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Effect of immersive virtual reality on balance in elderly population

Effect of immersive virtual reality on balance in elderly population

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
CTRI
Registry ID
CTRI/2022/08/044580
Enrollment
60
Registered
2022-08-02
Start date
Unknown
Completion date
Unknown
Last updated
2022-10-17

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Interventions

Intervention1: Virtual Reality Training: The Virtual reality group will be trained using virtual reality gaming using Oculus Quest 2 device. The games are task-specific and allow participants to move

Sponsors

Mugundan L
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: Cognitively stable and Comprehends commands, Berg balance scale score within 35-40 and Corrected visual or auditory impairment.

Exclusion criteria

Exclusion criteria: Neurological or musculoskeletal diagnosis that accounts for possible imbalance or fall and history of falls more than two in the past six months.

Design outcomes

Primary

MeasureTime frame
Balance - Berg Balance Scale, Timed up and go Test and Multidirectional Reach TestTimepoint: Two times measurement - Baseline ( Pre interventional) and Post interventional - 4th week

Secondary

MeasureTime frame
Fall efficacy scale international (FES-I)Timepoint: Two times measurement - Baseline ( Pre interventional) and Post interventional - 4th week

Countries

India

Contacts

Public ContactMugundan L

Sri Ramachandra Institute of Higher education and Research

rajeswari@sriramachandra.edu.in9841417473

Outcome results

None listed

Source: CTRI (via WHO ICTRP) · Data processed: Feb 4, 2026