Gamified Recovery for Finger Amputees: Real Results

Gamified Recovery for Finger Amputees: Real Results

Recovering after a finger amputation is about more than just healing the wound.
It’s about learning to move again, regaining strength, and rebuilding confidence in everyday life.

For many people, traditional rehabilitation can feel repetitive and slow.
It works — but it can also be tiring and emotionally draining.

Gamified recovery changes that.
By turning exercises into interactive, goal-based activities, it keeps the mind engaged and the body motivated.
Every movement becomes part of a challenge, a score to beat, or a goal to unlock.

The result?
Better consistency, faster progress, and a more positive experience throughout recovery.

In this guide, we will explore exactly how gamified recovery helps finger amputees achieve real results.
We’ll cover the science behind it, practical ways to get started, and how tools like RoboBionics’ gamified rehab app are transforming lives across India.

Why Gamification Works in Rehabilitation

The Science of Motivation

Rehabilitation exercises work best when done regularly

Rehabilitation exercises work best when done regularly, but it’s hard to stay motivated with the same routine every day.
Gamification uses rewards, challenges, and feedback to make the process more engaging.
When a task feels like a game, the brain releases dopamine — the “feel-good” chemical that keeps us coming back for more.

Turning Repetition Into Achievement

Traditional rehab often requires repeating the same motion many times.
Gamified recovery turns those repetitions into levels, scores, or progress bars.
Instead of counting exercises, patients focus on achieving goals and improving their “performance.”

Keeping the Mind Engaged

Recovery is not just physical — the brain plays a big role in regaining movement and control.
Gamified activities challenge both mind and body by requiring focus, timing, and coordination.
This mental engagement leads to faster skill improvement.

Benefits of Gamified Recovery for Finger Amputees

Encourages Consistency

Finger rehabilitation often involves small, precise movements that need daily practice.
Gamified recovery makes these exercises more fun, so patients are more likely to do them regularly.

Tracks Progress Clearly

Seeing a visual record of improvement is powerful.
Scores, badges, and progress charts show patients exactly how far they’ve come, giving them a sense of achievement.

Reduces Mental Fatigue

Boredom can make people skip sessions, slowing progress.
By adding variety and challenges, gamified rehab keeps the brain alert and reduces the feeling of “just exercising.”

How Gamification Fits Finger Amputation Recovery

Focus on Fine Motor Skills

After finger loss, patients must retrain the muscles and nerves to perform fine movements.
Gamified tools allow them to practice gripping, tapping, and pinching in a structured, playful way.

Adapts to Different Abilities

Not all patients start at the same level.
Gamified systems can adjust difficulty automatically, so everyone works at a pace that feels challenging but not overwhelming.

Builds Confidence Early

Winning small challenges early in the process can boost morale.
This confidence carries over into daily life, encouraging patients to try new tasks with their recovering hand.

RoboBionics’ Gamified Rehab App for Finger Amputee Recovery

Designed for Real Rehabilitation Needs

The RoboBionics rehab app was built with direct input from therapists and patients.
It is not just a game — it is a structured training program disguised as a fun activity.
Every challenge is based on clinically approved exercises that target specific recovery goals.

How It Works

The app connects to sensors that track hand and finger movements.
When the patient performs an exercise, the app translates that movement into an action within a game.
For example, squeezing a virtual object or catching items on the screen may actually be strengthening grip muscles in real life.

Levels and Difficulty Adjustment

The app automatically adjusts difficulty based on progress.
If a patient’s control improves, the game becomes slightly harder to maintain challenge.
This keeps recovery in the “sweet spot” — never too easy to be boring and never too hard to be discouraging.

Exercises Made Fun

Grip and Release Challenges

One of the most important skills for finger amputees

One of the most important skills for finger amputees is regaining grip control.
In the app, this might appear as picking up and placing virtual objects in a game world.
The patient practices precise grip without even realizing they are doing repetitions.

