Trial reportBMC geriatrics2026
Effects of game-based virtual reality balance training on postural stability and mobility in community-dwelling older adults: an exploratory randomized controlled trial.
Trial report in BMC geriatrics, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05779189 (Effects of Game-based Virtual Reality Intervention on Senior Fitness, Fall Prevention and Balance Function Among Older Adults), which is not on this map. Not yet cited in PubMed.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
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Effects of Game-based Virtual Reality Intervention on Senior Fitness, Fall Prevention and Balance Function Among Older Adults
Who cites it
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Corrections and comments
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Authors and funding
5 authors.
Funding
Abstract
backgroundFalls are a major contributor to reduced independence in older adults and are associated with both physical decline and impaired cognitive-motor integration. Emerging evidence suggests that game-based virtual reality (VR) training may enhance engagement and balance performance; however, its application in community-based settings remains limited.
objectiveTo examine the effects of an individualized, game-based VR balance training program on postural stability, functional mobility, and fall-related concern in community-dwelling older adults.
methodsIn this exploratory randomized controlled trial, 40 participants aged ≥ 65 years were assigned to either a VR-based balance training group or a control group receiving unsupervised home-based exercise guidance. The intervention group completed an 8-week supervised VR training program using the Biodex Balance System (2 sessions per week for 8 weeks). The control group received exercise videos and health education without direct supervision or formal adherence monitoring; however, participants received brief weekly telephone reminders to encourage engagement. Primary outcomes included postural sway indices measured by the Biodex Balance System under single- and dual-task conditions. Secondary outcomes included the Timed Up and Go (TUG) test, Single-Leg Stance (SLS), and Falls Efficacy Scale-International (FES-I). Data were analyzed using generalized estimating equations, with group × time interaction effects reported.
resultsAll participants completed baseline and post-intervention assessments. Compared with the control group, the intervention group demonstrated statistically significant group × time interactions for multiple sway indices under single-task conditions and selected measures under dual-task conditions (p < 0.05), indicating differences in change over time between groups. Statistically significant interactions were also observed for functional mobility (TUG) and SLS performance (p < 0.05). FES-I scores increased in both groups, with a statistically significant group × time interaction observed, indicating an increase in self-reported concern about falling. This finding should be interpreted cautiously. Sensitivity analyses showed generally consistent results, although potential sex-related effects were observed and should be interpreted as exploratory. No adverse events were reported.
conclusionsAn 8-week game-based VR balance training program was associated with changes in postural stability and functional mobility in community-dwelling older adults. Changes in fall-related concern were also observed. These findings support the feasibility of a supervised, technology-assisted training approach, although confirmation in larger trials is needed.
trial registrationClinicalTrials.gov Identifier NCT05779189.
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