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Effects of Virtual Reality Sports Games on Balance Ability, Fall Efficacy, and Activities of Daily Living in Elderly

  • Journal of the Korean Society of Physical Medicine
  • Abbr : J Korean Soc Phys Med
  • 2025, 20(3), pp.31~38
  • Publisher : The Korean Society of Physical Medicine
  • Research Area : Medicine and Pharmacy > Physical Therapy > Other physical therapy
  • Received : April 17, 2025
  • Accepted : July 8, 2025
  • Published : August 31, 2025

LEE MINJAE 1 LEE, SUN MIN 2

1충남도립대학교
2대구대학교

Accredited

ABSTRACT

PURPOSE: This study examined the effects of virtual reality sports games on the balance ability and fall efficacy activities of daily living of the elderly. METHODS: Thirty elderly people were assigned randomly to the experimental and control groups, with 15 patients in each group. The experimental and control groups received general occupational therapy consisting of three 30-minute sessions per week for eight weeks. The experimental group received an additional 30 minutes of VR balance training. RESULTS: The experimental and control groups showed a statistically significant increase in the post-treatment BBS, FES-K, and MBI scores compared to the pre-treatment scores. Intergroup comparisons revealed a significant increase in all assessment scores in the experimental group compared to the control group (p < .05). CONCLUSION: Virtual reality sports games are effective in improving balance, fall efficacy, and activities of daily living in the elderly. Therefore, VR-based sports games should be considered a valuable and effective therapeutic approach for the elderly.

Citation status

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