Thieves' MarketThe Effect of Virtual Reality Applications on Balance and Gait Speed in Individuals With Alzheimer Dementia A Pilot StudyUğur, Fatma PT; Sertel, Meral PTAuthor Information Faculty of Physical Therapy and Rehabilitation, Hacettepe University, Altındağ, Ankara, Turkey (Ms Uğur); and Department of Health Sciences Faculty Physiotherapy and Rehabilitation, Kırıkkale University, Kırıkkale, Turkey (Ms Sertel). Correspondence: Meral Sertel, PT, Department of Health Sciences Faculty Physiotherapy and Rehabilitation, Kırıkkale University, Kırıkkale, Turkey, TR71450 ([email protected]). The authors have disclosed that they have no significant relationships with, or financial interest in, any commercial companies pertaining to this article. Topics in Geriatric Rehabilitation: October/December 2020 - Volume 36 - Issue 4 - p 221-229 doi: 10.1097/TGR.0000000000000285 Buy Metrics Abstract Objective: The aim of the study is to investigate the effect of virtual reality applications on balance and gait speed in individuals with Alzheimer dementia. Method: The study consisted of 32 individuals diagnosed as mild or moderate Alzheimer dementia by the neurologist. The balance, fall risks, and gait speed were assessed. The training group was trained with games selected from different categories such as balance and aerobic exercises with Nintendo Wii virtual reality device for 6 weeks, 1 session of 30 minutes, 2 times a week. Results: The values of the 5-time sit-to-stand test and gait speed scores resulted that the training group had significantly lower scores than the control group. Tinetti balance score was decreased in the control group and increased in the training group. Conclusion: It is appropriate to add virtual reality applications to routine rehabilitation programs in order to increase patient's balance and gait speed in people with dementia. Clinical Trials.gov Identifier: NCT03928405 © 2020 Wolters Kluwer Health, Inc. All rights reserved.