An interventional study of Virtual Reality Headset and Conventional Gait and Balance Training in Accidental Falls, Gait Disorders and Neurologic Injury, sponsored by University of Faisalabad. Active, not recruiting at 1 site in Pakistan. Open to participants aged 60 Years and older. Per ClinicalTrials.gov, last updated 2026-06-18.
Sponsored by University of Faisalabad · Not applicable, Interventional, and Treatment
Falls are common in older adults due to aging-related problems with walking (gait) and balance. Virtual Reality (VR) is a new technology that creates interactive video game-like exercises. This study aims to see if VR training works better than traditional physical therapy exercises for improving walking and balance in adults aged 60 years and older who live in the community. Half of the 36 participants will use a VR headset to play movement games, while the other half will do standard exercises like tandem walking. We will measure their walking speed, step length, and balance before and after 4-6 weeks of training.
This is a single-center, parallel-group, randomized controlled trial conducted at Madinah Teaching Hospital, Faisalabad. Participants (N=36) are community-dwelling adults aged >=60 years, ambulatory with or without aids, with no severe cognitive impairment or uncontrolled cardiovascular disease. After baseline assessment (including Image-based modeling using OpenPose software, 6-Meter Walk Test, and Berg Balance Scale), participants are randomly allocated to Group A (VR) or Group B (Control). The VR group uses a head-mounted display (Oculus/Meta type) and a computer screen displaying a 3D world for gait and balance tasks. The control group performs conventional rehabilitation including tandem walking, weight shifts, and postural control exercises on different surfaces. Both interventions are delivered 30-45 minutes per session, 2-3 times per week for 4-6 weeks. The primary outcome is gait (speed and kinematics). The secondary outcome is balance (BBS). Statistical analysis will be performed using IBM SPSS v22.
317 studies on the registry are indexed under Mobility Limitation; 97 are open to participants now.
This study's planned enrollment of 36 is below the median of 46 across 265 interventional studies indexed under Mobility Limitation.
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Exclusion Criteria:
Participants wear a VR headset and view a 3D computer-generated world to perform interactive gait and balance exercises.
Device: Virtual Reality Headset · Other: Conventional Gait and Balance Training
Participants perform standard balance and gait exercises including tandem walking, weight shifting, and walking on different surfaces without VR.
Other: Conventional Gait and Balance Training
Immersive VR system (e.g., Meta Quest 2 or similar) running interactive rehabilitation software. Duration: 30-45 minutes. Frequency: 2-3 times per week. Duration of intervention: 4-6 weeks.
Standard physiotherapy protocol including tandem stance, single-leg stance, sit-to-stand, walking over obstacles, and multidirectional weight shifts. Duration: 30-45 minutes. Frequency: 2-3 times per week. Duration: 4-6 weeks.
Change in Gait Speed
Gait speed will be measured using the 6-Meter Walk Test (seconds to walk 6 meters) and Image-Based Modeling (OpenPose software analysis of stride length and cadence from iPhone 12 Pro Max video recordings).
Time frame: Baseline (Week 0) and Post-Intervention (Week 6)
Change in Balance
Balance will be measured using the Berg Balance Scale (BBS), a 14-item scale scoring from 0 to 56. Higher scores indicate better balance.
Time frame: Baseline (Week 0) and Post-Intervention (Week 6)
Plan to share: No
No publications or documents are linked to this record.
This study is active, not recruiting, as verified in Jun 2026. You cannot join it, but the record below documents what was studied.
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University of Faisalabad