By the Living Unlimited Team
Virtual reality probably improves balance and postural control in MS compared with conventional therapy, according to a 2025 Cochrane review of 33 trials, but the evidence is modest and mostly limited to people with relatively low physical disability. Most studied programs used ordinary screens, not headsets. Talk to your rehabilitation team before trying it.
Virtual reality keeps turning up in conversations about multiple sclerosis rehabilitation. A clinic adds a balance program built around a games console and a TV screen. A headset shows up in a research video. A friend mentions their physiotherapist now runs sessions that look more like a video game than the exercises you remember. It is fair to ask the plain question underneath all of it: does any of this actually help, or is it the technology getting ahead of the evidence?
The honest answer, as of 2026, is that virtual reality looks genuinely useful for some parts of MS rehabilitation, the evidence is real but still modest, and the version most likely to reach you is far less futuristic than the marketing suggests. Here is what the research says and what to do with it.
Why MS rehabilitation matters in Canada
Canada has one of the highest rates of multiple sclerosis in the world. About 90,000 Canadians live with MS, and on average 12 more are diagnosed every day, according to MS Canada. MS can affect walking, balance, hand function, fatigue, and cognition, and those effects change over time and differ from one person to the next.
Rehabilitation is a core part of living well with MS at every stage, not just after a relapse. Physiotherapy, occupational therapy, and exercise are how many people protect mobility, manage fatigue, and keep doing the things a day asks of them. None of this competes with disease-modifying drug treatment. Medication works on the disease process; rehabilitation works on function and daily life, and the two sit side by side. The interest in virtual reality is really an interest in making the rehabilitation part more effective and easier to stick with.
What “virtual reality rehab” actually means
Virtual reality in rehabilitation is broader than a headset. It means a computer-generated environment that you move through and interact with, usually with instant feedback on what your body is doing. That covers a wide range of setups, and the difference matters a lot for what you can realistically get.
Most MS rehabilitation research has used what is called non-immersive virtual reality: a regular TV or monitor, often paired with a commercial games console or a balance board, where you see yourself or an avatar on screen and respond to it. Semi-immersive systems use large screens. Fully immersive systems use a head-mounted display that surrounds your vision. In the largest evidence review to date, almost all of the studied programs, about 91 per cent, used the non-immersive kind on ordinary screens, with only a single study using a full head-mounted display (Cochrane Database of Systematic Reviews, 2025). That is worth holding onto: when researchers say virtual reality helps, they are mostly describing screen-and-sensor systems, not expensive goggles.
The reason any of it might work comes down to how the brain relearns movement. Recovery and motor learning are driven by intensive, repeated, task-focused practice. Virtual reality is good at delivering exactly that. It can be tuned to your ability and it gives feedback in real time. The Cochrane reviewers put the appeal in those terms: the level of difficulty and intensity can be adapted to the skills of the patient, and the technology has the potential to increase motivation by creating more exciting training environments and providing feedback. That is the rationale researchers give for testing virtual reality, and it is worth being clear that it is a rationale rather than a finding. The review did not assess whether people actually practised more, so the motivation argument is a reason to study the technology, not something the evidence has settled.
What the strongest evidence found
The most authoritative summary is a 2025 Cochrane systematic review, which pooled 33 randomized controlled trials covering 1,294 people with MS (Cochrane, 2025). Cochrane reviews are deliberately cautious and grade how confident we can be in each finding, so this is a good place to separate signal from hype.
Compared with conventional therapy, virtual reality training probably improves balance and postural control. On the Berg Balance Scale, a standard balance measure, virtual reality groups scored an average of 2.39 points higher, drawn from 7 studies and 201 participants, which the reviewers describe as almost reaching the 3-point difference clinicians treat as clinically important. They graded that finding moderate certainty, their stronger grade. For lower-limb and walking function specifically, the results probably do not differ between virtual reality and conventional therapy, also at moderate certainty.
