Explore how video games are improving disability representation, from customizable prosthetics to disabled protagonists shaping inclusive storytelling

How Gaming Is Embracing Disability and Prosthetic Representation

Video games have always been a space for creativity, storytelling, and self-expression. But for a long time, they failed to represent a significant part of the real world—people with disabilities. Gaming is now changing, with more developers embracing disability representation, designing accessible features, and including prosthetic users in their stories.

From characters with prosthetics to adaptive gaming controllers, the gaming industry is making strides in inclusion. These changes don’t just make gaming more diverse—they also make it more enjoyable for everyone, regardless of physical ability.

This article explores how gaming is embracing disability and prosthetic representation, why it matters, and what still needs to improve.

The Evolution of Disability Representation in Gaming

Gaming has come a long way in representing disabled characters and creating inclusive experiences.

From Lack of Representation to Intentional Inclusion

For decades, video games rarely featured disabled characters or prosthetic users.

For decades, video games rarely featured disabled characters or prosthetic users. If they did, these characters were often villains, side characters, or portrayed as weak and dependent. Many games focused on superhuman abilities, ignoring the real-world experiences of disabled players.

As the gaming industry grew, developers started realizing that representation matters. Players wanted to see characters who reflected real-life diversity, including disability. Slowly, gaming shifted from ignoring disability to actively including it in character design, storylines, and gameplay mechanics.

Today, many games not only feature disabled characters but also celebrate their abilities, showing that disability does not mean weakness. Whether it’s a hero with a prosthetic limb or an adaptive controller that allows more people to play, gaming is evolving toward true inclusion.

The Rise of Prosthetic Representation in Video Games

One of the most exciting changes in gaming is the increased presence of prosthetic limbs. Instead of being seen as a limitation, prosthetics in games are powerful, customizable, and an integral part of a character’s identity.

Games like Sekiro: Shadows Die Twice, Metal Gear Solid V, and Cyberpunk 2077 feature characters with advanced prosthetic arms, showing that prosthetic users can be just as capable as anyone else. While some of these portrayals lean toward science fiction and fantasy, they still help normalize prosthetic limbs in mainstream media.

By making prosthetic limbs a natural part of the gaming world, developers are helping change perceptions of disability. Players now see prosthetics not as something to pity, but as something empowering.

Why Disability Representation in Games Matters

Representation in gaming goes beyond characters and stories—it impacts how players see themselves. When disabled gamers see a character using a prosthetic limb to fight, explore, and succeed, it sends a powerful message: disability does not define ability.

For non-disabled players, these representations challenge stereotypes and increase understanding of real-world disabilities. Seeing a hero with a prosthetic arm or a wheelchair user as a key character breaks the outdated notion that disabled individuals are weak or incapable.

By including disability in games, developers are creating a more inclusive gaming community where everyone feels seen and valued.

Iconic Video Game Characters with Prosthetics and Disabilities

Several video games have introduced characters with prosthetics and disabilities

Several video games have introduced characters with prosthetics and disabilities, showing that they can be just as strong, skilled, and complex as any other character.

Venom Snake – Metal Gear Solid V: The Phantom Pain

Venom Snake, the protagonist of Metal Gear Solid V, is one of the most well-known characters with a prosthetic limb. After losing his arm, he uses a high-tech mechanical prosthetic that enhances his combat skills.

His prosthetic arm is not just for show—it has functional upgrades, like a stun mechanism and grappling abilities. This portrayal helps break the stereotype that prosthetics only serve as replacements. Instead, it highlights their potential for enhancing mobility and performance.

Venom Snake’s character also reflects the physical and emotional challenges of limb loss, making his story more realistic and relatable.

Sekiro – Sekiro: Shadows Die Twice

In Sekiro: Shadows Die Twice, the main character, Sekiro, has a prosthetic arm that is central to gameplay. His prosthetic, called the Shinobi Prosthetic, is not just a tool—it’s an extension of his identity as a warrior.

