Cerebral palsy (CP) is defined as non-progressive damage affecting the central nervous system in the pre-, neo-, or post-natal periods. It can lead to disturbances in the brain development. Consequently, it can cause sensory and physical deficits, including spasticity, muscle shortness, limited range of motion, and delayed motor performance, as well as perceptual, communicative, and behavioral disturbances (
1,
2). Accordingly, these deficits affect motor development, posture, and balance and restrict patients’ ability to perform the activities of daily living (ADL). Reactive balance control is a determinant of performing most functional skills, enabling a child to recover from unexpected balance disturbances (
3). Accordingly, CP may also result in poor walking abilities and impaired balance in patients. Previous studies have indicated that neuromuscular strategies related to balance recovery represent specific constraints in patients with CP (
4,
5), including inability to adapt the muscle contraction level to the amount of displacement of the center of mass (COM) (
6) and the weak muscle activation in the ankle joint in a standing position (
7). Furthermore, various factors such as biomechanical constraints significantly affect patients' ability to adjust posture, maintain balance, or perform functional tasks (
8). A poor postural control pattern in CP patients is the mal-adaptation of adjustment, characterized by the inappropriate recruitment of antagonist muscles (co-activation) as well as the top-down control of postural muscles (
9).
Virtual reality interventions (VRI) have recently been suggested to improve motor function in patients with CP (
10). VRI is defined as interactive simulations created by computers to involve patients in real- world like objects and events (
11). Three types of virtual reality are provided in the commerce: (1) immersive virtual reality, which gives users the most realistic simulation experience, completed with sight and sound, using headsets and goggles, (2) semi-immersive virtual reality, which is mainly used in educational settings and provides users with a partially virtual environment, and (3) non-immersive virtual reality used in games such as Xbox and Wii-fit plus.
Different rehabilitation techniques could be used to increase motor functional abilities and prevent or delay the complications of patients with CP (
12-
14). Some rehabilitation techniques are virtual reality-based interventions, described as “viable techniques” (
10,
15), and “intensive training tools” based on the interactive stimulations provided by a computer system (
11). It aims to optimize patients' motor abilities through repetitive task-oriented practice (
10).
As a basis for motor learning, repetition is an essential variable of VRI exercises with potential effects on brain plasticity (
16,
17). This, in turn, activates the mirror neurons (
18), reorganizes the primary motor cortex (
9,
19,
20), and ameliorates the voluntary motor control (
21), thereby improving the ADL performance (
13). Both neurophysiological and neuropsychological factors in VRI contribute to the progress in motor functions and balance function in CP. Further, VRI is rich in visual, auditory, vestibular, and proprioceptive sensory feedbacks, associated with advancements in postural balance (
9,
22).
An increase in the loading of the affected limb of patients with hemiplegia during the VRI training could also increase sensory feedback carried to the cortical sensory areas, consequently causing the higher activation of the motor areas responsible for the postural adjustments and balance maintenance. This hypothesis was evidenced by Son et al. (
23), reporting that the compelled weight shift approach facilitated a more symmetrical weight-bearing of patients with stroke and thus promoted their balance (
24).
Furthermore, internal motivation and self-esteem were reported to be highly influenced by using VRI (
9,
25,
26) and performing competitions (
27,
28) in a safe environment (
21,
29). Patients with CP have reported enjoyment following only one session of VRI, as well as their increased self-competence and involvement in virtual reality play (
30). Thus, VRI using entertaining games and exercises could increase the acceptance and adherence to treatment by family and peers by avoiding the tedious repetitiveness of traditional physiotherapy protocols, mainly if the group therapy program is employed.
A meta-analysis by Chen et al. revealed VRI as an effective technique to improve motor function in general in children with CP (
10). Although the present review study aimed to focus specifically on balance function, it failed to make a conclusive recommendation due to the heterogeneity, small sample size, and different protocols used in the included studies. Another systematic review by Warnier et al. was published in 2020 (
31), using only two databases (ie, PubMed and Embase); however, they did not analyze the effect of VRI on the balance function of patients with CP and addressed a limited number of studies. Similarly, Wu et al., in a well-designed meta-analysis, showed the positive effect of VRI on the balance of children with CP; however, their suggestion was exclusively based on clinical measures (
32).
Two other systematic reviews have recently been published by Montoro-Cardenas et al. and Chesser et al. (
33,
34). According to the findings of six articles, the former introduced the Nintendo-Wii as an effective VRI in improving standing balance and gait when used alone or in combination with traditional physiotherapy protocols. Chesser et al. suggested that 30-minute Nintendo-Wii therapy sessions for at least three weeks were an effective virtual reality system in improving functional balance in children with CP (
33,
34). Both reviews focused on a single VRI tool (ie, the Nintendo-Wii,) limiting the generalizability of their interesting findings.
Accordingly, no clear evidence exists regarding the effects of VRI on the static and functional balance of patients with CP. In this regard, this review study aimed to systematically discuss the effect of different VRI tools on the static and functional balances of patients with CP with regard to the outcome measures (ie, center of pressure (COP), COM, balance…), intervention protocol, and its long-term effects. Accordingly, this review will summarize the headings of an effective virtual reality-based rehabilitation intervention protocol for patients with CP.