2017
DOI: 10.18256/2175-5027.2017.v9i1.1941
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Jogos Eletrônicos como Instrumentos de Intervenção no Declínio Cognitivo – Uma Revisão Sistemática

Abstract: A expectativa de vida tem aumentado consideravelmente nas últimas décadas, aumentando o interesse por pesquisas relacionados à população idosa, especialmente voltadas ao declínio cognitivo. Estudos recentes buscam compreender os efeitos dos jogos eletrônicos na cognição ao longo do ciclo vital e sua efetividade enquanto treinamento cognitivo. Com base nisso, este estudo teve por objetivo identificar e discutir experimentos que investigaram o efeito do uso de jogos eletrônicos na cognição de idosos com declínio… Show more

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Cited by 10 publications
(12 citation statements)
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“…However, the screen time, an important variable in the study of sedentary behavior 18 , presents itself, at this moment, as a factor for future studies because individuals who spend too much time using devices such as laptops, phones, or TVs increase a component of sedentary behavior which is harmful to health and is associated with a risk of developing obesity 19 ; on the other hand, technology can also be a tool to promote health and improve physical fitness, because games combined with movement and motivational elements, as already seen in the concept of exergaming 20.21 applied to technological exercise equipment, promote competitive games, racing simulations, among others, in the form of videogames or digital neurocognitive games known as brain games 22 . Although both are composed of simultaneous elements of motivation and data monitoring, the latter would have more characteristics to reduce sedentary behavior.…”
Section: Levels Of Physical Fitnessmentioning
confidence: 99%
“…However, the screen time, an important variable in the study of sedentary behavior 18 , presents itself, at this moment, as a factor for future studies because individuals who spend too much time using devices such as laptops, phones, or TVs increase a component of sedentary behavior which is harmful to health and is associated with a risk of developing obesity 19 ; on the other hand, technology can also be a tool to promote health and improve physical fitness, because games combined with movement and motivational elements, as already seen in the concept of exergaming 20.21 applied to technological exercise equipment, promote competitive games, racing simulations, among others, in the form of videogames or digital neurocognitive games known as brain games 22 . Although both are composed of simultaneous elements of motivation and data monitoring, the latter would have more characteristics to reduce sedentary behavior.…”
Section: Levels Of Physical Fitnessmentioning
confidence: 99%
“…Contudo, um terço das pesquisas foi conduzida em escolas americanas (tabela 1). Esses achados são similares aos resultados de uma revisão sistemática a qual investigou sobre intervenções utilizadas no cyberbullying e observou que um terço dos estudos incluídos foi realizado na Espanha, sendo que os outros dois terços estavam distribuídos entre diversos países (Cardoso et al, 2017).…”
Section: Discussionunclassified
“…O fato de a maioria das pesquisas terem sido realizadas em países isolados, sem a replicação de determinado modelo de intervenção em diferentes culturas e nacionalidades, pode ser considerado uma limitação deste campo de estudo. Em especial devido à existência de diferenças culturais e nos modelos pedagógicos das escolas (Cardoso et al, 2017;Ttofi e Farrington, 2011). Ressalve-se que, dos 19 estudos, três implantaram o OBPP e mais dois utilizaram os princípios do OBPP com adaptações.…”
Section: Discussionunclassified
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