Randomized trial compares gamified virtual reality balance training to traditional exercises, indicating VR's superior effects on balance.
Balance and postural control are important for safe movement in college students. This six-week randomized trial compared an HTC Vive Cosmos-based gamified virtual reality (VR) balance program with traditional balance and coordination exercises in 62 college students (VR: n = 32; control: n = 30). Both groups trained three times per week for 30 min per session. Outcomes included single-leg stance with eyes closed (SLST-EC; primary), Y-Balance Test composite score (YBT; secondary), and rotary stability (secondary), assessed before and after the intervention. Both programs were associated with improvements over time. The VR group showed greater improvement than the control group in SLST-EC, with a large between-group effect (Cohen’s d = 1.245), and this between-group difference remained significant after adjustment for baseline values. For YBT, both groups improved, but no clear overall between-group advantage was observed after accounting for baseline differences. Rotary stability also improved in both groups, without a significant between-group difference. Overall, gamified VR showed the clearest between-group advantage for static balance and may serve as a feasible supplement to balance training in college settings.
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Zhang et al. (2026) studied this question.
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