Speed and Reaction Games

Reaction time is crucial for functional use of the hand.
Some mini-games test how quickly the patient can respond to visual cues, which also improves coordination and muscle responsiveness.

Endurance-Based Activities

Holding a grip for extended periods builds stamina.
The app turns this into timed challenges where patients maintain a hold to keep a virtual action going, such as keeping a balloon in the air.

Benefits Beyond Physical Training

Emotional Engagement

Rehab can be emotionally draining when progress feels slow.
The app provides constant feedback, small victories, and even celebratory animations to lift the patient’s mood.

Social Interaction

Some features allow friendly competition with other patients or sharing progress with family.
This adds an extra layer of motivation through community support.

Self-Monitoring

Patients can view their performance data at any time.
This makes it easier to understand which skills are improving and which need more focus.

Step-by-Step Gamified Recovery Plan for Finger Amputees

Setting the Foundation in the First Week

Recovery starts with understanding what your hand can do right now.

Recovery starts with understanding what your hand can do right now.
The first week is about assessment, gentle activation, and getting comfortable with the gamified system.
A therapist will often help you test your current grip strength, range of motion, and reaction speed before beginning.

During this stage, the app will set very simple goals — things like holding a light grip for a few seconds or tapping a target slowly.
You are not aiming for speed yet. The goal is smooth, controlled movements without strain.

It’s important to spend no more than 10–15 minutes per session in this early phase.
Two or three short sessions each day are more effective than one long one because the muscles and nerves adapt better to frequent, low-intensity work.

Introducing Early Game Elements

By the second or third session, you’ll start seeing game-like features appear.
You might earn points for each successful repetition or watch your on-screen character complete a small task when you perform the correct movement.
These features are not just for fun — they provide instant feedback, showing you that every correct motion is progress.

Many patients find that seeing the results of their movements in real time makes them more engaged and willing to keep going, even when the exercises are repetitive.

Moving Into Skill-Specific Training

After the first week, the app begins focusing on different skill areas in separate sessions.
One day might be dedicated to grip strength, another to finger coordination, and another to reaction time.
This variation keeps training fresh and ensures that all aspects of hand function improve together.

For example, a grip session could involve picking up virtual blocks of different sizes and placing them on a shelf.
A coordination session might require tapping specific areas of the screen in a certain order, improving finger independence.
Reaction sessions could involve catching falling objects before they hit the ground, sharpening your response speed.

Tracking Progress and Adjusting Goals

One of the strengths of gamified rehab is its built-in tracking.
At the end of each week, you can see how your scores and completion rates have changed.
If your grip strength score is improving faster than your reaction speed, the app might add extra reaction-based challenges to balance your progress.

The therapist can also review this data remotely or during your in-person visits to make sure your plan is on track.
This means you’re always working on the skills that need the most attention.

Building Endurance in the Second Month

By the time you’ve been using the system for four to six weeks, you’ll likely be ready for longer sessions.
The focus here shifts slightly — from simply performing a movement correctly to being able to repeat it many times without fatigue.

Endurance games might involve keeping a grip or hold for longer periods while still maintaining control.
For example, you might be holding a virtual lever down to keep a machine running in the game world.
If your muscles start to shake or lose strength, the app will detect it and adjust accordingly.

This type of endurance work is crucial for real-life activities like carrying objects, holding tools, or gripping handlebars.

Introducing Real-World Tasks Into Gameplay

Around the same time, you’ll start to see exercises that mimic daily activities more closely.
Instead of generic shapes or targets, you might be asked to “pick up” a virtual mug or “button” a shirt within the game.
These are carefully designed to match the muscle patterns needed for real-life versions of these tasks.

Patients often find this stage exciting because the link between the game and actual life becomes very clear.
Every success in the app feels like a step toward independence outside the clinic.

Handling Plateaus and Motivation Dips

It’s natural to hit a point where progress feels slower.
Gamified rehab helps with this by introducing new environments, challenges, and rewards at just the right time.
Even if your scores aren’t rising quickly, the sense of novelty keeps you coming back.

