Whether it’s learning a tedious subject in the classroom, safety training in an office or vehicle simulation, serious games have been presented as a way to improve the interaction between a person and a specific task. With its expansion and its development becoming easier, these serious games have been used in the area of assistance and rehabilitation with the objective being improving the process, reducing the patient’s pain or studying the progress in more direct and objective way. One of the methods used for this last objective is the electromyography (EMG), a study that recollects those electric impulses causing the contraction of the muscles. This method is broadly used in the fabrication and usage of orthopedic prostheses, since it is non-invasive and is able to use the muscles that are still functional after an amputation. This study, taking advantage of the EMG method, aims to develop a serious video game focused towards the training for the use of a unilateral hand prosthesis, with the purpose of understanding a person’s perception and progression given a didactic procedure that also uses virtual reality technology to achieve an immersion, facilitating the association between the muscular efforts and real actions. In this videogame there are real-life challenges that are completed successfully through the use of muscular impulses in an organized way. The data obtained from fourteen volunteers revealed an acceptance of a virtual training, with a score of 80 points out of 100 in a system usability scale, while also showing an improvement in execution times in a 91% of the participants, favoring the use of serious games in training procedures.