# Effects of 3D Virtual Reality on Postural Control in Young Adults: Clinical and Practical Implications

**Authors:** Gustavo Christofoletti, Gabriela Maria da Silva Béé, Otávio Reginato, Nathalia Oliveira Rodrigues, Sidineia Silva Pinheiro Cavalcante Franco, Ana Beatriz Gomes de Souza Pegorare

PMC · DOI: 10.3390/clinpract16020040 · 2026-02-13

## TL;DR

This study found that using 3D virtual reality can temporarily disrupt balance in young adults, suggesting the need for caution and supervision.

## Contribution

The study reveals new insights into the potential risks of 3D VR on postural control in young adults.

## Key findings

- VR increased frontal sway, sway area, and imbalance speed in young adults.
- 25% of participants showed clinically significant postural instability during VR.
- Higher baseline instability led to greater deterioration during VR exposure.

## Abstract

Background: Previous studies have demonstrated the benefits of virtual reality (VR) as an intervention tool guided by specialists. However, little is known about whether VR may pose risks in uncontrolled environments. Considering its implications for clinics and practice, this study aimed to assess the potential risks of a 3D VR simulation on postural control in young adults. Methods: Seventy-nine community-dwelling young adults completed a VR program using a head-mounted display that simulated a 3D roller-coaster ride while standing. Postural control was assessed using a force platform measuring frontal and lateral sway, center-of-pressure sway area, and frontal and lateral imbalance speed. The assessments were conducted with and without VR. Statistical analyses were performed using paired comparisons. Significance was set at 5%. Effect sizes (ESs) are reported. Results: Engaging in a VR roller-coaster simulation increased the participants’ imbalance in terms of frontal sway (p = 0.001; ES = 0.919), center-of-pressure sway area (p = 0.001; ES = 0.849), frontal imbalance speed (p = 0.001; ES = 0.910), and lateral imbalance speed (p = 0.001; ES = 0.663). No significant difference was observed in the lateral sway (p = 0.383). During VR exposure, 25% of the participants showed a clinically significant increase in postural instability. Despite having normal baseline parameters, participants with higher postural instability showed greater deterioration in postural control during VR exposure than those with lower postural instability. Conclusions: A 3D VR simulation affected several measures of postural control in community-dwelling young adults. Precautions should be taken when engaging in VR without appropriate specialist supervision.

## Full-text entities

- **Diseases:** neurological or musculoskeletal disorders (MESH:D009140), balance and motor control impairments (MESH:D007174), depression (MESH:D003866), balance deterioration (MESH:D000075902), movement disorders (MESH:D009069), impaired motor performance (MESH:D000068079), in postural control (MESH:D054972), ataxia (MESH:D001259), dizziness (MESH:D004244), vestibular disorders (MESH:D015837), accidents (MESH:D000081084), injury to (MESH:D014947), balance impairments (MESH:D060825), motion sickness (MESH:D009041), anxiety (MESH:D001007)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Figures

3 figures with captions in the complete paper: https://tomesphere.com/paper/PMC12939972/full.md

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Source: https://tomesphere.com/paper/PMC12939972