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Standards of Virtual Reality Application in Balance Training Programs in Clinical


Practice: A Systematic Review

Article · September 2018


DOI: 10.1089/g4h.2018.0034

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GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications
Volume 8, Number 2, 2019 Review
ª Mary Ann Liebert, Inc.
DOI: 10.1089/g4h.2018.0034

Standards of Virtual Reality Application


in Balance Training Programs in Clinical Practice:
A Systematic Review

Grzegorz Juras, PhD,1 Anna Brachman, MSc, PT,1 Justyna Michalska, MSc, PT,1
Anna Kamieniarz, MSc, PT,1 Michał Pawłowski, MSc,1 Anna Hadamus, PhD, PT,2
Dariusz Białoszewski, PhD, MD,2 Janusz Błaszczyk, PhD,1 and Kajetan J. Słomka, PhD1
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Abstract

Objective: To determine the effect of virtual reality (VR) games on improving balance in different groups of
neurological patients with a particular focus on the study quality and to determine the gold standard in VR
training in these groups.
Materials and Methods: A systematic review of controlled trials published between January 2009 and
December 2017 was conducted. The PubMed, SCOPUS, SPORTDiscus, and Medline databases were searched.
Studies involved patients with stroke or Parkinson’s disease or children with cerebral palsy. The Physiotherapy
Evidence Database (PEDro) scale was used to assess the methodological quality of the included studies.
Results: A total of 20 studies met the inclusion criteria. The PEDro scores ranged from 4 to 8 points. Analysis
of the rehabilitation programs revealed a very large discrepancy in the planned volume of exercises in different
subgroups of patients.
Conclusions: Overall, the comparison of VR interventions between conventional rehabilitation and no inter-
vention exhibited significantly better results. However, these results should be interpreted with great caution due
to the large diversity of the systems, games, and training volume used in the VR therapy. In all included studies,
only several articles included objective methods to assess the effect of VR. In addition, most of the articles
showed a high risk of bias, such as a lack of randomization and blinding or a small sample size. That is why
further well-designed randomized control trials are required to evaluate the influence of VR on balance in
different groups of neurological patients.

Keywords: Virtual reality, Neurological disorders, Rehabilitation, Balance training

Introduction participant’s motivation; however, this issue has not been


well investigated. According to Meyns et al.,7 it appears that

T he field of virtual reality (VR) has an increasing


role in motor rehabilitation, and it is a promising new
tool with a wide range of applications. Butler and Willett1
motivation seems to increase when a new variety of the ex-
ercises are provided, such as using VR; moreover, most
studies did not quantify the motivation. In neurological dis-
define VR as a technology that allows the user to interact orders, deteriorated balance is one of the major risk factors of
directly with a computer-simulated environment. Thus the falls,8,9 and it is strongly associated with decreased quality of
use of VR games in rehabilitation is considered to be a pos- life.7,10–12 There is a high need for the development and ap-
sible strategy to improve motor performance as it uses visual, plication of effective training methods.4,5,10–12
sensory, and auditory feedback in virtual environments and A conventional therapy also gives positive effects upon
gives an opportunity to increase the duration, intensity, and balance, functional stability, and general motor function
number of repetitions needed to induce neuroplasticity.2–6 in neurology patients.13,14 However exercise effects in-
Some authors3 suggest that it also strongly increases the crease when the VR intervention is added.7,15 Moreover the

1
Department of Human Motor Behavior, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland.
2
Department of Rehabilitation, Division of Physiotherapy of the 2nd Faculty of Medicine, Medical University of Warsaw, Warsaw,
Poland.

