## 4 Discussion
\begin{table}
\begin{tabular}{l l l} \hline \hline  & **Advantages** & **Disadvantages** \\ \hline \multicolumn{3}{l}{\(-\)} & High motivation \\ \multicolumn{3}{l}{\(-\)} & Increase therapeutic adherence \\ \multicolumn{3}{l}{\(-\)} & Low cost \\ \multicolumn{3}{l}{\(-\)} & Acquisition very accessible in stores & \(-\) & It is necessary to instruct in their use at the \\ \multicolumn{3}{l}{\(-\)} & Easy to use \\ \multicolumn{3}{l}{\(-\)} & Easy interaction & \(-\) & Difficulty adapting to all stroke patients \\ \multicolumn{3}{l}{\(-\)} & Allow variable and repetitive practice & (cognitive impairment, hemi-negligence, etc.) \\ \multicolumn{3}{l}{\(-\)} & Provide goal-oriented tasks & \(-\) & Can present problems identify certain \\ \multicolumn{3}{l}{\(-\)} & Constant adaptation of video games (allowing & movements of the patients or body segments \\ \multicolumn{3}{l}{to adjust task difficulty)} & \multicolumn{3}{l}{because they are not generative} \\ \multicolumn{3}{l}{\(-\)} & Allow the practice similar to real life in a & rehabilitation tools \\ \multicolumn{3}{l}{\(-\)} & Controlled environment & \(-\) & Possibility of generating fatigue and other \\ \multicolumn{3}{l}{\(-\)} & Ludic and social activity & \\ \multicolumn{3}{l}{\(-\)} & Possibility of using them at home & \\ \multicolumn{3}{l}{\(-\)} & Possibility of using them autonomously, & \(-\) & Related to the auditory feedback, \\ \multicolumn{3}{l}{without needing constant supervision from} & \multicolumn{3}{l}{some comments may be unpleasant for the user} \\ \multicolumn{3}{l}{a therapist} \\ \multicolumn{3}{l}{\(-\)} & Provide constant feedback, which allows & \\ \multicolumn{3}{l}{corrections in the execution} & \\ \hline \hline \end{tabular}
\end{table} 
Table 6: Advantages and disadvantages of commercial video games. larger range of patients. When using the Kinect(r) by Xbox-Microsoft(r) device, the user acts as the remote control for the console, as it uses infrared technology that generates a virtual identity or avatar and simulates the individual's motion. Therefore, the use of controls is not required, and the game space is not limited, but rather, it forces constant change in the centre of mass in different directions in order to start and interact with the system [37; 39]. However, the use of Kinect requires the sensor to identify all body segments, which makes it difficult to use in patients who need partial support for standing. Despite these differences, the majority of studies analysed used the Wii(r) with its balance board, thus implying that patients had good balance in bipedestations and were able to maintain their standing balance for several minutes. Indistinct uses of either of the devices (Wii(r) or Kinect-Xbox(r)) or a combined use did not show differences in the results obtained. Therefore, as to the results, they were not influenced by the fact that the games included displacements and load transfers, which is the main difference between video games that used the Wii Balance Board(r) and the rest of the video games in which player space was not limited. It is important to evaluate the requirements of controller handling and game space in relation to the freedom of movement of patients, especially in relation to the new video consoles available on the market, because the video games used in rehabilitation so far and described in this SR are not available on the market by now, and new video consoles have emerged that will replace these. In this respect, there is a new semi-immersive system available on the market, Nintendo Switch(r), which (like the Wii(r)) works with a controller with a Bluetooth connection (unadapted) but without the need for a platform. In this sense, systems based on infrared technology have made it possible to overcome the limitations observed in the handling of controllers and travel space of people with strokes.