\% & \begin{tabular}{c} “She asks to play every day—it’s \\ her favorite therapy now.” \\ \end{tabular} & \begin{tabular}{c} High intrinsic motivation for \\ sustained use. \\ \end{tabular} \\ \hline Recommendations & 81\% & \begin{tabular}{c} “Add more games like Crazy \\ Racing—my child loves \\ the races.” \\ \end{tabular} & Preference for action-based, reward-driven SG. \\ \hline Therapeutic Perceptions & 71\% & \begin{tabular}{c} “His balance improved after 5 \\ days with the board.” \\ \end{tabular} & \begin{tabular}{c} Games perceived as adjunct \\ therapy. \\ \end{tabular} \\ \hline Emotional Impact & 62\% & \begin{tabular}{c} “She laughed more after playing; \\ it distracted her from war stress.” \\ \end{tabular} & \begin{tabular}{c} Potential psychosocial benefits \\ beyond motor gains. \\ \end{tabular} \\ \hline Technical Barriers & 57\% & \begin{tabular}{c} “Power cuts interrupted sessions; \\ we needed offline options.” \\ \end{tabular} & \begin{tabular}{c} Critical need for offline \\ functionality. \\ \end{tabular} \\ \hline Diagnostic Tools & 33\% & \
\begin{tabular}{c} “The balance test was useful but \\ hard to calibrate at home.” \\ \end{tabular} &
\begin{tabular}{c} Demand for simplified remote \\ assessments. \\ \end{tabular} \\ \hline \end{tabular}
\end{table} 
Table 4: Qualitative themes from interviews (\(n=21\)).