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Updated: Feb 22, 2026

A Vibrotactile Feedback Device for Seated Balance Assessment and Training
Published on: January 20, 2019
Biofeedback-Based, Videogame Balance Training in Autism
Brittany G Travers1,2,3, Andrea H Mason4, Leigh Ann Mrotek5,6
1Occupational Therapy Program, University of Wisconsin-Madison, 2185 Medical Sciences Center, 1300 University Avenue, Madison, WI, 53706, USA. btravers@wisc.edu.
Abstract:
The present study examined the effects of a visual-based biofeedback training on improving balance challenges in autism spectrum disorder (ASD). Twenty-nine youth with ASD (7-17 years) completed an intensive 6-week biofeedback-based videogame balance training. Participants exhibited training-related balance improvements that significantly accounted for postural-sway improvements outside of training. Participants perceived the training as beneficial and enjoyable. Significant moderators of training included milder stereotyped and ritualistic behaviors and better starting balance. Neither IQ nor BMI moderated training. These results suggest that biofeedback-based balance training is associated with balance improvements in youth with ASD, most robustly in those with less severe repetitive behaviors and better starting balance. The training was perceived as motivating, further suggesting its efficacy and likelihood of use.
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