1
2 JURAS ET AL.

exercises in virtual environment are more pleasure for par- the intensity and duration of VR intervention described in
ticipants than non-VR therapy.16 In addition, VR therapy the recent publications.
reduces costs of rehabilitation and enables treatment of lar-
ger number of patients.17 Materials and Methods
In recent years, the use of VR has been introduced in the
field of neurological rehabilitation, especially in patients Literature search
with stroke (S) or Parkinson’s disease (PD) and in children A literature search was carried out using the Boolean
with cerebral palsy (CP).6,18–20 In this group VR intervention search strategy in the PubMed, SCOPUS, SPORTDiscus,
is most commonly used and has been well described in lit- and Medline databases from 2009 to 2017. Combinations of
erature. Previous systematic reviews have evaluated VR for the following key terms were used for each database: ‘‘vir-
balance in patients with stroke.12,21,22 There are also reviews tual reality’’ OR ‘‘virtual rehabilitation’’ AND ‘‘stroke (S)’’
assessing the general effectiveness of VR-based rehabilita- OR ‘‘Parkinson disease (PD)’’ OR ‘‘children with cerebral
tion for PD patients23 and CP patients.24–26 Although the palsy (CP)’’ AND ‘‘balance training’’ OR ‘‘balance exer-
methods evaluating the efficacy of therapy, equipment, and cise.’’ Filters were applied in each database to restrict sear-
the intensity and duration of intervention varied widely ches to full-text original articles and English language.
across studies, the authors reported positive effects of VR
intervention.
Study selection
In accordance with Evidence-Based Medicine policy,
the most valuable and reliable scientific evidence is based The studies were chosen under the following inclusion
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on an objective assessment conducted with proper sample criteria: (1) the study included one of the three most common
size in a well-designed control trial.27 That is why the neurological diseases (S, PD, CP), (2) balance tests were
objective of this study was to determine the evidence of VR performed before and after the intervention programs, and
on improving balance in different groups of neurological (3) the rehabilitation program contained VR environments.
patients (S, PD, CP) and to determine whether a gold Studies were excluded if (1) the Physiotherapy Evidence
standard in VR training in these groups of patients exists Database (PEDro) scale was lower than four, (2) the balance
with a particular focus on the quality of studies, methods of training volume was not described, or (3) the trial was based
assessing the effectiveness of the therapy, equipment, and on a single-case experimental design. The literature review

FIG. 1. Flowchart for the study search and selection.


