Fig. 6From: A robot goes to rehab: a novel gamified system for long-term stroke rehabilitation using a socially assistive robot—methodology and usability testingThe Escape-Room Game. A–E some of the tasks of the exercise, including opening drawers to a specific distance, identifying a key or a card among distractors, punching numbers on a keypad, turning a lock, etc. F, G a patient performing the tasks in this exercise, corresponding to instructions 5 and 6 in the textBack to article page