Your therapist might also suggest changing your daily routine — for example, doing one longer session in the morning instead of two shorter ones — to break the monotony and give your muscles a fresh challenge.

Transitioning to Higher Precision Work

Once you have good baseline strength, coordination, and endurance, it’s time to refine your precision.
In this stage, games might require you to control the pressure of your grip very carefully, not just grip as hard as possible.
You might be “watering plants” in the game, where squeezing too hard spills water and squeezing too softly doesn’t water enough.

This fine-tuning stage is critical for using delicate objects in real life, such as holding a pen, peeling fruit, or handling fragile tools.

Incorporating the Non-Affected Hand for Balance

Finger amputees sometimes over-rely on the non-affected hand, which can lead to uneven strength and coordination.
The app can be programmed to include bilateral activities where both hands perform tasks together.
This keeps your overall movement balanced and prevents long-term strain on one side.

For example, you might play a game where you control two characters at once — one with each hand — requiring you to keep both active throughout the session.

Preparing for Advanced Functional Use

In the final stage of the plan, the focus is on integrating all the skills you’ve developed.
Strength, speed, precision, and endurance come together in complex game challenges that require multiple skills at once.

These could be timed obstacle courses in the game that require quick reactions, accurate grip control, and the ability to switch between movements rapidly.
This stage mirrors the unpredictability of real life, where you might need to open a door, grab a bag, and turn on a light in quick succession.

Maintaining Gains Over the Long Term

Once you’ve reached your functional goals, it’s important not to stop completely.
Using the app two or three times a week as maintenance keeps your skills sharp and prevents regression.
Because the activities are engaging, most patients find it easy to keep going even after formal rehab ends.

This ongoing gamified training can also be a valuable warm-up before using specialized tools, sports equipment, or musical instruments, helping you prevent injury and keep performance high.

Combining Gamified Recovery with Other Rehabilitation Methods for Maximum Results

Why Integration Matters

Why Integration Matters

Gamified recovery is powerful on its own, but it becomes even more effective when used alongside other proven rehabilitation techniques.
Each method targets recovery from a different angle — some focus on muscle strength, others on joint flexibility, others on nerve re-education.
When these approaches are combined, progress is faster and more complete.

Working with Physiotherapy Sessions

Physiotherapy remains a cornerstone of recovery for finger amputees.
While gamified rehab keeps you engaged at home, physiotherapy ensures you are doing movements correctly and efficiently.
A therapist can observe how you use your hand in the game and then give targeted stretches or strengthening drills to improve weak areas.

For example, if the therapist notices you struggle with finger extension in the game, they might add resistance band exercises to build that specific movement.
The next time you play, you’ll find the task easier because the physical therapy directly supported your game-based training.

Using Occupational Therapy for Real-Life Skills

Occupational therapy focuses on adapting daily activities after an amputation.
Gamified rehab can act as a safe, controlled practice environment for these tasks before you attempt them in the real world.

If your occupational therapist is helping you relearn how to cook, the game can include virtual tasks like stirring, chopping, or lifting objects with varied grip strength.
Once you master the movement in the app, you’ll have the muscle memory to attempt it with real utensils safely.

Mirror Therapy to Support Brain Rewiring

Mirror therapy uses visual feedback to trick the brain into thinking the amputated limb is moving normally.
This method is especially effective in reducing phantom limb sensations and improving movement control.

By combining mirror therapy with gamified exercises, you give your brain both visual and interactive input.
You might perform a game movement while watching your reflection, helping the brain link intention, muscle activation, and visual confirmation all at once.

Strengthening with Resistance Tools

Small resistance bands, putty, or spring-loaded grips can be used before or after your gamified session.
These tools build raw muscle power, which then translates into better performance in game challenges that require strength.

For example, a balloon-holding game in the app becomes easier if you’ve been doing daily resistance grip squeezes.
The stronger your muscles are, the more precise and sustained your game movements will be.

Sensory Re-education Exercises

After amputation, the sensory feedback from your hand changes dramatically.
Some patients experience hypersensitivity, while others have reduced sensation.

