Virtual Reality Training for Balance in Patients with Chronic Low Back Pain: A Systematic Review and Meta-Analysis
Abstract
1. Introduction
2. Materials and Methods
2.1. Search Strategy
2.2. Study Selection
2.3. Quality Assessment and Risk of Bias
2.4. Evidence Certainity Assessment (GRADE)
2.5. Data Extraction and Synthesis
3. Statistical Analysis
4. Results
4.1. Article Selection
4.2. Study Characteristics
4.3. Characteristics of Meta-Analysis Studies
4.4. Quality and Risk of Bias Assessment
| Author, Year | Country | Population Group (N): Subgroups (n), % Male | Age (Mean ± SD) | Environment (Level of Immersion) | Device (Type of Feedback) | Intervention | Dose | Balance Outcome Measure(s) | Main Findings |
|---|---|---|---|---|---|---|---|---|---|
| Abdelraouf et al., 2020 [18] | Egypt | NSLBP in collegiate male athletes (50): EG (25) CG (25), 100% | EG: 20.9 ± 5.2 CG: 22.1 ± 2.6 | Lightweight headset with 2 games: (No Limits 2 Roller Coaster) and (Euro Truck 2 simulations). (high) | Oculus Rift DK2 (audiovisual) | EG: core stability exercises and virtual reality CG: core stability exercises | 6 weeks (2 sets × 20 repetitions with 15 s hold for each exercise, 5 days/week) | Dynamic Balance (SEBT) | EG was significantly better than CG in anterior (p = 0.031), posterolateral (p = 0.034), and posteromedial (p = 0.037) directions. |
| Chen et al., 2016 [30] | Korea | NSLBP (19): EG (10) CG (9), NIA | Overall: between 19 and 30 years EG: NIA CG: NIA | VR-based horse-riding simulator (moderate) | Indoor riding machine (Hongjin Leports) and 2D screen (visual, motion haptic) | EG: lumbar strengthening exercise (15 min) + horse riding simulator exercise (15 min). CG: lumbar strengthening exercise (30 min) | 4 weeks (12 sessions of 30 min) | Forward and backward LoS | Significant improvement in both groups (p < 0.05). No significant difference between the groups (p > 0.05) |
| Cikajlo et al., 2016 [20] | Slovenia | CLBP expanding into the lower limb (11): EG (6) CG (5), 27.3% | EG: 56.8 ± 12.4 CG: 56.8 ± 12.4 | Graphical computing environment with ball rolling on virtual path + weight (COG) shift (moderate) | Gamma trainer (PHU Technomex Sp., Gliwice, Poland (visual) | EG: balance training with Gamma device. CG: balance training with a wobble board | 2 weeks (5 consecutive days/week) | Postural perturbation response (overshoot and latency) Functional reaching Single Leg standing | No significant differences between both groups (p > 0.05). |
| Li et al., 2021 [34] | China | CNLBP (34): EG (11) CG (11) MCE (12), 26.47% | EG: 21.9 ± 2.4 CG: 25.4 ± 3.7 MCE: 23.8 ± 4.1 | VR-based Kinect games: Fruit Ninja game (moderate) | Kinect Xbox 360 systems (audiovisual) | EG: thermal magnetic therapy + VR training CG: thermal magnetic therapy MCE: Thermal magnetic therapy + MCE training | EG: 5 weeks (MT + 6 game sessions/day × 5 days/week) CG: two weeks (20 min × 5 days/week). MCE: 5 weeks (10 repetitions × 3 sessions of ultrasound-guided ADIM + 4-point kneeling 5 days/week). | Activation Time: APAs CPAs | EG: MF muscle activated later (p = 0.001) Significant decrease in TrA (p = 0.002) and TA (p = 0.007) muscle activity during 1st CPA. The IEMGs of TrA (p = 0.002) and TA (p = 0.007) during 1st CPA CG: No significant changes (p > 0.05). |
| Meinke et al., 2022 [32] | Switzerland | NSLBP (24): EG (13) CG (14), 37% | EG: 40.9 ± 15.2 CG:40.1 ± 12.4 | VR-based ValedoMotion Home system (moderate) | Wireless motion sensors Valedo Pro (Hocoma AG), 2D screen (Audiovisual) | EG: movements of the upper body or the pelvis CG: no intervention | 3 weeks (9 sessions of 20 min) | CoP during quiet standing: Medial-lateral displacement Global displacement Anterior–posterior velocity Medial-lateral velocity Global velocity | No changes in any outcomes in any group (p ≥ 0.25) |
| Monteiro-Junior et al., 2015 [29] | Brazil | CLBP (30): EG (16) CG (14), 0% | Overall: 68 ± 4 EG: NIA, CG: NIA | VR-based Nintendo Wii Fit program (moderate) | Nintendo Wii Motion Tracking System/2D screen (Wii balance board (audiovisual) | EG: lower limb strength exercises + core training + Wii-based exercise CG: lower limb strength exercises + core training. | 8 weeks (3×/week) EG: strengthening and core 10–15 s ×3; +30 min of virtual physical training CG: strengthening and core 10–15 s ×3 | Static balance (Wii balance board measuring (EA) of displacement of (CoP) (cm2) | No significant within or between groups differences in balance (p > 0.01) |
