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Researches about the use of EMG in therapeutic games were performed by Brown et al. \cite{Donoso_Brown_2014} and Viriyasaksathian et al. \cite{Viriyasaksathian_2011}. EMG gestures were applied to a game for the upper-limb rehabilitation and motor control improvement of stroke patients. In the research conducted by the latter, the combination of music synchronization, biofeedback technology and augmented reality was employed to attract the attention of stroke patients since existing therapy methods are often boring thus results to lack of motivation.  Studies have been conducted about the implementation of EMG based gestures on guitar rhythm games. An alternate interface has been A virtual air guitar (VAG) was  developedin the study conducted  by Armiger Karjalainen  et al.\cite{Armiger_2008} for Guitar Hero®  using surface EMG to train and assess the performance a combination  of upper-extremity amputees. Instead handheld controllers and a guitar synthesizer. In their study, they implemented camera tracking  of hand positions  using the guitar, EMG electrodes were used to record the myoelectric activity. After recording, the acquired data is processed in real-time using pattern recognition algorithms to classify the gestures orange gloves. A similar study was conducted by Figueiredo et al. They created an open source framework for air guitar games that has same features  and then use them to control also uses  the game. In their experiment, same image processing methods with  the scores obtained using EMG control were relatively lower than those VAG  of which were achieved via manual gameplay. Karjalainen et al.