# Developing a Serious Video Game to Engage the Upper Limb Post-Stroke Rehabilitation
## 3 Results
### Gameplay Test Results  
In this testing phase, it is important to consider the conditions under which the tests were conducted. All tests took place in a well-lit environment, with the person either seated or standing 1.5 m away from the Kinect V2 camera(Microsoft Corporation Porto, Portugal). The camera was positioned approximately 0.80 m above the ground at the edge of a table, ensuring that no objects obstructed its view, as shown in Figure 11.  
This section primarily focuses on the gameplay experience and gathers comprehensive feedback from the participants. After completing the session, each individual was asked to answer certain questions represented in Table 2.  
Figure 11: Environment where the tests were conducted (the red square is used to highlight the Kinect V2 camera).  
A test was conducted with 18 healthy participants (not therapists), 15 males and 3 females, 13 of whom with ages between 20 and 26 and 5 of whom with ages between 27 and 35. The participants were seated 1.5 m from the Kinect V2 camera, which was positioned at a height of 0.80 m. Among the participants, the majority reported a high level of familiarity with computer games. On a scale of 0 to 5, twelve participants rated their familiarity as 5, two rated it as 4, one as 3, one as 2, and two as 1 (represented in Figure 12 by the blue values). Additionally, two-thirds of the participants had prior experience with virtual reality games (represented in Figure 13 by the green values). Approximately 77% of the participants rated the application as highly motivating, giving it a score of 4 or 5 (represented in Figure 12 by the orange values). The most critical feedback was related to the visual environment, which was perceived as lacking in appeal, rather than the gameplay. All participants agreed that the application offers a versatile range of difficulty levels, suitable for a wide variety of users (represented in Figure 13 by the blue values). In terms of issues, four participants noted that the capsule's position was too far back, making it difficult to see clearly on the screen. Another reported limitation was that, on occasion, the object spawned in the hand's zone, automatically awarding a point.  
\begin{table}
\begin{tabular}{c c} \hline
**No.** & **Question** \\ \hline \multirow{2}{*}{**1**} & On a scale from 0 (no familiarity) to 5 (a high level of familiarity), \\  & how familiar are you with using computer games? \\ \hline
**2** & Have you ever used a virtual reality (VR) game? \\ \hline
**3** & On a scale from 0 (not motivating) to 5 (very motivating), \\  & how motivating did you find the game? \\ \hline
**4** & Do you think the difficulty settings were appropriate for any person? \\ \hline
**5** & Did you encounter any errors/limitations while playing the game? \\ \hline
**6** & What recommendations do you have for improving \\  & the gameplay in the future? \\ \hline \end{tabular}
\end{table}
Table 2: Questionnaire after game session.  
Figure 12: Results of the participants’ responses after playing the game (Likert-scale questions).  
Several participants offered suggestions for improvement, including increasing the number of games available, as most enjoyed the current game but desired additional options; introducing a friendly competition feature or a mode for two users to play simultaneously; displaying the level below the date in the general statistics section; and beautifying the overall game design.