ArticleApplied sciences (Basel, Switzerland)2024
Investigating the Effects of Virtual Reality-Based Training on Balance Ability and Balance Confidence in Older Individuals.
Article in Applied sciences (Basel, Switzerland), 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 1 of them a synthesis that pooled it.
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
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
6 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Effects of Taekwondo intervention on balance ability: A meta-analysis and systematic review.PloS one · 2025Pooled it
- Gaming Against Frailty: Effects of Virtual Reality-Based Training on Postural Control, Mobility, and Fear of Falling Among Frail Older Adults.Journal of clinical medicine · 2025Article
- Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study.JMIR serious games · 2025Article
- Comparing Virtual Reality and Robotic Training Effects on Balance Ability and Confidence in Older Adults.Applied sciences (Basel, Switzerland) · 2025Article
- Virtual Reality Training Affects Center of Pressure (COP)-Based Balance Parameters in Older Individuals.Applied sciences (Basel, Switzerland) · 2024Article
- Reimagining Aging: A Systematic Review and Meta-analysis of Virtual Reality on Cognitive, Physical, and Functional Outcomes in Older Adults.Journal of mid-life healthReview
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
Abstract
Each year, over 25% of adults aged sixty-five years old or older suffer a fall, and three million are treated for fall-related injuries due to lack of balance. Here, we aimed to investigate how virtual reality (VR)-based training affects balance performance and confidence in older adults. To accomplish this goal, we studied 21 healthy, older individuals between 60 and 85 years old, both pre- and post-training (6 weeks of training, twice per week (or 12 sessions)). The VR group donned an Oculus VR headset and consisted of nine participants (aged 75.9 ± 3.7 years old), while the control group (aged 75.1 ± 6.7 years old) performed training without a headset and consisted of eight participants that completed our study. To assess balance ability, we utilized the Balance Error Scoring System (BESS) and the Timed Up and Go (TUG) test. To assess balance confidence, we implemented the Activities-Specific Balance Confidence (ABC) Scale and, to assess fear of falling, the Tinetti Falls Efficacy Scale (FES). Further, we assessed depression (via the Geriatric Depression Scale (GDS)) and cognitive ability (via the Mini-Mental State Examination (MMSE)). The post-training results showed improvements in balance ability for both the VR and control groups, as well as changes in the relationship between balance confidence and balance ability for the VR group only. Further, improvements in cognitive ability were seen in the control group. This study is an indication that older individuals' balance ability may benefit from several weeks of targeted training.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.