
What you need to know
Balance Systems
Balance boards have been used for a long time in physical therapy to address poor balance. With improvements in the technology of pressure sensors and data compilers, the combination of balance boards with digital feedback has made it very easy for patients to track their movements and objectively observe their own balance.
Assessment of balance may also be converted to treatment with the addition of games that require weight shift in order to complete objectives. It is through this concept that balance systems can utilise virtual reality in order to challenge and assist in the improvement of a person's balance.



Evidence
Intended Patient Population
An extremely popular and well known balance system is the Wii Fit balance board created by Nintendo (Kyoto, Japan). Their balance board consists if 4 pressure sensors located on each corner of the board which when stepped on can measure a person's centre of balance in order to control onscreen avatars to participate in games. Nintendo, an entertainment company, intended to create an outlet by which to break the stereotype of the inactive and lazy gamer, they never intended for their balance system to be used in rehabilitative therapy.
Other companies have realised the therapeutic potential of balance systems and created their own, with notable examples including BioDex, Perry dynamics Proprio, and the bm.a SMART EquiTest®
While these systems were created to assist in balance rehabilitation, their proprietary software and games do not use augmented or virtual reality. As such, any evidence using them will surely be using other technology to create the VR.
Evidence for the use of balance systems with augmented or virtual exists for the follow conditions:
Stroke
Effectiveness of wii-based rehabilitation in stroke: a randomized controlled study
Karasu, Batur, & Karataş., 2018
RCT PEDro: 7/10
Technology: Wii Fit and Wii Balance Board
Deficits targeted: Static and dynamic balance
Lee, Lee, & Song., 2017
RCT PEDro: 6/10
Technology: Wii Balance Board
Deficits targeted: Postural balance and upper limb function
Iruthayarajah et al., 2017
SR + Meta Analysis of 20 articles
Deficits targeted: Static and dynamic balance
Included articles featuring Nintendo Balance Board:
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Lee, Kim, & Lee., 2015
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RCT PEDro: 6/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Dynamic balance
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Hung et al., 2014
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RCT PEDro: 7/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static and dynamic balance
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Visual Biofeedback Balance Training Using Wii Fit after Stroke:A Randomized Controlled Trial
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Barcala et al., 2013
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RCT PEDro: 7/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static balance
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Fritz et al., 2013
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RCT PEDro: 8/10
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Technology: Wii Fit and Wii Balance Board, PlayStation EyeToy
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Deficits Targeted: Static/dynamic balance and gait parameters/endurance
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Cho, Lee, & Song., 2012
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RCT PEDro: 5/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static and dynamic balance
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RCT PEDro 4/10
Technology: Wii Balance Board, treadmill
Deficits targeted: Gait and dynamic balance
Li, Han, Sheng, & Ma., 2016
SR + Meta Analysis of 16 articles
Deficits targeted: Static and dynamic balance
Included articles featuring Nintendo Balance Board that are not present in other SR on this page:
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Morone et al., 2014
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RCT PEDro: 7/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static and dynamic balance
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Rajaratnam et al., 2013
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RCT PEDro: 4/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static and dynamic balance
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Virtual reality for therapeutic purposes in stroke: A systematic review
Viñas-Diz & Sobrido-Prieto., 2016
SR of 25 studies (4 SR + 21 RCT)
Deficits Targeted: Motor function
All studies used in this SR that relate to balance systems are summarised elsewhere on this page
Gibbons, Thomson, de Noronha, & Joseph., 2016
SR + Meta analysis of 22 studies
Deficits Targeted: Low limb outcomes including balance and gait
Included articles featuring Nintendo Balance Board were identical to the previous SR, except for two:
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Yatar & Yildirim., 2015
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RCT PEDro: 4/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Dynamic balance
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Bower et al., 2014
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RCT PEDro: 8/10
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Technology: Wii Fit Plus and Wii Balance Board
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Deficits Targeted: Dynamic balance
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The Use of Nintendo Wii in the Rehabilitation of Poststroke Patients: A Systematic Review
Dos Santos et al., 2015
SR of 5 studies
Deficits Targeted: Upper limb function and static/dynamic balance
Included articles featuring Nintendo Balance Board were identical to other summarised SRs, except for one:
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Balance analysis in hemiparetics patients after training with Wii Fit program
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Barcala et al., 2011
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RCT PEDro: Unavailable
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static and dynamic balance
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Multiple Sclerosis
Casuso-Holgado et al., 2018
SR + Meta analysis of 11 studies
Deficits Targeted: Balance and gait rehabilitation
Included articles featuring balance systems:
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Robinson, Dixon, MacSween, van Schaik, & Martin., 2015
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RCT PEDro 5/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static balance and gait parameters
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Effect of virtual reality-based balance training in multiple sclerosis.