Sensory re-education activities — such as touching different textured objects, placing the hand in warm and cool water, or feeling vibrations — can be paired with gamified rehab.
As your sensory feedback improves, you’ll be able to adjust your grip more precisely in the game, which directly improves your fine motor skills in real life.

Neuromuscular Electrical Stimulation (NMES)

Devices like the BrawnBand, which we at RoboBionics manufacture, can stimulate muscles to contract using mild electrical pulses.
When used alongside gamified training, NMES can “wake up” dormant muscles before you begin your session, making them more responsive.

For example, a 10-minute NMES warm-up can help you perform better in a game that requires repeated finger tapping.
Your muscles will already be primed, reducing fatigue and improving accuracy.

Combining with Relaxation and Breathing Techniques

Hand movements are often affected by overall body tension.
When you are stressed, your shoulders rise, your arm muscles tighten, and your grip control suffers.

Breathing exercises before and during gamified sessions can calm the body and help you move more fluidly.
For instance, inhaling deeply before starting a level and exhaling slowly as you grip or release in the game can make movements smoother and more consistent.

Cross-Training with the Non-Affected Hand

While your main focus is on the recovering hand, training the non-affected hand can indirectly improve recovery too.
This is because some motor learning transfers from one side of the body to the other — a phenomenon known as “cross-education.”

By playing bilateral games that use both hands, you ensure balanced movement patterns and prevent the non-affected hand from becoming too dominant.

Creating a Weekly Integration Schedule

To get the most from combined methods, structure your week so that different techniques complement each other.
A sample plan might look like this:

  • Monday, Wednesday, Friday: Gamified rehab (30 minutes) + physiotherapy stretches (15 minutes)
  • Tuesday, Thursday: Gamified rehab (20 minutes) + NMES warm-up (10 minutes) + resistance training (15 minutes)
  • Saturday: Gamified rehab (20 minutes) + sensory re-education exercises (15 minutes) + occupational therapy practice tasks (15 minutes)
  • Sunday: Light mirror therapy (10 minutes) + breathing and relaxation session (15 minutes)

By rotating techniques, you prevent overuse fatigue, target all recovery areas, and keep training varied and enjoyable.

Combining Gamified Recovery with Other Rehabilitation Methods for Maximum Results

Why Integration Matters

Gamified recovery is powerful on its own

Gamified recovery is powerful on its own, but it becomes even more effective when used alongside other proven rehabilitation techniques.
Each method targets recovery from a different angle — some focus on muscle strength, others on joint flexibility, others on nerve re-education.
When these approaches are combined, progress is faster and more complete.

Working with Physiotherapy Sessions

Physiotherapy remains a cornerstone of recovery for finger amputees.
While gamified rehab keeps you engaged at home, physiotherapy ensures you are doing movements correctly and efficiently.
A therapist can observe how you use your hand in the game and then give targeted stretches or strengthening drills to improve weak areas.

For example, if the therapist notices you struggle with finger extension in the game, they might add resistance band exercises to build that specific movement.
The next time you play, you’ll find the task easier because the physical therapy directly supported your game-based training.

Using Occupational Therapy for Real-Life Skills

Occupational therapy focuses on adapting daily activities after an amputation.
Gamified rehab can act as a safe, controlled practice environment for these tasks before you attempt them in the real world.

If your occupational therapist is helping you relearn how to cook, the game can include virtual tasks like stirring, chopping, or lifting objects with varied grip strength.
Once you master the movement in the app, you’ll have the muscle memory to attempt it with real utensils safely.

Mirror Therapy to Support Brain Rewiring

Mirror therapy uses visual feedback to trick the brain into thinking the amputated limb is moving normally.
This method is especially effective in reducing phantom limb sensations and improving movement control.

By combining mirror therapy with gamified exercises, you give your brain both visual and interactive input.
You might perform a game movement while watching your reflection, helping the brain link intention, muscle activation, and visual confirmation all at once.

