Trial results for a study investigating virtual reality-based training for balance and walking in youth with Autism Spectrum Disorder were posted on ClinicalTrials.gov on 2025-08-12. The study enrolled 13 participants and compared virtual reality active video gaming to standard balance exercises.
Background
Autism Spectrum Disorder (ASD) is a neurodevelopmental condition characterized by challenges in social interaction, communication, and repetitive behaviors. Individuals with ASD often experience motor difficulties, including impaired balance and gait, which can affect daily activities and quality of life. Traditional physical therapy exercises are commonly used to address these motor challenges. The exploration of novel, engaging interventions like virtual reality (VR) active video gaming offers a potential alternative or supplementary approach to improve balance and walking skills in youth with ASD.
Trial design
This completed study, identified as Phase NA, enrolled 13 participants with Autism Spectrum Disorder. The trial aimed to assess the effect of short-term (3 days/week for 2 weeks) virtual reality (VR) active video gaming intervention on static and dynamic balance, compared to traditional balance training exercises, in youth with ASD. Participants in the intervention group engaged in VR active video gaming using the Nintendo Switch Sports, while the control group performed standard physical therapy exercises for balance and walking. Both interventions were supervised via Zoom for 6 sessions over 2 weeks.
Key results
The trial evaluated changes in balance using two primary measures: Center of Pressure Movement (Postural Sway Velocity) and Pediatric Berg's Balance Scale Score. Key findings include:
- For Change in the Center of Pressure Movement (Postural Sway Velocity):
- In the Virtual Reality Active Video Gaming group, mean changes were 0.93 cm/sec (Standard Deviation 1.02), 1 cm/sec (Standard Deviation 1.1), and 1.4 cm/sec (Standard Deviation 2.1).
- In the Standard Balance Exercises group, mean changes were 0.50 cm/sec (Standard Deviation 0.30), 0.8 cm/sec (Standard Deviation 0.69), and 0.74 cm/sec (Standard Deviation 0.63).
- For Change in Pediatric Berg's Balance Scale Score:
- In the Virtual Reality Active Video Gaming group, mean scores were 51.86 (Standard Deviation 2.91), 55.43 (Standard Deviation 1.13), and 55.14 (Standard Deviation 1.21).
- In the Standard Balance Exercises group, mean scores were 52.00 (Standard Deviation 2.00), 55 (Standard Deviation 1.26), and 54.67 (Standard Deviation 1.21).
Statistical analyses using Friedman's test reported a p-value of 0.05 for several outcomes, with the hypothesis that virtual reality active video gaming would be more effective than traditional physical therapy based balance exercises in improving static and dynamic balance in youth and young adults with ASD, and that these improvements would be retained at 4 weeks after the intervention.
What this means
The results from this small study suggest that both virtual reality active video gaming and standard balance exercises may lead to changes in balance measures in youth with Autism Spectrum Disorder. While the mean changes in postural sway velocity and Pediatric Berg's Balance Scale scores varied between the two groups, the statistical analysis indicated a p-value of 0.05, suggesting some level of statistical significance in the overall comparison. Given the small enrollment of 13 participants, these findings are preliminary and warrant further investigation in larger trials to determine the comparative efficacy and long-term benefits of VR-based interventions versus traditional approaches for improving balance in this population.
Source
The information regarding these trial results was obtained from ClinicalTrials.gov, a public database of clinical studies. The results for the study NCT06023563, titled "Effect of Virtual Reality-based Training on Balance and Walking in Youth With Autism Spectrum Disorder", were posted on 2025-08-12 on clinicaltrials.gov.