VR IN CLINICAL BALANCE TRAINING PROGRAMS 3

and the quality assessment (PEDro scale) were conducted [UPDRS], and Bruininks–Oseretsky test of Motor Perfor-
independently by four authors (A.K., A.B., J.M., M.P.). In mance 2 [BOT-2]). According to Verbecque et al.,30 these
total, 20 studies met the inclusion criteria for review (see balance measurement tools assess static body stability, dy-
Fig. 1 flowchart). namic body and transfer stability, or stability during loco-
motion.
Study quality assessment In the reviewed articles, the most common clinical tests
evaluating balance were the BBS and the TUG Test. They
The methodological quality of each study was tested by were mostly used in the studies regarding patients after a
the PEDro Scale. This scale consists of 11-items, which al- stroke,17,31–34 as well as those with PD,19,35–37 and in chil-
lows to assess the methodological quality and internal va- dren with CP.4 The Functional Reach Test was used to assess
lidity of the randomized controlled trials (RCTs).28 the limits of stability and the fall risk both in patients with
stroke33,38,39 and in children.4
Results The dynamic balance and gait were assessed by the nu-
Data synthesis merous clinical tests such as 10 Meter Walk Test (10MWT)
in patients with stroke,17,32–34 CP,4,40 and PD37; the Tinetti
The initial search retrieved a total of 3156 articles from the Performance Oriented Mobility Assessment in PD37; the
databases. After excluding articles based on the title and Dynamic Gait Index after stroke31 and in PD36; the Sit-To-
removing duplicates, 402 potential articles were selected. Stand Test in CP4 and PD37; and the Community Balance
The authors independently evaluated the abstracts. Finally, and Mobility assessment (CBM) in PD.37 In other studies
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20 articles met all the inclusion criteria and were included in regarding children with CP, the 10 Steps Climbing Test,4 2
this review. Figure 1 presents the flowchart for the literature Minute Walk Test (2MWT),40 and Pediatric Balance
search process. Scale40,41 were also used.
In addition to universal clinical tests used in different
Study characteristics neurological diseases, there were some specific tests con-
A summary of the included studies is presented in Table 1. ducted to assess the balance and motor disorders in a par-
ticular disease in reviewed articles. To assess the disability in
Population. The total pooled sample size of all included PD, most authors used the UPDRS.36,42,43 A tool to examine
studies was 101 (S), 84 (PD), and 61 (CP) participants. All trunk motor deficit of stroke patients was the Trunk Im-
studies included male and female subjects. The mean age of pairment Scale (TIS).33 There were also some specific tests
participants and the timing of intervention are shown in for children with CP: the Trunk Control Measurement Scale
Table 1. (TCMS),7 the BOT-2,44 the Gross Motor Function Classifi-
cation System (GMFCS),40,44 and the Sitting Assessment for
Outcome measure
Children with Neuromotor Dysfunction (SACND).45
Unfortunately, biomechanical measures of balance were
Equipment. Many VR systems were used in the reha- rarely used in reviewed articles. The authors evaluated the
bilitation. In general, there were two types of devices, body balance with different equipments, such as force plat-
commercial (available for purchase; e.g., Nintendo or forms (Kistler, Zebris),32,37 Pedoscan,6 Balance Master
Xbox) and ‘‘homemade.’’ A feature connecting all the System,19,35 and SMART Balance System.42 These plat-
systems in the reviewed articles is their similar construction. forms and systems are able to register the center of pressure
They consist primarily of control units (computers with (COP) in different conditions. The COP is the point location
cameras and special devices), elements projecting a VR en- of the vertical ground reaction force vector. It represents a
vironment (color screens and customized glasses), and var- weighted average of all the pressures over the surface of the
ious peripheral devices (platforms and movement sensors). A area in contact with the ground.46 Different tests can be
large diversity of applications was used to stimulate patients performed on stable (Kistler, Zebris, Pedoscan, Balance
in various ways. On one hand, this diversity can be a great Master System, and SMART Balance System) and unstable
advantage, but on the other hand, it requires very careful and (Balance Master System and SMART Balance System)
objective verification of the diversified VR training out- surfaces. On stable platforms, various tests can be done such
comes. as quiet standing,6 OLS,35 and limits of stability19,35; in
This urgency was confirmed by de Vries et al.29 who no- addition, on unstable platforms, the sensory organization test
ticed that maximal center of mass (COM) displacement and can be performed to evaluate patients’ sensory integration
COM speed in two very similar Ski games changed differ- ability.19,42 The Wii Balance Board39 contains similar
ently over game trials; in the Kinski game, they remained components to a typical force platform; it is capable of ob-
similar or increased over trials, whereas for the Wii Ski taining data on movements in the COP.47 Pedoscan and
game, they decreased. The specificities of systems used in Smart Step6 or the GAITRite mat31 measure gait patterns for
the reviewed articles are described in Table 1. both time (temporal) and space (spatial) parameters.
All abovementioned clinical and biomechanical measures
Balance assessment. A total of 18 functional balance evaluating balance were typically performed before and after
tests were identified. Some of these tests were represented by the VR training.
single balance measures (e.g., Timed Up and Go [TUG], the
Functional Reach Test, and 10 Steps Climbing Test) or VR training modality. Analysis of the rehabilitation pro-
batteries of balance tests (e.g., Berg Balance Scale [BBS], grams revealed a large discrepancy in the planned volume of
Tinetti Test, Unified Parkinson’s Disease Rating Scale exercises (Table 1). The number of exercise sessions
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Table 1. Study Characteristics of Included Studies