Strengthening with Resistance Tools

Small resistance bands, putty, or spring-loaded grips can be used before or after your gamified session.
These tools build raw muscle power, which then translates into better performance in game challenges that require strength.

For example, a balloon-holding game in the app becomes easier if you’ve been doing daily resistance grip squeezes.
The stronger your muscles are, the more precise and sustained your game movements will be.

Sensory Re-education Exercises

After amputation, the sensory feedback from your hand changes dramatically.
Some patients experience hypersensitivity, while others have reduced sensation.

Sensory re-education activities — such as touching different textured objects, placing the hand in warm and cool water, or feeling vibrations — can be paired with gamified rehab.
As your sensory feedback improves, you’ll be able to adjust your grip more precisely in the game, which directly improves your fine motor skills in real life.

Neuromuscular Electrical Stimulation (NMES)

Devices like the BrawnBand, which we at RoboBionics manufacture, can stimulate muscles to contract using mild electrical pulses.
When used alongside gamified training, NMES can “wake up” dormant muscles before you begin your session, making them more responsive.

For example, a 10-minute NMES warm-up can help you perform better in a game that requires repeated finger tapping.
Your muscles will already be primed, reducing fatigue and improving accuracy.

Combining with Relaxation and Breathing Techniques

Hand movements are often affected by overall body tension.
When you are stressed, your shoulders rise, your arm muscles tighten, and your grip control suffers.

Breathing exercises before and during gamified sessions can calm the body and help you move more fluidly.
For instance, inhaling deeply before starting a level and exhaling slowly as you grip or release in the game can make movements smoother and more consistent.

Cross-Training with the Non-Affected Hand

While your main focus is on the recovering hand, training the non-affected hand can indirectly improve recovery too.
This is because some motor learning transfers from one side of the body to the other — a phenomenon known as “cross-education.”

By playing bilateral games that use both hands, you ensure balanced movement patterns and prevent the non-affected hand from becoming too dominant.

Creating a Weekly Integration Schedule

To get the most from combined methods, structure your week so that different techniques complement each other.
A sample plan might look like this:

  • Monday, Wednesday, Friday: Gamified rehab (30 minutes) + physiotherapy stretches (15 minutes)
  • Tuesday, Thursday: Gamified rehab (20 minutes) + NMES warm-up (10 minutes) + resistance training (15 minutes)
  • Saturday: Gamified rehab (20 minutes) + sensory re-education exercises (15 minutes) + occupational therapy practice tasks (15 minutes)
  • Sunday: Light mirror therapy (10 minutes) + breathing and relaxation session (15 minutes)

By rotating techniques, you prevent overuse fatigue, target all recovery areas, and keep training varied and enjoyable.

Conclusion

Recovering from a finger amputation is a journey that demands patience, effort, and the right tools.
Gamified recovery transforms this journey from a routine chore into an engaging, rewarding experience.
It makes patients look forward to therapy instead of dreading it.

With systems like RoboBionics’ gamified rehab app, every movement becomes part of a meaningful challenge.
You’re not just exercising — you’re playing, improving, and building a better future for your hand’s abilities.

The results speak for themselves: stronger muscles, faster reactions, better precision, and — most importantly — restored confidence.
Over time, this approach doesn’t just heal the hand. It changes how patients see themselves and what they believe they can do.

At RoboBionics, our mission is simple: to make advanced, accessible rehabilitation tools that empower people across India.
We believe recovery should be driven by both science and joy — and gamification brings these two together perfectly.

If you or someone you know is ready to experience this transformation, reach out to us and explore how our gamified recovery system can help.
The journey to real results starts with a single, simple step — and it can be a game you’ll want to keep playing.

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REFUNDS AND CANCELLATIONS

Last updated: November 10, 2022

Thank you for shopping at Robo Bionics.

If, for any reason, You are not completely satisfied with a purchase We invite You to review our policy on refunds and returns.

The following terms are applicable for any products that You purchased with Us.

