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Effects of Virtual Reality Training and Whole-Body Vibration Training on Fall-Related Functional Outcomes in Older
Ziyin Cao1, Rudan Xi1, Haiqing Zeng1
1School of Sports and Health, Shandong Sports University, Jinan 250102, China.
Objective:
To evaluate the effects of virtual reality (VR) and whole-body vibration (WBV) training on muscle strength and balance-related functional outcomes in older adults.
Methods:
PubMed, Web of Science, the Cochrane Library, CNKI, and Embase were searched from inception to March 2026. Randomised controlled trials assessing VR or WBV training in samples with a mean participant age of ≥60 years were included. Outcomes were the Timed Up and Go (TUG) test, handgrip strength, Tinetti score, five-times sit-to-stand test, and gait speed. Pooled mean differences (MDs) with 95% confidence intervals (CIs) were calculated. Subgroup analyses and Bucher-adjusted indirect comparisons were used to explore potential relative effects.
Results:
Thirty-two trials involving 1359 participants were included. VR training reduced TUG completion time (MD = -1.13, 95% CI -1.70 to -0.55, p = 0.0001) and improved handgrip strength (MD = 3.49, 95% CI 0.46 to 6.52, p = 0.02), Tinetti scores (MD = 0.84, 95% CI 0.46 to 1.21, p < 0.0001), and gait speed (MD = 0.16, 95% CI 0.07 to 0.24, p = 0.0003). WBV training reduced TUG completion time (MD = -3.92, 95% CI: -6.36 to -1.48, p = 0.002) and five-times sit-to-stand completion time (MD = -1.20, 95% CI -2.03 to -0.38, p = 0.004).
Conclusions:
VR and WBV training may improve functional mobility and dynamic balance in older adults, although their effects may vary across functional domains. Because direct head-to-head trials are lacking, comparative findings should be interpreted as exploratory evidence.
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