TY - JOUR
T1 - Influencia de los videojuegos en el Sector de la Salud Mental
T2 - Una Revisión Sistemática de la Literatura
AU - Iglesias-Deza, Arles E.
AU - Cieza-Mostacero, Segundo E.
AU - Araujo-Vásquez, Eduardo F.
N1 - Publisher Copyright:
© 2023, Associacao Iberica de Sistemas e Tecnologias de Informacao. All rights reserved.
PY - 2023
Y1 - 2023
N2 - Video games have a promising impact on cognitive treatment and rehabilitation, they have shown significant benefits in the development of key cognitive skills, such as attention, memory and executive function, according to the data presented, 45% of the indicators are related to cognitive development, highlighting their positive impact and offering a practical and understandable alternative to assess and rehabilitate cognitive function, reducing the usual treatment time. A positive relationship has also been observed between time spent playing and improvements in cognitive areas in older adults, supporting its efficacy in cognitive training with 37% in the articles reviewed, which is why they can be used as neuropsychological tests in clinical contexts coinciding in 22%, providing a more accessible and efficient evaluation, in terms of mental health, video games can address problems such as addiction (40.74%), social isolation (25.93%) and mental illnesses such as Alzheimer’s disease (18.52%).
AB - Video games have a promising impact on cognitive treatment and rehabilitation, they have shown significant benefits in the development of key cognitive skills, such as attention, memory and executive function, according to the data presented, 45% of the indicators are related to cognitive development, highlighting their positive impact and offering a practical and understandable alternative to assess and rehabilitate cognitive function, reducing the usual treatment time. A positive relationship has also been observed between time spent playing and improvements in cognitive areas in older adults, supporting its efficacy in cognitive training with 37% in the articles reviewed, which is why they can be used as neuropsychological tests in clinical contexts coinciding in 22%, providing a more accessible and efficient evaluation, in terms of mental health, video games can address problems such as addiction (40.74%), social isolation (25.93%) and mental illnesses such as Alzheimer’s disease (18.52%).
KW - Memorization
KW - Mental Development
KW - Mental Health
KW - Mentally Ill
KW - Video game
UR - http://www.scopus.com/inward/record.url?scp=85186203164&partnerID=8YFLogxK
M3 - Artículo
AN - SCOPUS:85186203164
SN - 1646-9895
VL - 2023
SP - 489
EP - 501
JO - RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao
JF - RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao
IS - E64
ER -