Virtual Reality Training for Balance in Patients with Chronic Low Back Pain: A Systematic Review and Meta-Analysis
Abrar I AlSadiq1, Fuad A Abdulla2, Ali M Alshami3
1Department of Physical Therapy, Dammam Medical Complex, Dammam 32253, Saudi Arabia.
Journal of Clinical Medicine
|October 29, 2025
Summary
Virtual reality training significantly improves dynamic balance in chronic low back pain patients, enhancing functional mobility. However, it does not show benefits for static balance in this population.
Area of Science:
- Rehabilitation Science
- Clinical Biomechanics
- Digital Health Interventions
Background:
- Chronic low back pain (CLBP) is linked to poor balance and reduced functional mobility.
- Virtual reality (VR) interventions show promise for improving balance in CLBP.
- This study systematically reviews VR's impact on balance in CLBP.
Purpose of the Study:
- To assess VR training's effect on static and dynamic balance in CLBP patients.
- To conduct a meta-analysis of randomized clinical trials (RCTs) on VR and CLBP balance.
Main Methods:
- Systematic review and meta-analysis of RCTs (PEDro score ≥6).
- Searched major databases (PubMed, Web of Science, etc.) up to July 2024.
- Included 13 eligible trials with 183 participants.
Main Results:
- VR training significantly improved dynamic balance measures: Timed Up and Go (TUG) and Forward Reach.
- No significant improvements were observed in static balance, single-leg stance, or center of pressure measures.
- Interventions typically lasted 2-8 weeks.
Conclusions:
- VR-based training enhances dynamic and functional balance in CLBP.
- VR does not appear to improve static balance in individuals with CLBP.
- VR is a potential adjunct therapy for improving functional mobility in CLBP.


