Jogos Eletrônicos como Instrumentos de Intervenção no Declínio Cognitivo – Uma Revisão Sistemática

Nicolas de Oliveira Cardoso, Thaís Landenberger, Irani Iracema de Lima Argimon

Resumo


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 cognitivo. O método utilizado foi a revisão sistemática, seguindo o modelo de PRISMA. As buscas foram executadas nas bases de dados virtuais PubMed, BVS e Scopus, sendo encontrados doze estudos conforme os critérios estabelecidos. Foram identificados 17 jogos eletrônicos diferentes como instrumentos de intervenção. Os principais resultados sugerem aprimoramentos na memória, atenção, processamento de informação e funções executivas. Contudo, nem todos os benefícios encontrados permaneceram em longo prazo ou foram transferidos para a vida cotidiana dos indivíduos.


Texto completo:

PDF HTML

Referências


Aalbers, T., Baars, M. A., Qin, L., De Lange, A., Kessels, R. P., & Rikker, M. G. O. (2015). Using an eHealth Intervention to Stimulate Health Behavior for the Prevention of Cognitive Decline in Dutch Adults: A Study Protocol for the Brain Aging Monitor. Journal of Medical Internet Research, 4(4):e130. Doi: 10.2196/resprot.4468

Ackerman, P. L., Kanfer, R., & Calderwood, C. (2010). Use it or lose it? Wii brain exercise practice and reading for domain knowledge. Psychology and Aging, 25(4), 753-766. Doi: 10.1037/a0019277

Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., . . . Gazzaley, A. (2013). Video game training enhances cognitive control in older adults. Nature, 501(7465), 97–101. doi:10.1038/nature12486

Ballesteros, S., Mayas, J., Prieto, A., Toril, P., Pita, C., Leon, L. P., . . . Waterworth, J. (2015). A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up. Frontiers in aging neuroscience, 7(45). Doi: 10.3389/fnagi.2015.00045

Ballesteros, S., Prieto, A., Mayas, J., Toril, P., Pita, C., Leon, L., . . . Waterworth, J. (2014). Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial. Frontiers in aging neuroscience, 6(277), 1-14. Doi: 10.3389/fnagi.2014.00277

Bamidis, P. D., Fissler, P., Papageorgiou, S. G., Zilidou, V., Konstantinidis, E. L., Bills, A. S., . . . Kolassa, I. T. (2015). Gains in cognition through combined cognitive and physical training: therole of training dosage and severity of neurocognitive disorder. Frontiers in Aging Neuroscience, 7(152). doi: 10.3389/fnagi.2015.00152

Barnes, D. E., Yaffe, K., Belfor, N., Jagust, W. J., DeCarlin, C., Reed, B. R., & Kramer, J. H., (2009). Computer-Based Cognitive Training for Mild Cognitive Impairment: Results from a Pilot Randomized, Controlled Trial. Alzheimer Disease & Associated Disorders, 23(3), 205-210. Doi: 10.1097/WAD.0b013e31819c6137

Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008). Can training in a real-time strategy videogame attenuate cognitive decline in older adults? Psychology and Aging, 23(4), 765-777. doi: 10.1037/a0013494

Brasil (2003). Estatuto do idoso. Recuperado de http://www.planalto.gov.br/ccivil_03/leis/2003/L10.741.htm

Cameirão, M. S., Badia, S. B., Oller, E. D., & Verschure, P. F. M. J. (2010). Neurorehabilitation using the virtual reality based Rehabilitation Gaming System: methodology, design, psychometrics, usability and validation. Journal of NeuroEngineering and Rehabilitation, 7(48). Doi: 10.1186/1743-0003-7-48

Charchat-Fichman, Caramelli, Sameshima, & Nitri (2005). Declínio da capacidade cognitiva durante o envelhecimento. Revista Brasileira de Psiquiatria. 27(12):79-82.

