## 3 Results
### Technology of Intervention
\begin{table}
\begin{tabular}{c c c c} \hline
**First Author** & **Intersection in SC** & **Intervention in CG** & **Time of Intervention** \\ \hline \multirow{3}{*}{[PERSON] et al. [45]} & The game Your Shape: Fitness Evolved II (Microsoft Kinect for Xbox 360) improving balance, strengthening and coordination, assisted by a trainer. & Conventional exercises for falls prevention & 5-week therapy with two 45-min sessions per week \\  & [PERSON] et al. [28] & Exergames (Motot lies) assisted by a trainer. & Normal daily living activities & 12-week therapy, one-hour session, twice a week. \\  & VR gaming conducted at home, improving balance (Tai & & 16-week intervention with forty-eight sessions for 30-45 min each, three times a week \\  & Chi-inspired exercises), muscle strength (dancing), and cognition (Activelle streaming streaming systems). & Normal daily living activities & 16-week intervention with forty-eight sessions for 30-45 min each, three times a week \\  & VR gaming with feedback + AGE UK Staging Steady & AGE UK Staging Steady Falls Prevention & 12-week intervention performed 3 times per week \\  & Falls Prevention Leader + home exercise program & Leaflet + home exercise program & 12-week intervention performed 3 times per week \\  & Tano and LongGool programs\(-\)VR training using the & Standard resistance and balance & \\  & Kinect system (Tai Chi Chi inspired exercises, resistance, and & & \\  & functional), and balanced integrated with 8 glasses for cognitive training, supervised by a physiotherapist. & 12-week intervention, 60-min session, three a week \\  & Energames (Microsoft Kinect for Xbox 360) directed to & & \\  & balance, limbs strength and cognition, conducted by a & Normal daily activities & 8-week intervention, 30-min session, three a week \\  & physotherapist. & & \\  & [PERSON] et al. [43] & VR training (BioSecsue) improving balance, muscle strength and cognition, assisted by a physiotherapist. & Normal daily care & 6-week intervention, from 18 to 30 min, twice a week \\  & Waifruit training (Wil Balance Board) directed to balance & Cognitive exercises using a computer & 8-week intervention, 45-min session, three a week \\  & and muscle strength, monitored by an assistant. & & \\  & Exergames (Windos Kinect), the GameU Project & Leaflet with training instruction & 10 working days of training performed twice a day for 30 min each \\  & focus on balance, is strength, and mobility. & & 30 min each \\  & VR training directed to walking in a 3D virtual reality & Without intervention & 12-week intervention 40-min session, once a week \\  & & & \\  & world using head-mounted display and a wireless & & \\  & mouse. & & \\  & [PERSON] et al. [34] & Exergames (Wil Balance Board) and cardiovascular training, balance, and training & & \\  & Video/computer-based interactive exercises involving & & \\  & stepping and weight-shifting exercises. & & \\  & & & \\  & [PERSON] et al. [46] & Balance everergames (BTS Nirana VR). & Conventional balance exercises & 6-week intervention, three sessions per week \\  & [PERSON] et al. [38] & Tradmill training + VR and feedback. & Standard care & 6-week intervention, 45-min session, three a week \\  & [PERSON] et al. [35] & WiFiFi (Wil Balance Board). & Conventional balance training & 6-week intervention one-hour session, three a week \\  & [PERSON] et al. [32] & Exergames (tradmill walking) with simultaneous & Strength and balance exercises & 6 months intervention one-hour session twice a week \\ \hline \end{tabular}
\end{table} 
Table 1: Characteristics of intervention used in included studies.