Specialists and patients perspectives of eJamar and exergames for upper limb rehabilitation
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.
Fields of Study & Subjects
Stroke Rehabilitation and Recovery
Traumatic Brain Injury Research
Assistive Technology in Communication and Mobility
Publication details
- Journal / source
- Critical Public Health
- Volume
- 36
- Issue
- 1
- Publication date
- 7 January 2026
- Language
- EN