Interpretation And Definitions

Interpretation

The words of which the initial letter is capitalized have meanings defined under the following conditions. The following definitions shall have the same meaning regardless of whether they appear in singular or in plural.

Definitions

For the purposes of this Return and Refund Policy:

  • Company (referred to as either “the Company”, “Robo Bionics”, “We”, “Us” or “Our” in this Agreement) refers to Bionic Hope Private Limited, Pearl Haven, 1st Floor Kumbharwada, Manickpur Near St. Michael’s Church Vasai Road West, Palghar Maharashtra 401202.

  • Goods refer to the items offered for sale on the Website.

  • Orders mean a request by You to purchase Goods from Us.

  • Service refers to the Services Provided like Online Demo and Live Demo.

  • Website refers to Robo Bionics, accessible from https://www.robobionics.in

  • You means the individual accessing or using the Service, or the company, or other legal entity on behalf of which such individual is accessing or using the Service, as applicable.

Your Order Cancellation Rights

You are entitled to cancel Your Service Bookings within 7 days without giving any reason for doing so, before completion of Delivery.

The deadline for cancelling a Service Booking is 7 days from the date on which You received the Confirmation of Service.

In order to exercise Your right of cancellation, You must inform Us of your decision by means of a clear statement. You can inform us of your decision by:

  • By email: contact@robobionics.in

We will reimburse You no later than 7 days from the day on which We receive your request for cancellation, if above criteria is met. We will use the same means of payment as You used for the Service Booking, and You will not incur any fees for such reimbursement.

Please note in case you miss a Service Booking or Re-schedule the same we shall only entertain the request once.

Conditions For Returns

In order for the Goods to be eligible for a return, please make sure that:

  • The Goods were purchased in the last 14 days
  • The Goods are in the original packaging

The following Goods cannot be returned:

  • The supply of Goods made to Your specifications or clearly personalized.
  • The supply of Goods which according to their nature are not suitable to be returned, deteriorate rapidly or where the date of expiry is over.
  • The supply of Goods which are not suitable for return due to health protection or hygiene reasons and were unsealed after delivery.
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We reserve the right to refuse returns of any merchandise that does not meet the above return conditions in our sole discretion.

Only regular priced Goods may be refunded by 50%. Unfortunately, Goods on sale cannot be refunded. This exclusion may not apply to You if it is not permitted by applicable law.

Returning Goods

You are responsible for the cost and risk of returning the Goods to Us. You should send the Goods at the following:

  • the Prosthetic Limb Fitting Centre that they purchased the product from
  • email us at contact@robobionics.in with all the information and we shall provide you a mailing address in 3 days.

We cannot be held responsible for Goods damaged or lost in return shipment. Therefore, We recommend an insured and trackable courier service. We are unable to issue a refund without actual receipt of the Goods or proof of received return delivery.

Contact Us

If you have any questions about our Returns and Refunds Policy, please contact us:

  • By email: contact@robobionics.in

TERMS & CONDITIONS

Last Updated on: 1st Jan 2021

These Terms and Conditions (“Terms”) govern Your access to and use of the website, platforms, applications, products and services (ively, the “Services”) offered by Robo Bionics® (a registered trademark of Bionic Hope Private Limited, also used as a trade name), a company incorporated under the Companies Act, 2013, having its Corporate office at Pearl Heaven Bungalow, 1st Floor, Manickpur, Kumbharwada, Vasai Road (West), Palghar – 401202, Maharashtra, India (“Company”, “We”, “Us” or “Our”). By accessing or using the Services, You (each a “User”) agree to be bound by these Terms and all applicable laws and regulations. If You do not agree with any part of these Terms, You must immediately discontinue use of the Services.

1. DEFINITIONS

1.1 “Individual Consumer” means a natural person aged eighteen (18) years or above who registers to use Our products or Services following evaluation and prescription by a Rehabilitation Council of India (“RCI”)–registered Prosthetist.

1.2 “Entity Consumer” means a corporate organisation, nonprofit entity, CSR sponsor or other registered organisation that sponsors one or more Individual Consumers to use Our products or Services.

