Specialists and patients perspectives of eJamar and exergames for upper limb rehabilitation

Hand rehabilitation is vital to restore mobility and strength after trauma or neurological conditions. Serious games have improved motivation in therapy, yet few systems specifically target hand and wrist recovery. This study applies Human-Computer Interaction (HCI) and usability frameworks using the System Usability Scale (SUS), Game Experience Questionnaire (GEQ), and Quebec User Evaluation of Satisfaction with Assistive Technology (QUEST 2.0). Twenty-two rehabilitation specialists and eighteen patients tested the eJamar system, an electromechanical controller measuring grip strength and motion, through two exergames, Peter Jumper and Andromeda. Specialists completed SUS and recommendations; patients completed GEQ and QUEST 2.0. Specialists rated usability as Acceptable (SUS = 77.5 ± 7.8) regardless of age, gender, or experience. Most (77.3%) recommended its use for traumatic and neurological cases; all proposed a finger-specific version. Patients reported Good Acceptance (GEQ > 3.1) and High Satisfaction (QUEST = 3.93 ± 0.49). Younger users felt more competent (r = –0.49, p = 0.039). Both groups viewed eJamar as usable and engaging. Weight reduction and new games were suggested. Findings support exergame-based rehabilitation to enhance motivation and complement traditional therapy.

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Publication Details

Journal
Critical Public Health
Published
2026-01-07
DOI
https://doi.org/10.1080/09581596.2025.2611634
Primary Topic
Stroke Rehabilitation and Recovery
Type
article
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article

Specialists and patients perspectives of eJamar and exergames for upper limb rehabilitation

Andrés Cela, Alberto Jardón, Edwin Daniel Oña
Critical Public Health
Stroke Rehabilitation and Recovery
article

Specialists and patients perspectives of eJamar and exergames for upper limb rehabilitation

Andrés Cela, Alberto Jardón, Edwin Daniel Oña
article en

Abstract

Hand rehabilitation is vital to restore mobility and strength after trauma or neurological conditions. Serious games have improved motivation in therapy, yet few systems specifically target hand and wrist recovery. This study applies Human-Computer Interaction (HCI) and usability frameworks using the System Usability Scale (SUS), Game Experience Questionnaire (GEQ), and Quebec User Evaluation of Satisfaction with Assistive Technology (QUEST 2.0). Twenty-two rehabilitation specialists and eighteen patients tested the eJamar system, an electromechanical controller measuring grip strength and motion, through two exergames, Peter Jumper and Andromeda. Specialists completed SUS and recommendations; patients completed GEQ and QUEST 2.0. Specialists rated usability as Acceptable (SUS = 77.5 ± 7.8) regardless of age, gender, or experience. Most (77.3%) recommended its use for traumatic and neurological cases; all proposed a finger-specific version. Patients reported Good Acceptance (GEQ > 3.1) and High Satisfaction (QUEST = 3.93 ± 0.49). Younger users felt more competent (r = –0.49, p = 0.039). Both groups viewed eJamar as usable and engaging. Weight reduction and new games were suggested. Findings support exergame-based rehabilitation to enhance motivation and complement traditional therapy.

Critical Public HealthVol. 36(1)
National Polytechnic School (EC), Universidad Carlos III de Madrid (ES), Instituto Politécnico Nacional (MX)
Quality Education
Openalex Percentile: Top 95%
Stroke Rehabilitation and Recovery
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Specialists and patients perspectives of eJamar and exergames for upper limb rehabilitation — Andrés Cela, Alberto Jardón, et al. · Critical Public Health (2026) | TGRS Research Map | TGRS