<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing DTD v2.0 20040830//EN" "journalpublishing.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" dtd-version="2.0" xml:lang="en" article-type="review-article"><front><journal-meta><journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id><journal-id journal-id-type="publisher-id">games</journal-id><journal-id journal-id-type="index">15</journal-id><journal-title>JMIR Serious Games</journal-title><abbrev-journal-title>JMIR Serious Games</abbrev-journal-title><issn pub-type="epub">2291-9279</issn><publisher><publisher-name>JMIR Publications</publisher-name><publisher-loc>Toronto, Canada</publisher-loc></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">v13i1e67146</article-id><article-id pub-id-type="doi">10.2196/67146</article-id><article-categories><subj-group subj-group-type="heading"><subject>Review</subject></subj-group></article-categories><title-group><article-title>Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis</article-title></title-group><contrib-group><contrib contrib-type="author" corresp="yes" equal-contrib="yes"><name name-style="western"><surname>Alhasan</surname><given-names>Hammad</given-names></name><degrees>PhD</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib><contrib contrib-type="author" equal-contrib="yes"><name name-style="western"><surname>Alandijani</surname><given-names>Elaf</given-names></name><degrees>PT</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib><contrib contrib-type="author" equal-contrib="yes"><name name-style="western"><surname>Bahamdan</surname><given-names>Lara</given-names></name><degrees>PT</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib><contrib contrib-type="author" equal-contrib="yes"><name name-style="western"><surname>Khudary</surname><given-names>Ghofran</given-names></name><degrees>PT</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib><contrib contrib-type="author" equal-contrib="yes"><name name-style="western"><surname>Aburaya</surname><given-names>Yara</given-names></name><degrees>PT</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib><contrib contrib-type="author" equal-contrib="yes"><name name-style="western"><surname>Awali</surname><given-names>Abdulaziz</given-names></name><degrees>PhD</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib><contrib contrib-type="author" equal-contrib="yes"><name name-style="western"><surname>Alshehri</surname><given-names>Mansour Abdullah</given-names></name><degrees>PhD</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib></contrib-group><aff id="aff1"><institution>Department of Medical Rehabilitation Sciences, Faculty of Applied Medical Sciences, Umm Al-Qura University</institution><addr-line>Makkah 24382</addr-line><country>Saudi Arabia</country></aff><contrib-group><contrib contrib-type="editor"><name name-style="western"><surname>Coristine</surname><given-names>Andrew</given-names></name></contrib></contrib-group><contrib-group><contrib contrib-type="reviewer"><name name-style="western"><surname>Torkaman</surname><given-names>Giti</given-names></name></contrib><contrib contrib-type="reviewer"><name name-style="western"><surname>Roos</surname><given-names>Paulien E</given-names></name></contrib></contrib-group><author-notes><corresp>Correspondence to Hammad Alhasan, PhD, Department of Medical Rehabilitation Sciences, Faculty of Applied Medical Sciences, Umm Al-Qura University, Makkah 24382, Saudi Arabia, 966 555516226; <email>hshasan@uqu.edu.sa</email></corresp><fn fn-type="equal" id="equal-contrib1"><label>*</label><p>all authors contributed equally</p></fn></author-notes><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>18</day><month>7</month><year>2025</year></pub-date><volume>13</volume><elocation-id>e67146</elocation-id><history><date date-type="received"><day>04</day><month>10</month><year>2024</year></date><date date-type="rev-recd"><day>02</day><month>06</month><year>2025</year></date><date date-type="accepted"><day>02</day><month>06</month><year>2025</year></date></history><copyright-statement>&#x00A9; Hammad Alhasan, Elaf Alandijani, Lara Bahamdan, Ghofran Khudary, Yara Aburaya, Abdulaziz Awali, Mansour Abdullah Alshehri. Originally published in JMIR Serious Games (<ext-link ext-link-type="uri" xlink:href="https://games.jmir.org">https://games.jmir.org</ext-link>), 18.7.2025. </copyright-statement><copyright-year>2025</copyright-year><license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (<ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link>), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on <ext-link ext-link-type="uri" xlink:href="https://games.jmir.org">https://games.jmir.org</ext-link>, as well as this copyright and license information must be included.</p></license><self-uri xlink:type="simple" xlink:href="https://games.jmir.org/2025/1/e67146"/><abstract><sec><title>Background</title><p>Frailty is a geriatric syndrome associated with increased risk of falls, hospitalization, and reduced quality of life. Traditional exercises may be unsuitable for older adults with frailty due to mobility issues and accessibility barriers. Virtual reality (VR) offers an engaging, home-based alternative by providing interactive training with real-time feedback. VR interventions have shown potential benefits for improving balance, strength, and mobility.</p></sec><sec><title>Objective</title><p>This systematic review and meta-analysis aimed to evaluate the effectiveness of VR-based home training programs in improving balance, strength, and mobility among older adults with frailty and prefrailty.</p></sec><sec sec-type="methods"><title>Methods</title><p>A systematic search was conducted in PubMed, Scopus, and Web of Science from inception to November 1, 2023, using terms related to older adults, frailty, virtual reality, balance, mobility, and strength. Eligible studies included randomized and nonrandomized trials involving adults with frailty or prefrailty aged &#x2265;65 years who received home-based VR interventions aimed at improving balance, strength, or functional mobility. Comparator groups included no intervention, traditional exercise, or standard care. Studies involving participants with neurological or cognitive disorders were excluded. Study quality was assessed using the Physiotherapy Evidence Database scale. A random-effects meta-analysis was performed to calculate pooled mean differences (MD) and 95% CIs for 3 primary outcomes: Berg Balance Scale, Timed Up and Go, and Chair Stand.</p></sec><sec sec-type="results"><title>Results</title><p>A total of 1063 records were identified, with 1023 screened after duplicate removal. Six studies met the inclusion criteria, involving 407 participants (mean age 75.2, SD 6.4 y), of whom 198 were allocated to VR interventions and 159 to control groups. VR interventions lasted a mean of 13.3&#x202F;(SD 7.7) weeks, with an average of 39.6&#x202F;(SD 5.2) sessions lasting 25.3&#x202F;(SD 5) minutes. Methodological quality was high in 5 studies (mean Physiotherapy Evidence Database score=5.6, SD 1.3). Four studies were included in the meta-analysis. Significant improvements were observed in balance, as measured by the Berg Balance Scale (MD=3.62; 95% CI 2.29&#x2010;4.95; <italic>P</italic>&#x003C;.001; <italic>I</italic>&#x00B2;=0%). No significant effects were found for mobility (Timed Up and Go: MD=&#x2212;0.37; 95% CI &#x2212;1.16 to 0.41; <italic>P</italic>=.35; <italic>I</italic>&#x00B2;=0%) or strength (Chair Stand: MD=&#x2212;0.20; 95% CI &#x2212;1.70 to 1.29; <italic>P</italic>=.79; <italic>I</italic>&#x00B2;=21%).