Fall Prevention in Older Adults: How Virtual Reality Is Transforming Your Balance Assessments and Protocols
- Jun 17
- 9 min read
Falls are the leading cause of accidental death in people over 65.
Approximately 30% of people aged 65 and over, and 50% of those aged 80 and over, fall at least once a year. Yet the fear of falling — often just as debilitating as the fall itself — remains largely underassessed in clinical practice. A meta-analysis published in 2025 in the Journal of Nursing Scholarship, covering 17 randomised controlled trials and 988 patients, shows that virtual reality (VR) interventions produce significant effects on reducing fear of falling, improving balance, and postural control.
The daily challenge of fall prevention in older adults in clinical practice
Every consultation with an elderly patient at risk of falling is a balancing act — for them, but also for you.
On one hand, you need to objectify a risk that is often diffuse, measure fluctuating functional capacities, and establish a reliable assessment. On the other, you need to propose a protocol that motivates without frightening — because the fear of falling itself creates a harmful vicious cycle.
Fear of falling (FoF) is defined as a heightened concern about falling, generating anxiety and avoidance of daily activities. It often occurs — though not exclusively — following a previous fall, physical frailty, or an altered perception of balance. It leads to activity restriction, social isolation, and deterioration in quality of life.
Fear of falling can have a devastating impact on the performance of activities of daily living, frequency of hospitalisations, and quality of life. It induces a tendency to avoid physical activity and social isolation, resulting in a deterioration of both physical and mental health.
This is precisely where VR changes the game in fall prevention for older adults: by enabling gradual, safe exposure in the clinical setting, with no real risk of falling.
💡 Discover what KineQuantum can change in your practice.

What the studies say: VR and fall prevention, solid evidence
Research on VR applied to fall prevention in older adults has been accelerating remarkably since 2023. Recent meta-analyses all point in the same direction.
A 2025 meta-analysis (Wei et al., Journal of Nursing Scholarship) covering 17 randomised trials and 988 participants showed that VR interventions produce significant effects on reducing fear of falling (SMD = −0.40; p = 0.02), improving balance (SMD = 0.45; p = 0.02), and postural control (SMD = 0.50; p = 0.01).
Another meta-analysis published in Geriatric Nursing (2024) confirms that VR interventions effectively improve gait, dynamic and static balance functions, lower limb muscle strength, and reduce fall risk in non-disabled older adults.
The benefits documented in the literature are not limited to balance: they also include fear of falling, reaction time, gait, general physical fitness, independence in daily activities, muscle strength, and quality of life.
Regarding functional assessments, a meta-analysis conducted across 15 studies totalling 704 participants showed that VR rehabilitation significantly improves the TUG (Timed Up and Go) compared to conventional physiotherapy.
These findings scientifically validate what physiotherapists observe in practice: patients engage more, progress faster, and — above all — regain confidence.
Essential balance assessments: TUG and BBS in clinical practice
Before defining a protocol, a rigorous assessment must first be established. Two validated clinical tools stand out as references in fall prevention for older adults.
The TUG (Timed Up and Go): this test measures the time taken by the patient to stand up from a chair, walk 3 metres, turn around, and return to sitting. In community-dwelling older adults aged between 65 and 85, a TUG completed in under 12 seconds indicates a reduced fall risk. A shorter time is associated with lower risk.
The BBS (Berg Balance Scale): it evaluates balance through 14 standardised motor tasks. Each task is scored from 0 (unable) to 4 (independent). A higher score reflects better balance and greater stability. This tool is particularly sensitive in older patients. A score below 45 indicates a high fall risk.
These two tests form the foundation of an objective assessment. VR goes further by allowing them to be repeated at regular intervals to plot a precise progression curve.
Parameter | Clinical reference value |
|---|---|
Normal TUG (65–85 years) | < 12 seconds |
High-risk TUG | > 20 seconds |
BBS low risk | ≥ 45 / 56 |
BBS high risk | < 45 / 56 |
BBS predictive of falls (with prior history) | < 51 / 56 |

Graduated exposure in VR: breaking the vicious cycle of fear of falling
One of the most powerful contributions of VR to fall prevention in older adults is precisely its effect on the psychological component.