Sekiro’s arm can be upgraded with different weapons, from a grappling hook to a flamethrower. While the game takes creative liberties with prosthetic technology, it still shows that a person with a limb difference can be a powerful and skilled protagonist.

This kind of representation is important because it normalizes prosthetic users in heroic roles, showing that they can be main characters, not just side figures.

Johnny Silverhand – Cyberpunk 2077

Johnny Silverhand, played by Keanu Reeves in Cyberpunk 2077, has a cybernetic arm that is fully integrated into his body. While the game takes place in a futuristic setting, his bionic limb is an example of how prosthetics are becoming more advanced in real life.

His character challenges the idea that prosthetic limbs make a person “less human”. Instead, Johnny Silverhand is a charismatic and influential figure, proving that people with prosthetics can be leaders, rebels, and icons.

Barret Wallace – Final Fantasy VII

Barret Wallace, one of the most recognizable characters from Final Fantasy VII, is a strong, determined leader with a mechanical gun-arm prosthetic. While his prosthetic is designed for combat, Barret is much more than a warrior—he is a father, a protector, and a revolutionary fighting for a better world.

Why Barret’s Representation Matters

  1. A Powerful and Capable Leader – Barret is not defined by his prosthetic; he is a key strategist and the backbone of his resistance group, AVALANCHE. His prosthetic is a tool, but his strength comes from his leadership and determination.
  2. A Father Figure – Unlike many action heroes, Barret is also a caring father to his adopted daughter, Marlene. His story showcases emotional depth, proving that disability does not limit one’s ability to love, protect, and care for family.
  3. Evolved Representation in the Final Fantasy VII Remake – The 2020 remake of Final Fantasy VII gave Barret more personality, depth, and realism, making him a more relatable and complex character beyond just his gun-arm.

Barret’s character highlights how prosthetic limbs in video games can serve a purpose in combat while also allowing for emotional depth and character growth.

Adam Jensen – Deus Ex: Human Revolution

Adam Jensen, the protagonist of Deus Ex: Human Revolution and Deus Ex: Mankind Divided, represents a future where prosthetics and cybernetic enhancements are deeply integrated into human society.

Adam Jensen, the protagonist of Deus Ex: Human Revolution and Deus Ex: Mankind Divided, represents a future where prosthetics and cybernetic enhancements are deeply integrated into human society. After a life-threatening attack, Jensen is rebuilt with advanced prosthetic limbs and augmentations, giving him superhuman abilities.

Why Adam Jensen’s Representation Matters

  1. A Complex Look at Cybernetic Prosthetics – Unlike many games that treat prosthetics as simple tools, Deus Ex explores the ethics of human augmentation, questioning how technology changes personal identity and societal structure.
  2. Struggles with Bodily Autonomy – Jensen did not choose to receive his prosthetic augmentations—they were forced upon him. His journey raises philosophical questions about consent, body modification, and how society treats people with artificial limbs.
  3. A Skilled Investigator and Fighter – Despite his augmentations, Jensen still relies on intelligence, strategy, and decision-making rather than just brute force, making him a well-rounded protagonist.

Jensen’s story challenges the boundary between prosthetic technology and human identity, making him one of the most thought-provoking characters in gaming.

Big Boss – Metal Gear Solid V: The Phantom Pain

Big Boss (also known as Venom Snake) is another major character in the Metal Gear series with a prosthetic arm. After an accident leaves him severely injured, he uses a high-tech mechanical arm that allows him to continue his military operations.

Why Big Boss’s Representation Matters

  1. A Leader Despite His Injuries – Rather than portraying disability as a weakness, Big Boss continues to be a brilliant strategist and commander, proving that physical injuries do not define a person’s leadership abilities.
  2. Integration of Prosthetics into Gameplay – His mechanical arm serves both functional and tactical purposes, allowing him to interact with the environment in ways that feel natural and seamless.
  3. Psychological Depth – Big Boss struggles with his identity and past trauma, showcasing the emotional and mental aspects of living with prosthetic enhancements after an injury.

