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Exerc Sci > Volume 34(2); 2025 > Article
Bae, Choi, Yang, Wang, Noh, and Park: Virtual Reality-Based Multisensory Exercise Enhances Balance Control in Community-Dwelling Older Adults: A Preliminary Randomized Controlled Trial

Abstract

PURPOSE

Conventional fall prevention programs in older adults typically prioritize physical components while underrepresenting the integration of multisensory stimulation and cognitive engagement—factors critical for sensorimotor coordination and neuroplasticity. This study examined the effects of a virtual reality (VR)-based multisensory exercise intervention on functional balance and neurophysiological correlates of fall risk in community-dwelling older adults.

METHODS

In randomized controlled trial, 30 community-dwelling older adults (mean age 71.5±4.5 years) were randomly assigned to either VR intervention (n=15) or control (n=15) groups. The VR group engaged in 16 sessions (twice weekly, 30 minutes per session) of immersive training over 8 weeks, while the control group maintained typical daily activities. Balance assessments included Center of Pressure (COP) path length, Five Times Sit-to-Stand Test (FTSST), Timed Up and Go (TUG), and neurophysiological measurements using electroencephalography (EEG).

RESULTS

After the 8-week intervention, the VR group demonstrated significant improvements in postural stability (COP path length: 10.0% reduction, p=.04) and functional lower extremity strength (FTSST: 17.4% reduction, p=.04) compared to controls. TUG time improved in the VR group (7.6% reduction; p=.04) compared to stability in the control group, though the interaction effect approached but did not reach statistical significance (p=.10). EEG analysis showed that delta band activity was stable in the frontal regions and increased gamma band activity in temporo-parietal regions in the intervention group, indicating improved neural efficiency and multisensory integration.

CONCLUSIONS

VR-based multimodal exercise-sensory interventions effectively improve balance parameters through simultaneous multisensory stimulation and enhanced neural efficiency in regions critical for sensorimotor integration. These neurophysiological and functional improvements support implementing VR technology as an innovative strategy for comprehensive fall prevention programs.

INTRODUCTION

Falls represent a significant public health concern among older adults, with approximately one-third of community-dwelling older adults expe-riencing a fall annually [1]. The consequences of falls extend beyond im-mediate physical injuries to include reduced mobility, decreased independence, and diminished quality of life [2]. Additionally, falls account for substantial healthcare costs, with the annual economic burden ex-ceeding $50 billion in the United States alone [3]. Given the projected growth of the aging population, developing effective fall prevention strategies has become an increasingly critical priority.
Balance impairment represents one of the most significant modifiable risk factors for falls in older adults. The maintenance of postural stability requires complex integration of multiple physiological systems, including visual, vestibular, proprioceptive, and musculoskeletal components, all or-chestrated by central neural processing. Age-related deterioration in these systems contributes to impaired balance control and increased fall risk. Particularly, diminished sensory processing, reduced anticipatory postural adjustments, and impaired sensorimotor integration during functional movements significantly impact stability during daily activities [4].
Exercise interventions for fall prevention have demonstrated limited efficacy despite extensive implementation. Several critical limitations may explain these suboptimal outcomes: (1) conventional balance exercises typically focus on motor aspects without adequate sensory chal-lenges; (2) previous programs frequently separate sensory and motor training components, failing to address the integrated nature of balance challenges in daily life; and (3) conventional approaches often lack engaging elements that would promote adherence, particularly among community-dwelling older adults [5-7].
Neurophysiological studies have demonstrated that balance control depends on efficient neural processing across multiple brain regions, including the prefrontal cortex for executive function, parietal regions for sensory integration, and cerebellum for motor coordination. Age-related changes in these neural networks, characterized by alterations in cortical oscillatory activity, contribute significantly to balance impairments in older adults [8]. Specifically, decreased gamma activity in sensorimotor areas have been associated with poorer balance performance and higher fall risk [9]. Despite this understanding, conventional balance interventions rarely target these specific neurophysiological mechanisms.
Virtual reality (VR) technology offers a revolutionary platform to overcome these limitations through multimodal interventions that simultaneously engage multiple dimensions of balance control within immersive, interactive environments. The innovative potential of VR-based exercise-sensory interventions lies in its unique capacity to integrate three critical components of comprehensive balance training that conventional approaches typically address separately: sensory stimulation, motor challenge, and sensorimotor integration [10,11].
The distinctive contribution of VR-based multimodal exercise-senso-ry interventions stems from their ability to create dynamic, multisensory environments that demand continuous sensorimotor adaptation. When engaging with VR scenarios, participants must constantly process and integrate visual, vestibular, and proprioceptive information while executing precise motor responses— mimicking the real-world sensory-rich circumstances that typically challenge balance. Furthermore, VR environments enable full-body sensorimotor integration across multiple sensory channels simultaneously, activating diverse neural pathways essential for maintaining balance during complex daily activities [12].
Recent evidence supports the effectiveness of VR interventions for improving balance and gait parameters in older adults. Lee et al. (2024) conducted a systematic review and meta-analysis demonstrating that immersive VR training can significantly improve balance outcomes in older adults compared to conventional exercises [13]. Similarly, Yang et al. (2022) reported that combined VR and exercise training significantly enhanced both physical and cognitive performance in older adults with mild cognitive impairment, suggesting a bidirectional relationship between these domains that can be effectively targeted through multimodal VR interventions [14].
Falls in older adults arise from the complex interplay of deficits in sensory integration, motor coordination, and cortical-level functioning, reflecting widespread deterioration across interconnected neurophysiological systems. Despite this multifactorial nature, conventional fall prevention strategies largely rely on unimodal physical training, offering limited engagement of higher-order sensorimotor and cognitive mechanisms, and thus insufficiently promoting neuroplastic adaptation. To address these limitations, the present study introduces a novel, fully immersive VR-based multimodal exercise-sensory intervention that inte-grates sensory processing, motor execution, and sensorimotor integration within ecologically valid, cognitively enriched virtual environments. This approach is designed to activate distributed neural networks involved in balance control, particularly the frontal and temporoparietal cortices. The study aims to evaluate the efficacy of this multidimensional intervention in enhancing postural stability, functional mobility, and in-ducing adaptive cortical changes— offering a scientifically grounded, neurofunctionally integrated model for fall prevention in older adults.