VR, with its ability to create immersive and simulated environments, represents a promising approach for advancing balance training. It offers a dynamic platform generating engaging environments for postural exercises, and its capacity to simulate real-life situations allows patients to train in varied and progressively challenging contexts — promoting adaptability and transfer to daily life.
In practical terms, graduated VR exposure follows a four-step logic that you can integrate from the very first sessions:
1. Initial assessment: you perform the TUG, BBS, and a standardised postural assessment. These data constitute the baseline and guide the difficulty level of the first virtual environment.
2. Low-intensity exposure: the patient moves through a stable virtual environment, close to their comfort zone — a flat surface, a familiar context. The goal is to engage the sensorimotor systems without generating anxiety.
3. Controlled progression: scenarios gradually become more challenging — simulated unstable surfaces, visual perturbations, cognitive dual-tasking. Difficulty is titrated session by session, based on recorded performance data.
4. Functional consolidation: postural gains are transferred into simulated daily life situations: stairs, pavements, crowds. The patient gains confidence because they have already "experienced" these situations safely.
Six weeks of VR balance exercises are sufficient to improve both balance and fear of falling in older adults living in institutional settings.
⚠️ Key point: VR does not replace your clinical expertise — it amplifies it. You define the progression thresholds, interpret the data, and adapt the protocol for each patient. Technology serves your clinical reasoning, never the other way around.
Building a VR protocol: practical parameters for your practice
Moving from theory to practice requires defining clear parameters. Here is a protocol framework validated by the literature that you can adapt to your patient population.
A recent randomised clinical trial (Parmak et al., 2025) tested an immersive VR programme on 44 older patients, divided into two groups: the VR group participated in 35-minute sessions of immersive VR three times per week for 8 weeks, while the control group followed a traditional home exercise programme.
Parameter | Recommended value |
|---|---|
Session duration | 30 to 45 minutes |
Frequency | 2 to 3 sessions per week |
Protocol duration | 6 to 8 weeks |
Supervision | Systematic in phases 1 and 2 |
TUG/BBS reassessment | Every 3 to 4 sessions |
Difficulty progression | Adapted to performance data |
Priority patient profiles for VR in fall prevention:
Adults aged 65 and over with a history of falls in the past 12 months
BBS score between 35 and 50 (moderate to high risk)
TUG between 12 and 25 seconds
Objectified fear of falling (high FES-I score)
Post-fracture or post-orthopaedic surgery patients
Patients with balance disorders of associated neurological origin
In a randomised controlled trial, BBS and TUG scores improved significantly after the VR protocol (p < 0.001 for both measures), and fear of falling also decreased significantly in the VR group compared to the control group (p < 0.001).
💡 Key takeaway: Consistency takes priority over intensity. Two sessions per week over 6 weeks are sufficient to produce clinically significant effects on the BBS and TUG. The key is to maintain progression and systematically reassess using your assessment tools.

How KineQuantum translates this science into concrete results
From research to your daily practice.
The studies cited in this article were conducted with a variety of VR tools, often complex to deploy in outpatient settings. KineQuantum was designed specifically to meet the constraints of the physiotherapy practice: ease of use, patient safety, and assessment traceability.
1. Integrated and reproducible assessments — KineQuantum incorporates VR assessment protocols directly usable during sessions, with quantified data (postural oscillations, reaction times, scores comparable to TUG and BBS) that can be exported to your patient record.
2. Patient-by-patient adapted progression — VR balance scenarios can be configured in terms of difficulty, duration, and sensory challenge. You retain full control over the level of challenge, session by session.
3. A clinical tool designed with safety in mind — The KineQuantum tool can be used standing or seated, with or without support. It is suitable for frail, unstable patients or those presenting significant movement-related anxiety. The standalone version and the version with sensors offer two levels of equipment depending on your practice.
4. Traceability that highlights the value of your follow-up — Each session generates objective data on patient progress. These results, comparable over time, support your case with referring physicians and strengthen patient adherence.
5. Daily time savings — Where a manual postural assessment requires lengthy setup and subjective scoring, VR produces standardised data in just a few minutes — without adding to your workload.
