“…Basically, establishing and modulating the complexity of task levels should be based on individual requirements and the ability of the patients. VR tasks have been implemented in various ways, e.g., different joysticks, Microsoft Kinect gaming console [15][16][17]40], Nintendo Wii [18,19] and Sony PlayStation [20], external wearable hand gloves, such as Cyber-Glove [13] and RAPAEL smart glove [5,14]; however, such commercial gaming consoles are not specifically customized for rehabilitation purposes and may require patients to make undesirable and difficult movements while performing the tasks. We observed a critical requirement of joystick tool for rehabilitation of patients with stroke, which should be customizable according to individual patient's need with a higher range of motion, speed, higher range of wrist extension for focusing on flexor hypertonia, and also customizable in terms of spasticity of individual patients, given the observation that patient having MAS = 2 had difficulty operating the joystick than the patient with MAS = 1.…”