METHODS

1. Study design and participants

This randomized controlled trial was conducted at a regional healthcare center in Busan, Korea. The study protocol was registered with the Clinical Research Information Service (KCT0012345) and approved by the Dong-A University Institutional Review Board (IRB No. 2-1040709- AB-N-01-202212-HR-053-06). Written informed consent was obtained from all participants prior to study enrollment.
A total of 92 community-dwelling older adults initially expressed interest in participating in the study. During eligibility screening, 62 indi-viduals were excluded for the following reasons: 37 were under the age of 65, 8 had a history of dementia based on psychiatric or neurological diagnosis, and 17 did not provide written consent to participate. Conse-quently, 30 participants were enrolled and randomly assigned to either the VR intervention (n=15) or control group (n=15).
An a priori power analysis was conducted using G*Power 3.1. To detect a moderate intervention effect (Cohen's d=0.50) with a significance level of 0.05 and power of 0.80 (two-tailed), a total sample size of 30 participants (15 per group) was determined to be sufficient. This estimation was based on anticipated improvements in physical and cognitive outcomes following the 8-week intervention.
One participant in the VR group withdrew due to scheduling con-flicts, resulting in a completion rate of 93.3% (n=14) for the intervention group and 100% (n=15) for the control group. A detailed overview of the recruitment and allocation process is depicted in Fig. 1.
Fig. 1.
Fig. 1.
Flow chart of study design.
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Participants were eligible if they were aged 65 years or older, lived in-dependently in the community, and had not resided in a long-term care facility within the previous 12 months. Exclusion criteria included: (1) a clinical diagnosis of dementia based on DSM-5 criteria; (2) severe visual or auditory impairments that could hinder VR participation; (3) significant neurological or musculoskeletal conditions affecting mobility or balance; (4) unstable cardiovascular disease; and (5) a history of severe motion sickness or seizures. Baseline demographic and physical characteristics of the study participants are summarized in Table 1.
Table 1.
Comparison of baseline characteristics between VR intervention and control groups
Variables VR Intervention (n=15) Control (n=15) p-value
Demographic Characteristics
  Sex, male, n (%) 8 (53.3) 7 (46.7) .72a
  Age, yearsb 71±4 72±5 .74
  Education (yr)b 7±4 5±5 .27
  Height (cm)b 161.07±8.89 157.79±9.55 .27
  Weight (kg)a 64.83±9.33 61.11±9.83 .30
Physical Function
  FTSST (s)b 8.04±0.77 8.87±2.14 .35
  COP path length (cm)a 27.20±4.89 30.07±5.34 .13
  TUG (s)a 6.72±1.23 6.93±0.78 .58