</p></sec><sec sec-type="conclusions"><title>Conclusions</title><p>VR-based home exercise interventions show promise in improving balance among older adults with frailty and prefrailty. However, their effects on strength and functional mobility remain unclear. Variability in study designs and outcome measures limits the generalizability of current findings. Further high-quality research is needed to determine optimal VR training protocols and assess long-term adherence and clinical effectiveness.</p></sec><sec><title>Trial Registration</title><p>PROSPERO (International Prospective Register of Systematic Review) CRD42023478330; https://www.crd.york.ac.uk/PROSPERO/view/CRD42023478330</p></sec></abstract><kwd-group><kwd>older adults with frailty</kwd><kwd>balance</kwd><kwd>strength</kwd><kwd>functional mobility</kwd><kwd>home-based training</kwd><kwd>virtual reality</kwd><kwd>exergames</kwd><kwd>systematic review</kwd><kwd>older adults</kwd><kwd>PRISMA</kwd></kwd-group></article-meta></front><body><sec id="s1" sec-type="intro"><title>Introduction</title><p>Frailty is a major concern for older adults, significantly affecting their well-being and quality of life [<xref ref-type="bibr" rid="ref1">1</xref>,<xref ref-type="bibr" rid="ref2">2</xref>]. It is characterized by a significant decline in the performance of various physiological systems and lacks a universal phenotype, signifying its heterogeneity as a geriatric syndrome [<xref ref-type="bibr" rid="ref3">3</xref>,<xref ref-type="bibr" rid="ref4">4</xref>]. Instead, it varies among individuals, considering their unique characteristics and circumstances, with a consensus that frailty is characterized by an increased vulnerability to adverse health outcomes [<xref ref-type="bibr" rid="ref5">5</xref>,<xref ref-type="bibr" rid="ref6">6</xref>]. Individuals with frailty, who are prone to experiencing functional decline and disability, face a higher risk of falls, hospitalization, and mortality [<xref ref-type="bibr" rid="ref7">7</xref>,<xref ref-type="bibr" rid="ref8">8</xref>]. Therefore, falls are a major concern for older adults with frailty, as they can lead to loss of autonomy, injuries, and even death [<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref10">10</xref>].</p><p>Frailty can be categorized into 3 stages: prefrailty, frailty, and frailty complications. In the prefrailty stage, individuals may experience 1 or 2 symptoms that directly indicate limitations in their physical function or health; with early intervention and appropriate responses, successful management of these challenges is possible [<xref ref-type="bibr" rid="ref11">11</xref>]. The frailty stage is characterized by hallmark symptoms such as weight loss, exhaustion, low physical activity, slowness, and weakness that lead to limitations in the individual&#x2019;s functioning and worsening of the overall quality of life [<xref ref-type="bibr" rid="ref12">12</xref>]. The frailty complications stage occurs when an individual&#x2019;s functional independence is significantly impaired with accompanying behavioral patterns that may lead to death [<xref ref-type="bibr" rid="ref13">13</xref>]. The Fried Frailty Phenotype stands out as a widely used tool for assessing frailty. It assesses physical frailty using 5 criteria: unintentional weight loss, low energy or self-reported exhaustion, reduced grip strength, reduced physical activity, and slowness by slowed walking speed. When 1 or 2 criteria are present, the individual is considered to be in a prefrail state, while the presence of more than 2 criteria indicates frailty [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref15">15</xref>].</p><p>Frailty prevalence increases with age, affecting 46% of older adults in the prefrail stage and 15%&#x2010;11% in the frail stage [<xref ref-type="bibr" rid="ref16">16</xref>]. Socioeconomic factors, nutritional status, and ethnic background also play significant roles in frailty prevalence. Longitudinal studies on frailty progression are limited, but some indicate that frailty status can improve, remain stable, or worsen over time [<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref18">18</xref>]. These statistics underscore the widespread impact of frailty among older adults, highlighting the need for targeted interventions.</p><p>Given the above, society is faced with the challenge of finding effective rehabilitation solutions to promote healthy aging [<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref20">20</xref>]. Traditional exercises are often not preferred by older adults due to factors such as lack of motivation, perceived physical limitations, and the repetitive and monotonous nature of the exercises [<xref ref-type="bibr" rid="ref21">21</xref>-<xref ref-type="bibr" rid="ref23">23</xref>]. Virtual reality (VR) technology presents a promising alternative that could effectively address these challenges as it provides practical and easy-to-use solutions [<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref28">28</xref>]. In this review, VR refers to interactive, digital systems that simulate task-oriented environments to encourage physical rehabilitation, which includes platforms such as sensor-enabled gaming platforms, exergames, and nonimmersive VR [<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref30">30</xref>]. This definition incorporates motion-tracking systems that do not require the use of head-mounted displays but require real-time feedback and user engagement through physical movement, which are commonly used in VR-based rehabilitation interventions [<xref ref-type="bibr" rid="ref31">31</xref>].</p><p>In comparison with traditional exercises, VR offers numerous advantages, such as structured guidance, real-time feedback, and adaptable difficulty, enabling users to engage safely within their abilities, especially for those at risk of falling [<xref ref-type="bibr" rid="ref32">32</xref>]. Additionally, the interactive elements of VR have been shown to increase motivation, adherence, and cognitive engagement [<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref33">33</xref>-<xref ref-type="bibr" rid="ref35">35</xref>]. It should also be emphasized that VR-based exercises can significantly improve motor and cognitive functions [<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref37">37</xref>]. A recent randomized controlled trial (RCT) compared the effect of VR training to Otago exercises [<xref ref-type="bibr" rid="ref38">38</xref>]. Balance was used as an outcome, and the results indicated that the VR group showed significant improvements compared to the Otago exercise group. However, the study used a pre-post intervention design without a control group, which makes it challenging to attribute improvements solely to the VR intervention. Additionally, the study&#x2019;s findings may not apply to older adults with frailty as they recruited community-dwelling older adults. Similarly, a trial compared the effect of traditional versus VR treadmill on mobility and cognition among individuals with frailty [<xref ref-type="bibr" rid="ref39">39</xref>]. Both modalities yield positive effects, but there is a preference for VR over traditional treadmill exercises due to the added benefit of cognitive improvement. A recent systematic review found that supervised VR training in rehabilitation settings can improve balance and reduce fall risk among older adults with frailty [<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref41">41</xref>].