Supplementary References References e-1 to e-20
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e-2. Taylor MJ, Griffin M. The use of gaming technology for rehabilitation in people with multiple sclerosis. Multiple Sclerosis Journal 2015;21:355-371.
e-3. Kramer A, Dettmers C, Gruber M. Exergaming with additional postural demands improves balance and gait in patients with multiple sclerosis as much as conventional balance training and leads to high adherence to home-based balance training. Archives of physical medicine and rehabilitation 2014;95:1803-1809.
e-4. Fulk GD. Locomotor Training and Virtual Reality based Balance Training for an Individual ‐ with Multiple Sclerosis: A Case Report. Journal of Neurologic Physical Therapy 2005;29:34-42.
e-5. Cho KH, Lee KJ, Song CH. Virtual-reality balance training with a video-game system
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e-6. Omiyale O, Crowell CR, Madhavan S. Effect of Wii-based balance training on corticomotor excitability post stroke. Journal of motor behavior 2015;47:190-200.
e-7. Rábago CA, Wilken JM. Application of a mild traumatic brain injury rehabilitation program in a virtual realty environment: a case study. Journal of Neurologic Physical Therapy 2011;35:185- 193.
e-8. Ustinova K, Perkins J, Leonard W, Hausbeck C. Virtual reality game-based therapy for treatment of postural and co-ordination abnormalities secondary to TBI: A pilot study. Brain injury 2014;28:486-495.
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Zalecki 2013 [12]
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Esculier 2012 [16]
Mirelman 2011 [17]
Zettergren 2011 [18]
Multiple Sclerosis Kalron 2016 [19]
Eftekharsadat 2015 [20]
Lozano-Quilis 2014 [21]
Nilsagard 2013 [22]
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Peruzzi 2016 [24]
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Plow 2011 [28]
Fulk 2005 [29]
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McEwen 2014 [31]
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Rajaratnam 2013 [35]
Park 2016 [36]
Cikajlo 2014 [37]
Krpic 2013 [38]
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Llorens 2015 (b) [48]
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