Vol. 11 nº 2 - Apr/May/Jun de 2017
Original Article Páginas: 186 a 197

Actively station: Effects on global cognition of mature adults and healthy elderly program using eletronic games

Authors Tiago Nascimento Ordonez1; Felipe Borges1; Camila Sato Kanashiro1; Carolina Carneiro das Neves Santos2; Samara Santos Hora1; Thais Bento Lima-Silva3


keywords: elderly, cognition, cognitive stimulation, electronics equipment and games.

Studies show that aging is accompanied by decline in cognitive functions but also indicate that interventions, such as training on electronic games, can enhance performance and promote maintenance of cognitive abilities in healthy older adults.
OBJECTIVE: To investigate the effects of an electronic game program, called Actively Station, on the performance of global cognition of adults aged over 50 years.
METHODS: 124 mature and elderly adults enrolled in the "Actively Station" cognitive stimulation program of São Caetano do Sul City, in the State of São Paulo, participated in training for learning of electronic games. Participants were divided into two groups: training group (TG) n=102 and control group (CG) n=22. Protocol: a sociodemographic questionnaire, the Mini-Mental State Examination (MMSE), the Addenbrooke's Cognitive Examination Revised (ACE-R), the Memory Complaint Questionnaire (MAC-Q), the scale of frequency of forgetfulness, the Geriatric Depression Scale (GDS-15), the Geriatric Anxiety Inventory (GAI), the Global Satisfaction with Life Scale, and two scales on learning in the training.
RESULTS: The cognitive performance of the TG improved significantly after the program, particularly in the domains of language and memory, and there was a decrease on the anxiety index and frequency of memory complaints, when compared to the CG.
CONCLUSION: These findings suggest that the acquisition of new knowledge and the use of new stimuli, such as electronic games, can promote improvements in cognition and mood and reduce the frequency of memory complaints.


Home Contact