1.3 “Clinic” means an RCI-registered Prosthetics and Orthotics centre or Prosthetist that purchases products and Services from Us for fitment to Individual Consumers.

1.4 “Platform” means RehabConnect, Our online marketplace by which Individual or Entity Consumers connect with Clinics in their chosen locations.

1.5 “Products” means Grippy® Bionic Hand, Grippy® Mech, BrawnBand, WeightBand, consumables, accessories and related hardware.

1.6 “Apps” means Our clinician-facing and end-user software applications supporting Product use and data collection.

1.7 “Impact Dashboard™” means the analytics interface provided to CSR, NGO, corporate and hospital sponsors.

1.8 “Services” includes all Products, Apps, the Platform and the Impact Dashboard.

2. USER CATEGORIES AND ELIGIBILITY

2.1 Individual Consumers must be at least eighteen (18) years old and undergo evaluation and prescription by an RCI-registered Prosthetist prior to purchase or use of any Products or Services.

2.2 Entity Consumers must be duly registered under the laws of India and may sponsor one or more Individual Consumers.

2.3 Clinics must maintain valid RCI registration and comply with all applicable clinical and professional standards.

3. INTERMEDIARY LIABILITY

3.1 Robo Bionics acts solely as an intermediary connecting Users with Clinics via the Platform. We do not endorse or guarantee the quality, legality or outcomes of services rendered by any Clinic. Each Clinic is solely responsible for its professional services and compliance with applicable laws and regulations.

4. LICENSE AND INTELLECTUAL PROPERTY

4.1 All content, trademarks, logos, designs and software on Our website, Apps and Platform are the exclusive property of Bionic Hope Private Limited or its licensors.

4.2 Subject to these Terms, We grant You a limited, non-exclusive, non-transferable, revocable license to use the Services for personal, non-commercial purposes.

4.3 You may not reproduce, modify, distribute, decompile, reverse engineer or create derivative works of any portion of the Services without Our prior written consent.

5. WARRANTIES AND LIMITATIONS

5.1 Limited Warranty. We warrant that Products will be free from workmanship defects under normal use as follows:
 (a) Grippy™ Bionic Hand, BrawnBand® and WeightBand®: one (1) year from date of purchase, covering manufacturing defects only.
 (b) Chargers and batteries: six (6) months from date of purchase.
 (c) Grippy Mech™: three (3) months from date of purchase.
 (d) Consumables (e.g., gloves, carry bags): no warranty.

5.2 Custom Sockets. Sockets fabricated by Clinics are covered only by the Clinic’s optional warranty and subject to physiological changes (e.g., stump volume, muscle sensitivity).

5.3 Exclusions. Warranty does not apply to damage caused by misuse, user negligence, unauthorised repairs, Acts of God, or failure to follow the Instruction Manual.

5.4 Claims. To claim warranty, You must register the Product online, provide proof of purchase, and follow the procedures set out in the Warranty Card.

5.5 Disclaimer. To the maximum extent permitted by law, all other warranties, express or implied, including merchantability and fitness for a particular purpose, are disclaimed.

6. DATA PROTECTION AND PRIVACY

6.1 We collect personal contact details, physiological evaluation data, body measurements, sensor calibration values, device usage statistics and warranty information (“User Data”).

6.2 User Data is stored on secure servers of our third-party service providers and transmitted via encrypted APIs.

6.3 By using the Services, You consent to collection, storage, processing and transfer of User Data within Our internal ecosystem and to third-party service providers for analytics, R&D and support.

6.4 We implement reasonable security measures and comply with the Information Technology Act, 2000, and Information Technology (Reasonable Security Practices and Procedures and Sensitive Personal Data or Information) Rules, 2011.

6.5 A separate Privacy Policy sets out detailed information on data processing, user rights, grievance redressal and cross-border transfers, which forms part of these Terms.