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Eftekharsadat et al., 2015
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RCT PEDro: 7/10
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Technology: BioDex balance system
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Deficits Targeted: Static and dynamic balance
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Kramer, Dettmers, & Gruber., 2014
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CT PEDro: 5/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static/dynamic balance and gait speed
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Nilsagård, Forsberg, von Koch., 2013
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RCT PEDro: 7/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Dynamic balance and gait speed
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Brichetto, Spallarossa, de Carvalho, & Battaglia., 2013
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RCT PEDro: 7/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static and dynamic balance
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Prosperini et al., 2013
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RCT Crossover PEDro: 6/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Dynamic balance and gait speed
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Thomas et al., 2017
RCT PEDro: 7/10
Technology: Wii Fit and Wii Balance Board. Wii Sports Resort
Deficits Targeted: Static/dynamic balance, upper limb function, and fatigue
Parkinson's Disease
Dominguez Ferraz, Trippo, Dominguez, Santos, Oliviera Filho., 2017
SR of 12 studies
Deficits Targeted: Postural balance and mobility
Included articles featuring balance systems:
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Liao et al., 2015
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RCT PEDro: 7/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Obstacle crossing and dynamic balance
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Pompeu et al., 2012
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RCT PEDro: 5/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Static/dynamic balance and other measures focussed on by the UPDRS II
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Virtual reality for rehabilitation in Parkinson's disease
Dockx et al., 2016
SR of 8 studies
Deficits Targeted: Any facet of Parkinson's rehabilitation
Included articles featuring balance systems that have not appeared on this page are:
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Yang, Wang, Wu, Lo, & Lin., 2016
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RCT PEDro: 7/10
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Technology: Balance board created by Cycling and Health Center of Taichung (Taichung, Taiwan)
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Deficits Targeted: Static and dynamic balance
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Shen & Mak., 2014
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RCT PEDro: 7/10
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Technology: Computerized dancing system (KSD Technology Co Ltd. Shenzhen, China)
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Deficits Targeted: Balance confidence
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van den Heuvel et al., 2014
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RCT PEDro: 8/10
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Technology: Interactive dynamic balance exercises (Motek Medical, Amsterdam, The Netherlands). With movement registration using a force plate (Forcelink, Culemborg, The Netherlands) or inertial sensors (Xsens, Enschede, The Netherlands)
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Deficits Targeted: Static and dynamic balance
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Yen et al., 2011
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RCT PEDro: 7/10
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Technology: Balance board created by Cycling and Health Center of Taichung (Taichung, Taiwan)
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Deficits Targeted: Sensory organisation (via SOT) for single and dual tasks
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Liao, Yang, Wu, & Wang., 2015
RCT PEDro: 7/10
Technology: Wii Fit Plus and Wii Balance Board
Deficits Targeted: Gait parameters, muscle strength and sensory integration
Cerebral Palsy
Chen, Fanchiang, & Howard., 2018
SR + Meta Analysis of 19 studies
Deficits Targeted: Any facet of Cerebral Palsy
Included articles featuring balance systems:
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Effects of Nintendo Wii-Fit® video games on balance in children with mild cerebral palsy.
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Tarakci, Ersoz Huseyinsinoglu, Tarakci, & Razak Ozdincler., 2016
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RCT PEDro: 4/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Dynamic balance, gait parameters and independence
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Effects of interactive games on motor performance in children with spastic cerebral palsy.
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Alsaif & Alsenany., 2015
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RCT PEDro: 3/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Motor function
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Virtual reality based therapy for post operative rehabilitation of children with cerebral palsy.
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Sharan et al., 2012
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RCT PEDro: 4/10
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Technology: Wii Fit and Wii Balance Board
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Deficits Targeted: Post-operative rehabilitation inc balance and motor function
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Interested?
Of the balance systems featuring on this page, the Nintendo Wii Fit balance board is by far the cheapest. A price breakdown of each of the systems is as follows:
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Nintendo balance board: $40-$100 AUD (preowned + Wii Fit) ebay.com.au
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Requires Nintendo Wii (U) console: $40-$300 AUD depending on model also from ebay.com.au
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BioDex balance system: Price unavailable without ordering through website.
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PROPRIO balance system: Price unavailable without contacting manufacturer directly.
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b.ma SMART EquiTest: Price unavailable without contacting manufacturer directly.