Values are presented as mean±standard deviation unless otherwise indicated.

a Independent t-test;

b Mann-Whitney U test. FTSST, Five Times Sit-to-Stand Test; COP, Center of Pressure; TUG, Timed Up and Go.

2. Intervention protocol

1) VR-based multisensory exercise group

The VR intervention group completed 16 sessions over 8 weeks (twice weekly, approximately 30 minutes per session). Each session followed a standardized structure: (1) warm-up stretching (2 minutes); (2) VR multimodal exercise-sensory training (27 minutes, including brief eye massage breaks between activities); and (3) cool-down stretching (2 minutes). The detailed structure of the intervention protocol is shown in Fig. 2. This design was informed by previous successful VR intervention proto-cols [14,15].
Fig. 2.
Fig. 2.
Methodological framework of an 8-week immersive VR intervention program.
Each 30-minute session included stretching exercises at the beginning and end, with the main VR content divided into three segments. Each segment consisted of one content category played for 2 minutes and repeated 4 times, followed by a 1-minute eye massage break to prevent eye fatigue. This pattern continued through weeks 1-8 of the intervention period, with progressive difficulty increases based on individual performance.
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The VR system consisted of an Oculus Quest 2 headset with wireless hand controllers (Meta Platforms Inc., USA) and customized hand and foot touchpads (SY Innotech Inc., Korea). Before the first intervention session, participants received comprehensive orientation to the VR equipment and completed a 20-minute adaptation period to minimize potential cybersickness, following established best practices [16]. The intervention comprised six innovative multisensory exercise games (Table 2) specifically designed to simultaneously challenge multiple dimensions of balance control through integrated stimuli, similar to approaches used by Ip et al. (2025) [17].
Table 2.
Summary of VR-based multisensory training tasks
VR Task Core Function
1. Goal Keeper Intercepted soccer balls using visual-vestibular-motor coordination
2. Fruit Ninja Sliced fruits with hand controllers to train visuomotor and proprioceptive integration
3. Fishing Adventure Responded to haptic cues to catch fish, enhancing multisensory reweighting
4. Word Match Matched words and images via footpads, integrating cognition with postural control
5. Color Challenge Stepped on color-coded pads, requiring rapid sensorimotor responses
6. Animal Sounds Identified sounds using hand and foot inputs, targeting audiovisual-motor integration
Table 3.
Changes in balance and functional mobility measures before and after the virtual reality intervention
Variables Time VR Intervention (n=15) Control (n=15) Group×time interaction (F)
Balance Assessment
  COP path length (cm) Pre 27.20±4.89 30.07±5.34 4.39
Post 24.47±5.44* 31.00±9.89
Functional Mobility
  FTSST (s) Pre 8.04±0.77 8.87±2.14 4.43
Post 6.64±1.18* 8.04±1.96
Gait and Mobility Measures
  TUG (s) Pre 6.72±1.23 6.93±0.78 2.95
Post 6.21±0.80 6.97±0.73

Values are presented as mean±standard deviation. Two-way repeated measures analysis of covariance was used to assess the group×time interaction effect for each outcome measure after adjusting for age and sex. *Indicates significant within-group difference between pre- and post-intervention measurements (p<.05). FTSST, Five Times Sit-to-Stand Test; COP, Center of Pressure; TUG, Timed Up and Go.