Conclusion: fall prevention deserves tools that match its clinical significance
Falls are not an inevitable consequence of ageing. They are a preventable event, provided we act early, with the right tools and a structured approach.
By combining objective assessments (TUG, BBS), a thorough understanding of fear of falling, and graduated VR exposure protocols, you now have a complete clinical toolkit to transform your management of older patients at risk.
VR is not a futuristic promise: it is a validated clinical tool, available today, and deployable in your practice right now. Your most vulnerable patients deserve this level of precision. And your practice deserves to be recognised for its standards of excellence.
FAQ
Is virtual reality suitable for older patients who are not comfortable with technology?
Yes. The vast majority of studies cited in this article were conducted with older populations, many of whom had no prior experience of VR. VR interventions have proven effective in reducing fear of falling and improving balance and postural control in older adults, making it a valuable tool for maintaining independence and mobility in this population. The physiotherapist's support during the first sessions is key to overcoming initial resistance.
How many sessions are needed to see results on the TUG and BBS?
Six weeks of VR balance exercises are sufficient to significantly improve balance and fear of falling in older adults. In practice, measurable improvements in TUG and BBS can be observed as early as the 3rd or 4th week, with 2 to 3 sessions per week. Systematic reassessment every 3 to 4 sessions is recommended.
Can VR be used for patients with mild cognitive impairment?
In a trial involving patients with mild cognitive impairment, the mean BBS score of the VR group at post-test (52.84) indicated a reduced fall risk. The mean TUG below 12 seconds at post-test also confirmed lower fall risk. Cognitive scores in the VR group also improved, indicating a dual benefit on both physical and cognitive function.
How does VR differ from conventional balance exercises for fall prevention?
VR creates immersive and dynamic environments that allow patients to train in varied and progressively challenging contexts, promoting adaptability and transfer of gains to activities of daily living — something conventional exercises on balance boards or wobble cushions cannot achieve with the same level of ecological validity and personalisation. Furthermore, VR generates objective data that are absent from manual exercises.
Is VR-based fall prevention compatible with neurological management (stroke, Parkinson's)?
Yes. VR interventions effectively improve gait, dynamic and static balance functions, and lower limb muscle strength , regardless of the aetiology of the disorders. Neurological patients are in fact one of the populations for whom the evidence is strongest. You can visit the dedicated page on VR protocols in neurology for more information on specific indications.
💡 Would you like to integrate VR-based fall prevention into your practice or centre?
📚 References
[1] Wei X., Huang C., Ding X. et al. (2025). Virtual Reality Intervention for Fall Prevention in Older Adults: A Meta-Analysis. Journal of Nursing Scholarship. doi: 10.1111/jnu.70028. Voir l'article →
[2] Gao Y. (2024). Effectiveness of Virtual Reality in Preventing Falls in Non-Disabled Older Adults: A Meta-Analysis and Systematic Review. Geriatric Nursing, 58, 15–25. doi: 10.1016/j.gerinurse.2024.04.010. Voir l'article →
[3] Wilson O., Arnold N., Thompson L.A. (2024). Investigating the Effects of Virtual Reality-Based Training on Balance Ability and Balance Confidence in Older Individuals. Applied Sciences, 14(11), 4581. doi: 10.3390/app14114581. Voir l'article →
[4] Hassanlouei H., Ashtari A., Saeidifard F. et al. (2021). Effect of virtual reality exercises on balance and fall in elderly people with fall risk: a randomized controlled trial. BMC Geriatrics. doi: 10.1186/s12877-021-02462-w. Voir l'article →
[5] Parmak D., Angın E., Iyigun G. (2025). Effects of Immersive Virtual Reality on Physical Function, Fall-Related Outcomes, Fatigue, and Quality of Life in Older Adults: A Randomized Controlled Trial. Healthcare, 13(15), 1800. doi: 10.3390/healthcare13151800. Voir l'article →
[6] Xiong W., Wang D., Ren W. et al. (2024). The global prevalence of and risk factors for fear of falling among older adults: a systematic review and meta-analysis. BMC Geriatrics, 24, 321. doi: 10.1186/s12877-024-04882-w. Voir l'article →



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