Stroke is the leading cause of disability in the world. Many individuals remain without upper limb (MS) function even six months after stroke. The function of MS directly affects the performance of activities of daily living, negatively affecting the quality of life (QOL) of these patients. Several researchers report the difficulty of restoring the motor function of paretic MS. Considering the above aspects, a new rehabilitation protocol was developed, applied and evaluated involving a user-centered serious virtual reality-based (VR) game in non-invasive and post-chronic chronic individuals. A total of 10 individuals with stroke sequelae who underwent 15 rehabilitation sessions, lasting between 30 and 40 minutes each, participated in the research. The quantitative parameters evaluated were: Modified Ashworth Scale (MAS), Tonic Stretch Reflex Threshold (TSRT), Brunnstrom Recovery Stages (BRS), Range of Motion (ROM), and Stroke-Specific Quality of Life Scale), and qualitative analysis made through a collection diary. For analysis of quantitative data we used the software R. The Shapiro-Wilk test was initially applied to identify if the samples had normal distribution. For data with normal distribution (ROM) the T test was used, and for non-normal data (LRET, EMA, BRS, QOL), the nonparametric Wilcoxon-Mann-Whitney test was used, both comparing pre and post evaluation. treatment. The results of the parameters measured for LRET, BRS, ADM and QL evaluation showed statistically significant differences between pre and post intervention evaluations, with 99% confidence. In this intervention it was observed, in general, that the offered protocol was able to reach the goal, since the results presented indicated that there was a decrease in muscle tone, increased range of motion and improved quality of life, besides , this intervention showed no adverse effect, was very motivating given the level of adherence of the participants and allowed a specific training for the upper limbs of these individuals.