Each VR task was designed to engage specific sensory systems and their integration with motor output, reflecting balance task that demand continuous multisensory processing. For instance, “ Goal Keeper” engaged visual and vestibular systems to enhance anticipatory postural control through dynamic optic flow and head movement coordination. “ Fruit Ninja” targeted visuomotor integration and proprioceptive accuracy through rapid upper limb coordination while maintaining postural stability. “ Fishing Adventure” incorporated haptic feedback to challenge sensory reweighting mechanisms essential for balance adaptation when somatosensory input is uncertain. “ Word Match” and “ Color Challenge” combined cognitive load and rapid foot responses, thereby training executive function alongside motor planning and sensorimotor synchronization. Finally, “ Animal Sounds” involved simultaneous auditory and visual cue processing with coordinated limb actions, fostering multimodal sensory convergence in temporoparietal regions associated with balance-re-lated cortical control.
Each game lasted 2 minutes, with difficulty levels progressively increased throughout the intervention period based on individual performance. Performance evaluation followed standardized criteria: Excellent (>75% success rate). Progression to higher difficulty levels occurred when participants achieved Excellent performance on two consecutive sessions, en-suring continuous challenge throughout the intervention period.

2) Control group

The control group maintained their typical daily activities without additional interventions. To minimize attention bias, control participants attended bi-weekly health education sessions (30 minutes) covering general aging-related topics but excluding information about balance or fall prevention.

3. Outcome measures

1) Balance and physical function

Postural stability was evaluated using the Center of Pressure (COP) path length measured by a BTrackS Balance Plate (Balance Tracking Systems Inc., CA, USA). Participants stood barefoot with eyes closed for 20 seconds, and the total distance traveled by the COP was recorded. Three valid trials were averaged, with shorter path lengths indicating better static balance.
Lower extremity strength and functional performance were assessed through the Five Times Sit-to-Stand Test (FTSST). Participants were in-structed to rise from a chair and sit down five times as quickly as possi-ble with arms crossed over the chest. The total time taken was recorded, with shorter durations reflecting greater muscle strength and power.
Dynamic balance and functional mobility were measured using the Timed Up-and-Go (TUG) test. Participants stood up from a seated position, walked three meters, turned, returned, and sat down. The fastest of two trials was used for analysis, with shorter times indicating better mobility and lower fall risk.

2) Electroencephalography (EEG) assessment

Resting-state EEG data were recorded using an iSyncBrain device (iMediSync Inc., Seoul, Korea) with a 19-channel dry electrode cap positioned according to the international 10-20 system. Data were collected at a sampling rate of 250 Hz during a standardized five-minute resting state protocol with eyes closed. Participants were seated in a comfortable chair in a sound-attenuated, electromagnetically shielded room with controlled temperature (22-24 °C) and lighting.
EEG preprocessing followed established procedures: (1) band-pass fil-tering (0.5-50 Hz) and notch filtering (60 Hz) to remove artifacts; (2) in-terpolation of damaged electrodes; (3) independent component analysis (ICA) for eye movement and muscle artifact removal; and (4) common average reference transformation. For analysis, a continuous 2-minute segment was extracted from the middle of the recording after noise re-moval.
Power spectral analysis was performed using a Fast Fourier Transform (FFT) with a Hanning window and 50% overlap. Absolute spectral power was calculated for delta (1-4 Hz), theta (4-8 Hz), alpha (8-12 Hz), beta (13-30 Hz), and gamma (30-50 Hz) frequency bands. Topographic maps of spectral power distribution were generated using LORETA source localization software to visualize regional patterns of EEG activity.

4. Statistical analysis

Statistical analyses were performed using IBM SPSS Statistics version 29.0. Data normality was assessed using the Shapiro-Wilk test. Baseline characteristics were compared between groups using independent t-tests for normally distributed variables and Mann-Whitney U tests for non-normally distributed variables, as shown in Table 1.
Primary analyses followed the intention-to-treat principle, with missing data addressed using multiple imputation. Two-way repeated-mea-sures analysis of covariance (ANCOVA) was conducted for each outcome measure, with group (intervention vs. control) as the between-sub-jects factor and time (pre vs. post-intervention) as the within-subjects factor. Age and sex were included as covariates. The primary focus was on group×time interaction effects, indicating differential change between groups. Effect sizes were calculated using partial eta squared (η²p). For significant interactions, post-hoc analyses were conducted using Bonferroni-corrected paired t-tests to examine within-group changes and independent t-tests to compare between-group differences at each time point. Pearson correlation coefficients were calculated to examine relationships between EEG parameters and balance measures.
Fig. 3.
Fig. 3.
Topographic Maps of Delta and Gamma Band Activity During Resting-State EEG.
Topographic distribution of brain oscillatory activity in delta (1-4 Hz) and gamma (30-50 Hz) frequency bands following 8-week intervention. Upper row displays delta band relative power: (A) Mean activity in intervention group (G1); (B) Mean activity in control group (G2); (C) Difference between groups (G2-G1). Lower row displays gamma band relative power: (D) Mean activity in intervention group (G1); (E) Mean activity in control group (G2); (F) Difference between groups (G2-G1). Color scales represent relative power values in percentage (%), with warmer colors indicating higher power values and cooler colors indicating lower power values. Topographic maps were generated using data from 19-channel EEG recorded during 5-minute eyes-closed resting state, with a 2-minute artifact-free segment used for spectral analysis. Black dots represent electrode positions according to the international 10-20 system.
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RESULTS

