Uso de dispositivos de videojuegos como herramienta innovadora en contextos clínicos y terapéuticos. Revisión integrativa

Palabras clave: juegos de video, rehabilitación, tecnología de la información, atención al paciente, servicios de salud

Resumen

Introducción: El uso de videojuegos como apoyo terapéutico y en la rehabilitación de diversas afecciones relacionadas con la movilidad física y la salud mental, ha demostrado ser una herramienta útil y accesible para la mayoría de los pacientes. No obstante, la literatura evidencia vacíos en la clasificación de sus aplicaciones clínicas, lo que dificulta su incorporación sistemática en los servicios de salud.

 Objetivo: Identificar los principales usos de los dispositivos de videojuegos en contextos clínicos y terapéuticos, clasificándolos según su utilidad en el tratamiento, prevención o rehabilitación en patologías o condiciones clínicas especiales.

 Metodología: Se realizó una revisión integrativa de la literatura en las bases de datos bibliográficos PubMed, Scopus y SciELO, identificando inicialmente 3213 artículos. Posteriormente se aplicaron criterios de inclusión y exclusión, seleccionando 43 estudios. El análisis siguió las fases de Whittemore y Knafl (16): reducción de datos, visualización en matrices, comparación constante y síntesis de categorías, garantizando así un proceso riguroso y coherente.

Resultados: Los dispositivos de videojuegos se utilizan principalmente en tres grandes áreas: prevención, promoción de la actividad física y hábitos saludables; tratamiento, apoyo en salud mental y rehabilitación cognitiva; y rehabilitación física, mejora de la movilidad, fuerza y coordinación. Sus características técnicas, como la captura de movimiento y registro biométrico; y sociales, como motivación e interacción lúdica, favorecen la adherencia terapéutica y la participación activa de los pacientes.

Conclusiones: El uso de videojuegos como herramienta terapéutica constituye una estrategia innovadora con potencial para fortalecer la prevención, el tratamiento y la rehabilitación en salud. Sin embargo, el campo aún es incipiente y requiere estudios más rigurosos que permitan consolidar su efectividad y orientar políticas de integración en los servicios de salud.

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Disciplinas:

Actividad Física y Salud

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Cómo citar
(1)
Cruz Riveros, J. W.; Muñoz Beltrán, E. J. Uso De Dispositivos De Videojuegos Como Herramienta Innovadora En Contextos clínicos Y terapéuticos. Revisión Integrativa. Rev. Fac. Cienc. Salud Univ. Cauca 2025, 27, e2565.
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2025-12-03
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