<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0123-417X</journal-id>
<journal-title><![CDATA[Psicología desde el Caribe]]></journal-title>
<abbrev-journal-title><![CDATA[Psicol. caribe]]></abbrev-journal-title>
<issn>0123-417X</issn>
<publisher>
<publisher-name><![CDATA[Fundación Universidad del Norte]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0123-417X2017000200139</article-id>
<article-id pub-id-type="doi">10.14482/psdc.33.2.72784</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Jogos Eletrônicos e a Cognição em Idosos - Uma Revisão Sistemática]]></article-title>
<article-title xml:lang="en"><![CDATA[Electronic Games and Elderly Cognition - A Systematic Review]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[De Oliveira Cardoso]]></surname>
<given-names><![CDATA[Nicolas]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[de Lima Argimon]]></surname>
<given-names><![CDATA[Irani Iracema]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Tonollier Pereira]]></surname>
<given-names><![CDATA[Vinícius]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Pontifícia Universidade Católica do Rio Grande do Sul  ]]></institution>
<addr-line><![CDATA[Porto Alegre ]]></addr-line>
<country>Brazil</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade Luterana do Brasil  ]]></institution>
<addr-line><![CDATA[Gravataí ]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>08</month>
<year>2017</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>08</month>
<year>2017</year>
</pub-date>
<volume>34</volume>
<numero>2</numero>
<fpage>139</fpage>
<lpage>160</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0123-417X2017000200139&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0123-417X2017000200139&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0123-417X2017000200139&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo As discussões acadêmicas a respeito dos jogos eletrônicos aumentaram consideravelmente nos últimos anos. Muito tem se discutido sobre os efeitos dos diversos gêneros de jogos eletrônicos disponíveis no mercado. Algumas pesquisas estão utilizando os jogos eletrônicos como instrumentos para a reabilitação cognitiva de indivíduos acometidos de alguma patologia ou trauma, bem como na população idosa com declínio cognitivo. Tendo em vista este cenário, o presente estudo teve como objetivo investigar os efeitos dos jogos eletrônicos na cognição de idosos saudáveis. O método utilizado para elaboração deste estudo foi a revisão sistemática, seguindo os passos propostos pelo modelo de Prisma. As pesquisas foram realizadas através das bases de dados virtuais Biblioteca Virtual em Saúde (BVS) e US National Library of Medicine and National Institutes of Health (Pubmed). Os resultados encontrados demonstraram que a grande maioria dos estudos encontrou efeitos positivos, após exposição dos idosos aos jogos eletrônicos, na atenção, memória, raciocínio, percepção e funções executivas.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Academic discussions about the electronic games have increased considerably in recent years. Much has been discussed about the effects of multiple genres of electronic games available on the market. Some surveys are using video games as tools for cognitive rehabilitation of individuals affected by some pathology or trauma, as well as in the elderly with cognitive decline. Given this scenario, the present study aimed to investigate the effects of video games in healthy older adults' cognition. The method used to elaborate this paper was a systematic review following the steps proposed by the Prisma model. The research was conducted through the virtual databases Biblioteca Virtual em Saúde (BVS) and US National Library of Medicine and National Institutes of Health (Pubmed). The results highlight positive effects after exposure of the elderly to electronic games on attention, memory, reasoning, perception, and executive functions.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[jogos eletrônicos]]></kwd>
<kwd lng="pt"><![CDATA[vídeo games]]></kwd>
<kwd lng="pt"><![CDATA[jogos de computador]]></kwd>
<kwd lng="pt"><![CDATA[idosos]]></kwd>
<kwd lng="pt"><![CDATA[cognição, funções cognitivas, funções executivas]]></kwd>
<kwd lng="en"><![CDATA[Electronic games]]></kwd>
<kwd lng="en"><![CDATA[video games]]></kwd>
<kwd lng="en"><![CDATA[computer games]]></kwd>
<kwd lng="en"><![CDATA[elderly]]></kwd>
<kwd lng="en"><![CDATA[cognition, cognitive functions, executive functions]]></kwd>
</kwd-group>
</article-meta>
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