7. GRIEVANCE REDRESSAL

7.1 Pursuant to the Information Technology Rules, 2021, We have given the Charge of Grievance Officer to our QC Head:
 - Address: Grievance Officer
 - Email: support@robobionics.in
 - Phone: +91-8668372127

7.2 All support tickets and grievances must be submitted exclusively via the Robo Bionics Customer Support portal at https://robobionics.freshdesk.com/.

7.3 We will acknowledge receipt of your ticket within twenty-four (24) working hours and endeavour to resolve or provide a substantive response within seventy-two (72) working hours, excluding weekends and public holidays.

8. PAYMENT, PRICING AND REFUND POLICY

8.1 Pricing. Product and Service pricing is as per quotations or purchase orders agreed in writing.

8.2 Payment. We offer (a) 100% advance payment with possible incentives or (b) stage-wise payment plans without incentives.

8.3 Refunds. No refunds, except pro-rata adjustment where an Individual Consumer is medically unfit to proceed or elects to withdraw mid-stage, in which case unused stage fees apply.

9. USAGE REQUIREMENTS AND INDEMNITY

9.1 Users must follow instructions provided by RCI-registered professionals and the User Manual.

9.2 Users and Entity Consumers shall indemnify and hold Us harmless from all liabilities, claims, damages and expenses arising from misuse of the Products, failure to follow professional guidance, or violation of these Terms.

10. LIABILITY

10.1 To the extent permitted by law, Our total liability for any claim arising out of or in connection with these Terms or the Services shall not exceed the aggregate amount paid by You to Us in the twelve (12) months preceding the claim.

10.2 We shall not be liable for any indirect, incidental, consequential or punitive damages, including loss of profit, data or goodwill.

11. MEDICAL DEVICE COMPLIANCE

11.1 Our Products are classified as “Rehabilitation Aids,” not medical devices for diagnostic purposes.

11.2 Manufactured under ISO 13485:2016 quality management and tested for electrical safety under IEC 60601-1 and IEC 60601-1-2.

11.3 Products shall only be used under prescription and supervision of RCI-registered Prosthetists, Physiotherapists or Occupational Therapists.

12. THIRD-PARTY CONTENT

We do not host third-party content or hardware. Any third-party services integrated with Our Apps are subject to their own terms and privacy policies.

13. INTELLECTUAL PROPERTY

13.1 All intellectual property rights in the Services and User Data remain with Us or our licensors.

13.2 Users grant Us a perpetual, irrevocable, royalty-free licence to use anonymised usage data for analytics, product improvement and marketing.

14. MODIFICATIONS TO TERMS

14.1 We may amend these Terms at any time. Material changes shall be notified to registered Users at least thirty (30) days prior to the effective date, via email and website notice.

14.2 Continued use of the Services after the effective date constitutes acceptance of the revised Terms.

15. FORCE MAJEURE

Neither party shall be liable for delay or failure to perform any obligation under these Terms due to causes beyond its reasonable control, including Acts of God, pandemics, strikes, war, terrorism or government regulations.

16. DISPUTE RESOLUTION AND GOVERNING LAW

16.1 All disputes shall be referred to and finally resolved by arbitration under the Arbitration and Conciliation Act, 1996.

16.2 A sole arbitrator shall be appointed by Bionic Hope Private Limited or, failing agreement within thirty (30) days, by the Mumbai Centre for International Arbitration.

16.3 Seat of arbitration: Mumbai, India.

16.4 Governing law: Laws of India.

16.5 Courts at Mumbai have exclusive jurisdiction over any proceedings to enforce an arbitral award.

17. GENERAL PROVISIONS

17.1 Severability. If any provision is held invalid or unenforceable, the remainder shall remain in full force.

17.2 Waiver. No waiver of any breach shall constitute a waiver of any subsequent breach of the same or any other provision.

17.3 Assignment. You may not assign your rights or obligations without Our prior written consent.

By accessing or using the Products and/or Services of Bionic Hope Private Limited, You acknowledge that You have read, understood and agree to be bound by these Terms and Conditions.