One result cuts the other way and is easy to miss. Measured against no intervention at all, rather than against conventional therapy, virtual reality may make no difference to balance, at 0.29 points on the same scale from 4 studies and 137 participants, and the reviewers graded that very low certainty. The balance result that holds up is the comparison with conventional therapy, not the comparison with doing nothing.
Compared with no intervention at all, virtual reality may improve hand and arm function, with participants completing the Nine-Hole Peg Test an average of 4.19 seconds faster, which the reviewers again describe as almost reaching the clinically important difference. That rests on 2 studies and 84 participants and was graded low certainty. Participation and quality of life also moved in virtual reality’s favour against no intervention, from 2 studies and 82 participants, though there the reviewers say plainly that the evidence is very uncertain, their weakest grade. Upper-limb gains matter more than they sometimes get credit for, because hand function shapes nearly every independent task. A 2016 systematic review of upper limb rehabilitation in MS, relaying survey findings from Kister and colleagues, reports that impaired hand function was among the most frequently reported symptoms in the first year of the disease, at 60 per cent (Lamers et al., Neurorehabilitation and Neural Repair, 2016).
The headline a careful reader should take away is narrower than the marketing. Set against conventional therapy, the reviewers found virtual reality probably better for balance and postural control, possibly better for participation and quality of life, and, in their own words, no clear difference on the other outcomes. No clear difference is not the same as proven equivalence, and these trials were not designed to test that. That is a reasonable basis for adding virtual reality to a program. It is not a basis for replacing hands-on therapy with a console.
The limits, stated plainly
The same review is candid about what is not yet settled, and honesty here protects you from being oversold.
The certainty of most findings ranged from moderate down to very low. The individual studies were generally small and varied widely in the devices and outcomes they used, and the reviewers judged the majority of them to be at overall high risk of bias across every outcome measure, which is stronger language than a passing caveat. Just as important for MS specifically, the participants were, on average across the 22 studies that reported it, people with significant disability who could still walk 500 metres without an aid, and the reviewers state that the evidence is mainly limited to people with a relatively low degree of physical disability. That leaves a real gap for people with progressive MS or higher disability, exactly the group with the most to gain and the least studied.
There is one further gap that matters before anyone tries this at home. Only one of the 33 trials, with 30 participants, reported adverse events. It recorded none that were serious, listing leg pain, backache, discomfort and near-falls in the virtual reality group, and with data from just one trial the review could reach no general conclusion about harms. That is not evidence that virtual reality rehabilitation is risky. It means the question was almost never asked, which is a reason to have the safety conversation with a clinician rather than to skip it. The reviewers’ bottom line was that larger, higher-quality trials are needed to firm up and extend these results. One more caveat worth knowing: the review was published on 7 January 2025, but its searches run only to August 2022, so studies published since then are not in it.
A newer thread of research is starting to ask not just whether function improves but whether the brain itself changes alongside it. At least one randomized trial now under way pairs virtual reality physiotherapy with functional MRI and tractography, looking for measurable shifts in how the brain organizes movement alongside molecular and immune markers (study protocol, 2025). That work is still underway and has not delivered verdicts, so treat brain-rewiring claims as a promising direction being tested rather than a settled result. The grounded conclusion stays the same: virtual reality is a useful tool inside good rehabilitation, not a breakthrough that changes the disease.
Getting to it in Canada
If this sounds worth trying, the practical question is access, and that is uneven. Publicly funded outpatient rehabilitation after the hospital phase is often time-limited and varies by province and by whether you have private coverage. Not every clinic has a dedicated virtual reality setup, though more do than a few years ago, and a growing Canadian research network, MSCanRehab, is working specifically to move MS rehabilitation research into everyday care.
The non-immersive finding is the good news for access. Because most of the evidence comes from screen-and-sensor programs rather than premium headsets, some of the benefit may be reachable with the kind of consumer balance-and-movement games that run on an ordinary console at home, used as a complement to supervised therapy rather than a substitute for it. A physiotherapist can tell you whether a home setup is safe and sensible for your situation, and which on-screen activities actually map to your goals.
