Evidence map›Paper›PMID 42028259›Full record

ArticleDementia & neuropsychologia2026

SUPERA Online - Sensorial Moove: cognitive stimulation and education for active aging.

Djessica Hilton Peixoto, Kauane Macedo Barbosa, Gabriela Dos Santos, Tiago Nascimento Ordonez, Luiz Carlos de Moraes, Rosa Yuka Sato Chubaci, Beatriz Aparecida Ozello-Gutierrez, Thais Bento Lima-Silva

Abstract read
In one paragraph

Article in Dementia & neuropsychologia, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Djessica Hilton PeixotoUniversidade de São Paulo, Escola de Artes, Ciências e Humanidades, Programa de Gerontologia, São Paulo SP, Brazil.ORCID https://orcid.org/0009-0004-7022-0137
Kauane Macedo BarbosaUniversidade de São Paulo, Escola de Artes, Ciências e Humanidades, Programa de Gerontologia, São Paulo SP, Brazil.ORCID https://orcid.org/0009-0003-6182-8987
Gabriela Dos SantosUniversidade de São Paulo, Escola de Artes, Ciências e Humanidades, Programa de Gerontologia, São Paulo SP, Brazil.ORCID https://orcid.org/0000-0002-1283-2731
Tiago Nascimento OrdonezUniversidade Federal do Recôncavo da Bahia, Centro de Ciências da Saúde, Santo Antônio de Jesus BA, Brazil.ORCID https://orcid.org/0000-0003-0307-5895
Luiz Carlos de MoraesSupera Instituto de Educação, São José dos Campos SP, Brazil.ORCID https://orcid.org/0000-0003-3727-9781
Rosa Yuka Sato ChubaciUniversidade de São Paulo, Escola de Artes, Ciências e Humanidades, Programa de Gerontologia, São Paulo SP, Brazil.ORCID https://orcid.org/0000-0001-9993-0889
Beatriz Aparecida Ozello-GutierrezUniversidade de São Paulo, Escola de Artes, Ciências e Humanidades, Programa de Gerontologia, São Paulo SP, Brazil.ORCID https://orcid.org/0000-0001-6901-6439
Thais Bento Lima-SilvaUniversidade de São Paulo, Escola de Artes, Ciências e Humanidades, Programa de Gerontologia, São Paulo SP, Brazil.ORCID https://orcid.org/0000-0001-6034-0988

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

CognitionHealthy AgingTechnologyVideo Games

Identifiers

PMID42028259
PMCPMC13102451

What OpenQuestion holds

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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.