VIRTUAL REALITY AND EXERGAMING FOR FALL PREVENTION IN OLDER ADULTS: A REVIEW OF CLINICAL EFFICACY AND PATIENT ENGAGEMENT
Abstract
Background: Falls are a primary cause of injury and loss of independence among older adults. Digital technologies like virtual reality (VR) and exergaming are increasingly used to enhance balance and mobility, yet their overall clinical efficacy requires synthesis.
Objective: This review consolidates evidence from 2015–2024 regarding the effectiveness of VR and exergaming interventions on fall prevention, specifically examining balance, functional mobility, dual-task performance, and patient engagement.
Methods: A narrative review was conducted using PubMed to identify peer-reviewed studies, including randomized controlled trials and meta-analyses. The review included interventions targeting balance or fall risk in adults aged 60 and older.
Results: The synthesized evidence indicates that both VR and exergaming yield significant improvements in balance, gait adaptability, and dual-task performance. These interventions utilize multisensory feedback and gamification to integrate cognitive and motor skills, thereby supporting motor learning and adherence. However, findings concerning actual reductions in fall incidence remain mixed due to methodological variations and limited long-term follow-up.
Conclusion: VR and exergaming serve as effective, engaging complementary tools for fall prevention. While they reliably improve functional outcomes, future research must focus on standardizing protocols and evaluating long-term efficacy to support clinical implementation.
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Copyright (c) 2026 Michał Pietrucha, Filip Kowal, Kamila Krzyżanowska, Jakub Król, Adrian Dyląg, Maciej Łydka, Justyna Lewandowska, Natalia Libudzic, Julia Łaciak, Marta Godyń

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