# Virtual Reality Training for Balance in Patients with Chronic Low Back Pain: A Systematic Review and Meta-Analysis

**Authors:** Abrar I. AlSadiq, Fuad A. Abdulla, Ali M. Alshami

PMC · DOI: 10.3390/jcm14207247 · Journal of Clinical Medicine · 2025-10-14

## TL;DR

Virtual reality training improves dynamic balance in patients with chronic low back pain, but does not significantly affect static balance.

## Contribution

This study provides the first systematic review and meta-analysis on the effectiveness of virtual reality training for balance improvement in chronic low back pain patients.

## Key findings

- Virtual reality training significantly improved dynamic balance measures like timed up and go and forward reach.
- No significant improvements were observed in static balance measures such as single-leg stance or center of pressure metrics.
- The effects of virtual reality training were consistent across diverse adult populations and intervention durations.

## Abstract

Background: Chronic low back pain is often associated with impaired balance and reduced functional mobility. Recent studies suggest that virtual reality-based interventions may be effective in improving balance outcomes in individuals with chronic low back pain. Objective: In this systematic review and meta-analysis, we aimed to investigate the impact of virtual reality training on static and dynamic balance outcomes in patients with chronic low back pain. Methods: Two independent reviewers searched English-language studies from inception to 1 July 2024, using the following databases: PubMed, Web of Science, Scopus, Dimensions, Semantic Scholar, and ProQuest. Randomized clinical trials with a PEDro score of ≥6 were included. Fixed- and random-effects meta-analyses were conducted on eligible trials. Results: Of 3172 records screened, 13 trials were eligible. Meta-analyses of six trials (n = 183) across diverse adults using 2–8 week interventions showed that virtual reality training improved dynamic balance: timed up and go (mean difference: −2.29 s; 95% confidence interval: −2.91 to −1.66; I2 = 0%; p < 0.00001) and forward reach (mean difference: 7.80 cm; 95% confidence interval: 2.08 to 13.52; I2 = 0%; p = 0.008). However, no significant effects were found for static balance, single-leg stance, center of pressure medio-lateral displacement, or center of pressure velocity, compared with controls. Conclusions: Virtual reality-based training seems to be more effective than control interventions in improving dynamic and functional balance, but not static balance, in patients with chronic low back pain.

## Full-text entities

- **Diseases:** impaired balance (MESH:D060825), Chronic Low Back Pain (MESH:D017116)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

_Full body text omitted from this summary view._ Fetch the complete paper as Markdown: https://tomesphere.com/paper/PMC12564781/full.md

## Figures

6 figures with captions in the complete paper: https://tomesphere.com/paper/PMC12564781/full.md

## References

51 references — full list in the complete paper: https://tomesphere.com/paper/PMC12564781/full.md

---
Source: https://tomesphere.com/paper/PMC12564781