Introduction: In modern years, virtual reality has grown immensely. It is now used to provide engaging scenarios and improve adherence to therapy. Among all the types of Video Game-Based Therapy, Virtual Reality shows considerable improvement in patients with balance problems and is the most used device in stroke rehabilitation. This research’s purpose is to gather and disseminate studies that show which Video-Game Based Therapy is most efficient and widely used in terms of helping stroke patients with balance problems in clinical settings. In addition, the utilization of Video-Game Based Therapy in a clinical setting can help to motivate patients to continue with their treatment and in improving balance. Methods: The researchers used scoping review with the help of Joanna Briggs Institute (2020) and the scoping review framework by Arksey and O' Malley (2005), which provided an outline of the research methodology. The researchers used different databases such as PubMed, MEDLINE, CINAHL, EBSCO, and PT. The initial search retrieved a total of 2,569 articles from the databases. After removing duplicates and evaluating, 72 potential studies were identified. Using Joanna Briggs Institute extraction tool, two authors independently extracted the data, and another reviewer validated the data to ensure accuracy. Once the articles are selected, the following data are recorded in a spreadsheet. Results: A total of 46 reviews met the inclusion criteria. 28 articles stated that Virtual Reality is the most effective Videogame based therapy that shows significant improvements in balance and gait problems in stroke patients. It is also stated that it is most commonly used in clinical practice and was recommended in stroke guidelines. The remaining articles that researchers gathered show different Video Game Based Therapy are also effective but more expensive and it can be utilized when partnered with conventional therapy. Discussion: The research retrieved articles from eligible databases. The evidence gathered has shown promising effects that benefit the functional skills and balance problem of the patients. Although data concludes that Video-Game Based Therapy does result in significant improvement, still the help of conventional treatment is needed to show positive outcomes. Keywords: video game-based therapy, stroke, balance