## 3 Results
### Main Characteristics of Included Studies  
A total of 392 participants diagnosed with multiple sclerosis were evaluated in the nine studies included in the research. The studies accepted as eligible were published in the following period, 2013-2024. Of the nine studies presented, one used Nintendo Wii games as a rehabilitation intervention [25], six used games--four from Microsoft Kinect [24; 26; 27; 28], and one used a non-immersive game. VR system called USE IT [29]. Only one study evaluated the effectiveness of the Biodex Balance system [30]. Regarding the interventions in the comparison group, there were a multitude of options that were addressed by the researchers in their articles; some researchers created control groups where no exercises were performed, while others used classic balance rehabilitation exercises or combinations of rehabilitation programs. No significant differences in intervention location were observed in the control group, with only one study using telerehabilitation. Robotic-assisted gait training (RAGT) combined with virtual reality technology is applied in two RCTs. The first study compared it with traditional therapy [17], while the other study compared RAGT equipped with VR to RAGT without VR [18]. We have extracted the most important data and characteristics from the studies so that they can be consulted in Table 3.  
Figure 1: PRISMA flow diagram. \begin{table}
\begin{tabular}{l l l l l l l} \hline
**Article and** & \multicolumn{1}{c}{**Study Group**} & \multicolumn{1}{c}{**EDSS**} & \multicolumn{1}{c}{**Intervention**} & \multicolumn{1}{c}{**Comparison**} & \multicolumn{1}{c}{**Outcome**} & \multicolumn{1}{c}{**Main Findings**} \\
**Nationality** & \multicolumn{1}{c}{**Study Group**} & \multicolumn{1}{c}{**EDSS**} & \multicolumn{1}{c}{**Intervention**} & \multicolumn{1}{c}{**Comparison**} & \multicolumn{1}{c}{**Measurement**} & \multicolumn{1}{c}{**Main Findings**} \\ \hline
40 participants & 40 participants & & RAGT using the Lokomat & & & & Significant improvements in balance and \\ [PERSON] et al., 2017 & EG: = 20; robotic-assisted & & device, & & RAGT + VR compared & BBS; TUG; COPE & positive coping orientation in the \\ Italy [18] & gait training: vitual reality & 4-5.5 & 40 min/session, & & & RAGT + VR group compared to the CG. \\ Italy [18] & & & & & \\ CG: n = 20; RACT & & & & & \\ \hline \multirow{6}{*}{[PERSON] et al., 2017,} & 45 participants & & EG: 6 weeks; & Comparison between & & CG showed improvement only in TUG, \\  & & EG: n = 30; robotic training & 60 min/session, & robotic training & and EC significantly improved in all \\  & using Lokomat-Pro & 3-5.5 & 3 times/week, then & training (EG) and & & outcomes. \\ Italy [17] & CG: n = 15; traditional & & 12 weeks of traditional & traditional & MMSE; HESD & CG improved significantly in all \\  & rehabilitation training. & & & & & \\  & & (CG): 18 weeks & & & & \\ \hline \multirow{6}{*}{[PERSON] et al., 2020} & & (G1) using a game console & & & & \\  & & GIG: Video-based evergaming & & & & \\  & group n = 21; & & & & \\  & G2: n = 19 & & & & \\  & Conventional rehabilitation & & & & & \\  & group & & & & \\  & (G3) Control group n = 20. & & & & \\ \hline \end{tabular}
\begin{tabular}{l l}  & \multicolumn{1}{c}{(G1) using a game console} & \multicolumn{1}{c}{Significant improvements in arm} \\  & & GIG: Video-based evergaming & & & \\  & group n = 21; & & & \\  & G2: n = 19 & & & \\  & Conventional rehabilitation & & & & \\  & group & & & \\  & (G3) Control group n = 20. & & & \\ \hline \end{tabular}
\end{table} 
Table 3: Characteristics of the randomized controlled trials.