# The Effects of Gamified Virtual Reality on Muscle Strength and Physical Function in the Oldest Old—A Pilot Study on Sarcopenia-Related Functional Outcomes

**Authors:** Żaneta Grzywacz, Justyna Jaśniewicz, Anna Koziarska, Joanna Macierzyńska, Edyta Majorczyk

PMC · DOI: 10.3390/jcm15020621 · Journal of Clinical Medicine · 2026-01-13

## TL;DR

This study explores how virtual reality (VR) exercise, using the game 'Beat Saber', can improve muscle strength and physical function in very elderly individuals.

## Contribution

The study is one of the first to investigate VR-based training for sarcopenia-related outcomes in the oldest-old population.

## Key findings

- VR-based training significantly improved upper- and lower-limb strength in the oldest-old participants.
- VR group showed positive correlations between chair stand performance and arm curl and step-in-place tests.
- Control group showed no significant improvements in handgrip strength or functional tests.

## Abstract

Background/Objectives: Sarcopenia is an age-related decline in muscle mass and strength, reducing mobility and functional independence and increasing the risk of falls. Non-pharmacological interventions remain the most effective strategies to prevent or delay its progression, with exercise recognized as the primary approach. Virtual reality (VR)-based training has recently emerged as a promising tool to promote physical activity; however, its application among the oldest-old individuals remains underexplored. This is a randomized controlled pilot study to evaluate the effects of VR-based intervention using the game “Beat Saber” on muscle strength and selected physical performance indicators related to sarcopenia risk in older adults. Methods: Thirty-eight residents (mean age: 87.2) of a long-term care facility were randomly assigned to either a VR group or a control group. The VR group participated in 12 supervised VR-based training sessions of 20 min per session, three times per week for four weeks. Handgrip strength, the arm curl test, 30-s chair stand, a 2-min step-in-place test, and an 8-foot up-and-go test were assessed before and after the intervention. Results: Linear mixed-model analyses revealed significant group-by-time interactions for upper- and lower-limb strength (handgrip, arm curl, chair stand; p < 0.05), favoring the VR group. Agility and endurance (8-foot up-and-go, 2-min step-in-place) showed no significant interactions. In the VR group, the 30-s chair stand performance correlated positively with the arm curl and the 2-min step-in-place tests results, while handgrip strength correlated with the arm curl performance. In the control group, the 30-s chair stand test results correlated strongly with the 8-foot up-and-go and 2-min step-in-place tests, but no significant correlations were found for handgrip strength. Conclusions: The findings indicate short-term functional benefits of VR exercise among the oldest-old adults. VR-based training appears to be an effective and well-tolerated method to enhance physical performance in individuals aged 80 and older and may represent a valuable strategy for improving functional performance indicators associated with sarcopenia risk in adults aged 80 years and older.

## Full-text entities

- **Diseases:** Sarcopenia (MESH:D055948), decline in muscle mass (MESH:C536030), falls (MESH:C537863)

## Full text

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## Figures

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## References

45 references — full list in the complete paper: https://tomesphere.com/paper/PMC12842347/full.md

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Source: https://tomesphere.com/paper/PMC12842347