Accidental FallsVR-GAITNCT07655882
Virtual Reality for Walking and Balance in Older Adults
A study testing Virtual Reality Headset and Conventional Gait and Balance Training in people with Accidental Falls and Gait Disorders, run by University of Faisalabad at 1 site in Pakistan.
Trial summary
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. Read more about this study
- Who is it for?
- Ages 60 years and older
- Conditions the study is for
- Accidental Falls, Gait Disorders, Neurologic Injury
- What is being tested?
- Virtual Reality Headset and Conventional Gait and Balance Training
- Type of treatment
- Medical device
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 36 participants
- Where
- 1 sitePakistan
- Study dates
- 1 Feb 2026to 1 Jul 2026
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 60 years and older
- All sexes
- No healthy volunteers
- Adult, Older adult
Who may be able to join
- Community dwelling adults aged >= 60 years.
- Able to follow instructions.
- Able to walk with or without an assistive device.
- Vital signs stable.
- No severe cognitive impairment.
Who cannot join
- Severe visual or vestibular disorders.
- Uncontrolled cardiovascular disease.
- Severe musculoskeletal impairments.
- Recent major surgery or spinal surgery.
Trial locations and contacts
1 site in 1 country.
Pakistan1 site
The University of Faisalabad
Faisalābad, Punjab Province, 3800
About this study
Official title: Effects of Virtual Reality on Gait and Balance in Community Dwelling Older Adults: A Randomized Controlled Trial
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.
Read the detailed description
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.
- Conditions
- Accidental Falls, Gait Disorders, Neurologic Injury
- Being tested
- Virtual Reality Headset, Conventional Gait and Balance Training
- Keywords
- Virtual Reality, Geriatrics, Postural Balance, Pakistan
- Medical subject headings
- Mobility Limitation
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual Reality HeadsetDevice
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.
Conventional Gait and Balance TrainingOther
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.
| Study group | Role | What they receive |
|---|---|---|
| Virtual Reality Training Group | Experimental | Participants wear a VR headset and view a 3D computer-generated world to perform interactive gait and balance exercises. Receives: Device: Virtual Reality Headset; Other: Conventional Gait and Balance Training |
| Conventional Physical Therapy Group | Active comparator | Participants perform standard balance and gait exercises including tandem walking, weight shifting, and walking on different surfaces without VR. Receives: Other: Conventional Gait and Balance Training |
What is being measured
The primary outcome is the main question the study is designed to answer.
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).
Measured: 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.
Measured: Baseline (Week 0) and Post-Intervention (Week 6)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted18 Jun 2026
- Study start1 Feb 2026
- Primary completion24 Jun 2026 (estimated)
- Study completion1 Jul 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Accidental FallsStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 36 participants (estimated)
Sponsor and investigators
- Lead sponsor
- University of Faisalabad
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Anbreena Rasool, University of Faisalabad
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07655882
- Sponsor's protocol ID
- TUF/EIRB/ 215 /26
- Acronym
- VR-GAIT
- Status last verified
- Jun 2026
- First submitted
- 13 Jun 2026
- Last updated
- 18 Jun 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 18 Jun 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effects of Virtual Reality on Gait and Balance in Community Dwelling Older Adults: A Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT07655882
- Acronym / sponsor ID
- VR-GAIT / TUF/EIRB/ 215 /26
- Conditions
- Accidental Falls, Gait Disorders, Neurologic Injury
- Keywords
- Virtual Reality, Geriatrics, Postural Balance, Pakistan
- Study type
- Interventional
- Recruitment status
- Active, not recruiting
- Enrolment
- 36 participants (estimated)
- Lead sponsor
- University of FaisalabadUniversity, hospital or other
- Study start
- 1 Feb 2026 (actual)
- Primary completion
- 24 Jun 2026 (estimated)
- Study completion
- 1 Jul 2026 (estimated)
- First posted
- 18 Jun 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
Detailed description
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.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Training Group | Experimental | Device: Virtual Reality Headset, Other: Conventional Gait and Balance TrainingParticipants wear a VR headset and view a 3D computer-generated world to perform interactive gait and balance exercises. |
| Conventional Physical Therapy Group | Active comparator | Other: Conventional Gait and Balance TrainingParticipants perform standard balance and gait exercises including tandem walking, weight shifting, and walking on different surfaces without VR. |
Who may qualify
- Ages
- 60 years and older
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (5 listed)
- Community dwelling adults aged >= 60 years.
- Able to follow instructions.
- Able to walk with or without an assistive device.
- Vital signs stable.
- No severe cognitive impairment.
Key exclusion criteria (4 listed)
- Severe visual or vestibular disorders.
- Uncontrolled cardiovascular disease.
- Severe musculoskeletal impairments.
- Recent major surgery or spinal surgery.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Virtual Reality HeadsetImmersive 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. | Device | Virtual Reality Training Group |
| Conventional Gait and Balance TrainingStandard 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. | Other | Conventional Physical Therapy Group, Virtual Reality Training Group |
Primary outcome
Change in Gait Speed
Time frame: Baseline (Week 0) and Post-Intervention (Week 6)
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).
Change in Balance
Time frame: Baseline (Week 0) and Post-Intervention (Week 6)
Balance will be measured using the Berg Balance Scale (BBS), a 14-item scale scoring from 0 to 56. Higher scores indicate better balance.
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 18 Jun 2026.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Virtual Reality Headset and Conventional Gait and Balance Training in people with Accidental Falls and Gait Disorders, run by University of Faisalabad at 1 site in Pakistan.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 5 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: under way, not looking for participants, as of the sponsor's last update on 18 Jun 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Pakistan. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Change in Gait Speed (time frame: Baseline (Week 0) and Post-Intervention (Week 6)). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 18 Jun 2026.