</p><p>While traditional, center-based training has demonstrated the aforementioned benefits, older adults with frailty often face challenges to participating in traditional center-based exercise due to mobility limitations, fear of falling, and transportation challenges [<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]. The COVID-19 pandemic further highlighted the importance of remote care models for this population [<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref45">45</xref>]. These limitations emphasize the need for other approaches that are both safe and accessible. VR-based training may be specifically suitable for older adults with frailty, who frequently face challenges to engaging in traditional exercise due to impaired mobility or fear of falling [<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref46">46</xref>]. Hence, home-based VR training is increasingly being studied as a feasible method to enhance physical activity among individuals with frailty. This prompts the need to investigate whether similar findings can be achieved through the use of VR at home, taking into consideration its ease of access, affordability, and other advantages. Therefore, the objective of the current systematic review was to examine the effectiveness of VR as home-based training on balance, strength, and mobility outcomes among older adults with frailty or prefrailty.</p></sec><sec id="s2" sec-type="methods"><title>Methods</title><sec id="s2-1"><title>Protocols and Registration</title><p>The current systematic review was registered on PROSPERO with the following registration (CRD42023478330 [<xref ref-type="bibr" rid="ref47">47</xref>]).</p></sec><sec id="s2-2"><title>Data Sources</title><p>The PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines were followed for this review. The PRISMA item checklist can be found in <xref ref-type="supplementary-material" rid="app3">Checklist 1</xref>. The search time frame was from inception to November 1, 2023. The goal was to identify recent studies on the effects of VR training for enhanced balance, strength, and mobility at home among older adults with frailty and prefrailty. Two authors independently performed searches in the following databases: Scopus, Web of Science, and PubMed.</p></sec><sec id="s2-3"><title>Search Strategies</title><p>The search terms were specific to each database. The following is an example of the search terms used in Scopus: risk of fall OR balance OR strength OR function AND frail OR prefrail AND older adult AND virtual reality OR video games OR mobile game. A detailed overview of the search terms and strategies used is provided in <xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>.</p></sec><sec id="s2-4"><title>Selection Criteria</title><p>The study comprised all English-language papers, including those that used a single-group design in which a VR as a home-based exercise intervention was compared with no intervention or other interventions for enhanced strength, balance, and mobility among older adults with frailty or prefrailty. The PICOS (Population, Intervention, Comparison, Outcome, and Study Design) framework for the current review was as follows:</p><list list-type="bullet"><list-item><p>Of population (P), older adults with frailty or prefrailty aged 65 years or more.</p></list-item><list-item><p>Of intervention (I) VR, a home-based exercise that is used to improve balance, strength, and mobility.</p></list-item><list-item><p>Of comparison (C) no intervention, traditional exercises, or standard care.</p></list-item><list-item><p>Of outcomes (O) balance, strength, and mobility measured using validated outcome measures.</p></list-item><list-item><p>Of study design (S), RCT and non-RCT.</p></list-item></list><p><xref ref-type="table" rid="table1">Table 1</xref> summarizes the inclusion and exclusion criteria structured according to the PICOS framework.</p><table-wrap id="t1" position="float"><label>Table 1.</label><caption><p>Summary of the inclusion and exclusion criteria.</p></caption><table id="table1" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Category</td><td align="left" valign="bottom">Inclusion criteria</td><td align="left" valign="bottom">Exclusion criteria</td></tr></thead><tbody><tr><td align="left" valign="top">Population</td><td align="left" valign="top">Older adults with frailty or prefrailty (aged 65+ years)</td><td align="left" valign="top">Adults without frailty and younger populations (&#x003C;64 years)</td></tr><tr><td align="left" valign="top">Intervention</td><td align="left" valign="top">VR<sup><xref ref-type="table-fn" rid="table1fn1">a</xref></sup>, video games, or mobile game-based interventions targeting balance, strength, or function</td><td align="left" valign="top">Interventions not involving VR or gaming, or not targeting balance, strength, or function</td></tr><tr><td align="left" valign="top">Comparison</td><td align="left" valign="top">Any (eg, standard care, other exercise modalities, or no intervention)</td><td align="left" valign="top">None required</td></tr><tr><td align="left" valign="top">Outcome</td><td align="left" valign="top">Outcomes related to balance, strength, and function</td><td align="left" valign="top">Studies not reporting functional outcomes related to balance, strength, mobility, or fall risk</td></tr><tr><td align="left" valign="top">Study design</td><td align="left" valign="top">Randomized controlled trials or clinical trials</td><td align="left" valign="top">Observational studies, reviews, or case reports</td></tr><tr><td align="left" valign="top">Language</td><td align="left" valign="top">English</td><td align="left" valign="top">Non-English publications</td></tr><tr><td align="left" valign="top">Publication type</td><td align="left" valign="top">Peer-reviewed full-text papers</td><td align="left" valign="top">Abstracts, dissertations, or protocols</td></tr></tbody></table><table-wrap-foot><fn id="table1fn1"><p><sup>a</sup>VR: virtual reality.</p></fn></table-wrap-foot></table-wrap></sec><sec id="s2-5"><title>Participants</title><p>The included studies comprised male or female older adults with a mean age of 65 years or older, described as older adults with frailty, older adults with prefrailty, aged, geriatric, or older adults living in the community, independently, in retirement centers or nursing homes. Studies that included participants with specific medical conditions, such as stroke, Parkinson disease, or cognitive impairment, were excluded. <xref ref-type="table" rid="table2">Table 2</xref> summarizes the frailty status of participants across the included studies.</p><table-wrap id="t2" position="float"><label>Table 2.</label><caption><p>Frailty status of participants in included studies.</p></caption><table id="table2" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Study</td><td align="left" valign="bottom">Frailty status (N)</td><td align="left" valign="bottom">Frailty status description</td></tr></thead><tbody><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref48">48</xref>]</td><td align="left" valign="top">Frail (61)</td><td align="left" valign="top">Participants were explicitly described as frail, with reduced mobility.