Participants
Intervention group Control group VR training modality
Influence
Mean Mean Duration Frequency Time of VR
Disease Reference Qty Male Female age Qty Male Female age Equipment Description Applied VR games (min) (n/week) (week) training
Stroke Deutsch 1 1 — 47 1 — 1 34 Wii Fit System consisted of Wii Fit games: balance 60 3 4 +/-
et al.31 software by software and balance (ski jumps, ski slalom,
Nintendo board as peripheral tightrope); strength
device. It uses over (lunges); aerobic
a dozen games with activities (park strolls)
Lee 12 8 4 45.9 12 8 4 49.1 different kinds of Wii Fit exercises: sitting 30 5 8 +
et al.39 movement posture, knee bend
extending other leg,
walking a tightrope,
penguin teeter-totter
seesaw, balance skiing,
rolling marble board,
balance mill
Bang 20 NR NR 62.2 20 NR NR 63.2 Wii Fit exercises: yoga, 40 3 8 +
et al.6 strength, aerobic, and
balancing exercises
Lee 13 8 5 57.3 12 7 5 54.4 Wii System consisted of Wii games: canoeing 30 3 4 +

4
et al.32 technology software and motion game from Sports
by Nintendo controllers as peripheral Resort on Nintendo
devices. It uses over a
dozen games with
different kinds of
movement
Cikajlo 6 NR NR 58.5 20 NR NR 61.0 Balance trainer System allows for Patients moved on the 20 5 3 +/-
et al.17 (Medica execution standing virtual path
Medizin- tasks. It consisted of (transferring their
technik solid steel construction weight from A-P
Gmbh) and wooden table and M-L planes)
mounted for patient
safety at the level of
pelvis and control unit
with color screen.
In et al.32 13 8 5 57.3 12 7 5 54.4 VRRT box VR reflection therapy Patients watch the 30 5 4 +
consisted of software, movements of the
camera, control unit unaffected lower limb
with screen, and displayed on the screen,
wooden box and their task was to
mimic them with the
affected lower limb
(covered by the
wooden box)

(continued)
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Table 1. (Continued)
Participants
Intervention group Control group VR training modality
Influence
Mean Mean Duration Frequency Time of VR
Disease Reference Qty Male Female age Qty Male Female age Equipment Description Applied VR games (min) (n/week) (week) training
Lee 26 16 10 59.3 24 18 3 55.7 Microsoft System consisted of Xbox, Kinect games: darts, golf, 90 2 6 +
et al.15 Kinect for color screen, and bowling, virtual smash,
Xbox Kinect device light race, space pop,
rally ball, table tennis,
river rush
Park 10 5 5 62.0 10 5 5 65.3 Kinect games: boxing, 30 Everyday 6 +
et al.34 table tennis, soccer,
golf, ski, football
Parkinson’s Yen 28 24 4 70.2 14 9 5 71.6 VR balance System included dynamic VR games: bang bang 30 2 6 -(+)
disease et al.42 training balance board and ball, simulated board
system control unit (computer driving
and screen). It uses the
3D VR games from
Virtools 3.5 software
Laio et al.19 12 6 6 67.3 24 11 13 64.8 Wii Fit Software System consisted of Wii Fit games: yoga 35 2 6 +
by Nintendo software and balance exercises, strengthening
board as peripheral exercises; balance:

5
device soccer heading, marble
balance, ski slalom,
balance bubble
Killane 13 NR NR 64.2 7 NR NR 64.0 Maze Game on System consisted of VR game: maze 20 4 2 +
et al.43 Nintendo Nintendo Balance
Balance Board and control unit
board (screen)
Yang 10 9 1 67.5 10 7 3 68.8 VR balance System consisted of VR programs: star 50 2 6 +
et al.36 training control unit (computer excursion, ball maze,
system and screen), balance table tilt, home yoga,
board, and additional cooking, cloth washing,
sponge foam car racing, park
walking, apple catching
Esculier 11 6 5 61.9 9 5 4 63.5 Wii Fit Software System consisted of Wii Fit games: golf, 40 3 6 +
et al.37 by Nintendo software and balance bowling, yoga, hula-
board as peripheral hoop, table tilt, ski
device. It uses over a slalom, balance bubble,
dozen games with ski jump, penguin slide
different kinds of
movement
Shih 10 9 1 67.5 10 7 3 68.8 Microsoft System consisted of Xbox, Kinect games: reaching 50 2 8 +
et al.35 Kinect for color screen, and task 1, reaching task 2,
Xbox Kinect device obstacle avoidance,
marching

