Pompeu et al 2012 |
Mean 67.4 |
M/F: 17/15 |
32 |
Wii based training |
Traditional training (Balance Exercises) |
1–2 |
I hour/Day, 2 days/week, Total 7 wks |
BBS,UPDRS, MCA |
The Wii based training and traditional training exercises do not have a significant difference in improving balance in patients with PD |
Shih et al 2016 |
EG: Mean: 67.5 CG: Mean 68.8 |
M/F: 16/4 |
20 |
Balance-based exergaming game |
Conventional balance training |
1–3 |
2 sessions every week, for 8 wks |
LOS, OLS, BBS, TUG |
Compared to conventional training, exergaming creates significant improvements in postural stability. |
Yang et al 2015 |
EG: Mean:72.5 CG: Mean:75.4 |
M/F:14/9 |
23 |
Customized VR balance training system |
Static posture stability and weight shifting in dynamic posture |
3 |
50 minutes/ session (6 wks in total) |
UPDRS-III, BBS, TUG test |
VR based balance training was equally effective as training carried out in home environment for improvising balance function, ability to walk, and quality of life. |
van den Heuvel et al 2014 |
EG: mean:66.3 CG: Mean: 68.8 |
M/F: 20/13 |
33 |
VFT |
Conventional training |
02–03 |
Ten group treatment session of 60 min duration, for 5 wks |
FRT, SLS, 10 MWT, UPDRS, BBS, TUG test |
VFT appeared to be practicable and harmless approach. However, no significant difference was found in any outcome measure. |
Shen et al 2014 |
EG:Mean 63.3 CG: Mean 65.3 |
M/F: 25/20 |
45 |
balance and gait training with VFT |
lower-limb strength training |
2.5 |
Training for 12 wks |
ABC scale,LoS, SLS, and spatiotemporal gait characteristics |
Positive effects of augmented feedback training. P0 <0 0.05 in ABC score, Gait velocity, stride length |
Santos et al (2019) |
NW group: mean 61.7CE group: mean: 64.5NW+CE:mean: 66.6 |
M |
45 |
Nintendo Wii(NW) game |
2 control groups1. Nintendo wii + conventional training2. conventional training group |
01–03 |
50 min, twice a week |
BBS, DGI, TUG, PDQ-39 |
In rehabilitating PD patients, the Nintendo Wii plus conventional exercises was statistically as effective as any intervention alone; however, the combination was more effective. |
Robles et al 2016 |
EG: mean 68.75 CG: mean 64.2 |
M/F: 12/3 |
15 |
Full-amplitude repetitive finger-tapping (FT) |
VR captured patients’ self-movements |
|
4-wks of training |
Finger-tapping test, Cortico-spinal excitability |
The intervention group exhibited greater movement amplitude after treatment, therefore, indicating that VR can assist in improving motor function within the context of movement imitation therapy. |
Pazzaglia et al 2019 |
Age (years)0 =0 CG: 70 EG:72 |
M/F: 35/16 |
51 |
VR training for consecutive 6 weeks with 400 min session 3 Times/week |
Conventional rehab program for consecutive 6 weeks with 400 min session 3 Times/week |
|
40-min session three times per week |
BBS, DGI, DASH, Short SF-36 |
A VR protocol was superior to a conventional rehabilitation program for improving balance. |
Melo et al 2018 |
Control: 65.580 ±0 13.04, Treadmill group: 610 ±0 10.72, VR group: 60.250 ±0 9.28 |
M/F: 28/9 |
37 |
treadmill group, VR group |
Conventional training group |
01–03 |
20-min training sessions three times a week for 4 wks |
6MWT, Inertial Measurement Unit (IMU) |
Patients with PD in both groups did not experience any difference in treatment outcomes. |
Ma et al 2011 |
EG: mean 64.77 CG: mean 68.13 |
M/F: 18/15 |
33 |
VR training |
Placebo Training |
02-03 |
60 trials |
Movement time, peak velocity and percentage of movement time for acceleration phase |
A brief VR training program improved the speed of movement of discrete target tasks while reaching for real moving objects, but therapy had a minimal effect on performance. |
Liao et al 2015 |
CG:64.60 ±0 8.6 TE:65.10 ±0 6.7 VRWii:67.30 ±0 7.1 |
M/F: 17/19 |
36 |
VRWII group Traditional exercises group |
Education group |
01–03r |
2 sessions per week over a 6-wk period |
Level walking performance, FGA, Hand held dynamometer |
VRWii is an exercise program that has shown effectiveness for patients with PD in improving their ability to walk and muscular strength.. |
Liao et al 2014 |
CG:64.60 ±0 8.6 TE:65.10 ±0 6.7 VRWii:67.30 ±0 7.1 |
M/F: 17/19 |
36 |
VR WII group Traditional exercises group |
Education group |
‘1–3 |
2 sessions per week) over a 6-wk period |
LOS,PDQ-9), (FES-), and (TUG) |
Compared to traditional exercises, VR Wii training significantly increased dynamic balance in patients with PD, which assisted the use of VR Wii to improve balance. |
Gandolfi et al 2017 |