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref49">49</xref>]</td><td align="left" valign="top">Prefrail (202)</td><td align="left" valign="top">Participants were described as having a moderate fall risk.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref50">50</xref>]</td><td align="left" valign="top">Prefrail (59)</td><td align="left" valign="top">Participants showed fall risk indicators and used assistive devices.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref51">51</xref>]</td><td align="left" valign="top">Prefrail (30)</td><td align="left" valign="top">Participants were sedentary, nonexercising older adults with some support needs.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref52">52</xref>]</td><td align="left" valign="top">Frail (18)</td><td align="left" valign="top">All participants had a history of falls and lived in a nursing home.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref53">53</xref>]</td><td align="left" valign="top">Prefrail (37)</td><td align="left" valign="top">All participants were explicitly classified as prefrail.</td></tr></tbody></table></table-wrap></sec><sec id="s2-6"><title>Interventions</title><p>The included studies explored various interventions to improve balance, mobility, and physical function; these included video-guided exercises with resistance bands, VR balance training guided by a physiotherapist, or sensor-based exergames exercised at home. Each intervention was compared to traditional exercise programs or participants&#x2019; usual activities to assess their effectiveness.</p></sec><sec id="s2-7"><title>Outcome Measures</title><p>The included studies assessed the effectiveness of various VR interventions for older adults by measuring changes in physical function and mobility. Outcomes such as the knee extension strength test and Sit-to-Stand test were used to assess lower extremity strength, the Berg Balance Scale (BBS) test was used to assess balance, and the Timed Up and Go (TUG) test was used to assess functional mobility.</p></sec><sec id="s2-8"><title>Quality Assessment</title><p>The Physiotherapy Evidence Database (PEDro) assessment tool was used to assess the methodological quality of the included studies [<xref ref-type="bibr" rid="ref54">54</xref>]. The total PEDro score reflected the quality of the study as follows: a total score of &#x2265;6 indicated high quality, 4&#x2010;5 represented fair quality, and &#x2264;3 indicated poor quality [<xref ref-type="bibr" rid="ref55">55</xref>].</p></sec><sec id="s2-9"><title>Data Extraction</title><p>The reviewers independently assessed the trials for eligibility by reviewing the titles and abstracts. If a paper title or abstract was deemed relevant, the full text was retrieved for evaluation against the inclusion and exclusion criteria. Any disagreement between the authors was resolved by the lead author. A data extraction form was created, and the data were extracted by the independent reviewers.</p></sec><sec id="s2-10"><title>Data Analysis</title><p>A random-effects meta-analysis was performed using Review Manager (version 5.4; Cochrane) software. Three primary outcomes were included: BBS, TUG, and Chair Stand (CS) tests. The purpose was to identify the mean difference (MD) in balance, risk of falls, and strength between VR groups and conventional intervention or control groups, and also to determine the overall treatment effect size. Heterogeneity was assessed with the <italic>I</italic><sup>2</sup> index, which has 4 classification levels: unimportant heterogeneity (0%&#x2010;40%), moderate heterogeneity (30%&#x2010;60%), substantial heterogeneity (50%&#x2010;90%), and considerable heterogeneity (75%&#x2010;100%) [<xref ref-type="bibr" rid="ref56">56</xref>]. Effect sizes were calculated for all studies using Cohen <italic>d</italic>, with &#x003C;0.2 indicating a &#x201C;trivial&#x201D; effect size, with 0.2 indicating a &#x201C;small&#x201D; effect size, 0.5 indicating a &#x201C;medium&#x201D; effect size, and 0.8 indicating a &#x201C;large&#x201D; effect size [<xref ref-type="bibr" rid="ref57">57</xref>].</p></sec></sec><sec id="s3" sec-type="results"><title>Results</title><sec id="s3-1"><title>Overview</title><p>A total of 1063 papers were identified as relevant; 40 were duplicates. The remaining 1023 papers were screened. After the initial screening, 1017 papers were excluded based on the titles and abstracts. The final review included 6 papers. The selection process for this systematic review is presented in the flow diagram in <xref ref-type="fig" rid="figure1">Figure 1</xref>.</p><fig position="float" id="figure1"><label>Figure 1.</label><caption><p>The results of the literature search conducted on November 1, 2023. VR: virtual reality.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="games_v13i1e67146_fig01.png"/></fig></sec><sec id="s3-2"><title>Methodological Quality</title><p>The mean PEDro score was 5.6 (SD 1.3) with 5 studies [<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref50">50</xref>-<xref ref-type="bibr" rid="ref53">53</xref>] graded as high quality and 1 [<xref ref-type="bibr" rid="ref49">49</xref>] as poor quality. <xref ref-type="table" rid="table3">Table 3</xref> presents the results of the quality assessment of the included studies.</p><table-wrap id="t3" position="float"><label>Table 3.</label><caption><p>Physiotherapy evidence database scale assessment for included studies.</p></caption><table id="table3" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Study</td><td align="left" valign="bottom">1<sup><xref ref-type="table-fn" rid="table3fn1">a</xref></sup></td><td align="left" valign="bottom">2<sup><xref ref-type="table-fn" rid="table3fn2">b</xref></sup></td><td align="left" valign="bottom">3<sup><xref ref-type="table-fn" rid="table3fn3">c</xref></sup></td><td align="left" valign="bottom">4<sup><xref ref-type="table-fn" rid="table3fn4">d</xref></sup></td><td align="left" valign="bottom">5<sup><xref ref-type="table-fn" rid="table3fn5">e</xref></sup></td><td align="left" valign="bottom">6<sup><xref ref-type="table-fn" rid="table3fn6">f</xref></sup></td><td align="left" valign="bottom">7<sup><xref ref-type="table-fn" rid="table3fn7">g</xref></sup></td><td align="left" valign="bottom">8<sup><xref ref-type="table-fn" rid="table3fn8">h</xref></sup></td><td align="left" valign="bottom">9<sup><xref ref-type="table-fn" rid="table3fn9">i</xref></sup></td><td align="left" valign="bottom">10<sup><xref ref-type="table-fn" rid="table3fn10">j</xref></sup></td><td align="left" valign="bottom">11<sup><xref ref-type="table-fn" rid="table3fn11">k</xref></sup></td><td align="left" valign="bottom">Total</td></tr></thead><tbody><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref48">48</xref>]</td><td align="left" valign="top">&#x2713;<sup><xref ref-type="table-fn" rid="table3fn12">l</xref></sup></td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N<sup><xref ref-type="table-fn" rid="table3fn13">m</xref></sup></td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">6/10</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref49">49</xref>]</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">3/10</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref50">50</xref>]</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">6/10</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref51">51</xref>]</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">6/10</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref52">52</xref>]</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">6/10</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref53">53</xref>]</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">N</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">&#x2713;</td><td align="left" valign="top">7/10</td></tr><tr><td align="left" valign="top">Total</td><td align="left" valign="top">6/6</td><td align="left" valign="top">5/6</td><td align="left" valign="top">1/6</td><td align="left" valign="top">4/6</td><td align="left" valign="top">0/6</td><td align="left" valign="top">0/6</td><td align="left" valign="top">3/6</td><td align="left" valign="top">5/6</td><td align="left" valign="top">4/6</td><td align="left" valign="top">6/6</td><td align="left" valign="top">6/6</td><td align="left" valign="top"/></tr></tbody></table><table-wrap-foot><fn id="table3fn1"><p><sup>a</sup>1: Eligibility criteria.