| Authors | Saeed Ilbeigi,Mohsen Mohammadnia Ahmadi,Mohammad Yousefi, |
| Journal | Scientific Reports |
| Page number | 15-27 |
| Serial number | 15 |
| Volume number | 20310 |
| IF | 4.259 |
| Paper Type | Full Paper |
| Published At | 2025 |
| Journal Type | Typographic |
| Journal Country | Iran, Islamic Republic Of |
| Journal Index | ISI،JCR،Scopus |
Abstract
Multiple sclerosis (MS) is a neurological disorder that affects the central nervous system, causing
inflammation and damage to the myelin sheath, leading to balance and gait impairments. Sensorymotor (SN) and virtual reality (VR) interventions have shown promise in addressing these balance
issues by engaging all three components of the balance control systems. This study aimed to compare
the effectiveness of sensory-motor and virtual reality training on the functional status and quality
of life of MS patients. In this study, 36 MS patients receiving Rituximab therapy with an Expanded
Disability Status Scale (EDSS) of 2 to 6 were randomly assigned to three groups: SN (n=10), VR
(n=8), and a control group (n=10). The SN and VR groups underwent 8 weeks of intervention, with
3 sessions per week, while the control group continued routine care. Assessments using the Timed
Up and Go (TUG) test, the Timed 25-Foot Walk (T25FW) test, the Multiple Sclerosis Quality of Life 54
Instrument (MSQOL54), and the Pittsburgh Sleep Quality Index (PSQI) were conducted at baseline
and after 8 weeks. Significant within-group improvements were observed in both SN and VR groups
for primary outcomes, including the T25FW (P=0.002 for SN; P=0.001 for VR) and TUG (P=0.005
for SN; P=0.001 for VR), as well as secondary outcomes such as overall (P<0.001 for both), physical
(P<0.001 for both), and mental (P<0.001 for both) MSQOL-54 components, and PSQI (P<0.001 for
SN; P=0.046 for VR). However, no significant differences emerged between SN and VR groups for
primary outcomes, except for PSQI, which favored SN (P=0.02). Compared to the control group, the
SN group demonstrated significant improvements in primary outcomes—T25FW (P<0.001) and TUG
(P=0.01)—and secondary outcomes, including overall (P<0.001), physical (P<0.001), and mental
(P=0.002) MSQOL-54 components, and PSQI (P=0.007). Similarly, compared to the control group, the
VR group demonstrated significant improvements in the T25FW (P=0.02) and TUG (P=0.05) tests, as
well as in secondary outcomes, including overall (P=0.005), physical (P=0.003), and mental (P=0.01)
MSQOL-54 components. However, no significant improvement in PSQI was observed (P=0.9). This
study highlights the significant transformative potential of integrating VR and SN interventions as
innovative therapeutic modalities for addressing critical motor impairments, specifically balance and
gait, in individuals with MS. By employing task-oriented paradigms, dual-task methodologies, and
multisensory frameworks, these interventions not only yield substantial improvements in functional
mobility and quality of life but also represent a groundbreaking synthesis of immersive, technologydriven motivation with the pragmatic adaptability of evidence-based SN techniques. Further
longitudinal investigations are warranted to delineate their sustained effects, refine their application in
broader MS populations, and assess their scalability to establish patient-centered, cost-effective, and
outcome-driven neurorehabilitation models.
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