Abstract
Background Stroke frequently leads to impaired balance, fear of falling, reduced mobility, and diminished quality of life. Virtual reality (VR) may provide engaging, repetitive, task-oriented practice as an adjunct to conventional physiotherapy. This study evaluated smartphone-based VR training for fall-related efficacy, dynamic balance, and stroke-specific quality of life in individuals with subacute stroke. Methodology This controlled study included 30 individuals with subacute stroke, allocated by lottery into an experimental group and a control group (15 participants each). The experimental group received smartphone-based VR training with conventional physiotherapy, while the control group received conventional physiotherapy alone. Treatment was delivered for 50 minutes per session, five days per week, for six weeks. Outcomes were assessed before and after intervention using the Falls Efficacy Scale (FES), Four Square Step Test (FSST), and Stroke-Specific Quality of Life Scale (SS-QOL). For within-group analyses, pre-intervention values were compared with post-intervention values separately for the experimental and control groups. Between-group analysis compared the groups’ post-intervention scores to examine whether the observed outcomes differed following treatment. Demographic information was summarized descriptively, and the dissertation reports chi-square testing for categorical demographic comparisons. Results are presented as mean ± standard deviation, with reported t-values and p-values reproduced from the dissertation tables. A p-value below 0.05 was treated as statistically significant in the study. Because the source dissertation contains some inconsistencies between narrative interpretations, mean-difference signs, and reported p-values, these values require confirmation against the original statistical output before the manuscript is finalized.



