ArticleDementia & neuropsychologia2026
SUPERA Online - Sensorial Moove: cognitive stimulation and education for active aging.
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.
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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.
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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.
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Authors and funding
8 authors.
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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.
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