Universidade de São Paulo, Escola de Artes, Ciências e Humanidades, Departamento de Gerontologia, São Paulo SP, Brazil.
Instituto Supera de Educação, São José dos Campos SP, Brazil.
Arq Neuropsiquiatr. 2023 May;81(5):484-491. doi: 10.1055/s-0043-1764413. Epub 2023 May 31.
BACKGROUND: Currently, studies using video games as an intervention to improve cognitive functions in the elderly are on the rise. OBJECTIVE: To investigate and evaluate the effects of cognitive interventions using video games on cognition in healthy elderly people published in the last ten years. METHODS: A systematic review involving a qualitative analysis carried out between July and September 2021on the SciELO, LILACS and MEDLINE databases.. RESULTS: A total of 262 articles were identified in the initial search. After exclusion of duplicates, analysis of titles/abstracts and of the full text, a final total of 9 studies were included in the review. The objectives of the studies included investigating the effects on cognition of cognitive training (CT) programs using video games compared to programs using entertainment games or to low-intensity CT games. Despite the growing number of studies, many of them were focused on cognitive rehabilitation in elderly people with some degree of cognitive impairment, and few involved training among healthy elderly people. CONCLUSION: According to the studies analyzed, the interventions involving CT with video games promoted significant improvements in processing speed and working memory, but no improvements in executive functions.
背景:目前,使用视频游戏作为干预手段来改善老年人认知功能的研究正在兴起。
目的:调查和评估过去十年中发表的使用视频游戏进行认知干预对健康老年人认知的影响。
方法:在 2021 年 7 月至 9 月期间,在 SciELO、LILACS 和 MEDLINE 数据库中进行了系统评价,包括定性分析。
结果:最初搜索共确定了 262 篇文章。在排除重复项、标题/摘要和全文分析后,最终共有 9 项研究纳入综述。研究的目的包括调查使用视频游戏进行认知训练 (CT) 与使用娱乐游戏或低强度 CT 游戏相比对认知的影响。尽管研究数量不断增加,但其中许多研究侧重于认知障碍程度不同的老年人的认知康复,而涉及健康老年人训练的研究很少。
结论:根据分析的研究,涉及使用视频游戏进行 CT 的干预措施可显著提高处理速度和工作记忆,但对执行功能没有改善。
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