322 JMSR 2017, Vol III; N°3: 322- 326 Research Article ISSN: 2351-8200 PATIENTS’ ACCEPTANCE OF THE USE OF SERIOUS GAMES IN PHYSICAL REHABILITATION IN MOROCCO Bonnechère B. 1,2,3,4 , Van Vooren M. 1,5 , Jansen B. 3,4 , Van Sint Jan S. 1,2 , Rahmoun M. 6 , Fourtassi M. 7 1 Laboratory of Anatomy, Biomechanics and Organogenesis (LABO), Université Libre de Bruxelles, Brussels, Belgium 2 Center for Functional evaluation, Faculty of Medicine, Université Libre de Bruxelles, Brussels, Belgium 3 Department of Electronics and Informatics - ETRO, Vrije Universiteit Brussel, Brussels, Belgium 4 iMinds, Department of Medical Information Technologies (MIT), Gaston Crommenlaan 8 (box 102), B-9050 Ghent, Belgium 5 Geriatric department, Erasme Hospital, Brussels, Belgium 6 Laboratoire des systèmes Electronique, Informatique et Images, Ecole nationale des sciences Appliquées, Université Mohammed I Oujda, Maroc 7 Physical and rehabilitation medicine, Centre Hospitalier Universitaire Mohammed I Oujda, Université Mohammed premier Oujda, Maroc Corresponding author: M. Fourtassi Adress: BP 724, Hay Al Quods, Oujda 60000, Morocco Tel: 00212626738193 E-mail: fourtmary@yahoo.fr Copyright © 2012- 2017 Dr Bonnechère B and al. This is an open access article published under Creative Commons Attribution -Non Commercial- No Derivs 4.0 International Public License (CC BY-NC-ND). This license allows others to download the articles and share them with others as long as they credit you, but they can’t change them in any way or use them commercially. ABSTRACT Objective: The aim of this study was to determine if serious games especially customized for physical rehabilitation could be used in daily clinics with patients that are not familiar with informatics and/or new technologies. Materials and methods: Twenty one patients participated in this study. Experiments were performed in the physical rehabilitation of a hospital in Morocco. Patients were asked to perform physical rehabilitation exercises with dedicated serious games after their conventional therapy session. A questionnaire was used to evaluate patients’ habits to rehabilitation exercises and satisfaction and expectation about the use of serious games for physical rehabilitation. This study aimed to determine if such clinical approach would be culturally acceptable within a North African population in order to plan further clinical distribution if the hypothesis appears to be positive. Results: The same problem of low adherence to at-home exercises was found in Morocco compared to Europe and the United-States of America: 60 (30) % of the exercises performed by the patients in Morocco, 48 (28) % in Europe and the Stats. Results of this study shown that serious games are well accepted by the patient (100%) and that it can help during the rehabilitation (90%). Most of the patient prefers the exercises with the games compared to conventional rehabilitation exercises. Conclusion: Even in a context of low education (participants in this study attended school until the age of 10 y.o.), and low access and knowledge about new technology and informatics, rehabilitation exercises within serious games seems to be an interesting option to motivate patient during the rehabilitation with the physiotherapist but also eventually placed at-home to facilitate rehabilitation. INTRODUCTION Thanks to the evolution of informatics and gaming technology the use of (serious) video games (SG) is becoming more and more popular in the rehabilitation field. The number of studies is increasing as well as the pathologies that could be managed 1 . Although the efficacy of such kind of intervention is still not fully validated, and request further clinical trials to collect the required body of evidences, there is an important question that need to be answered first: are the serious games, and more generally the technology, well accepted by patients living in emerging country with relatively