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Sci. med. (Porto Alegre, Online) ; 25(3): ID21636, jul.-set.2015.
Article in Portuguese | LILACS | ID: biblio-832242

ABSTRACT

OBJETIVOS: realizar uma revisão sistemática da literatura sobre o efeito do treino com jogos de videogame na cognição de idosos. MÉTODOS: Busca nas bases de dados LILACS, SciELO, PsycINFO e PubMed, idiomas Inglês e Português. Utilizaram-se os descritores treino com jogos de videogame / video game training, adicionando aos seguintes: cognição / cognition, efeito cognitivo / cognitive effects, desempenho cognitivo / cognitive performance, plasticidade cognitiva / cognitive plasticity, testes cognitivos / cognitive tests. Foram incluídos estudos de intervenção cognitiva, artigos originais e disponíveis na íntegra, população alvo idosos (60 anos ou mais), publicados entre 2005 e 2015. A revisão ocorreu entre janeiro e julho de 2015. RESULTADOS: Dos 70 artigos encontrados inicialmente, 21 estudos atenderam aos critérios de seleção. Sete estudos (33%) verificaram melhoras significativas em velocidade de processamento, atenção sustentada, alerta, memória de trabalho visoespacial, flexibilidade cognitiva, memória visual imediata e tardia e coordenação viso-motora-espacial. Em relação à metodologia de treino dos estudos, 11 (52%) foram com treino de curta duração (uma a seis semanas) e tempo total entre menor tempo 4,5 horas e maior tempo 23,5 horas; e 10 (47%) com treino de longa duração (sete a 12 semanas) e tempo total de treino entre 12 e 36 horas. Os treinos de curta duração foram mais eficazes. CONCLUSÕES: A constatação do tempo total necessário de treino foi o achado principal desta revisão sistemática. Intervenção cognitiva com uso de jogos de vídeo game de curta duração, entre uma e seis semanas, e tempo total do programa de treino cognitivo entre 4,5 horas e 23,5 horas foi eficaz para idosos, sendo esta uma dose de tempo de intervenção cognitiva necessária e suficiente para a consolidação de sistemas e aquisição de um aprendizado no envelhecimento. Os efeitos cognitivos encontrados nos estudos sugerem que o cérebro idoso é capaz de adquirir, manter e enriquecer-se com novas aprendizagens.


AIMS: To perform a systematic review of the literature on the effect of video game training on cognition in the elderly. METHODS: The search was conducted using LILACS, SciELO, PsyINFO and PubMed databases in both English and Portuguese. The search term used were video game training, combined with the following: cognition, cognitive effects, cognitive performance, cognitive plasticity, cognitive tests. The inclusion criteria consisted of intervention studies on video game training, original articles in English or Portuguese, fulltext availability, and target population older people. Studies that failed to meet these criteria were excluded. Articles from 2005 to 2015 were collected, and the review was performed between January 2015 and July 2015. RESULTS: Seventy articles were found, but only twenty-one met the selection criteria. Of the 21 articles included in the study, only 7 studies (33%) revealed statistically significant improvement in speed of processing, sustained attention and alert, working visuospatial memory, cognitive flexibility, immediate and delayed visual memory, visual-motor coordination and visuospatial ability between the research groups (p<0.05). Other results were found in relation to the methodology of the studies. Of the 21 studies, 11 studies (52%) were performed with training of short duration (1-6 weeks) and total time of training ranging between 4.5 and 23.5 hours. Ten studies (47%) were performed with training of long duration (7-12 weeks) total time of training between 12 and 36 hours. The short duration training showed better performance. CONCLUSIONS: The total time required for training was the main finding of this systematic review. Cognitive intervention using short duration training (between one and six weeks) with video games in a total time between 4.5 and 23.5 hours is effective in elderly participants. This length time between the minimum and maximum time of cognitive intervention is necessary and sufficient for the consolidation of systems and acquisition of a learning in aging. The cognitive effects observed in the studies suggest that the aging brain is able to acquire, maintain and even enrich new learnings.


Subject(s)
Humans , Aged , Aged, 80 and over , Cognitive Training
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