(continued)
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Table 1. (Continued)
Participants
Intervention group Control group VR training modality
Influence
Mean Mean Duration Frequency Time of VR
Disease Reference Qty Male Female age Qty Male Female age Equipment Description Applied VR games (min) (n/week) (week) training
Cerebral Sharan 14 NR NR 10.4 15 NR NR 8.9 Wii Fit Software System consisted of Wii Fit games: different — 3 3 +
Palsy et al.41 by Nintendo software and balance sets of games for each
board as peripheral subject
device
Chen 13 9 4 8.7 15 10 5 8.5 Eloton Stationary cycling system VR activities: tackling the 40 3 12 +/-
et al.44 SimCycle consists of cycling ball according to the
Virtual machine, video workout direction it was
Cycling library, and personal virtually served
System computer with software

6
Wade and 6 NR NR NR 7 NR NR NR — Equipment consisted of VR activities: various — — 12 +/-
Porter45 seat ‘‘cushion’’ with games
two platforms and some
air pressure sensors,
control unit, and
personal computer
Cho et al.40 9 NR NR 10.2 9 NR NR 9.4 Wii Fit software System consisted of Wii Fit games: jogging 30 3 8 +/-
Meyns 4 1 3 13.3 7 3 4 10.7 by Nintendo software and balance Wii Fit games: wipe out, 30 3 Discharge -(+)
et al.7 board as peripheral hitting the boxes, air from
device. It uses over a plane hospital
Tarakci 15 10 5 10.5 15 9 6 10.5 dozen games with Wii Fit games: slalom 50 2 12 +
et al.4 different kinds of skiing, walking on rope,
movement tilt table- balance
board, heading

+, significant differences after using the VR therapy; +/-, significant differences after using the VR therapy, in several of measured variables; -(+), not significant differences after using the VR
therapy, but improvement in several of measured variables; NR, nonreported; VR, virtual reality; VRRT, virtual reality reflection therapy.
VR IN CLINICAL BALANCE TRAINING PROGRAMS 7