| Mueller et al., 2022 [36] | Germany | CLBP (13): cross-over trial: EG-CG (7) CG-EG (6), 38.5% | EG-CG: 2 males: 26.5 ± 4 years, five females: 50 ± 13 years CG-EG: 3 males: 41 ± 25 years, 3 females: 34 ± 11 years | VR-home based (Valedo Home; Hocoma, Switzerland) (moderate) avatar movement in 3 levels (moderate) | Valedo Home System + application-based software with tablet/smartphone (audiovisual) | EG-CG: trunk movements training ⟶ rest CG-EG: rest ⟶ trunk movements training | One session: 12 min intervention and the 12-min-rest-time | Proprioception (angle reproduction) | No significant change in angle reproduction between both groups (p > 0.05) |
| Park et al., 2013 [27] | South Korea | Work related CLBP (24): EG (NWE) (8) Second intervention group of LSE (8); CG (8), 100% | NWE: 44.1 ± 5.5 LSE: 43.4 ± 5.4 CG: 45.5 ± 5.3 | VR-based Nintendo Wii Sports games (moderate) | Nintendo Wii Motion Tracking System/2D screen (audiovisual) | NWE: Conventional + Nintendo Wii exercise program, including wakeboard, Frisbee dog, jet ski, and canoe games LSE: conventional + stabilization exercise CG: conventional only. | 8 weeks (each session: 50 min conventional (all groups) and 30 min exercise program (LSE and NWE) × 3 times/week) | Functional balance (One-legged stand test) | Only CG and LSE groups improved significantly (p < 0.05). |
| Suh et al., 2018 [37] | Korea | CLBP (20): EG (10) CG (10), 0% | EG: 72.3 ± 5.3 CG: 66.7 ± 3.1 | VR-based Nintendo Wii sports games (moderate) | Nintendo Wii Motion Tracking System/2D screen (audiovisual) | EG: Wii Sports Tennis, Bowling, and Golf CG: no exercises | 4 weeks (30 min × 3 times/week) | Berg balance scale | No significant difference between both groups (p > 0.05) |
| Tomruk et al., 2020 [28] | Turkey | CLBP (42): EG (21) CG (21), NIA | Median (IQR) EG: 46 (40.05–50.50) CG: 45 (44–48) | Computer-based stability training (moderate) | Biodex Balance System (visual) | EG: Postural stability, limits of stability, weight shift, and maze control training. CG: Traditional postural training exercises. | 12 weeks (2 times a week; 30 min/session). | Postural control (LoS and PS tests by Biodex Balance System) | Both groups improved significantly (p < 0.05), but EG showed a better effect than CG (p = 0.023). |
| Yalfani et al., 2022 [33] | Iran | CLBP (27): EG (13) CG (14), 0% | EG: 68 ± 2.9 CG: 67.1 ± 2.9 | Adrenaline station game center (high) | HTC Vive virtual reality system (audiovisual) | EG: Fisher, Boxing, Tennis, Football, Bowling, Beat Saber, Audio shield, and Skiing) VR training. CG: no intervention | EG: 8 weeks (3 sessions/week, with 30 min for each session) CG: Daily routine. | Fall Risk Index | EG improved better than CG (p = 0.001) |
| Yalfani et al., 2024 [35] | Iran | CLBP (24): EG (12) CG (12), 0% | EG: 68.3 ± 2.9 CG: 67.1 ± 2.9 | Adrenaline Station Game Center (high) | HTC-Vive virtual reality headset system (audiovisual) | EG: Training package 1: fish-catching, boxing, tennis, and football. Training package 2: boxing, skiing, bowling, Beat Saber, and Audio-shield. CG: No rehabilitation | EG: 8 weeks (3× 30 min training sessions/week) | Plantar pressure CoP fluctuations (anterior–posterior, medial-lateral, and sway velocity) -TUG | EG improved in all outcomes compared to CG (p ≤ 0.02) |
| Yelvar et al., 2017 [31] | Turkey | NSLBP (44, 36.4%): EG (22, 54.5%) CG (22, 18.2%). | EG: 46.3 ± 3.4 CG: 52.8 ± 11.5 | Video clip in natural walking down Ireland forest at a speed of 1.0 km/h (moderate) | iPod (Apple Inc., Apple Park, CA, USA) with video glasses (Wrap920, Vuzix Corporation) (visual) | EG: virtual walking + traditional physiotherapy CG: traditional physiotherapy | 5×/2 weeks | Single-Leg Balance Test TUG | No significant difference in single-leg balance between groups (p = 0.099). EG improved better than CG in TUG (p < 0.001). |
| Study | 1. Random Allocation | 2. Concealed Allocation | 3. Baseline Comparability | 4. Blinding Subjects | 5. Blinding Therapists | 6. Blinding Assessor | 7. Outcome Data > 85% | 8. Condition as Allocated or Intention to Treat | 9. Between-Group Results | 10. Variability Measures | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Abdelraouf, 2020 [18] | 1 | 1 | 1 | 0 | 1 | 0 | 1 | 1 | 1 | 1 | 8/10 |
