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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.

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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 BioDexPerry 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

 

Game-Based Virtual Reality Canoe Paddling Training to Improve Postural Balance and Upper Extremity Function: A Preliminary Randomized Controlled Study of 30 Patients with Subacute Stroke

Lee, Lee, & Song., 2017

RCT PEDro: 6/10

Technology: Wii Balance Board

Deficits targeted: Postural balance and upper limb function

The use of virtual reality for balance among individuals with chronic stroke: a systematic review and meta-analysis.

Iruthayarajah et al., 2017

SR + Meta Analysis of 20 articles

Deficits targeted: Static and dynamic balance

Included articles featuring Nintendo Balance Board:

 

Bang, Son, & Kim., 2016

RCT PEDro 4/10

Technology: Wii Balance Board, treadmill

Deficits targeted: Gait and dynamic balance

Virtual reality for improving balance in patients after stroke: A systematic review and meta-analysis

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:​​​

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

Are virtual reality technologies effective in improving lower limb outcomes for patients following stroke - a systematic review with meta-analysis.

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:

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:

Multiple Sclerosis

Effectiveness of virtual reality training for balance and gait rehabilitation in people with multiple sclerosis: a systematic review and meta-analysis

Casuso-Holgado et al., 2018

SR + Meta analysis of 11 studies

Deficits Targeted: Balance and gait rehabilitation

Included articles featuring balance systems:​​

Mii-vitaliSe: a pilot randomised controlled trial of a home gaming system (Nintendo Wii) to increase activity levels, vitality and well-being in people with multiple sclerosis

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

Nintendo Wii training on postural balance and mobility rehabilitation of adults with Parkinson's disease: a systematic review

Dominguez Ferraz, Trippo, Dominguez, Santos, Oliviera Filho., 2017

SR of 12 studies

Deficits Targeted: Postural balance and mobility

Included articles featuring balance systems:

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:

 

Virtual Reality-Based Wii Fit Training in Improving Muscle Strength, Sensory Integration Ability, and Walking Abilities in Patients with Parkinson's Disease: a Randomized Control Trial

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

Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials

Chen, Fanchiang, & Howard., 2018

SR + Meta Analysis of 19 studies

Deficits Targeted: Any facet of Cerebral Palsy

Included articles featuring balance systems:

Cerebral Palsy
Parkinson's Disease
Multiple Sclerosis
Stroke

Interested?

Purchasing

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:

  • Nintendo balance board: $40-$100 AUD (preowned + Wii Fit) ebay.com.au

    • Requires Nintendo Wii (U) console: ​$40-$300 AUD depending on model also from ebay.com.au

  • BioDex balance system: Price unavailable without ordering through website.

  • PROPRIO balance system: Price unavailable without contacting manufacturer directly.

  • b.ma SMART EquiTest: Price unavailable without contacting manufacturer directly.

Created in 2018 by Burton CRK

Created as part of LaTrobe University's PEEK program

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