1. Participant characteristics and baseline comparisons

As shown in Table 1, the demographic, anthropometric, and baseline balance characteristics of participants showed no significant between-group differences (all p>.05), confirming effective randomization. The study sample (N=30) consisted of older adults with a mean age of 71.5±4.5 years (range: 65-82 years), with a similar gender distribution between groups (53.3% male in the VR intervention group, 46.7% male in the control group).
Baseline balance assessments showed comparable performance between groups in COP path length (VR: 27.20±4.89 cm vs. Control: 30.07±5.34 cm, p =.13), FTSST (VR: 8.04±0.77s vs. Control: 8.87±2.14s, p =.35), and TUG (VR: 6.72±1.23s vs. Control: 6.93±0.78s, p =.58), as presented in Table 1. These baseline comparisons confirm the homogeneity of the intervention and control groups prior to intervention commencement, allowing for valid assessment of intervention effects.

2. Effects on balance and functional mobility

Table 3 presents the results of balance and functional mobility outcomes. The VR group demonstrated a 10.0% reduction in COP path length (pre: 27.20±4.89 cm vs. post: 24.47±5.44 cm, p =.03), indicating enhanced postural stability. In contrast, the control group showed a 3.1% increase in path length (pre: 30.07±5.34 cm vs. post: 31.00±9.89 cm, p =.38). This divergent pattern highlights the intervention's capacity to enhance static balance control through multisensory integration training.
Analysis of functional mobility measures revealed significant improvements in the VR intervention group compared to the control group. The FTSST showed a significant group×time interaction effect (F=4.43, p =.04, η² p =.16), with the VR group demonstrating a 17.4% reduction in completion time (pre: 8.04±0.77s vs. post: 6.64±1.18s, p =.001) compared to a 9.4% improvement in the control group (pre: 8.87±2.14s vs. post: 8.04±1.96s, p =.10). This substantial enhancement in lower limb function is particularly significant for fall prevention, as FTS-ST performance below 7.5 seconds is associated with significantly reduced fall risk in older adults. The VR group's mean post-intervention FTSST time (6.64s) crossed this clinically meaningful threshold, suggesting potential real-world benefits for functional independence and safety.
TUG performance improved in the VR group (7.6% reduction; pre: 6.72±1.23s vs. post: 6.21±0.80s, p =.04) while remaining stable in the control group (pre: 6.93±0.78s vs. post: 6.97±0.73s, p =.61), though the interaction effect approached but did not reach statistical significance (F=2.95, p =.10, η² p =.10).

3. Neurophysiological changes

1) Delta band activity

Delta band (0.5-4 Hz) topographic mapping revealed differential patterns between groups (Figure 3). The intervention group (G1) showed a more uni-form distribution of delta activity across cortical regions, with moderate power particularly in frontal and parietal areas. In contrast, the control group (G2) exhibited an irregular pattern with decreased activity in frontal-central regions but increased activity in right temporal areas. The difference map (G2-G1) clearly demonstrated lower delta activity in frontal regions in the control group compared to the intervention group. This pattern suggests that the VR-based intervention promoted more harmonious delta oscillations across neural networks involved in balance control. The balanced frontal delta activity in the intervention group may reflect enhanced stability in neural circuits responsible for executive function and motor planning, which are critical components of effective balance control.

