Abstract
Education for active aging, combined with technologies and cognitive games, promotes well-being, social engagement and cognitive stimulation in older adults. OBJECTIVE: The aim of this study was to analyze the effects of digital games on cognitive stimulation in older adults, combined with an educational intervention on active aging. METHODS: A workshop comprising 10 weekly 90-min sessions was run. Data collection was conducted online and involved application of a sociodemographics questionnaire. The protocol included the Cognitive Function Instrument, Geriatric Anxiety Inventory, Geriatric Depression Scale-15, Satisfaction with Life Scale, Social Support Scale of Medical Outcome Study, and Lubben Social Network Scale. Sessions were conducted by two monitors who were Gerontology graduates. A total of 31 older adults took part (mean age=67; standard deviation=6.40 years). Most participants were women (96.77%) and had complete higher educational level (77.42%). RESULTS: On the post-test, participants had a mean score for cognitive performance of 416.43 points (scale 0–1,000), most notably for impulsivity control (55.93 points), followed by reaction time (43.93) and decision-taking (41.07). Participants showed a reduction in anxious and depressive symptoms, and improved self-perceived performance in cognitive skills. CONCLUSION: The digital cognitive games platform proved feasible and well accepted, showing potential for expanding self-awareness about aging and promoting cognitive and psychosocial health in older adults.