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. 2022 Aug 5;101(31):e29212. doi: 10.1097/MD.0000000000029212

Table 2.

Data extraction of the included studies.

Study Age Gender Sample size Experimental group Control group Hoehn-Yahr scale Dosage Outcome measures Conclusion
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.