Use of Electronic Games Related to Attention and Memory by Elderly

Anderson da Silva Godoy, Irani Iracema de Lima Argimon, Anna Clara Sarmento Leite Caobelli

Abstract


Active and healthy aging has been developed by health areas, trying to understand interventions that can help in the quality of life of the elderly. It is possible to see that studies outside Brazil seek to understand how electronic games can help with aging, promoting the maintenance of cognitive functions. Therefore, an attempt was made to revisit the literature on research bases, focusing on empirical articles, aiming at interventions with electronic games in relation to active aging with an emphasis on attention and memory. From the search in three databases, it was possible to reach the number of 422 articles, however, with the inclusion and exclusion criteria, only nine articles were selected. The main findings within these articles showed that interventions with electronic games can help the elderly in cognitive functions (attention and memory), in addition to contributing to the maintenance of self-esteem and social inclusion in various environments. It was also possible to notice that no empirical articles and/or systematic reviews were found in Brazil with the same focus as this review. Therefore, it is expected that studies relating electronic games with these variables can be developed with the elderly population, so that the maintenance of attention and memory through electronic means can be better understood.


Keywords


Cognition; Aging; Aged; Vídeo Games and Stimulation Training

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DOI: https://doi.org/10.18256/2175-5027.2023.v15i1.4588

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Copyright (c) 2023 Anderson da Silva Godoy, Irani Iracema de Lima Argimon, Anna Clara Sarmento Leite Caobelli

ISSN 2175-5027

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Este obra está licenciada com uma Licença Creative Commons Atribuição 4.0 Internacional.

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