Caixeta, L. (2012). Neuropsicologia Transcultural. In. L. Caixeta, & S. B. Ferreira (Eds.), Manual de neuropsicologia, São Paulo: Atheneu.

Dallagnol, C., Schimidt, E. B., & Argimon, I. I. L. (2014). Estados Emocionais de Idosas a Partir do Teste de Apercepção Temática. Psicologia, PUCRS, 45, (1), 73-82.

De Giglio, L., De Luca, F., Prosperini, L., Borriello, G., Bianchi, V., Pantano, P., & Pozzilli, C. (2015). A low-cost cognitive rehabilitation with a commercial video game improves sustained attention and executive functions in multiple sclerosis: a pilot study. Neurorehabilitation and Neural Repair, 29(5), 453-461. Doi: 10.1177/1545968314554623

Dematteo, C., Greenspoon, D., Levac, D., Harper, J. A., & Rubinoff, M. (2014). Evaluating the Nintendo Wii for Assessing Return to Activity Readiness in Youth with Mild Traumatic Brain Injury. Physical & Occupational Therapy In Pediatrics, 34(3), 229-244. Doi: 10.3109/01942638.2014.885103

Dominguez, L. J., & Barbagallo, M. (2016). Dietary Approaches and Supplements in the Prevention of Cognitive Decline and Alzheimer's Disease. Current Pharmaceutical Design, 22(6), 688-700.

Donohue, S. E., Woldorff, M. G., & Mitroff, S. R. (2010). Video game players show more precise multisensory temporal processing abilities. Attention, perception, & psychophysics, 72(4), 1120–1129. Doi: 10.3758/APP.72.4.1120

Eggenberger, P., Schumacher, V., Angst, M., Theill, N., Bruin, E. D. (2015). Does multicomponent physical exercise with simultaneous cognitive training boost cognitive performance in older adults? A 6-month randomized controlled trial with a 1-year follow-up. Clinical Interventions in Aging, 10, 1335–1349. Doi: 10.2147/CIA.S87732

Elnimr, E. M., Kondo, T., Suzukamo, Y., Satoh, M., Oouchida, Y., Hara, A., . . . Izumi, S. (2012). Association between white matter hyperintensity and lacunar infarction on MRI and subitem scores of the Japanese version of mini-mental state examination for testing cognitive decline: the Ohasama study. Clinical and Experimental Hypertension, 34(8): 541-7. Doi: 10.3109/10641963.2012.681723

Esteves, C. S., Oliveira, C. R., Irigaray, T. Q., & Argimon, I. I. L. (2016). Desempenho de idosos com e sem sintomas depressivos no WCST-64. Avaliação Psicológica, 15(1), 31-39. Doi: 10.15689/ap.2016.1501.04

Fernandez-Calvo, B. S., Pérez, R. R., Contador, I., Santorum, A. R. & Ramos, F. (2011). Eficacia del entrenamiento cognitivo basado en nuevas tecnologías en pacientes con demencia tipo Alzheimer. Psicothema, 23(1), 44-50. Recuperado de http://www.ncbi.nlm.nih.gov/pubmed/21266141

Hughes, T. F., Flatt, J. D., Fu, B., Butters, M. A., Chang, C. C. H., & Ganguli, M. (2014). Interactive Video Gaming compared to Health Education in Older Adults with MCI: A Feasibility Study. International Journal of Geriatric Psychiatry, 29(9), 890-898. Doi:10.1002/gps.4075

Instituto brasileiro de geografia e estatística (2016). Projeção da população do Brasil e das Unidades da Federação. Recuperado de http://www.ibge.gov.br/apps/populacao/projecao/

Kanaan, S. F., McDowd, J. M., Golgrove, Y., Burns, J. M., Gajewski, B., & Pohl, P. S. (2014). Feasibility and Efficacy of Intensive Cognitive Training in Early-Stage Alzheimer’s Disease. American Journal of Alzheimer’s Disease & Other Dementias, 29(2), 150-158. Doi: 10.1177/1533317513506775

Kimura, D., Taleda, T., Ohura, T., & Imai, A. (2016). Evaluation of facilitative factors for preventing cognitive decline: A 3-year cohort study of community intervention. Psychogeriatrics. Doi: 10.1111/psyg.12182

Lezak, M. D., Howieson, D. B., Bigler, E. D., & Tranel, D. (2012). Neuropsychological assessment. New York, United States: Oxford University Press.

