“…Commercially available VR gaming technologies (such as the Nintendo Wii, Microsoft Kinect, Razer Hydra and Leap Motion) have become increasingly popular as motivating and relatively cheap alternatives [33,34]. However, issues of acceptability and feasibility have been noted, particularly in those with more severe disability due to the large range of movement, coordination and speed required to play the games, the degree of coordination and dexterity necessary to use movement sensors and the demoralising effect of "negative" feedback [35,36,37,38,39,40]. As a result, some teams have adapted low-cost, commercially available VR gaming devices for use in rehabilitation [39,40,41,42].…”