Big Boss is a prime example of how prosthetics in video games can be more than just tools—they can be part of a character’s evolution, challenges, and strength.

Jack – Gears of War 5 (Multiplayer)

Jack, a playable multiplayer character in Gears of War 5, is unique because he is not a human character, but a floating robotic drone that aids the team. However, in multiplayer modes, players can use prosthetic arm options for their human characters, allowing for representation in a genre that rarely features disabled protagonists.

Why Jack and the Prosthetic Options in Gears of War 5 Matter

  1. First Multiplayer Game to Offer Prosthetic Customization – While most games only feature pre-designed characters with disabilities, Gears of War 5 allows players to create their own avatars with prosthetic arms and legs.
  2. Normalizing Prosthetic Users in Combat – The inclusion of prosthetic-limbed characters in a fast-paced, action-heavy game proves that disability does not mean weakness or limitation.
  3. A Step Toward More Player Representation – By allowing players to choose prosthetic limbs for their characters, Gears of War 5 empowers gamers with disabilities to see themselves reflected in the virtual world.

The Rise of Adaptive Gaming: Making Games Accessible for Everyone

While disability representation in characters is improving, the gaming industry is also making real-world changes to accommodate disabled players.

While disability representation in characters is improving, the gaming industry is also making real-world changes to accommodate disabled players.

Adaptive Controllers and Accessibility Features

One of the biggest breakthroughs in gaming accessibility is the creation of adaptive controllers. Companies like Microsoft and Logitech have developed controllers that allow players with limited mobility to fully enjoy gaming.

The Xbox Adaptive Controller is a prime example of this innovation. It features customizable buttons and ports, allowing players to connect different assistive devices based on their needs. This means that gamers who previously couldn’t use standard controllers now have a way to play comfortably.

This shift toward inclusive hardware is making gaming more accessible than ever before, proving that technology can break down barriers rather than create them.

Customizable Game Settings for Disabled Players

Many modern games now include accessibility options to accommodate different disabilities. Some of these features include:

  1. Adjustable difficulty levels for players with cognitive disabilities.
  2. Colorblind modes to help visually impaired players.
  3. Subtitles and audio descriptions for deaf and hard-of-hearing players.
  4. Re-mappable controls for players with limited hand mobility.

Games like The Last of Us Part II have set new standards for accessibility, offering over 60 customizable options to ensure that everyone, regardless of ability, can enjoy the game.

The Importance of Inclusive Esports and Gaming Communities

Gaming is more than just entertainment—it’s also a competitive sport and a social activity. Many disabled gamers are now participating in esports tournaments and online communities, proving that gaming should be accessible to all players, not just those without disabilities.

Organizations like AbleGamers and SpecialEffect work to make esports more inclusive, providing adaptive equipment and training for disabled players. More professional gaming tournaments are also introducing accessibility accommodations, ensuring that disabled gamers can compete on an equal level.

This proves that gaming is not just for one type of player—it’s for everyone.

How Game Developers Can Improve Disability and Prosthetic Representation

While gaming has made significant progress in embracing disability and prosthetic representation

While gaming has made significant progress in embracing disability and prosthetic representation, there is still work to be done. Game developers must go beyond just including disabled characters—they must ensure that their representation is accurate, respectful, and meaningful.

Creating More Realistic Prosthetic Characters

Many video games feature characters with prosthetic limbs, but they often lean heavily into science fiction and fantasy, portraying prosthetics as superhuman enhancements rather than real-world assistive devices. While this approach makes for exciting gameplay, it can also create unrealistic expectations about what prosthetics can actually do.

How Developers Can Improve:

  1. Work with real prosthetic users to understand their experiences, challenges, and abilities.
  2. Depict prosthetic limbs as functional tools rather than magical enhancements.
  3. Showcase a range of prosthetic designs, from everyday-use limbs to high-tech adaptive prosthetics, reflecting real-world diversity.

By making prosthetic characters more relatable and authentic, games can help normalize prosthetic use in mainstream media.