fluctuated between 12 and 40 in stroke, 8 and 18 in PD, and 9 before and after training with VR. The authors determined
and 36 in CP. The duration of a single session ranged from 20 that there was a significant improvement in single-task
to 90 minutes in stroke, from 20 to 50 minutes in PD, and stepping time and rhythmicity, stepping time, and reaction
from 30 to 50 minutes in CP. time in the dual task in the FOG group. Esculier et al.37 re-
vealed that the PD group improved in the static, dynamic,
Intervention and functional balance aspects. After the 6-week VR training
program, the PD patients had better results in TUG, Sit-to-
VR in stroke. Many authors claim that applying VR Stand test, single leg stance, 10MWT, Tinetti Test, CBM,
treatment as additional training to conventional rehabilita- and tests done on a force platform.
tion has more positive effects on patients with stroke than Nevertheless, the authors compared the VR balance
traditional methods of rehabilitation alone in improving their training with the conventional balance training.19,35,36,42 The
balance ability.15,32–34 In et al.32 used the virtual reality re- two studies36,42 that had very good qualities reported an
flection therapy (VRRT) in an intervention group, and a improvement of balance and motor skills after both VR and
placebo VRRT program was used in the control group (CG). traditional balance training. However, there were no signif-
They noticed significant improvements not only in balance icant differences between these two applied trainings. In
and gait abilities but also in the affected lower limb function. contrast, in one study,19 researchers indicated that the VR
Some authors33,34 noticed better results of clinical tests after training had greater improvement in dynamic balance than
intervention in both the VR treatment group and the CG with conventional exercises. They showed a positive effect on the
traditional therapy. However, greater improvement was ob- obstacle crossing velocity, crossing stride length and results
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served in patients with additional VR rehabilitation. Park of clinical tests. Shih et al.35 also reported a significantly
et al.34 noticed improvements in trunk postural stability and greater improvement in postural stability after VR training
balance. In addition, Lee et al.33 observed better upper limb compared with the conventional balance training. There
motor function. In a study by Lee et al.,15 both groups ex- were significant improvements in the limits of stability test
hibited significant improvement, but the VR group experi- (LOS test) performance and in the eyes-closed condition of
enced more pleasure than the CG group during the the OLS test. In addition, both training programs improved
intervention. Lee et al.39 compared VR with task-oriented the results of the BBS and TUG tests.
training. They obtained significantly better results of static
and functional balance in the VR group. The authors sug- VR in children with CP. Although there is a growing in-
gested that VR-based training might be a more feasible and terest in the significance of VR for children with CP, there is
suitable therapeutic intervention for postural stability in inconclusive evidence for the effectiveness of this type of
stroke patients compared to task-oriented training. Some training on balance.24,48,49 The results of this review, which
interesting results were obtained by Bang et al.6; they com- is only based on control trials of at least moderate quality
pared VR training with treadmill training without any sup- (Table 2), also exhibit ambiguous findings. Several authors
port of conventional therapy. Both groups exhibited included VR training in addition to conventional rehabilita-
significantly greater static balance ability after the inter- tion.7,41 Only one study41 revealed that the balance, moti-
vention, but only in the VR group was an improvement in vation, and satisfaction of participants were significantly
gait ability observed. Cikajlo et al.17 created an assistive higher in the study group. However, as the additional time of
device, a dynamic standing frame, for safe balance training VR exercises was not specified and the CG did not receive an
in clinical conditions. This special frame allows patients to equivalent amount of training, it is hard to make a convincing
exercise both in a VR environment and in a conventional conclusion on whether the observed profits were related to
way. The researchers compared standard clinical therapy VR intervention or additional training. In another study,7 the
with VR rehabilitation. In both cases, participants exercised authors reported significant improvement of sitting balance
using the dynamic standing frame. Both groups obtained a in both groups and concluded that VR training was not
similar improvement of balance ability. However, authors perceived as more enjoyable by participants. Wade and
suggested that, when balance training is continued at a pa- Porter,45 in the randomized crossover trial, claimed that
tient’s home instead of in the hospital, it would eventually computer games steered by leaning the upper body could
decrease the number of outpatient visits, reduce related costs, help to improve sitting balance in children with CP. How-
and enable treatment for more patients. Interesting results ever, as the intensity, duration, and games used in virtual
were also obtained by Deutsch et al.31; they observed that training were not specified, it is hard to make any conclusion.
retention of improvements was greater for the individual who Although some studies of the highest quality prove the utility
had received the standard care. Consequently, the authors of virtual training in children with CP,4,40,44 one study re-
claimed that the enthusiasm for new therapies needs to be garding home-based virtual cycling training did not prove a
tempered with evidence of efficacy with particular attention positive influence on balance; a statistically significant im-
to the retention of gains. provement was seen only in muscle strength.44 Another
study40 that investigated the effects of treadmill training with
VR in PD. In the reviewed articles, the authors used VR VR indicated significantly greater improvements in balance,
training as a single intervention without traditional balance gait, and gross motor functions in the experimental group
exercises in the group of patients with PD.37,43 In these ar- compared to the CG, but as a sample size calculation was not
ticles about the PEDro scale that have fair and good qualities performed, it could be considered to be small. Some authors of
(Table 2), the authors claimed that the balance and gait VR a well-designed experiment4 concluded that VR training is
training were effective for PD patients. Killane et al.43 ex- better at improving static balance and the independence level in
amined PD patients with or without freezing of gait (FOG) daily life activities than neuro-developmental treatment (NDT)
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Table 2. Physiotherapy Evidence Database Scores of The Reviewed Studies


