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Objectives: This paper focuses on the main characteristics of aging and cognitive decline, considering also the aging process through the conceptual prism of biology (mechanisms of shortening of telomeres, cell oxidation and decrease in growth hormone segregation). The main objective was to study the effectiveness of the use of video games as occupational therapy intervention in the cognitive training of the elderly. Methods: Literature review was carried out according to PRISMA guidelines. The PICO strategy was used for the research question construction and the literature search; the P would be equivalent to the target population (Elderly), the I would be equivalent to the intervention of the intervention group (Videogames), the C to the existence of a control group (Control) and the O to the objective or variable to be modified (Cognition). The search was done in different scientific databases: Medline (Pubmed), Academic Search Complete, Cinahl y Psycinfo (EBSCO), Ibecs y Lilacs (BVS) y OTSeeker. Findings: The results are promising in terms of the effectiveness of video games in the cognitive training of the elderly. However, the effects varied in the different categories of video games. Conclusions: The use of video games may be an effective occupational therapy intervention for the cognitive training of the elderly. New research is needed about the potential cognitive benefits of the different categories of video games.
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