Expanding Disability Representation Beyond Physical Disabilities

Most disability representation in games focuses on physical disabilities, such as prosthetic limbs and mobility impairments. However, there are many other types of disabilities, including visual impairments, hearing loss, and cognitive disabilities, that are rarely represented in gaming.

Ways to Improve Inclusion:

  1. Introduce blind or low-vision characters with adaptive technology like braille devices or echolocation mechanics.
  2. Feature deaf characters with sign language communication or subtitles integrated into the game world.
  3. Include neurodivergent characters, such as those with autism or ADHD, and portray them with accuracy and depth.

By broadening the scope of disability representation, developers can create a more inclusive gaming world that reflects the full diversity of human experiences.

Involving Disabled Gamers in the Development Process

One of the best ways to ensure authentic disability representation is to involve disabled individuals in game development. Many developers assume what disabled gamers need, rather than consulting them directly.

How Studios Can Make a Difference:

  1. Hire disabled developers, writers, and artists to bring real perspectives into game design.
  2. Engage with disability advocacy groups to test accessibility features before launching a game.
  3. Hold focus groups with disabled gamers to gather feedback on gameplay experiences.

By working with the disability community, game developers can create more realistic, empowering, and accessible experiences for all players.

The Future of Disability and Prosthetic Representation in Gaming

Gaming is moving toward a future where disability inclusion is the norm

Gaming is moving toward a future where disability inclusion is the norm, not the exception. While there has been remarkable progress, the next step is ensuring that these changes become standard across all games, not just in a few titles.

More Adaptive Hardware and Assistive Technology

As technology advances, we can expect even more inclusive gaming hardware. Future innovations might include:

  1. Brain-computer interfaces (BCIs) that allow disabled gamers to control games using neural signals.
  2. Haptic feedback gloves that create immersive gaming experiences for players with mobility impairments.
  3. More AI-driven accessibility tools, such as real-time captioning, speech-to-text for voice commands, and dynamic difficulty adjustments based on player ability.

As gaming technology becomes more advanced, accessibility must remain a priority to ensure everyone can enjoy the gaming experience.

A Push for Industry-Wide Accessibility Standards

Many major gaming studios are making accessibility a priority, but there is still no universal standard for disability inclusion in gaming. Industry-wide guidelines would help ensure that every game, regardless of genre or platform, meets a baseline level of accessibility.

A standardized approach could include:

  1. A certification system for accessibility, similar to movie ratings, to indicate how accessible a game is.
  2. Mandatory accessibility options for all major game releases, ensuring players can customize controls, visuals, and audio settings.
  3. Government or industry incentives for developers who prioritize disability representation and adaptive technology in their games.

By creating clear guidelines and expectations, the gaming industry can make disability inclusion a permanent fixture rather than an afterthought.

Building Inclusive Gaming Communities

Beyond game development, gaming culture itself must become more welcoming to disabled players. Online gaming communities, esports tournaments, and streaming platforms should actively work to:

  1. Reduce ableist language and discrimination in multiplayer gaming spaces.
  2. Provide accessibility tools for disabled streamers, such as voice-to-text chat options.
  3. Encourage game journalists and content creators to highlight accessibility features in their reviews and discussions.

An inclusive gaming community doesn’t just benefit disabled players—it benefits everyone by fostering a more diverse, respectful, and enriching gaming environment.

Final Thoughts: The Future of Disability and Prosthetic Representation in Gaming

The gaming industry has made huge strides in embracing disability representation, but there is still room for improvement. Developers need to continue:

  1. Creating diverse characters with disabilities, not just for inspiration, but as fully realized heroes, villains, and NPCs.
  2. Expanding adaptive technology, ensuring that all gamers, regardless of ability, can play comfortably.
  3. Listening to disabled gamers and advocates, making accessibility a standard feature in game development.

At Robobionics, we believe that gaming has the power to change perceptions and make the world more inclusive. By embracing disability and prosthetic representation, games can inspire, empower, and entertain a truly diverse audience.

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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://robobionics.store

  • 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.store

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.
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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.store 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:

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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.store
 - 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.