Table 2.
Author (Year) [Ref.] | Interventions | Session Duration | Frequency | Program Duration | Supervision | Adverse Events |
---|---|---|---|---|---|---|
Park et al. (2013) [26] |
EG1: Physical therapy (50 min) + Nintendo Wii exercises (30 min) Game: Nintendo Wii sports. VR program: wakeboard, frisbee dog, jet ski, and canoe games. Participants controlled a virtual character on the screen by swinging, rowing, and tilting remote controllers with motion sensors. Participants chose which program they performed. Time using videogame: 30 min (2 min break every 10 min). |
80 min | 3 sessions per week | 8 weeks | - | - |
EG2: Physical therapy (50 min) + Lumbar stabilization exercises (30 min) 7 positions based on the back bridge, hands and knees, and side bridge. Maintain each position for 15 s for 3 sets. | ||||||
CG: Physical therapy (50 min) Hot pack (30 min), interferential current therapy (15 min), and deep heat with ultrasound (5 min). |
50 min | |||||
Oh et al. (2014) [27] |
EG1: Horse simulator riding (10 min) VR system: Horse simulator machine (HJL Co. Ltd., Korea). VR program: warmup (stretching 5 min + ordinary walking on the horse simulator 5 min) + work-out (sitting trotting and rising trotting 10 min) + cool-down (supine stretching 10 min). Time using videogame: 15 min. |
30 min | 5 sessions per week | 8 weeks | Supervised | - |
EG2: Horse simulator riding (20 min) VR system: Horse simulator machine (HJL Co. Ltd., Korea). VR program: warmup (stretching 5 min + ordinary walking on the horse simulator 5 min) + work-out (sitting trotting and rising trotting 20 min) + cool-down (supine stretching 10 min). Time using videogame: 25 min. |
40 min | |||||
EG3: Horse simulator riding (30 min) VR system: Horse simulator machine (HJL Co. Ltd., Korea). VR program: warmup (stretching 5 min + ordinary walking on the horse simulator 5 min) + work-out (sitting trotting and rising trotting 30 min) + cool-down (supine stretching 10 min). Time using videogame: 35 min. |
50 min | |||||
CG: No intervention. | - | - | - | |||
Yoo et al. (2014) [28] |
EG: Horse simulator riding VR system: Horse simulator machine (HJL Co. Ltd., Korea). VR program: warmup (stretching 10 min) + work-out + cool-down (stretching 10 min). Workout: ordinary walking and sitting trotting (week 1), increase riding time and riding trotting (weeks 2–3), increase riding time and intensity (weeks 4–5), and increase riding time and intensity (weeks 6–8). Time using videogame: 10 min (week 1), 20 min (weeks 2–3), 30 min (weeks 4–5) and 40 min (weeks 6–8). |
Week 1: 30 min Week 2–3: 40 min Week 4–5: 50 min Week 6–8: 60 min |
3 sessions per week | 8 weeks | Supervised | - |
CG: No intervention. | - | - | - | |||
Monteiro-Junior et al. (2015) [32] |
EG: Core exercises and strength training + 8 Wii Fit Plus workout VR system: Nintendo Wii Motion and Wii Balance Board Games. Games: chair, tightrope walk, ski slalom, balance bubble, table tilt, sideways, rowing squat, lunge. VR program: familiarization, play games 2 times (3 initial sessions). Only one attempt for each game (from 4 session). Verbal stimulus and rest periods (1–2 min). Time using videogame: 30 min. |
90 min | 3 sessions per week | 8 weeks | Supervised by a physiotherapist | - Vertigo |
CG: Core exercises and strength training Core exercises: postures (15–30 s, 3 series, rest 10–15 s) + Strength training: exercises (10 reps, 3 series). | ||||||
Chen et al. (2016) [29] |
EG: Lumbar strengthening exercise (15 min) + Horse simulator riding (15 min) VR system: indoor riding machine (Hongjin Leports, South Korea). VR program: the horse simulator riding used in this study simulated riding a real horse through the visual information that appeared on the front screen by the virtual environment. Time using videogame: 15 min. |
30 min | 3 sessions per week | 4 weeks | - | - |
CG: Lumbar strengthening exercise The exercise program consisted of 6 movements for 1 set. Each movement was held for 5s with 8 reps. All the programs were repeated for 5 times for 1 set. | ||||||
Zadro et al. (2019) [7] |