Li, S., Yan, F., Li, G., Chen, C., Zhang, W., Liu, J., . . . Shen, Y. (2007). Is the dementia rate increasing in Beijing? Prevalence and incidence of dementia 10 years later in an urban elderly population. Acta Psychiatrica Scandinavica, 115(1), 73-79.

Lopes, R. M. F., Wendt, G. W., Nascimento, R. F. L., & Argimon, I. I. L. (2014). Correlações entre ansiedade e depressão no desempenho cognitivo de idosos. Diversitas: Perspectivas en Psicología, 10(1), 143-150. Recuperado de http://www.scielo.org.co/scielo.php?script=sci_arttext&pid=S1794-99982014000100011

Lumosity (2016). Saiba como funciona o Lumosity. Recuperado de http://www.lumosity.com/

Maillot, P., Perrot, A., & Hartley, A. (2012). Efects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychology and Aging, 27(3), pp.589-600. Doi:10.1037/a0026268

Manera, V., Petit, P. D., Derreumaux, A., Orvieto, I., Romagnoli, M., Lyttle, G., . . . Robert, P. H. (2015). Kitchen and cooking, a serious game for mild cognitive impairment and Alzheimer’s disease: a pilot study. Frontiers in Aging Neuroscience, 7(24). Doi: 10.3389/fnagi.2015.00024

Mayas, J., Parmentier, F. B. R., Andrés, P., & Ballesteros, S. (2014). Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial. Plos One, 9(3), e92269. Doi: 10.1371/journal.pone.0092269

Mendes, F. A. S., Pompeu, J. E., Lobo, A. M., Silva, K. G., Oliveira, T. P., Zomignani, A. P., . . . Piemonte, M. E. P. (2012). Motor learning, retention and transfer after virtual-reality-based training in Parkinson’s disease – effect of motor and cognitive demands of games: a longitudinal, controlled clinical study. Physiotherapy, 98, 217-223. Doi: 10.1016/j.physio.2012.06.001

Meneses, K. V. P., Santos, L. I. B., Calixto, M. F., Silva, J. P. L., Peron, G. C., Garcia, P. A., . . . Silva, R. C. (2013). Avaliação do ProDC como recurso na reabilitação cognitiva: estudo piloto. Revista de Terapia Ocupacional da Universidade de São Paulo, 24(1), 73-80. Doi: 10.11606/issn.2238-6149.v24i1p73-80

Mormino, E. C., & Papp, K. V. (2016). Cognitive Decline in Preclinical Stage 2 Alzheimer Disease and Implications for PreventionTrials. Jama Neurology, 73(6), 640-2. Doi: 10.1001/jamaneurol.2016.0281

National purchase diary (2015). New report from the NPD Group provides in-depth view of Brazil’s gaming population. Recuperado de https://www.npd.com/wps/portal/npd/us/news/press-releases/2015/new-report-from-the-npd-group-provides-in-depth-view-of-brazils-gaming-population/

Ngandu, T., Lehtisalo, J., Solomon, A., Levälahti, E., Ahtiluoto, S., Antikainen, R., . . . Kivipelto, M. (2015). A 2 year multidomain intervention of diet, exercise, cognitive training, and vascular risk monitoring versus control to prevent cognitive decline in at-risk elderly people (FINGER): a randomised controlled trial. Lancet, 385(9984), 2255-63. Doi: 10.1016/S0140-6736(15)60461-5

Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Akatsuki, Y., Shigemune, Y., . . . Kawashima, R. (2012). Brain training game improves executive functions and processing speed in the elderly: a randomized controlled trial. Plos One, 7(1), e29676. Doi:10.1371/journal.pone.0029676

Organização Mundial da Saúde (2014). Mundo terá 2 bilhões de idosos em 2050; OMS diz que ‘envelhecer bem deve ser prioridade global’. Recuperado de https://nacoesunidas.org/mundo-tera-2-bilhoes-de-idosos-em-2050-oms-diz-que-envelhecer-bem-deve-ser-prioridade-global

Peretz, C., Korczyn, A. D., Shatil, E., Aharonson, V., Birnboim, S., & Giladi, N. (2011). Computer-based, personalized cognitive training versus classical computer games: a randomized double-blind prospective trial of cognitive stimulation. Neuroepidemiology, 36, 91–99. Doi: 10.1159/000323950

Reis, L. J. A., & Cavichiolli, F. R. (2014). Dos single aos multiplayers: a história dos jogos digitais. Licere, 17(2). Recuperado de https://seer.lcc.ufmg.br/index.php/licere/article/view/587

Santana, L., Duro, D., Lemos, R., Costa, V., Pereira, M., Simões, M. R., & Freitas, S. (2016). Mini-Mental State Examination: Screening and Diagnosis of Cognitive Decline, Using New Normative Data. Acta Médica Portuguesa, 29(4), 240-8. Doi: 10.20344/amp.6889

Sirály, E., Szabó, A., Szita, B., Kovács, B., Fodor, Z., Marosi, C., . . . Csukly, G. (2015). Monitoring the early signs of cognitive decline in elderly by computer games: an MRI study. Plos one, 10(2), e0117918. Doi: 10.1371/journal.pone.0117918

Sobczyk, B., Dobrowolski, P., Skorko, M., Michalak, J., & Brzezicka, A. (2015). Issues and advances in research methods on video games and cognitive abilities. Frontiers in Psychology, 6(1451). Doi: 10.3389/fpsyg.2015.01451

Sternberg, R, J. (2008). Psicologia cognitiva. Porto Alegre, RS: Artmed.

Ströhle, A., & Rapp, M. A. (2016). Prevention of Cognitive Decline: A Physical Exercise Perspective on Brain Health in the Long Run. Journal of the American Medical Directors Association, 17(5), 461-2. Doi: 10.1016/j.jamda.2016.02.030

Toril, P., Reales, J. M., & Ballesteros, S. (2014). Video game training enhances cognition of older adults: a meta-analytic study. Psychology and Aging, 29(3), 706-716. Doi: 10.1037/a0037507

Wiloth, S., Lemke, N., Werner, C., & Hauer, K. (2016). Validation of a Computerized, Game-based Assessment Strategy to Measure Training Effects on Motor-Cognitive Functions in People With Dementia. JMIR Serious Games, 4(2), e12. Doi: 10.2196/games.5696

World Health Organization (2002). Active Ageing – A Police Framework. A Contribution of the World Health Organization to the second United Nations World Assembly on Aging. Madrid, Spain.

Zimermann, R., Gschwandtner, U., Benz, N., Hatz, F., Schindler, C., Taub, E., . . . Fuhr, P. (2014). Cognitive training in Parkinson disease Cognition-specific vs nonspecific computer training. American Academy of Neurology, 82, 1219-1226. Doi:10.1212/WNL.0000000000000287




DOI: https://doi.org/10.18256/2175-5027.2017.v9i1.1941

Apontamentos

  • Não há apontamentos.




Direitos autorais 2017 Revista de Psicologia da IMED

ISSN 2175-5027

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

BASES DE DADOS E INDEXADORES

  Periódicos CAPES
DOAJ.jpg
 
dialnet.png
 
REDIB
latindex.jpg
  Diadorim.jpg   Google Scholar
  erihplus.png  
circ.png
 SIS