Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.11960/3901
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dc.contributor.authorLima, Andreia Maria Novo-
dc.contributor.authorMoreira, Maria Teresa-
dc.contributor.authorFerreira, Salomé-
dc.contributor.authorParola, Vítor-
dc.contributor.authorSampaio, Francisco-
dc.contributor.authorNóbrega, Maria do Perpétuo-
dc.contributor.authorFernandes, Carla-
dc.date.accessioned2024-01-26T15:45:42Z-
dc.date.available2024-01-26T15:45:42Z-
dc.date.issued2023-07-05-
dc.identifier.citationLima, A., Moreira, M. T., Ferreira, M. S., Parola, V., Sampaio, F., Nóbrega, M. do P., & Fernandes, C. (2023). Efficacy of the use of exergames in promoting the mental health of the elderly: protocol of a systematic review. Journal of Ageing and Longevity, 3(3), 191–202. https://doi.org/10.3390/jal3030015pt_PT
dc.identifier.urihttp://hdl.handle.net/20.500.11960/3901-
dc.description.abstractAbstract: Background: Scientific and technological advancements have significantly impacted our daily lives, and it is not easy to imagine living without their benefits. However, elderly individuals may experience limited access to these resources, impeding their autonomy. To address this, the use of exergames has been proposed to promote the mental health and socialization of older people. This study aims to systematically review the effectiveness of exergames in promoting older people’s mental health and socialization. Methods: The Joanna Briggs Institute’s recommended methodology will be used for a systematic review. Databases relevant to the research topic, such as those regarding gerontologic care, aged rehabilitation, geriatric games, video games, play and playthings, mental health, anxiety, depression, stress, and physiological factors, will be searched for experimental and quasi-experimental studies, as well as randomized studies with and without control groups. Results: The systematic literature review will synthesize findings on the effectiveness of exergames in promoting mental health and socialization in the elderly population. Conclusions: Exergames may have the potential to effectively improve the mental health and socialization of the elderly population. Identifying which exergames are most effective for these purposes is important to inform the provision of healthcare to this population.pt_PT
dc.language.isoengpt_PT
dc.rightsopenAccesspt_PT
dc.subjectGerontologic carept_PT
dc.subjectAged rehabilitationpt_PT
dc.subjectGeriatric gamept_PT
dc.subjectVideo gamespt_PT
dc.subjectPlay and playthingspt_PT
dc.subjectMental healthpt_PT
dc.subjectAnxietypt_PT
dc.subjectDepressionpt_PT
dc.subjectstresspt_PT
dc.subjectPhysiologicalpt_PT
dc.titleEfficacy of the use of exergames in promoting the mental health of the elderly: protocol of a systematic reviewpt_PT
dc.typearticlept_PT
dc.date.updated2024-01-18T15:33:20Z-
dc.description.versionC51A-9E8C-BFC2 | Andreia Lima-
dc.description.versionN/A-
dc.identifier.slugcv-prod-3304479-
dc.peerreviewedyespt_PT
degois.publication.firstPage191pt_PT
degois.publication.lastPage202pt_PT
degois.publication.volume3 (3)pt_PT
degois.publication.titleJournal of Ageing and Longevitypt_PT
dc.identifier.doi10.3390/jal3030015-
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