</p></fn><fn id="table3fn2"><p><sup>b</sup>2: Random allocation.</p></fn><fn id="table3fn3"><p><sup>c</sup>3: Concealed allocation.</p></fn><fn id="table3fn4"><p><sup>d</sup>4: Baseline comparability.</p></fn><fn id="table3fn5"><p><sup>e</sup>5: Blind people.</p></fn><fn id="table3fn6"><p><sup>f</sup>6: Blind therapists.</p></fn><fn id="table3fn7"><p><sup>g</sup>7: Blind assessors.</p></fn><fn id="table3fn8"><p><sup>h</sup>8: Adequate follow-up.</p></fn><fn id="table3fn9"><p><sup>i</sup>9: Intention-to-treat analysis.</p></fn><fn id="table3fn10"><p><sup>j</sup>10: Between-group comparisons.</p></fn><fn id="table3fn11"><p><sup>k</sup>11: Point estimates and variability.</p></fn><fn id="table3fn12"><p><sup>l</sup>&#x2713;: yes.</p></fn><fn id="table3fn13"><p><sup>m</sup>N: no.</p></fn></table-wrap-foot></table-wrap></sec><sec id="s3-3"><title>Characteristics of Included Studies</title><sec id="s3-3-1"><title>Participants and Study Designs</title><p>Four of the included studies [<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref52">52</xref>] were RCTs and the remainder were experimental non-RCTs [<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref53">53</xref>]. The total number of participants recruited studies was 407, with a mean age of 75.2&#x202F;(SD 6.4) years, while 357 participants were included in the analysis. Of those analyzed, the VR groups comprised 198 participants, and the control groups comprised 159 participants. The number of individuals in the VR groups ranged from 7 to 63, with a mean of 33 (SD 21.1). In the control groups, the number of individuals ranged from 11 to 61, with a mean of 31.8 (SD 20.1). All studies were conducted at home or in nursing homes and in public home care. Characteristics of included studies are summarized in <xref ref-type="table" rid="table4">Table 4</xref>.</p><table-wrap id="t4" position="float"><label>Table 4.</label><caption><p>Characteristics of included studies.</p></caption><table id="table4" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Study</td><td align="left" valign="bottom">Design</td><td align="left" valign="bottom">Total number of participants</td><td align="left" valign="bottom">Intervention</td><td align="left" valign="bottom">Training type for the intervention group</td><td align="left" valign="bottom">Total sessions, weeks, duration</td><td align="left" valign="bottom">Number of samples analyzed</td><td align="left" valign="bottom">Outcome measures</td><td align="left" valign="bottom">Effect size</td></tr></thead><tbody><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref48">48</xref>]</td><td align="left" valign="top">RCT<sup><xref ref-type="table-fn" rid="table4fn1">a</xref></sup></td><td align="left" valign="top">61</td><td align="left" valign="top">IG<sup><xref ref-type="table-fn" rid="table4fn2">b</xref></sup>: video + resistance band; CG<sup><xref ref-type="table-fn" rid="table4fn3">c</xref></sup>: standard care</td><td align="left" valign="top">Individual home-based exercise using video and booklet</td><td align="left" valign="top">5 months, 3 sessions/week, 26 min/session</td><td align="left" valign="top">IG=25; CG=28</td><td align="left" valign="top">Chair Stand</td><td align="left" valign="top">d=0.32</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref49">49</xref>]</td><td align="left" valign="top">RCT</td><td align="left" valign="top">37</td><td align="left" valign="top">IG: step pad + CSRT<sup><xref ref-type="table-fn" rid="table4fn4">d</xref></sup>; CG: usual activities</td><td align="left" valign="top">Home-based interactive step game</td><td align="left" valign="top">8 weeks, 2&#x2010;3 sessions/week, 15&#x2010;20 min/session</td><td align="left" valign="top">IG=15; CG=17</td><td align="left" valign="top">TUG<sup><xref ref-type="table-fn" rid="table4fn5">e</xref></sup>, Chair Stand, proprioception</td><td align="left" valign="top">TUG: d=0.14; CS: d=0.29</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref50">50</xref>]</td><td align="left" valign="top">Pilot study</td><td align="left" valign="top">148</td><td align="left" valign="top">IG1: Microsoft-Kinect exergames; IG2: SMT<sup><xref ref-type="table-fn" rid="table4fn6">f</xref></sup>; CG: usual activities</td><td align="left" valign="top">Unsupervised home programs (WEBB<sup><xref ref-type="table-fn" rid="table4fn7">g</xref></sup>, Otago, SMT)</td><td align="left" valign="top">16 weeks, 3 sessions/week</td><td align="left" valign="top">IG1=24; IG2=39; CG=61</td><td align="left" valign="top">TUG, Chair Stand, proprioception</td><td align="left" valign="top">TUG: d=0.24; CS: d=0.16</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref51">51</xref>]</td><td align="left" valign="top">RCT</td><td align="left" valign="top">100</td><td align="left" valign="top">IG: Kinect video games; CG: balance, stretching, or strength</td><td align="left" valign="top">Play Kinect games supervised by nurse</td><td align="left" valign="top">6 weeks, 5 sessions/week, 30 min/session</td><td align="left" valign="top">IG=48; CG=42</td><td align="left" valign="top">TUG, BBS<sup><xref ref-type="table-fn" rid="table4fn8">h</xref></sup></td><td align="left" valign="top">BBS: d=1.10; TUG: d=0.05</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref52">52</xref>]</td><td align="left" valign="top">RCT</td><td align="left" valign="top">21</td><td align="left" valign="top">IG: balance training with BTS NIRVANA<sup><xref ref-type="table-fn" rid="table4fn9">i</xref></sup> VR<sup><xref ref-type="table-fn" rid="table4fn10">j</xref></sup>; CG: conventional balance exercises</td><td align="left" valign="top">VR-based balance exercises supervised by a PT<sup><xref ref-type="table-fn" rid="table4fn11">k</xref></sup> in a nursing home</td><td align="left" valign="top">6 weeks, 3 sessions/week, ~35&#x2010;45 min/session</td><td align="left" valign="top">IG=7; CG=11</td><td align="left" valign="top">TUG, BBS</td><td align="left" valign="top">TUG: <italic>P</italic>=.01; BBS: d=0.71</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref53">53</xref>]</td><td align="left" valign="top">Pilot study</td><td align="left" valign="top">40</td><td align="left" valign="top">IG: Otago-based exercise; CG: none</td><td align="left" valign="top">Lower-body strength and balance exercises</td><td align="left" valign="top">6 months (3 supervised + 3 unsupervised)</td><td align="left" valign="top">40</td><td align="left" valign="top">TUG, Chair Stand</td><td align="left" valign="top">TUG: <italic>P</italic>=.006; CS: <italic>P</italic>=.03</td></tr></tbody></table><table-wrap-foot><fn id="table4fn1"><p><sup>a</sup>RCT: randomized control trial.