## 4 Discussion  
Virtual reality- and Wii-based therapies are increasingly being explored as interventions to enhance functional balance and mobility in children with CP [20; 30; 31; 47] as well \begin{table}
\begin{tabular}{c c c} \hline \hline
**Measure and Time Phases** & **Mean** & **SD** \\ \hline GMFMS & & \\ \hline Baseline & 89.75 & 4.75 \\ \hline End & 95.18 & 3.74 \\ \hline Re-assessment & 94.88 & 3.06 \\ \hline GMFMW & & \\ \hline Baseline & 82.08 & 7.07 \\ \hline End & 86.44 & 3.39 \\ \hline Re-assessment & 86.09 & 3.72 \\ \hline PBS & & \\ \hline Baseline & 49.38 & 3.11 \\ \hline End & 54.25 & 0.71 \\ \hline Re-assessment & 54.25 & 0.71 \\ \hline GMPM & & \\ \hline Baseline & 33.60 & 8.70 \\ \hline End & 65.63 & 10.53 \\ \hline Re-assessment & 69.30 & 8.35 \\ \hline \hline \end{tabular}
\end{table} 
Table 4: Mean scores and standard deviations for GMFMS, GMFMW, PBS, and GMPM across the different time phases (baseline, end, re-assessment). Figure 2: Graph illustrating the mean scores and standard deviations for the four outcome measures Gross Motor Function Measure for Standing Domain (GMFMS), Gross Motor Function Measure for Walking Domain (GMFMW), Pediatric Balance Scale (PBS), and Gross Motor Performance Measure (GMPM) across the three assessment time points (baseline, end of intervention, and re-assessment). as performance in daily life activities [48]. Moreover, virtual reality is being recognized as a tool for its use in improving motor skills and facilitating neurorehabilitation [21] as well as for its positive effect on the balance of children with CP compared with traditional rehabilitation methods [31]. Although moderate evidence supports virtual reality rehabilitation as a promising method to improve balance and motor skills in children with cerebral palsy [47], further research and long-term follow-up are needed to define its role in treatment. This study highlights the potential of incorporating the Nintendo Wii Balance Board into standard physiotherapy programs to enhance functional and dynamic balance, gross motor skills, and overall performance in children with CP in Greece. All four participants, previously plateaued in progress, showed notable improvements in gross motor function (GMFMS), balance (PBS), and movement quality (GMPM) after integrating VR-based balance training into their sessions. Improvements were consistent across baseline, post-intervention, and follow-up assessments, showcasing promising trends in functional outcomes and the feasibility of combining VR with traditional therapy for CP management. The balance improvements observed in this study can be attributed to integrating the VR Wii Balance Board into the standard physiotherapy program, enhancing rehabilitation by targeting balance, coordination, and movement quality for more effective outcomes. This aligns with the findings of [PERSON] and [PERSON] [38], who concluded that balance training using the Nintendo Wii improves balance in ambulatory children with CP. It is suggested that VR Nintendo Wii intervention can provide multisensory engagement, fostering neuroplasticity, as highlighted in neuroimaging studies [30; 38]. The Nintendo Wii Balance Board's enhanced motor learning environment, incorporating visual, auditory, vestibular, and proprioceptive stimuli, plays a key role in promoting task-specific motor strategies and potentially enhancing cortical reorganization. Our findings align with systematic reviews and meta-analyses [20; 31] that underscore the benefits of VR-based interventions in improving motor function and balance in children with CP compared to conventional therapy. Although the Wii Balance Board primarily enhances static balance, it also positively influences walking abilities, as reflected in improved GMFM scores. By comparing our results with similar studies [20; 36], we provide a nuanced understanding of how VR and balance training can complement conventional rehabilitation methods, offering unique advantages such as increased engagement and task repetition without reporting added fatigue.