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  • Systematic Review
  • Open Access

29 July 2025

24 Pages

Effects of Virtual Reality Based on Fall Prevention Intervention: A Systematic Review and Meta-Analysis

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and
1
Department of Nursing, Research Institute (RIBHS), College of Biomedical & Health Science, Konkuk University, Chungju-si 27478, Republic of Korea
2
Department of Nursing, Chungcheong University, Cheongju-si 28171, Republic of Korea
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Author to whom correspondence should be addressed.
This article belongs to the Section Nursing

Abstract

Background/Objectives: Falls are recognized as a leading cause of injury, with approximately one in ten incidents resulting in physical injury. Although virtual reality (VR)-based interventions have been explored for fall prevention, systematic reviews and meta-analyses remain limited. This study aimed to assess research trends and evaluate the effectiveness of VR-based fall prevention through a systematic review and meta-analysis. Methods: This review was conducted following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. A comprehensive literature search was carried out in PubMed, EBMASE, Cumulative Index to Nursing and Allied Health Literature (CINAHL), Cochrane Library, and Korean databases from their inception through 31 December 2024. A total of 49 studies met the inclusion criteria, and a meta-analysis was conducted on 37 studies with available data using “R” 4.4.1 software. Effect sizes (ESs) and 95% confidence intervals (CIs) were calculated for key outcomes. Results: The VR-based interventions showed a statistically significant positive effect on falls self-efficacy, as measured by the Falls Efficacy Scale (FES) (ES = 0.28, 95% CI: 0.17–0.39, p < 0.001). However, no significant reduction was observed in the number of falls (ES = −0.31, 95% CI: −0.80–0.17, p = 0.20). Subgroup analysis by participant medical condition for the FES revealed the largest effects in the Parkinson’s disease (PD) group (ES = 0.61), followed by the multiple sclerosis (MS) (ES = 0.34), the “other” group (ES = 0.25), and “healthy” participants (ES = 0.24). A statistically significant reduction in the number of falls was observed only in the MS group (ES = −0.56). Conclusions: VR-based interventions are effective in improving falls self-efficacy, particularly among individuals with neurological conditions, such as Parkinson’s disease and multiple sclerosis. However, evidence for a reduction in actual fall incidence remains limited. Further large-scale, long-term studies are needed to evaluate the sustained impact of VR interventions on fall prevention outcomes.

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