</p></fn><fn id="table4fn2"><p><sup>b</sup>IG: intervention group.</p></fn><fn id="table4fn3"><p><sup>c</sup>CG: control group.</p></fn><fn id="table4fn4"><p><sup>d</sup>CSRT: choice stepping reaction time.</p></fn><fn id="table4fn5"><p><sup>e</sup>TUG: Timed Up and Go.</p></fn><fn id="table4fn6"><p><sup>f</sup>SMT: Step Mat Training.</p></fn><fn id="table4fn7"><p><sup>g</sup>WEBB: Weight-Bearing Exercise for Better Balance.</p></fn><fn id="table4fn8"><p><sup>h</sup>BBS: Berg Balance Scale.</p></fn><fn id="table4fn9"><p><sup>i</sup>BTS NIRVANA: innovative therapeutic systems aiding the rehabilitation process of patients affected by neuro-motor disease by multisensorial stimulation.</p></fn><fn id="table4fn10"><p><sup>j</sup>VR: virtual reality.</p></fn><fn id="table4fn11"><p><sup>k</sup>PT: physical therapist.</p></fn></table-wrap-foot></table-wrap></sec><sec id="s3-3-2"><title>Number and Duration of Intervention</title><p>The duration of VR sessions ranged from 6 to 24 weeks, with a mean of 13.3 (SD 7.7) weeks. The total number of sessions ranged from 16 to 120, with a mean of 39.6 (SD 5.2) sessions. The length of the sessions was 10 to 50 minutes, with a mean of 25.3 (SD 5) minutes. Descriptions of the exergame interventions used in the included studies can be found in <xref ref-type="table" rid="table5">Table 5</xref> and <xref ref-type="supplementary-material" rid="app2">Multimedia Appendix 2</xref>.</p><table-wrap id="t5" position="float"><label>Table 5.</label><caption><p>Descriptions of VR<sup><xref ref-type="table-fn" rid="table5fn1">a</xref></sup> or exergame interventions used in included studies.</p></caption><table id="table5" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Study</td><td align="left" valign="bottom">VR tool</td><td align="left" valign="bottom">Description</td></tr></thead><tbody><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref48">48</xref>]</td><td align="left" valign="top">Television-based video exercise program</td><td align="left" valign="top">Participants followed a prerecorded exercise video featuring strength and balance activities based on the Otago Exercise Program.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref49">49</xref>]</td><td align="left" valign="top">Dance Dance Revolution style step pad game</td><td align="left" valign="top">Participants used a step pad linked to a screen to play rhythm-based games, requiring directional steps and incorporating cognitive challenges to enhance executive function.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref50">50</xref>]</td><td align="left" valign="top">Microsoft Kinect-based exergame</td><td align="left" valign="top">Participants engaged in movement-based games that require stepping, shifting, and reaching, using motion-sensor technology.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref51">51</xref>]</td><td align="left" valign="top">Microsoft Kinect-based exergame</td><td align="left" valign="top">Participants used a motion-sensing camera system to perform stepping, squatting, and weight-shifting, guided by visual cues on a screen.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref52">52</xref>]</td><td align="left" valign="top">Nintendo Wii Fit system</td><td align="left" valign="top">Participants performed exergames using the Wii Balance Board, performing static and dynamic activities with real-time visual feedback.</td></tr><tr><td align="left" valign="top">[<xref ref-type="bibr" rid="ref53">53</xref>]</td><td align="left" valign="top">Tablet-based video program with wearable motion sensors</td><td align="left" valign="top">Participants used a tablet app that delivered exercise videos inspired by the Otago program, and a necklace-worn motion sensor was used for activity monitoring and feedback.</td></tr></tbody></table><table-wrap-foot><fn id="table5fn1"><p><sup>a</sup>VR: virtual reality.</p></fn></table-wrap-foot></table-wrap></sec></sec><sec id="s3-4"><title>Qualitative Analysis</title><sec id="s3-4-1"><title>BBS</title><p>Two studies [<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref52">52</xref>] used the BBS as a key outcome measure. Significant improvements were observed in VR groups. Both studies assessed BBS postintervention within 6 weeks.</p></sec><sec id="s3-4-2"><title>TUG</title><p>Five studies [<xref ref-type="bibr" rid="ref49">49</xref>-<xref ref-type="bibr" rid="ref53">53</xref>] used the TUG as a key outcome measure. Significant improvements were found in the VR group in 3 studies [<xref ref-type="bibr" rid="ref50">50</xref>-<xref ref-type="bibr" rid="ref52">52</xref>], where 2 studies [<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref52">52</xref>] assessed TUG postintervention within 6 weeks and 1 within 6 months of follow-up [<xref ref-type="bibr" rid="ref50">50</xref>]. The remaining 2 studies [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref53">53</xref>] did not show significant improvements for all groups, where 1 study [<xref ref-type="bibr" rid="ref49">49</xref>] assessed TUG postintervention within 8 weeks and the other one [<xref ref-type="bibr" rid="ref53">53</xref>] within 16 weeks.</p></sec><sec id="s3-4-3"><title>Strength</title><p>Two studies [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref50">50</xref>] used knee extension strength as a key outcome. Both studies did not show significant improvements in any group. Four studies assessed CS performance as a key outcome measure [<xref ref-type="bibr" rid="ref48">48</xref>-<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref53">53</xref>]. All studies did not show significant improvements for all groups.</p></sec></sec><sec id="s3-5"><title>Meta-Analysis</title><sec id="s3-5-1"><title>Overview</title><p>Only four studies [<xref ref-type="bibr" rid="ref49">49</xref>-<xref ref-type="bibr" rid="ref52">52</xref>] were included in the meta-analysis. The study by Vestergaard et al [<xref ref-type="bibr" rid="ref48">48</xref>] did not use standardized outcomes compatible for pooling, and the study byGeraedts et al [<xref ref-type="bibr" rid="ref53">53</xref>] was a single-arm study without a control group, preventing calculation of comparative effect sizes. Therefore, both were excluded from the meta-analysis [<xref ref-type="bibr" rid="ref43">43</xref>-<xref ref-type="bibr" rid="ref46">46</xref>]. <xref ref-type="fig" rid="figure2">Figures 2</xref><xref ref-type="fig" rid="figure3"/>-<xref ref-type="fig" rid="figure4">4</xref> show the overall treatment effect size and the results of each study on the BBS, TUG, and CS.</p><fig position="float" id="figure2"><label>Figure 2.</label><caption><p>Forest plot for the mean difference of the effect of VR compared with conventional interventions and control on the BBS; lower BBS mean score indicates higher risk of falling [<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref52">52</xref>]. BBS: Berg Balance Scale; VR: virtual reality.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="games_v13i1e67146_fig02.png"/></fig><fig position="float" id="figure3"><label>Figure 3.