Introduction: Parkinson's disease is the second most common neurodegenerative disease in the world, affecting approximately 10 million people. The degeneration of neurons in the black substance of the basal ganglia in Parkinson’s patients causes a variety of symptoms, including impaired balance. In recent years, virtual reality training has been used to improve balance, allowing neurological patients to interact directly with a computer-generated environment. Purpose: The purpose was to analyze the impact of virtual reality training on balance in Parkinson’s patients, based on a review of the literature. Methods: A literature search was performed in PubMed and Science Direct databases. The following English keywords and their combinations were used: virtual reality, game, gaming, exergaming, Kinect, Wii, Xbox, Parkinson's Disease, Parkinson, balance, posture, postural control. Results: The literature review included five good-quality and one fair-quality study published between 2016 and 2022, involving a total of 194 subjects. The effects of VR training were analyzed as an independent approach, in combination with active exercises or in combination with motor imagery. The results show that virtual reality training has statistically significant (p < 0.05) positive effects on static and dynamic balance in Parkinson's disease patients, as observed at the end of the exercise program in the included trials, and in one trial also at the fourth week after the end of the exercise program (p < 0.05). Discussion and conclusion: Based on the results of the trials, it can be concluded that VR exercise is effective for improving the static and dynamic balance in Parkinson's patients. Positive effects can be achieved after a four-week exercise program with a frequency of three times a week and a duration of 30 to 60 minutes. This is a relatively new approach and therefore a small number of trials were included in the review. Future research should conduct additional high-quality randomized clinical trials (blinded), including homogeneous groups of patients with PD, using uniform and sensitive measuring tools, analyzing the effects of virtual reality training in younger Parkinson's subjects, and assessing the long-term effects of virtual reality training.
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