Wellness Routines
Neuromotor (Balance/Agility/Coordination)
AStrong evidence
Physical · concept

Exergaming and Virtual Reality for Balance

How game-based and virtual-reality training deliver engaging, feedback-rich balance practice.

Research consistently shows…

Exergames and virtual-reality systems turn balance training into interactive games with real-time feedback and progressive challenge. Reviews report improvements in balance, mobility, and physical function, often comparable to conventional training, with the added benefit of higher engagement. Games should still deliver genuine balance challenge and be used safely, ideally with supervision for higher-risk users.

2–3×/week, 20–45 min, ≥6–12 weeks Console/VR system with balance games all levels home or clinic
balancefall preventionmobilityhealthy agingolder adultsgeneral adultsbeginners
Common misconceptions
  • 'Video games can't be real exercise' (well-designed exergames deliver genuine balance challenge)
  • 'VR always beats normal training' (effects are often similar, with engagement the main edge)
What we won't claim
  • Does not guarantee prevention of any fall or injury
  • Not a substitute for medical evaluation of dizziness, syncope, or unexplained falls
  • Game scores are not validated clinical measures
When to seek a professional
  • Two or more falls in the past 12 months, or any fall with injury
  • Dizziness, lightheadedness, or fainting during standing or movement
  • New or worsening unsteadiness, neurological symptoms, or numbness in the feet
  • Fear of falling severe enough to restrict daily activity
  • Motion sickness, dizziness, or disorientation during VR use
Key sources (5), grade mix A:5 · B:0 · C:0

66 supporting studies inform this block; the key sources below are shown with their individual grades and DOI links. This is the audit trail.

AShi-kun Zhang, Guoping Qian, Hong Xu, Mei-ling Gu, Su-jie Mao, YanAn Wang, Yuqing Zhang, Wensheng Zhou (2025) · BMC Geriatrics · 10.1186/s12877-025-06212-0
AYan Chen, Yuan-Su Zhang, Zhenxiang Guo, D. Bao, Junhong Zhou (2021) · Journal of NeuroEngineering and Rehabilitation · 10.1186/s12984-021-00917-0
AR. Tahmosybayat, K. Baker, A. Godfrey, N. Caplan, G. Barry (2018) · Maturitas · 10.1016/j.maturitas.2018.03.005
AB. Cieślik, Adam Wrzeciono, J. Mazurek, S. Federico, J. Szczepańska-Gieracha, P. Kiper (2024) · Games for Health Journal · 10.1089/g4h.2023.0109
APeter Fermin Dajime, Heather Smith, Yanxin Zhang (2022) · IEEE Transactions on Games · 10.1109/tg.2021.3139036
Explore all 718 studies in Neuromotor (Balance/Agility/Coordination)
The full evidence base this focus area draws on, every study with its grade and DOI.
Wellness Routines: evidence-based routines for every part of your life