</label><caption><p>Forest plot for the mean difference of the effect of VR compared with conventional interventions and control on the time (in seconds) of the TUG; lower TUG mean score indicates better mobility performance [<xref ref-type="bibr" rid="ref49">49</xref>-<xref ref-type="bibr" rid="ref52">52</xref>]. TUG: Timed Up and Go; VR: virtual reality.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="games_v13i1e67146_fig03.png"/></fig><fig position="float" id="figure4"><label>Figure 4.</label><caption><p>Forest plot for the mean difference of the effect of VR compared with conventional interventions and control on the Chair Stand test; lower mean score indicates better mobility performance [<xref ref-type="bibr" rid="ref48">48</xref>-<xref ref-type="bibr" rid="ref50">50</xref>]. VR: virtual reality.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="games_v13i1e67146_fig04.png"/></fig></sec><sec id="s3-5-2"><title>BBS</title><p>Two [<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref52">52</xref>] studies with 55 participants were eligible for inclusion in this meta-analysis. A forest plot revealed that VR yielded better results than conventional interventions and no intervention (control) in terms of improvements in postural control (MD=3.62; 95% CI 2.29 to 4.95; <italic>P</italic>&#x003C;.001; <italic>I</italic><sup>2</sup>=0%). For conventional interventions and the control, the results of the meta-analysis showed a lower mean score on the BBS, indicating a higher risk of falling (<xref ref-type="fig" rid="figure2">Figure 2</xref>).</p></sec><sec id="s3-5-3"><title>TUG</title><p>Four studies [<xref ref-type="bibr" rid="ref49">49</xref>-<xref ref-type="bibr" rid="ref52">52</xref>] with 94 participants were eligible for inclusion in this meta-analysis. The forest plot showed no significant differences between the interactive video games and other interventions or the control on TUG (MD=&#x2212;0.37; 95% CI &#x2212;1.16 to 0.41; <italic>P</italic>=.35; <italic>I</italic><sup>2</sup>=0%; <xref ref-type="fig" rid="figure3">Figure 3</xref>).</p></sec><sec id="s3-5-4"><title>Strength</title><p>Three studies [<xref ref-type="bibr" rid="ref48">48</xref>-<xref ref-type="bibr" rid="ref50">50</xref>] with 64 participants were eligible for inclusion in this meta-analysis. The forest plot showed no significant differences between interactive video games and other interventions or the control on CS (MD=&#x2212;0.20; 95% CI &#x2212;1.70 to 1.29; <italic>P</italic>=.79; <italic>I</italic><sup>2</sup>=21%; <xref ref-type="fig" rid="figure4">Figure 4</xref>).</p></sec></sec></sec><sec id="s4" sec-type="discussion"><title>Discussion</title><sec id="s4-1"><title>Principal Findings</title><p>This current systematic review aimed to identify studies that have investigated the use of VR training at home to improve balance, strength, and mobility among older adults with frailty and prefrailty. Although few studies have focused on this aim, the findings showed that VR was effective at improving balance but not strength and mobility. One potential reason for this could be due to limited experience with independent technology use among older adults and therapists, a challenge that has been validated in previous studies [<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref58">58</xref>]. Nevertheless, the studies included in this review are examples of how technological advancements can reshape health care delivery and demonstrate that certain VR interventions can be used safely with older adults, as no study reported any safety hazards.</p></sec><sec id="s4-2"><title>Comparison to Prior Work</title><p>The findings from this review showed that home-based VR intervention produces great variability in effectiveness on different outcomes. On balance, both [<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref52">52</xref>] found a significant effect on balance in the VR group when using the BBS. This finding aligns with a recent review [<xref ref-type="bibr" rid="ref59">59</xref>], which also found a significant improvement in BBS scores following VR intervention in older adults with balance impairments. Similarly, another study [<xref ref-type="bibr" rid="ref60">60</xref>] found that VR intervention significantly improved BBS scores in older adults residing in nursing homes compared with those living in communities. The populations studied in these studies were similar, indicating that these findings may be generalizable.</p><p>For strength outcomes, the CS test did not show significant improvements in 4 of the included studies. In the study by Vestergaard et al [<xref ref-type="bibr" rid="ref48">48</xref>], the lack of improvement may be due to insufficient progression in the exercises included in the VR training group. Without adequate progression or intensity, participants may not have experienced meaningful gains in strength or functional mobility. However, this remains a possible explanation rather than a definitive conclusion. In the study by Gschwind et al [<xref ref-type="bibr" rid="ref50">50</xref>], although the Step Mat Training (SMT) group demonstrated significant improvements in sit-to-stand times compared to the control group, no significant differences were found between the 2 intervention groups or between the intervention group and the control group. This limited improvement could suggest that Kinect training may not have been as effective in enhancing strength and balance. The intensity and specificity of exercises delivered through VR interventions are likely contributing factors. While some studies may have used tailored and progressively challenging tasks to enhance training efficacy, others may have implemented more generic routines that did not adequately target the specific mobility deficits of participants.</p><p>In contrast to mobility outcomes, home-based VR training&#x2019;s effect on the TUG showed variation in the included studies. The lack of significant improvement could be attributed to the small sample size [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref50">50</xref>], which limited the ability to detect changes. This variation in effect on TUG could also be due to the specific design and characteristics of the VR interventions implemented in these studies. For instance, 1 study [<xref ref-type="bibr" rid="ref49">49</xref>] used short-duration interventions of 10&#x2010;20 minutes per session, while another [<xref ref-type="bibr" rid="ref51">51</xref>] used longer-duration interventions of 30 minutes per session. Similarly, the VR effect on knee extension strength did not show significant improvements in the 2 studies [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref50">50</xref>]. In the study by Schoene et al [<xref ref-type="bibr" rid="ref49">49</xref>], the intervention did not specifically target knee extension strength or range of motion, focusing more on stepping performance and cognitive parameters related to fall risk. In contrast, Gschwind et al [<xref ref-type="bibr" rid="ref50">50</xref>] found no significant differences between the 2 intervention groups or between the SMT group and the control group. This could be due to the SMT program focusing on proprioception, cognitive processing, and balance, which may have shifted the emphasis away from targeting strength. In contrast, the Kinect program may have placed more emphasis on strength-building exercises [<xref ref-type="bibr" rid="ref50">50</xref>].