2) Gamma band activity

More pronounced differences were observed in gamma band (30-50Hz) activity (Figure 3). The intervention group (G1) exhibited markedly higher gamma activity in temporoarietal regions compared to the control group (G2). The difference map (G2-G1) clearly illustrated lower gamma activity in temporoparietal regions in the control group. This enhanced gamma activity in the intervention group is particularly significant as gamma oscillations are associated with higher-order cognitive processing, sensory binding, and neural network integration. The localization to temporoparietal regions suggests improved efficiency in multisensory integration processes crucial for balance control, particularly the integration of visual, vestibular, and proprioceptive inputs.

DISCUSSION

This randomized controlled trial investigated the efficacy of an 8-week VR-based multimodal exercise-sensory intervention in improving balance and neurophysiological function among community-dwelling older adults. Our findings demonstrate that the VR intervention produced statistically and clinically significant improvements in postural stability, lower extremity strength, and functional mobility, alongside beneficial modulations in cortical oscillatory activity— particularly in the delta and gamma frequency bands. These results support the hy-pothesis that immersive VR training can serve as a potent, integrative approach for enhancing balance control and neural efficiency in older populations.
The reduction in COP path length observed in the VR group suggests improved static postural control. This aligns with previous studies re-porting enhanced postural stability following immersive VR-based balance training [18,19]. The 10% improvement noted in our study surpass-es the minimal detectable change reported in prior balance interventions for older adults, highlighting the clinical relevance of our findings [20]. Notably, the VR intervention group's improvements occurred despite the relatively short duration, indicating the potential of VR environments to accelerate sensorimotor learning through enriched, task-relevant stimuli.
Similarly, a significant reduction in FTSST time in the VR group reflects a meaningful improvement in functional mobility. The average post-intervention score (6.64 seconds) not only exceeded the performance threshold associated with reduced fall risk [21] but also suggests improvements in muscle power and neuro-muscular coordination. The substantial improvements in functional mobility demonstrated by our VR group highlight the distinctive contribution of enhanced sensorimotor coupling— a critical dimension often inadequately addressed in conventional exercise programs [22,23]. Traditional balance interventions typically involve separate sensory and motor components that fail to challenge the integrated sensorimotor systems essential for preventing falls in real-world situations, where sensory processing and motor execution must occur simultaneously and seamlessly [24].
TUG performance improved within the VR group, but the group× time interaction effect did not reach statistical significance (p =.10). This suggests the potential for improvements in dynamic balance and mobili-ty; however, the results should be interpreted carefully. Due to the lack of statistical significance in the interaction term, it is difficult to draw defi-nite conclusions about the efficacy of the intervention for this specific outcome. Further research with larger sample sizes is needed, and additional investigation is required to determine whether improvements in TUG performance are consistent and clinically meaningful changes. Im-portantly, our study extended beyond behavioral outcomes to assess neurophysiological relationships underlying balance control. EEG findings revealed two primary cortical changes: (1) normalized delta band activity in frontal regions, and (2) increased gamma band power in temporoparietal areas in the VR group. Frontal delta activity has been implicated in executive control processes and anticipatory postural adjustments [8]. An increase in delta waves in the frontal cortex may occur in postural control environments that require attention and cognitive resources, and can be explained by the activation of the frontal and parietal lobes during difficult postural control [25]. Our finding of more homogeneous and frontally-distributed delta activity in the intervention group suggests enhanced functional integrity of these networks, potentially reflecting improved motor planning and postural regulation.
The elevated gamma activity in temporoparietal areas is particularly notable. Gamma oscillations are linked to sensory binding, attention, and higher-order integrative processing [25]. Increased gamma power in these regions indicates more efficient multisensory integration— an essential component of balance control. Given that the VR tasks simultaneously engaged visual, vestibular, and proprioceptive channels within an interactive context, the observed gamma enhancement likely reflects adaptive neuroplastic responses to the sensorimotor demands of the intervention.
Recent neurophysiological research has demonstrated that multisensory training increases functional connectivity between sensory cortices and motor planning regions [26]. Our VR intervention likely optimized these sensorimotor networks through consistent exposure to tasks requiring precise coupling between sensory inputs and motor outputs. These neurophysiological changes suggest that VR training not only en-hances motor performance but also optimizes cortical network function related to balance. This aligns with theoretical models positing that balance is not merely a musculoskeletal challenge but a neurocognitive task requiring distributed processing across sensorimotor and executive networks [27]. The dual improvement in EEG markers and functional outcomes in our study provides compelling evidence for the integrative efficacy of VR-based multimodal interventions.
Our findings also carry broader implications for the design of fall prevention strategies. Traditional exercise programs often fail to sufficiently challenge the sensory and cognitive dimensions of balance or to main-tain participant engagement over time [6]. In contrast, the immersive and interactive nature of VR may promote sustained motivation and ad-herence— factors crucial for real-world implementation. Furthermore, the adaptability of VR content allows for individualized progression, en-suring an optimal balance between task difficulty and user capability.
Several strengths enhance the validity of our findings. The study em-ployed a randomized controlled design with intention-to-treat analysis and multiple imputation to address missing data. All assessments were performed by blinded evaluators, and EEG data underwent rigorous preprocessing and artifact correction. Moreover, the use of multiple outcome measures spanning behavioral and neurophysiological domains offers a holistic understanding of intervention effects.
Nonetheless, this study has several limitations. Although the sample size was relatively modest (N=30), an a priori power analysis confirmed that 30 participants (15 per group) were sufficient to detect a moderate effect size (Cohen's d=0.50) with 80% power at a significance level of 0.05. This supports the statistical adequacy of our primary outcomes. However, we acknowledge that the limited sample size may have reduced the ability to detect smaller effect sizes, particularly in secondary outcomes such as the TUG test, and may also impact the generalizability of our findings. Future studies with larger and more diverse samples are warranted to validate and expand upon these results. Furthermore, long-term effects and fall incidence were not assessed. Follow-up studies should examine whether these improvements are maintained over time and translate to actual fall reduction.
Despite certain limitations, this study provides meaningful preliminary evidence that fully immersive VR-based multimodal exercise-sensory interventions represent an effective and motor-neurologically valid approach to balance rehabilitation in older adults. By concurrently stim-ulating sensory, motor, and cognitive systems, the intervention demon-strates potential not only for improving physical function but also for promoting cortical reorganization— both of which are critical to miti-gating fall risk in aging populations. The concurrent enhancement of behavioral and neurophysiological outcomes supports the integrative efficacy of this approach and aligns with contemporary theoretical frame-works that conceptualize balance as a high-level, cognitively mediated sensorimotor process. These findings advance our understanding of the mechanisms underlying VR-based therapies and highlight their promise as scalable, engaging, and clinically relevant tools for developing next-generation fall prevention strategies that integrate digital technologies into clinical exercise science for older adults.

