Effects of Wiifit vs Conventional Vestibular Rehabilitation on Dizziness and Balance in Patients With Unilateral Peripheral Vestibular Dysfunction
1 other identifier
interventional
42
1 country
1
Brief Summary
Unilateral Peripheral Vestibular Dysfunction (UPVD) causes dizziness, imbalance, vertigo, and reduced quality of life. Conventional Vestibular Rehabilitation Therapy (cVRT) is effective, while WiiFit-based virtual reality training may further enhance motivation and neuroplasticity. This study aims to compare WiiFit-based training with conventional rehabilitation in improving balance and reducing dizziness in UPVD patients. A randomized controlled trial will include participants aged 18-65 meeting specific inclusion and exclusion criteria. Participants will be randomly divided into two groups: Group A receiving conventional therapy (40 minutes, 3 sessions/week) and Group B receiving WiiFit-based exercises for 4 weeks. Outcomes will be assessed using DHI, Mini-BESTest, and VADL before and after intervention.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Nov 2025
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
November 18, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 29, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
April 29, 2026
CompletedFirst Submitted
Initial submission to the registry
May 8, 2026
CompletedFirst Posted
Study publicly available on registry
May 14, 2026
CompletedMay 14, 2026
May 1, 2026
5 months
May 8, 2026
May 8, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Perceived effects of dizziness
Dizziness Handicap Inventory (DHI) is a 25-item self-administered questionnaire intended to assess the perceived effects of dizziness on an individual's everyday activities. Values vary from 0 (no handicap) to 100 (highest handicap), with increasing values signifying more incapacity interpretation: 16-34- mild impairment 36-52- moderate impairment 52+ - severe impairment
4 weeks
Dynamic Balance
The Mini-Balance Evaluation Systems Test (Mini-BESTest) is a performance-based instrument designed to evaluate dynamic balance. The assessment comprises 14 items rated on a 3-point scale (0 = severe impairment to 2 = normal), yielding a maximum total score of 28. interpretation: 28- normal 20-22- minor balance impairment Below 20- significant fall risk
4 weeks
Secondary Outcomes (1)
disability in adults with vestibular dysfunction
4 weeks
Study Arms (2)
Vestibular Rehabilitation Therapy
ACTIVE COMPARATORParticipants in the control group will undergo standard vestibular rehabilitation therapy, which includes gaze stabilization, habituation, and balance retraining activities. The program will consist of three sessions weekly, spanning four consecutive weeks, with each session lasting around 30 to 40 minutes. Exercises will start in a sitting posture and gradually move to standing and dynamic balancing activities, customized to the patient's tolerance and safety. Following exercises will be administered: Week 1: 1. Romberg (EO → EC) 2. Foam surface standing (eyes open) 3. VOR x1 (seated) 3 sets/ 10 reps Week 2: 1. Standing VOR x1 2. Tandem walking 3. Walking with head turns 3 sets/10 reps Week 3: 1. Side shuffle with head turns 2. Ball Toss with Head Turns 3. Bowling with ball 3 sets/10 reps Week 4: 1. Multi-directional stepping 2. TUG with Head Turns 3. VOR x1/x2 While Walking 4. Dual-task walking 3 sets/10 reps
Wii Fit Vestibular Training
EXPERIMENTALParticipants in the experimental group will undergo vestibular training using the Wii Fit on the Nintendo Wii balance platform. Sessions will include interactive balance tasks targeting postural control, coordination, and visual-vestibular integration. Training will be conducted three times per week for four weeks, with each session lasting approximately 30 minutes and progressively advancing from basic to more complex activities based on participant performance and safety. Real-time feedback from the Wii system will be used to enhance motivation, adherence, and engagement. Week 1 will include Table Tilt (basic) and Soccer Heading (10 min each with 5 min warm-up and 5 min cool-down). Week 2 will include Balance Bubble, Bowling, and Ski Slalom (slow), 10 min each with warm-up and cool-down. Week 3 will include Obstacle Course (basic), Table Tilt (advanced), and Penguin Slide, 10 min each. Week 4 will involve a combination of all games, 5 min each with 2-3 min rest intervals.
Interventions
Participants in the control group will undergo standard vestibular rehabilitation therapy, which includes gaze stabilization, habituation, and balance retraining activities. The program will consist of three sessions weekly, spanning four consecutive weeks, with each session lasting around 30 to 40 minutes. Exercises will start in a sitting posture and gradually move to standing and dynamic balancing activities, customized to the patient's tolerance and safety. To mitigate danger, sessions will occur in a peaceful, organized environment with supportive aids (e.g. chair or wall) accessible. Safety standards will encompass a pre-session fall risk assessment and therapist oversight, while any adverse events will be recorded and addressed under physician consultation.
Participants in the experimental group will engage in vestibular training via the Wii Fit on the Nintendo Wii balancing platform. Sessions will include interactive balancing activities aimed at challenging postural control, coordination, and visual-vestibular integration. Training will consist of three sessions each week over four weeks, with each session lasting about 30 minutes, progressively increasing from fundamental to more intricate activities based on participant performance and safety considerations. Real-time feedback from the Wii system will be utilized to improve motivation, adherence, and task engagement. Safety measures will encompass therapist oversight at all times, the prevention of abrupt head movements or visual distractions during initial phases, and the delivery of both written and vocal directives to avert falls.
Eligibility Criteria
You may qualify if:
- Adults aged 18-65 years
- Diagnosed with UPVD (confirmed via Positive Head Thrust Test)
- Experiencing persistent dizziness or imbalance for \>4 weeks after acute onset
- Able to stand and walk independently
- VSS total score \>12
You may not qualify if:
- Central vestibular disorders (e.g., stroke, multiple sclerosis)
- Active BPPV (confirmed by Dix-Hallpike Test)
- Severe visual or MSK impairments affecting balance
- History of epileptic seizures or motion sickness triggered by video games
- Participation in other vestibular rehab programs during study period -- Diagnosed with severe cervical spine disease
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Foundation University College of Physical Therapy
Islamabad, 44000, Pakistan
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
May 8, 2026
First Posted
May 14, 2026
Study Start
November 18, 2025
Primary Completion
April 29, 2026
Study Completion
April 29, 2026
Last Updated
May 14, 2026
Record last verified: 2026-05