</p><p>The current meta-analysis clearly highlights 2 aspects: the frail and prefrail status of participants and the home-based delivery of VR training. The importance of targeting older adults with frailty or prefrailty originates from the increased vulnerability among this demographic to functional decline and falls, emphasizing the need for tailored rehabilitation interventions [<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref62">62</xref>]. Previous systematic reviews and trials examining VR interventions in rehabilitation centers among older populations, rather than specifically individuals with frailty or prefrailty, have reported varied findings. For instance, a recent systematic review [<xref ref-type="bibr" rid="ref59">59</xref>] showed significant improvements in balance, strength, and mobility among older adults participating in center-based VR programs. Similarly, an RCT [<xref ref-type="bibr" rid="ref60">60</xref>] delivered in nursing homes showed improvements in balance outcomes, specifically on the BBS, following structured VR interventions. However, such site-specific studies often comprise higher levels of supervision and formal instruction from a therapist, which are not necessarily available in home-based settings. This key distinction highlights the importance of evaluating home-based VR effectiveness independently. Notably, this review found challenges in standardizing intervention intensity and ensuring adherence and safety without direct professional oversight. This is in line with recent findings [<xref ref-type="bibr" rid="ref63">63</xref>], which reported technology use challenges among older adults without supervision, potentially limiting the effectiveness of home-based VR interventions. Furthermore, studies conducted among older adults often report increased baseline functional ability compared to populations with frailty and prefrailty, possibly overestimating intervention effectiveness. For instance, the study by Donath et al. [<xref ref-type="bibr" rid="ref64">64</xref>] reported significant improvements in functional performance following a supervised VR training program in healthy older adults. In contrast, our review&#x2019;s targeted populations with frailty and prefrailty showed smaller effect sizes in mobility outcomes (TUG), possibly due to lower initial functional status.</p><p>Overall, our study revealed that VR exercises significantly enhanced balance among older adults compared to those who engaged in regular exercises or remained inactive. However, there were no clear and significant differences in strength and functional mobility. This suggests that while VR training holds potential, its design and implementation require careful consideration to ensure progressive difficulty and proper evaluation through controlled studies.</p></sec><sec id="s4-3"><title>Limitations</title><p>First, only studies published in English were included, raising the possibility of language bias. This might have caused the exclusion of related studies. While this decision was made to ensure precise analysis of findings, future reviews could compensate for this limitation by using translation resources or multilingual reviewers.</p><p>Second, there was considerable heterogeneity in intervention design across the included studies. Variations in VR training, session duration, frequency, and outcome measures made it difficult to directly compare results. The heterogeneity in study protocols could have been a factor in the inconsistent findings. Future studies are advised to design standardized intervention protocols to mitigate these differences.</p><p>Third, the small sample sizes in multiple studies limited the statistical power to identify significant outcomes. While we used rigorous quality assessment (eg, PEDro scale) to identify high-quality studies, the small sample size may have resulted in underpowered analyses. Future studies should include larger, adequately powered samples to strengthen the validity of the outcomes.</p><p>Fourth, this review excluded gray literature and unpublished studies, which may have introduced publication bias. Although we conducted a comprehensive search across multiple databases to mitigate this risk, future reviews should consider searching clinical trial registries and preprint servers to identify ongoing or unpublished work.</p></sec><sec id="s4-4"><title>Future Directions</title><p>We should aim to standardize VR protocols. Future studies should develop structured VR interventions with gradual difficulty and standardized outcomes to enhance consistency and comparability across trials.</p><p>We should aim to assess long-term effects. Future studies should assess adherence, sustainability of outcomes, and cost-effectiveness over extended periods.</p><p>We should aim to enhance engagement and adherence. VR&#x2019;s interactive nature offers potential benefits beyond physical improvement, including motivation and adherence.</p><p>We should aim to explore clinical adoption. Future research should investigate health care providers&#x2019; perceptions, barriers, and facilitators to implementing VR-based training in routine geriatric care.</p></sec><sec id="s4-5"><title>Conclusion</title><p>This systematic review aimed to evaluate the effectiveness of home-based VR training in improving balance, strength, and mobility among older adults with frailty and prefrailty. The findings suggest that VR interventions are consistently effective in improving balance but show limited evidence for improving strength and mobility. These outcomes were influenced by variability in intervention design, duration, and intensity across studies.</p></sec></sec></body><back><ack><p>We acknowledge the use of the generative artificial intelligence tool ChatGPT by OpenAI, which was used to assist in refining the language of early manuscript drafts. This research received no specific grant from any funding agency in the public, commercial, or not-for-profit sectors.</p></ack><fn-group><fn fn-type="con"><p>HA handled the conceptualization (lead), methodology (lead), formal analysis (lead), writing of the original draft (lead), and review and editing of the writing (equal). EA, LB, GK, and YA worked on the data curation (equal), investigation (equal), and review and editing of the writing (equal). AA and MAA assisted with the supervision (equal), validation (equal), and review and editing of the writing (equal).</p></fn><fn fn-type="conflict"><p>None declared.</p></fn></fn-group><glossary><title>Abbreviations</title><def-list><def-item><term id="abb1">BBS</term><def><p>Berg Balance Scale</p></def></def-item><def-item><term id="abb2">CS</term><def><p>Chair Stand</p></def></def-item><def-item><term id="abb3">MD</term><def><p>mean difference</p></def></def-item><def-item><term id="abb4">PEDro</term><def><p>Physiotherapy Evidence Database</p></def></def-item><def-item><term id="abb5">PICOS</term><def><p>Population, Intervention, Comparison, Outcome, and Study Design</p></def></def-item><def-item><term id="abb6">PRISMA</term><def><p>Preferred Reporting Items for Systematic Reviews and Meta-Analysis</p></def></def-item><def-item><term id="abb7">RCT</term><def><p>randomized controlled trial</p></def></def-item><def-item><term id="abb8">SMT</term><def><p>Step Mat 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