A few things are reasonable to raise with your rehabilitation team:
- Ask whether virtual reality or game-based training is available in your program, and whether it fits your goals, especially for balance.
- Ask how it complements your hands-on therapy. The evidence supports VR as an addition to good rehabilitation, not a replacement for it.
- Ask what you can safely do at home between sessions, including whether a consumer balance or movement game could extend the work, and have the plan written down.
- If you live with progressive MS or higher disability, ask directly how the program adapts, since that is where the research is thinnest and an experienced clinician’s judgement matters most.
None of this is medical advice, and what suits you depends on your MS, your other conditions, your fatigue, and your goals. That is the reason the conversation with a qualified clinician matters. The value of knowing the evidence is not to self-prescribe a headset. It is to walk into rehabilitation able to ask for the approach most likely to help the things you care about, and to recognize the difference between a tool that earns its place and a gadget that does not.
Frequently asked questions
Does virtual reality rehab help with multiple sclerosis?
A 2025 Cochrane review pooled 33 randomized controlled trials covering 1,294 people with MS. Compared with conventional therapy, virtual reality training probably improves balance and postural control, with Berg Balance Scale scores an average of 2.39 points higher, a moderate certainty finding, while walking and lower-limb function probably do not differ. Compared with no intervention, it may improve hand and arm function, with the Nine-Hole Peg Test completed 4.19 seconds faster, though that was graded low certainty. The article’s summary is that the evidence is real but still modest.
What kind of virtual reality is used in MS rehabilitation research?
Mostly the non-immersive kind. In the largest evidence review, about 91 per cent of the studied programs used ordinary screens, often paired with a games console or balance board, and only a single study used a full head-mounted display. So when researchers say virtual reality helps, they are mostly describing screen-and-sensor systems rather than expensive goggles.
What are the limits of the evidence on virtual reality for MS?
The certainty of most findings ranged from moderate down to very low. The individual studies were generally small, and the reviewers judged the majority to be at overall high risk of bias across every outcome measure. Participants were mainly people with a relatively low degree of physical disability, with those in the 22 studies that reported it able to walk 500 metres without an aid on average. Only one of the 33 trials, with 30 participants, reported adverse events, so the review could reach no general conclusion about harms, and its searches run only to August 2022.
Can virtual reality replace hands-on physiotherapy for MS?
No. The article says the evidence supports virtual reality as an addition to good rehabilitation, not a replacement for it. Against conventional therapy the reviewers found no clear difference on most outcomes, and no clear difference is not the same as proven equivalence. Consumer balance and movement games on an ordinary console may work as a complement to supervised therapy, and a physiotherapist can tell you whether a home setup is safe and sensible for your situation.
What should you ask your rehabilitation team about virtual reality?
Ask whether virtual reality or game-based training is available in your program and whether it fits your goals, especially for balance. Ask how it complements your hands-on therapy, what you can safely do at home between sessions, and have the plan written down. If you live with progressive MS or higher disability, ask directly how the program adapts, since that is where the research is thinnest. None of this is medical advice, and what suits you depends on your MS, your other conditions, your fatigue and your goals, so talk to a qualified clinician.
Sources
- About MS, MS Canada
- Virtual reality for multiple sclerosis rehabilitation, Cochrane Database of Systematic Reviews (2025)
- Plain-language summary and full abstract of the same review, Cochrane (7 January 2025)
- Lamers et al., Upper Limb Rehabilitation in People With Multiple Sclerosis, Neurorehabilitation and Neural Repair (2016)
- Virtual reality-based neuroproprioceptive physiotherapy in multiple sclerosis, study protocol with functional MRI assessment (2025)
- MSCanRehab, Canadian MS rehabilitation research network, MS Canada
- Rehabilitation in MS, MS Canada