CONCLUSION

This study demonstrated that an 8-week VR-based multimodal exer-cise-sensory intervention significantly improved balance, functional mobility, and neural efficiency in community-dwelling older adults. The integration of immersive, multisensory stimuli with task-relevant motor challenges led to enhancements not only in postural and functional performance but also in cortical oscillatory patterns associated with sensorimotor integration.
These results highlight the potential of VR as an innovative, engaging, and neurophysiologically informed strategy for fall prevention in this population. Unlike conventional interventions, VR-based programs can simultaneously activate and train the diverse sensory, motor, and cognitive domains involved in balance control. As the aging population con-tinues to grow, scalable and effective interventions such as this will become increasingly essential.
Future research should explore the long-term sustainability of VR-in-duced improvements, evaluate the impact on real-world fall incidence, and compare VR with traditional and hybrid models of rehabilitation. With ongoing technological advancements, digital technology–based exercise interventions have the potential to transform preventive care in aging populations— moving from reactive to proactive paradigms that preserve independence, reduce fall risk, and enhance quality of life.

Notes

CONFLICT OF INTEREST

The authors declare that they have no conflict of interest.

AUTHOR CONTRIBUTIONS

Conceptualization: H Park; Data curation: J Choi, J Yang, K Wang, ES Noh; Formal analysis: H Park, S Bae; Funding acquisition: H Park; Methodology: H Park, S Bae, J Choi, J Yang, K Wang, ES Noh; Project administration: H Park; Visualization: H Park, S Bae, J Choi, J Yang, K Wang, ES Noh; Writing - original draft: H Park, S Bae; Writing - review & editing: H Park, S Bae, J Choi, J Yang, K Wang, ES Noh.

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    Virtual Reality-Based Multisensory Exercise Enhances Balance Control in Community-Dwelling Older Adults: A Preliminary Randomized Controlled Trial
    Exerc Sci. 2025;34(2):207-216.   Published online May 30, 2025
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