Tele wii group:67.45control group:69.84 |
M/F:51/25 |
76 |
Home based Nintendo Wii fit training |
Clinical based exercises targeting postural stability of the patients |
2.5–3 |
Total of 21 sessions, 50 min duration/session, 7 successive weeks |
BBS,ABC10-MWT, DGI |
VR training at home significantly improved balance and postural instability compared to clinic based balance exercises in patients with PD. |
Ferraz et al 2018 |
60 years of age |
M/F: 37/25 |
62 |
Functional training groupBicycle exercise group |
Kinect adventure group |
2–3 |
three 50-min sessions per week for 8 wks |
6MWT, 10MWT,SRT,PDQ-39 |
This study found that exergaming can improve the ability to walk in older people with PD. However, they have the same effect compared to bicycle training and functional training. |
Hao Feng et al 2019 |
EG:67.47CG:66.93 |
M/F:17/13 |
28 |
VR training |
conventional physical therapy |
2.5–04 |
45 each session, 5 days/week, total duration 12 wks |
BBS, TUGT, UPDRS-III, and FGA |
The study results depicted that balance and gait were improved significantly in VR training group. |
Cikajlo et al 2019 |
2D group: 71.30 ±0 8.4, 3D group: 67.60 ±0 7.6 years old |
M/F |
20 |
3D Oculus Rift CV1, Pick and place task in virtually created environment |
Pick and place task in virtual environment |
02–03 |
10-session 3 wks |
Leap motion controller, (BBT), and IMI |
3D immersive VR technology enhances the interest / pleasure worth resulting in robust and efficient physical functioning, and is a superior enhancement over 2D technology. |
Yuan et al 2020 |
EG: mean 67.8, CG: mean 66.5 |
M/F: 11/13 |
24 |
Interactive video-game–based exercise (IVGB) |
No interactive video-game–based Exercise in control phase |
01–03 |
6–12 wks |
BBS, SF-36, MFES, MSL |
IVGB exercise training can improvise physical function as an alternate therapy regime among mild to moderate presentation of PD. |
Su et al 2014 |
EG: 64.76 CG: 64.71 |
M/F:26/16 |
42 |
projection-based VR system and balance board |
projection-based VR system and balance board |
02–03 |
15 test trials for each difficulty level of selected game, with a 5-min break |
Wii balance board kinematic variables such as peak velocity, end of movement |
Varying the speed of moving objects in VR system has an impact on speed of arm and COP among PD patients |
Barros et al 2014 |
45–85 y old |
M/F |
15 |
Virtual exercises such as aerobic and balance exercises |
|
02–04 |
14 session in total, twice per week (each session lasting for 40 min) |
(UPDRS III), SE-ALD, FIM, and biomechanical analysis of gait |
Nintendo Wii Fit Plus platform training was effective and efficient in a short time period for improving gait. |
Mirelman et al 2014 |
Mean: 67.1 |
M/F: 14/6 |
20 |
VR and treadmill training |
VR without treadmill training |
02–03 |
6 wks (three sessions per wk) |
Accelerometer, UPDRS- III, (PDQ-39), MCA |
Treadmill training + VR significantly improve physical performance and gait. |
Ilaria Carpinella et al 2016 |
Average 70 y |
M/F |
42 |
Game pad system |
Structured physiotherapy without feedback |
02–04 |
20 sessions of 45 min each, 3 times a wk |
BBS, 10 meter walk test, Tele-healthcare Satisfaction questionnaire |
Statistically significant between-group differences in BBS p0 =0 0.047 |
Moon et al 2020 |
EG: mean 63.38, CG: mean 62.14 |
M/F: 10/5 |
15 |
balance training using Wii Fit (BTWF)+ traditional occupational therapy |
traditional occupational therapy |
02–03 |
3 times/ week, in total for 8 weeks and 30 minutes of Wii fit training in each single session |
BBS, TUG, MBI |
The Wii Fit training resulted in significant changes in BBS score in comparison to the control group. |
Lee et al 2015 |
EG: mean 68.4, CG: mean 70.1 |
M/F: 10/10 |
20 |
VR dance exercise plus neurodevelopment training plus functional electrical stimulation |
neurodevelopment training plus functional electrical stimulation |
|
6 wks |
BBS, the MBI Index, and the BDI |
VR dance exercises have a positive effect on balance, the ADLs and the depression status of Parkinson’s patients with P value0 <0 0.05. |
Tollar et al 2018 |
EXE:70.00 ±0 4.69 CYC:70.60 ±0 4.10 CON: 67.50 ±0 4.28 |
M/F36/38 |
74 |
Exergaming |
Stationary cycling (CYC) andWaitlist |
2–3 |
60 min/d 5 d/w5 w |
PDQ-39BBS |
VR group improved significantly in BBS scores in comparison to the control group. |
Ribas et al 2017 |
610 ±0 9.11 |
M/F8/12 |
20 |
ExergamingWii fit games |
Conventional exercise |
1–3 |
30 m/d2 d/w12 wks |
BBSPDQ-39 |
Short-term, significant improvements in BBS. |