| Miles, 2012 [21] | Systematic review | Review aimed to look at athletes who have used virtual reality as a tool for skill improvement. | Athletes were reviewed, no experimental group. | Virtual Environment for sensorimotor skill improvement | A virtual environment has the potential to help players with real life skills in a sports game. |
| Wada, 2016 [14] | Case study | Forty-two healthy young subjects participated in the study. | Participants went through testing as a collective group. | Time lags between vision, body rotation and head stability. | The virtual reality environment improved dynamic posture control and improved their motor performance in real world setting. |
| Broglio, 2015 [20] | Systematic review | Review focuses on Athletes who have experienced brain trauma and concussions. | Athletes with concussions | Finding the most effective rehabilitation method for athletes with concussions. | Emerging evidence suggests that exercise and cognitive activity in a controlled environment and manner may benefit recovery for sport-related concussion. |
| Parker, 2008 [17] | Case study | Athletes and non-athletes who have experienced a concussion. | Athletes and nonathletes | Balance control | Athletes walked slower and swayed more than the non-athletes. Even non-concussed, athletes showed imbalance. |
| Sessoms, 2015 [16] | Randomized control study | Military Service members. Participants were between the ages of 20 and 42. Patients presented with vestibular disorders related to a mild Traumatic Brain Injury (mTBI)1 occurring within the past year. | Group 1 participated in therapy sessions with Computer-Assisted Rehabilitation Environment (CAREN), group 2 participated in vestibular rehabilitation using traditional methods and techniques. | Gait speed and weight shift | The participants in group 1, using CAREN, improved in gait speed and weight shift. By the end of the therapy (Week 6), speeds ranged from 0.60 to 1.50 m/s. Self-selected walking speeds for the control group. There was not a statistically significant main effect for group type. However, there was a significant effect for time point, with walking speeds increasing over time in both groups. Group 1 walked significantly slower compared to the Control group at Visit 1 Visit 2 and Visit 3, but not for Visit 4 Visit 5, or Visit 6. Group 2 walking speeds were significantly slower than the Control group at Visit 1 and Visit 2. |
| Linder, 2019 [22] | Case Study | 50 healthy, young adults. Ranged from 18–24 years old. Participants with no active neurologic or musculoskeletal condition resulting in impaired postural stability. | Adults were together in one group for all tests. | Dual-tasking and motor performance. Postural stability was quantified using data gathered from accelerometer and gyroscope. Cognitive task difficulty was manipulated by presenting stimuli at 30, 60 or 90 per minute. Performance of cognitive and balance tasks was compared between single-and dualtask trials. | Difference in postural control was found in the stance of tandem with eyes closed. Improvement in postural stability was found within dual-task situations. |
| Maggio, 2019 [18] | Systematic Review | Traumatic Brain Injury (TBI)2 patients who are experiencing vestibular dysfunction. | Patients with TBI2 who have vertigo. | Rehabilitation tool and assessment tool validity of virtual reality for TBI2 patients. | Virtual Reality has the potential be an effective assessment and rehabilitation tool to treat TBI patient’s cognitive and behavioral problems. |
| Pietrzak, 2014 [19] | Systematic Review | This review focuses on TBI2 adult patients. | Adults who have suffered TBI2. | TBI2 patients in virtual reality rehabilitation. | Virtual reality in rehabilitation of traumatic brain injury can improve motor and cognitive functionality. However, research on the middelic is very limited. |
| Wright, 2016 [23] | Randomized control study | mTBI1 patients who experience vestibular dysfunction. | Healthy adults and adults with mTBI1. | Sensory Organization Test (SOT) using Virtual Environment TBI Screen (VETS). | The VETS is valid for detecting imbalance issues within mTBI1 patients. Patients with mTBI1 did worse than the healthy adults. |
| Meldrum, 2015 [15] | Randomized control study | Vertigo patients | Group 1 in conventional treatment and group 2 in virtual reality based vestibular rehabilitation. | Gait speed, Posturography and Dynamic Visual Acuity. | Results suggest that Nintendo Wii® Fit Plus (NWFP) in vestibular rehabilitation could assist therapists in treating patients who unilateral peripheral vestibular loss. |