## 1 Introduction
Exergames provide therapeutic applications for balance recovery and functional mobility [12]. They can improve cognitive and physical functions on the basis of increased sensorial flow physical effort [9]. Recent studies augment benefits of VR in particular functions, like geographical distance estimations in relation to chosen locomotion techniques in virtual environment [13]. Exergaming, especially in older people, may have its drawbacks. There are at least two groups of factors, which have to be taken into account: the reluctance in accepting new technologies by elder people and the presence of adverse effects related directly to VR applications. The attitudes among elderly people toward using VR are still unclear, however, a recent study demonstrates the use and acceptance towards the adoption of VR among the older population [14]. The adverse effects of VR could be identified as non-related to intervention and related to intervention [11]. The former includes all medical events not related to therapeutic sessions, e.g., falls between sessions. The latter includes adverse events like injuries, falls or medical problems, and side effects during exercises, like tiredness, muscular pain, discomfort, and motion sickness. Visual and cognitive aftereffects, chiefly related to HMD applications, are defined as VR sickness [15]. VR sickness may lead to symptoms of nausea, eye strain, headaches, dizziness, and disorientation that last beyond the exposure period [16; 17]. Based on recent research, the VR sickness seems to last for a relatively short period of time after training [18]. While exergaming has been proven as an effective standalone intervention, the evidence of its possible prevalence over standard rehabilitation protocols is scarce [19]. Recently, in view of the threat of the SARS-CoV-2 pandemic, contactless methods of rehabilitation, including telerehabilitation, appear as valuable rehabilitation tools [20]. Rehabilitation is an important and necessary part of the treatment and prevention of many diseases. Therefore, its safe continuation during the pandemic prefers remote methods. Nowadays, healthcare has to deal with the challenges of providing patient care using modern technologies [21]. Their employment involves economic costs, employee training, and adaptation of the equipment to the treatment goals and the age profile groups of patients. The use of new technologies in rehabilitation carries the risk of exclusion of elderly people. Therefore, knowledge about the possibilities of the use and the adaptation of virtual reality in such a case appears to be particularly important. The influence of interventions based on new technologies on the course of rehabilitation, regarding their hypothetical advantage over standard rehabilitation, still remains an open question. This statement is also valid in the challenging problem of the prevention of falls among elderly people. The present study was conducted to determine, based on the current literature review, whether the virtual reality and exergames employed in rehabilitation significantly reduce the incidence of falls among elderly patients. An additional aim of this review was to assess the impact of this type of intervention on patients' cognitive functions, quality of life, adherence, usability, and enjoyment of exergames in the process of rehabilitation.