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

Exergame / VR Balance Program (Home)

A game-based balance-training program using a console or VR system for engaging, progressive practice.

Research consistently shows…

This program uses balance-focused exergames or virtual-reality apps that provide real-time feedback and scaling difficulty. Reviews show exergaming and VR improve balance, mobility, and function, often comparably to conventional training with better engagement. Choose games that deliver real balance challenge, clear a safe play area, and use seated/supported options if higher risk.

2–3×/week, 20–45 min, ≥6–12 weeks Balance-game console or VR headset; clear space all levels home or clinic
balancefall preventionmobilityhealthy agingolder adultsgeneral adultsbeginners
How to do it
2–3×/week, 20–45 min, ≥6–12 weeks
This is the evidence-based dose. A shorter session still counts, it just gives partial benefit rather than the full effect.
Common misconceptions
  • 'Games aren't real training' (well-designed exergames deliver genuine balance challenge)
  • 'VR is always superior' (benefits are often similar, with engagement the 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
  • In-game scores are not 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 or dizziness 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