| Chen, 2016 [30] | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 6/10 |
| Cikajlo, 2016 [20] | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 6/10 |
| Li, 2021 [34] | 1 | 0 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 8/10 |
| Meinke, 2022 [32] | 1 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 9/10 |
| Monteiro-Junior, 2015 [29] | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 8/10 |
| Mueller, 2022 [36] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 9/10 |
| Park, 2013 [27] | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 6/10 |
| Suh, 2018 [37] | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 6/10 |
| Tomruk, 2020 [28] | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 8/10 |
| Yalfani, 2022 [33] | 1 | 1 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 7/10 |
| Yalfani, 2024 [35] | 1 | 1 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | 1 | 8/10 |
| Yilmaz Yelvar, 2017 [31] | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 7/10 |
4.5. Proof of Efficacy
4.5.1. Single Leg Stance
4.5.2. CoP Mean Medio-Lateral Displacement
4.5.3. CoP Velocity
4.5.4. Timed Up and Go (TUG)
4.5.5. Dynamic Balance in Reaching
4.6. Evidence Grading for Key Outcomes
5. Discussion
6. Strengths and Limitations
7. Clinical Implication
8. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| CLBP | Chronic Low Back Pain |
| VR | Virtual Reality |
| RCT | Randomized Controlled Trial |
| TUG | Timed Up and Go (test) |
| SLS | Single Leg Stance (test) |
| CoP | Center of Pressure |
| LoS | Limits of Stability |
| SEBT | Star Excursion Balance Test |
| PEDro | Physiotherapy Evidence Database |
| PRISMA | Preferred Reporting Items for Systematic Reviews and Meta-Analyses |
| PROSPERO | International Prospective Register of Systematic Reviews |
| EG | Experimental Group |
| CG | Control Group |
| NWE | Nintendo Wii Exercise |
| LSE | Lumbar Stabilization Exercise |
| MCE | Motor Control Exercise |
| ADIM | Abdominal Drawing-In Maneuver |
| AT | Activation Time |
| APA | Anticipatory Postural Adjustment |
| CPA | Compensatory Postural Adjustment |
| TrA | Transversus Abdominis |
| TA | Tibialis Anterior |
| MF | Multifidus |
| IEMG | Integral of Electromyography |
| SD | Standard Deviation |
| MD | Mean Difference |
| CI | Confidence Interval |
| I2 | I-squared statistic (for heterogeneity) |
| NIA | No Information Available |
| EA | Elliptical Area |
| IQR | Interquartile Range |
| MT | Magnetic Therapy |
| COG | Center of Gravity |
| IV | Inverse Variance |
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| Outcome | Studies (n) | Effect (MD, 95% CI) | I2 | Certainty (GRADE) | Reasons for Downgrading |
|---|---|---|---|---|---|
| Single-Leg Stance (s) | 3 RCTs (71) | +0.67 (−2.78 to 4.11) | 21% | Low | Imprecision (−1); Risk of Bias (−1) |
| CoP Medio-Lateral Displacement (mm) | 2 RCTs (51) | +1.42 (−1.43 to 4.27) | 96% | Very low | Inconsistency (−1/−2); Imprecision (−1); Risk of Bias (−1) |
| CoP Velocity (mm/s) | 2 RCTs (51) | +1.25 (−1.60 to 4.10) | 95% | Very low | Inconsistency (−1/−2); Imprecision (−1); Risk of Bias (−1) |
| Timed Up & Go (s) | 2 RCTs (68) | −2.29 (−2.91 to −1.66) | 0% | Moderate | Risk of Bias (−1) |
| Dynamic Balance in Reaching (cm) | 2 RCTs (61) | +7.80 (2.08 to 13.52) | 0% | Moderate | Risk of Bias (−1) |
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AlSadiq, A.I.; Abdulla, F.A.; Alshami, A.M. Virtual Reality Training for Balance in Patients with Chronic Low Back Pain: A Systematic Review and Meta-Analysis. J. Clin. Med. 2025, 14, 7247. https://doi.org/10.3390/jcm14207247
AlSadiq AI, Abdulla FA, Alshami AM. Virtual Reality Training for Balance in Patients with Chronic Low Back Pain: A Systematic Review and Meta-Analysis. Journal of Clinical Medicine. 2025; 14(20):7247. https://doi.org/10.3390/jcm14207247
Chicago/Turabian StyleAlSadiq, Abrar I., Fuad A. Abdulla, and Ali M. Alshami. 2025. "Virtual Reality Training for Balance in Patients with Chronic Low Back Pain: A Systematic Review and Meta-Analysis" Journal of Clinical Medicine 14, no. 20: 7247. https://doi.org/10.3390/jcm14207247
APA StyleAlSadiq, A. I., Abdulla, F. A., & Alshami, A. M. (2025). Virtual Reality Training for Balance in Patients with Chronic Low Back Pain: A Systematic Review and Meta-Analysis. Journal of Clinical Medicine, 14(20), 7247. https://doi.org/10.3390/jcm14207247