EG: Wii Fit U exercises at home VR system: Nintendo Wii U console and Wii Fit U software. VR program: booklet with exercises preselected by the research team (flexibility, strengthening, and aerobic exercises). Categories: yoga, muscle, aerobic, and balance. Intensity: 13 on the Borg rating scale + symptoms 24 h after exercise. 1 day of rest between exercise sessions. Learning session: 1 or 2 h. Time using videogame: 60 min. |
60 min | 3 sessions per week | 8 weeks | Unsupervised: EG received fortnightly calls from a physiotherapist | No adverse events were reported |
CG: No intervention. | - | - | - | - | ||
Kim et al. (2020) [30] |
EG: Simulated horseback riding VR system: Horse simulator (FORTIS-102; Daewon FORTIS, Republic of Korea). VR program: stretching and cooldown (10 min) + workout (30 min) + rest time (6 min). Workout: consisted of walking, slow trotting, and fast trotting of a real horse gait. Time using videogame: 30 min. |
46 min | 2 sessions per week | 8 weeks | Supervised by practitioner | No adverse events were reported |
CG: Stabilization exercises Stretching and cooldown (10 min) + workout (30 min) + rest time (6 min). The stabilization exercises with suspension (Redcord AS, Norway) consisted of a supine pelvic lift, supine and prone bridging exercise, and side-lying hip abduction. Each movement was performed forabout 10 s. | ||||||
Nambi et al. (2020) A [34] |
EG1: VR training + Physiotherapy VR system: ProKin system PK252N (Pelvic Module balance trunk MF; TechnoBody, Lanusei, Italy). Game: VR balance training with shooting game. The game is controlled by moving the trunk back and forth and left and right according to the signs. The activities were made gradually more difficult with more participant muscle activity and movement. Level of difficulty was defined by the number of enemies, angle of throw, frequency of shoot, frequency of flashing of enemies, and number of balls appearing around the participant. Time using video game: 30 min. |
30 min + 25 min |
5 sessions per week | 4 weeks | Supervisor | - |
EG2: Isokinetic training + Physiotherapy Warmup: stretching (5 min) + Isokinetic dynamometer: exercise at an angular speed of 60°, 90°, and 120° (15 reps of 3 sets and rest between sets 30 s and between pace 60 s). |
− + 25 min |
|||||
CG: Conventional balance training + Physiotherapy Active isotonic exercise and isometric exercise (10–15 reps/day) + stretching (3 reps for 10 s). |
− + 25 min |
|||||
Physiotherapy: Hot pack therapy (20 min) and ultrasound (5 min) + home-based exercise protocol. | 25 min | |||||
Nambi et al. (2020) B [35] |
EG1: VR training + Physiotherapy VR system: ProKin system PK252N (Pelvic Module balance trunk MF; TechnoBody, Lanusei, Italy). Game: VR balance training with shooting game. The game is controlled by moving the trunk back and forth and left and right according to the signs. The activities were made gradually more difficult with more participant muscle activity and movement. Level of difficulty was defined by the number of enemies, angle of throw, frequency of shoot, frequency of flashing of enemies, and number of balls appearing around the participant. Time using video game: 30 min. |
30 min + 25 min |
5 sessions per week | 4 weeks | Supervisor | - |
EG2: Isokinetic training + Physiotherapy Warmup: stretching (5 min) + Isokinetic dynamometer: exercise at an angular speed of 60°, 90°, and 120° (15 reps of 3 sets and rest between sets 30 s and between pace 60 s). |
− + 25 min |
|||||
CG: Conventional balance training + Physiotherapy Active isotonic exercise and isometric exercise (10–15 reps/day) + stretching (3 reps for 10 s). |
− + 25 min |
|||||
Physiotherapy: Hot pack therapy (20 min) and ultrasound (5 min) + home-based exercise protocol. | 25 min | |||||
Park et al. (2020) [31] |
EG: Equine riding simulator VR system: Horse simulator (FORTIS 101, Daewon, Corp., Seoul, Korea). VR program: warmup (8 min) + workout (15 min) + cooldown (7 min). Work-out: walking (weeks 1–4), walking 10 min + trotting 5 min (weeks 5–8) and trotting 10 min + cantering 5 min (weeks 9–12). Time using videogame: 15 min. |
30 min | 3 sessions per week | 12 weeks | Supervised by researcher | - |
CG: Watching video Participants sat on the horse and watched the video from the monitor | ||||||
