Exploring the influence of virtual reality aerobic training on functional capacity and aerobic fitness in sedentary females

Neama Mahmoud EL-Sheikh, Hany Ezzat Obaya, Doaa Saeed, Doha H. Al-Afify, Rana Hesham Mohamed Elbanna

Neama Mahmoud EL-Sheikh, Hany Ezzat Obaya, Doaa Saeed, Doha H. Al-Afify, Rana Hesham Mohamed Elbanna – Exploring the influence of virtual reality aerobic training on functional capacity and aerobic fitness in sedentary females –  Fizjoterapia Polska 2025; 25(3); 275-280

DOI: https://doi.org/10.56984/8ZG7D19NXVI

Abstract
Aim. Lack of physical activity has become a growing concern in modern society, leading to reduced functional ability and diminished aerobic fitness. Exercise is often perceived as boring and difficult, whereas people tend to prefer more enjoyable activities like virtual reality (VR) gaming. Therefore, engaging in VR games as part of physical activity may spark interest and improve physical activity behavior.
Materials and methods. Sixty females aged 18–25 years, with obesity class I (BMI 30–34.9), were selected from the Faculty of Physical Therapy, Cairo University, and randomly allocated into two groups. Body mass index (BMI), the Queens College Step Test (QCT), and the 6-minute walk test (6MWT) were measured before and after the intervention, which consisted of three sessions per week for 8 weeks.
Results. There was a significant improvement in BMI post-intervention compared to pre-intervention in both groups, but no significant difference in mean BMI values between the groups. There was also a significant improvement in the Queens College Step Test (QCT) and the 6-minute walk test (6MWT) post-intervention compared to pre-intervention in both groups, with significant differences in mean values between the two groups.
Conclusions. Virtual reality aerobic exercise (VRAE) and aerobic exercise (AE) are both effective in reducing BMI, but VRAE is more effective in improving functional capacity and aerobic fitness in sedentary adults. It encourages participants to be more active in daily life and maintain a higher level of exercise than the AE group.
Key words
virtual reality exercise, aerobic exercise, sedentary lifestyle, aerobic endurance, inactivity
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Virtual reality versus balance beam on walking performance in children with spastic hemiplegic cerebral palsy: A randomized controlled comparative trial

Mohanad M. Madboly, Khaled A. Olama, Hamada E. Ayoub, Doha H. Al-Afify, Doaa Saeed, Walaa A. Abd El-Nabie

Mohanad M. Madboly, Khaled A. Olama, Hamada E. Ayoub, Doha H. Al-Afify, Doaa Saeed, Walaa A. Abd El-Nabie – Virtual reality versus balance beam on walking performance in children with spastic hemiplegic cerebral palsy: A randomized controlled comparative trial –  Fizjoterapia Polska 2024; 24(1); 222-228

DOI: https://doi.org/10.56984/8ZG2EF8E30

Abstract
Background. Virtual reality and balancing beam are widely acknowledged as a highly successful approach for improving balance as well as walking performance among children suffering from hemiplegic cerebral palsy (CP). Purpose. The aim of this study was to compare between the impact of virtual reality and balance beam on walking performance (balance and functional walking capacity) in children with hemiplegic CP. Subjects and methods. A total of seventy-five children with hemiplegic CP, comprising 31 boys and 44 girls, aged between 7 and 11 years of both genders, were included in this study. The participants were allocated randomly into three groups (n = 25), A (control group) and B, C (study groups). All children received designed physical therapy programs based on neurodevelopmental technique, in addition to balance and gait training exercises for control group A, virtual reality training for group B and balance beam training for group C. The treatment program was administered to each group three times weekly for three consecutive months, lasting one hour each session. All children were examined clinically pre- and post-treatment using HUMAC balance and tilt system, and 6- minutes walking test (6mWT) to assess balance, walking functional capacity respectively. Results. There was a significant improvement in balance and 6MWT of three groups post treatment when contrasted with that pretreatment (p < 0.001). Furthermore, group B and C’s measured variables showed a substantial improvement over group A’s when compared (p < 0.01), while group B and C did not differ significantly (p > 0.05). Conclusions. Virtual reality and balance beam training have an effective influence on the improvement of balance and walking performance.
Keywords
balance beam, cerebral palsy, functional walking capacity, hemiplegic, virtual reality
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