BRAIN AT PLAY: COGNITIVE STIMULATION THROUGH DIGITAL GAMES IN OLDER ADULTS WITH ALZHEIMER’S DISEASE
DOI:
https://doi.org/10.51891/rease.v12i5.26985Keywords:
Neuropsychology. Aging. Cognitive training. Digital technology. Dementia.Abstract
This research analyzes cognitive stimulation through digital games in older adults with Alzheimer’s disease, considering the progressive impairment of functions such as working memory, attention, and executive functions. Given the need for non-pharmacological strategies, the following question is raised: how does cognitive stimulation through digital games affect cognitive functions in older adults with Alzheimer’s disease? The general objective was to analyze the contribution of these resources to cognitive stimulation in this population. As specific objectives, the study sought to discuss the effects on working memory, attention, and executive functions, understanding their potential as complementary resources. The research is justified by the importance of accessible care practices adapted to population aging. The theoretical framework was based on studies on dementia, neuropsychology, and digital inclusion, citing authors such as Dalgalarrondo, Malloy-Diniz et al., Lezak et al., Schilling et al., Cruz et al., Cerqueira et al., and Bernardo. Methodologically, this is a pure, qualitative, and bibliographic study, developed through a narrative review. The results indicated that digital games can mobilize working memory, selective attention, planning, cognitive flexibility, and decision-making, favoring greater engagement and participation among older adults. It is concluded that digital games do not replace clinical interventions, but act as complementary cognitive stimulation resources when used in a planned, adapted, and supervised manner, helping to maintain remaining abilities and improve older adults’ quality of life.
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Atribuição CC BY