Tomruk et al. (2020) [37] |
EG: Computer-based stability training VR system: Biodex Balance System. VR program: postural stability training, limits of stability training, weight shift training, and maze control training. 12 stability levels, 3 trials with 10 s rest in each condition. Time using videogame: 30 min. |
30 min | 2 sessions per week | 12 weeks | Supervised by physiotherapist | - |
CG: Traditional training Traditional postural control exercises by giving them visual, vestibular, or proprioceptive stimulus under the cues of a physiotherapist. | ||||||
Garcia et al. (2021) [33] |
EG: EaseVRx at home VR system: Pico G2 4K all-in-one head-mounted VR device. VR program: the program delivers a multifaceted combination of pain relief skills training through a prescribed sequence of daily immersive experiences (3D images). Each VR experiences lasts between 2–16 min (average 6 min). Categories: pain education, relaxation/interoception, mindful escapes, pain distraction games and dynamic breathing. Time using video game: 2–16 min depending on the experience. |
2–16 min | 7 sessions per week | 8 weeks | Unsupervised | - Nausea - Motion sickness |
CG: Sham VR at home VR system: Pico G2 4K all-in-one head-mounted VR device. VR program: sham VR headset displayed 2D nature footage with neutral music that was selected to be neither overly relaxing, aversive, nor distracting. The experience of Sham VR is similar to viewing nature scenes on a large-screen television and is not interactive. Twenty videos were rotated over the 56 sessions, with average duration of sessions closely matching those of EaseVRx. | ||||||
Nambi et al. (2021) [36] |
EG1: VR training + Physiotherapy VR system: Pro-Kin system PK 252N (Pelvic Module balance trunk MF; TechnoBody, Lanusei, Italy). Game: shooting game. The subjects are sitting on the virtual platform and visualizing the game on the computer display screen. The game was executed and controlled by moving the trunk back and forth and left and right according to the signs. The activities were made gradually more difficult with more participant muscle activity and movement. The level of difficulty was defined by the number of enemies, angle of throw, frequency of shoot, frequency of flashing of enemies, and number of balls appearing around the participant. Time using videogame: 30 min. |
30 min + 25 min |
5 sessions per week | 4 weeks | Supervised by physiotherapist | - |
EG2: Combined physical rehabilitation + Physiotherapy The participant received balance training through a Swiss ball for core muscles. Exercises: wall squat, Russian twist, leg lift, plank saw, cobra and hip raise on the Swiss ball, 15 times per set for 3 sets. Maintain each position 10 s with a 3 s break between repetitions. |
− + 25 min |
|||||
CG: Conventional balance training + Physiotherapy Active isotonic and isometric exercises for abdominal muscles, deep abdominal muscles, and back muscles. 10 to 15 reps. Stretching was focused on each muscle group for 3 reps for 10 s per muscle group. |
− + 25 min |
|||||
Physiotherapy: Hot pack therapy (20 min) + ultrasound (5 min) + home-based exercise protocol. | 25 min | |||||
Sato et al. (2021) [38] |
EG: Nintendo Ring Fit Adventure Exergame VR system: Ring Fit Adventure of Nintendo Switch. VR program: Adventure mode (30 min) + low back pain improvement program (10 min). Ring Fit Adventure is a fitness role-playing game that uses a ring-shaped controller as a device for resistance training. The player advances the story while exercising as the movement of the player is linked to the main character on the screen. Time using videogame: 40 min. |
40 min | 1 session per week | 8 weeks | - | - |
CG: Oral treatment Drugs: Nonsteroidal Anti-Inflammatory Drugs, Tramadol, and Duloxetine. Each drug was started at the standard dose, with patients coming in every 2 weeks to be interviewed for pain, and if pain relief was not adequate, then the dose was gradually increased to its highest recommended level. If pain relief was still inadequate, the next drug was added. |
- | - |
EG: Experimental Group; min: minutes; s: seconds; CG: Control Group; VR: Virtual Reality; reps: repetitions.