### Related Work  
As-needed rehabilitation exercises tend to be repetitive and resilience and motivation tend to decline over time. However, this issue can be addressed by incorporating serious games [7]. Rehabilitation focuses on mitigating the influence of a medical condition on an individual's daily existence, enhancing their capabilities, and minimizing the extent of their impairment [8]. In conventional terms, functional rehabilitation encompasses counselling for therapy, along with engagement in physical exercises and tasks, either with or without professional guidance [9]. Serious games refer to applications that not only provide entertainment factors but also utilize interactive mechanics commonly found in video games, offering additional benefits to the users [10]. [PERSON] et al. [11] examine the impact of serious games and wearable technology on the rehabilitation of patients with bone and soft tissue injuries. The authors examined 12 studies in this topic area. As a result, promising effects were found, among others, through adherence to therapy. The application range of serious games is wide and diverse, encompassing various fields such as training and simulation, education, human performance engineering, strategic communication, and healthcare [12]. It has been asserted and concluded within a meta-study in [13] that the utilization of serious games and virtual reality has demonstrated the ability to encourage patients to meet their therapeutic needs, enhance their physical fitness, and alleviate symptoms of diseases. From the problems described above, it is clear that prevention and rehabilitation in the context of ankle injuries should be supported by the development of a new serious game using commercial off-the-shelf (COTS) sensor-tracking ankle exercises. State-of-the-art examples suggest that there are only a few serious games for ankle rehabilitation incorporating different movements, needing specific hardware, and complex setup, but none of them use the MetaMotion sensor within a customizable and easy setup. There are no solutions specifically designed also for preventional use. The possibility to play the games with different configurable movements is also lacking exploration in current research. Furthermore, the focus of other solutions is often not clearly stated and aims at rehabilitation after an injury, rather than preventing one. [PERSON] et al. [14] engage in the development of a visual and interactive user interface for the therapy of people with ankle dysfunctions using an exoskeleton capturing dorsiplantaflexion movements to control an avatar within a jump-and-run serious game. The system has been well received in their evaluation of participating healthy subjects. Another study by [PERSON] et al. [15] presented a system based on three components. On the one hand, it is a robot, on the other hand, it is a serious game that supports rehabilitation. The third component is a facial expression recognition system to collect feedback from patients in order to adapt to the game's difficulty. The serious game contains mobility, force, and a combination of both as objectives. Testing their system with six healthy participants showed that the game entertains them while doing exercises. [PERSON] et al. [16] focuses on adaptive control strategies to increase patient participation and support during strength training using the Anklebot. Patient stiffness is used as a measure of patient participation. Two approaches are studied. The results show that both adaptive control strategies were able to improve patient participation and performance. Another study by [PERSON] et al. [17] deals with the development of a serious game for ankle rehabilitation also using an already established hardware (Anklebot). They developed a serious game similar to pong. One additional publication relying on the Anklebot by [PERSON] [18] describes the development of three serious games for motor therapy in children with cerebral palsy aged between 5 and 8 years.