**5. Conclusions**

The ability to carry out basic daily activities autonomously is an aspect related to an individual's quality of life. People can lose their mobility and their capacity to execute daily activities for di fferent reasons, as in the case of neurologic diseases or other clinical conditions. In order to recover functionality, physical rehabilitation systems are implemented that require, in addition to knowledge and orientation from professionals in the area, tools and technologies which provide precision and optimize the process. Motivation and commitment of the patient are also required, as reported in the works analyzed in this research.

This review included studies which support the physical rehabilitation of the upper limb with the use of videogames and motion capture systems, and it identified 19 documents which met the criteria of eligibility defined for this investigation. In the documents analyzed, it was found that, concerning motion capture systems, the use of Microsoft Kinect is prominent, due to its a ffordability and ease of use. There was also a strong trend regarding the implementation of IMUs given their precision and portability.

Concerning the a ffordability of the technologies used, it can be stated that most of the works used commercial systems and complemented them with the development of components allowing the adjustment of the technology to rehabilitation processes. Development mainly involved personalized and configurable videogames that respond to some requirements of the motor rehabilitation process, especially attending to the need to foment, increase, and maintain the motivation of the patient in the execution of the therapy. In general, the works showed the advantages provided by the use of active videogames in the recovery of patients, as long as they are designed and developed with the accompaniment of physical and functional rehabilitation professionals, and that they can be used in the patient's environment.

The studies analyzed included videogames, as well as motion capture systems, although only 26% of these works integrated the di fferent components into one sole product and complemented them with a system that manages the data of the patients for respective monitoring throughout therapy. Thus, in general, this review identified that an optimal system to support physical rehabilitation should include a motion capture system that o ffers precision and portability, a module of active videogames that are configurable to the particular needs of each patient's recovery, which permit motivation and proper guidance in the execution of the therapies and, lastly, a computer system which allows the managemen<sup>t</sup> and monitoring of the rehabilitation plan assigned to each patient, attending to the fundamental aspects of telerehabilitation.

**Author Contributions:** Conceptualization, A.C.A.-A. and M.C.-C.; methodology, A.C.A.-A. and M.C.-C.; software, A.C.A.-A.; validation, A.C.A.-A., M.C.-C., and A.P.L.B.; formal analysis, A.C.A.-A.; investigation, A.C.A.-A., M.C.-C., and A.P.L.B.; resources, M.C.-C.; data curation, A.C.A.-A., M.C.-C., and A.P.L.B.; writing—original draft preparation, A.C.A.-A.; writing—review and editing: A.C.A.-A., M.C.-C., and A.P.L.B.; visualization, A.C.A.-A.; supervision, M.C.-C. and A.P.L.B.; project administration, M.C.-C.; funding acquisition, M.C.-C. All authors have read and agreed to the published version of the manuscript.

**Funding:** This study was funded by Universidad Pedagógica y Tecnológica de Colombia (project number SGI 2947) and the APC was funded by the same institution.

**Acknowledgments:** This work was supported by the Software Research Group GIS from the School of Computer Science, Engineering Department, Universidad Pedagógica y Tecnológica de Colombia (UPTC).

**Conflicts of Interest:** The authors declare no conflict of interest.