Eligibility Subjects were Statistical Point
criteria randomly Allocation Groups Blinding Blinding Intention- between measures
were allocated was were similar of all of all Blinding Dropout to- treat group and measure
Disease References specified to groups concealed at baseline subjects therapists assessors <15% method comparison variability Score
Stroke Deutsch et al.31 - + - - - - - + + + - 4
Lee et al.39 + + - - - - - + + + + 6
Bang et al.6 + + - + - - - + + + + 7
Lee et al.33 + + + + - - + - - + + 7
Cikajlo et al.17 + - - - - - - + - + + 4
In et al.32 + + - + - - - + + + + 7
Lee et al.15 + + + + - - + + - + + 8
Park et al.34 + + + + - - - - - + + 6

8
Parkinson’s Yen et al.42 + + - - - + + + + + + 8
disease Laio et al. + + + + - - - + - + + 7
(2014)
Killane et al.43 - - - + - - - + + + + 5
Yang et al.36 + + - + - - - + + + + 7
Esculier et al.37 + - - + - - - + + + + 6
Shih et al.35 + + + + - - - + + + + 8
Cerebral Sharan et al.41 + + - - - - - - - + + 4
palsy Chen et al.44 + + - + - - + + + + 7
Wade and + + - - - - - - - + + 4
Porter45
Cho et al.40 + + - + - + + + + + 8
Meyns et al.7 + - - - - - - + + + - 4
Tarakci et al.4 + + - + - - - + + + + 7
‘‘+’’ indicates a ‘‘YES’’ score; ‘‘-’’ indicates a ‘‘NO’’ score.
VR IN CLINICAL BALANCE TRAINING PROGRAMS 9

treatment in children with mild CP, despite the fact that the Retesting of patients would allow choosing the proper pro-
individual NDT approach was delivered as part of the ther- gression of each exercise. In most reviewed articles, VR
apy in each group. Taken together, as most of the studies trainings were based on commercially available games and
included VR in addition to routine rehabilitation7,41 or were were not specifically created for very specific groups of pa-
comparing VR to ‘‘no treatment,’’44,45 there was no solid tients and their demands. Moreover, even the same type of
conclusion to be drawn. Another issue is that all of the game played on different devices imposes different chal-
reviewed studies had a risk of bias due to the lack of blinding lenges in balance training, and the consequences for balance
to therapists or assessors; only one study included blinded control of these different types of VR training still remain
assessors.40 unclear.29

Quality of assessment Conclusions


All included studies have a quality score ranging from 4 to To sum up, findings from this review highlight how little is
8 points. Of the included studies, six RCTs were graded as known about the implementation of the VR in the rehabili-
fair. Fourteen RCTs were graded as good. Table 2 illustrates tation programs. Unfortunately, because of the large diver-
the PEDro assessment of all included studies. sity of implemented VR trainings in the reviewed studies, a
gold standard for improving balance in patients with stroke
Discussion or PD or children with CP cannot be determined. That is why
The presented systematic review synthesized recent in- well-designed randomized control trials with an appropriate
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formation regarding the effectiveness of VR games on bal- sample size are further required to evaluate the influence of
ance in a group of patients with stroke, PD, or CP. Overall, virtual training on balance in these patients and to investigate
the comparison of VR interventions between conventional the optimum frequency and intensity of trainings in a VR
rehabilitation or no intervention exhibited that the training in environment. It would also be useful for clinicians to rec-
a virtual environment showed significantly better results. ognize which types of games and which training devices may
However, these results should be interpreted with great be more valuable for patients in each subgroup.
caution due to the large diversity of the systems, games, and
training volume used in VR therapy. One of our goals was to Acknowledgment
determine if a gold standard existed in this field. Un-
fortunately, our review reveals a large discrepancy between The study was supported by the National Center for Research
the frequency and intensity of applied trainings. It is im- and Development Grant under the program STRATEGMED
possible to identify a training protocol that is most com- III within the ‘‘VB-Clinic’’ project no. STRATEGMED3/
monly used. 306011/1/NCBR/2017.
Moreover, in all included studies (especially in children
with CP), the effectiveness or influence of VR training on Author Disclosure Statement
balance was evaluated with functional tests, and only several No competing financial interests exist.
articles included objective methods. In addition, most of the
articles drawn upon in our review showed a high risk of bias,
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