Christian Daniel Navarro Ramos

Prof. Christian Daniel Navarro Ramos

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Research Focus & Metrics

Academic Career Length

2Years (2025-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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23 August 2025 in Brain Sciences
Verified
Journal Article
Open access
PDF file
CRChristian Daniel Navarro Ramos
Christian Daniel Navarro Ramos
JGJoselinn Murataya Gutierrez
Joselinn Murataya Gutierrez
CAChristian Oswaldo Acosta-Quiroz
Christian Oswaldo Acosta-Quiroz
RFRaquel Tecnológico García Flores
Raquel Tecnológico García Flores
SCSonia Beatriz Echeverria Castro
Sonia Beatriz Echeverria Castro
Background/Objective: The use of immersive virtual reality (VR) for cognitive training in older adults has shown promising results in recent years. However, the number of well-designed studies remains limited, and variability in methodologies makes it difficult to draw generalizable conclusions. This systematic review aims to examine the effects of VR-based cognitive training in older adults, describe the technological characteristics of these interventions, identify current gaps in the literature, and suggest future research directions. Methods: Following PRISMA guidelines, a search was conducted across major databases (PubMed, PsycINFO, Scopus, ProQuest, ACM, and Web of Science) from 2018 to 2025. The database search identified 156 studies, of which 12 met the inclusion criteria after screening and eligibility assessment. Across these studies, a total of 3202 older adult participants (aged 60 years or older) were included. Interventions varied in duration from 4 to 36 sessions, targeting domains such as memory, executive function, attention, and global cognition. Most interventions were based on cognitive training, with a few employing cognitive stimulation or cognitive rehabilitation approaches. Quality was assessed using the Effective Public Health Practice Project tool. Results: Most studies reported positive effects of VR interventions on cognitive domains such as attention, executive functions, and global cognition. Fewer studies showed improvements in memory. The majority used head-mounted displays connected to computers and custom-built software, often without public access. Sample sizes were generally small, and blinding procedures were often unclear. The average methodological quality was moderate. Conclusions: Immersive VR has potential as an effective tool for cognitive training in older adults. Future research should include larger randomized controlled trials, long-term follow-up, standardized intervention protocols, and the development of accessible software to enable replication and broader application in clinical and community settings.

1 December 2025
Verified
Book Chapter
Closed access
CRChristian Daniel Navarro Ramos
Christian Daniel Navarro Ramos
GGGrecia Guadalupe Anguiano García
Grecia Guadalupe Anguiano García
CAChristian Oswaldo Acosta-Quiroz
Christian Oswaldo Acosta-Quiroz
Este estudio piloto explora los efectos de un programa de estimulación cognitiva mediado por tecnologías digitales en adultos prejubilados de una institución de educación superior en el sur de Sonora. Participaron seis trabajadores en proceso de prejubilación, quienes asistieron a dos sesiones semanales por cuatro semanas, usando aplicaciones digitales como NeuronApp y juegos de realidad virtual. Los resultados obtenidos muestran beneficios positivos en motivación, interés hacia el uso cotidiano de tecnología, y percepción subjetiva de mejoras en agilidad cognitiva y concentración. Aunque los participantes también experimentaron desafíos iniciales relacionados con molestias visuales al utilizar realidad virtual, los hallazgos destacan el potencial de estas intervenciones para favorecer una transición laboral saludable. Se recomienda considerar adaptaciones iniciales graduales y evaluaciones más completas en futuras aplicaciones del programa.