<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1317-0570</journal-id>
<journal-title><![CDATA[Telos]]></journal-title>
<abbrev-journal-title><![CDATA[Telos]]></abbrev-journal-title>
<issn>1317-0570</issn>
<publisher>
<publisher-name><![CDATA[Universidad Dr. Rafael Belloso Chacín]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1317-05702025000300981</article-id>
<article-id pub-id-type="doi">10.36390/telos273.18</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[IMPORTANCIA DE LOS VIDEOJUEGOS EN LOS PROCESOS DE INTERVENCIÓN EN SALUD MENTAL: UNA REVISIÓN SISTEMÁTICA]]></article-title>
<article-title xml:lang="en"><![CDATA[Importance of video games in mental health intervention processes: a systematic review]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Lhoeste-Charris]]></surname>
<given-names><![CDATA[Alvaro]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Diaz-Moradt]]></surname>
<given-names><![CDATA[Lilibeth]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Navarro-Obeid]]></surname>
<given-names><![CDATA[Jorge]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Orozco Santander]]></surname>
<given-names><![CDATA[María]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Orozco Santander]]></surname>
<given-names><![CDATA[Ibeth]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Señas Sierra]]></surname>
<given-names><![CDATA[Boris]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de la Costa  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Corporación Universitaria del Caribe  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Corporación Universitaria del Caribe  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af4">
<institution><![CDATA[,Universidad Metropolitana  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af5">
<institution><![CDATA[,Universidad Sergio Arboleda  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af6">
<institution><![CDATA[,Universidad Nacional Abierta y a Distancia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2025</year>
</pub-date>
<volume>27</volume>
<numero>3</numero>
<fpage>981</fpage>
<lpage>992</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://ve.scielo.org/scielo.php?script=sci_arttext&amp;pid=S1317-05702025000300981&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://ve.scielo.org/scielo.php?script=sci_abstract&amp;pid=S1317-05702025000300981&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://ve.scielo.org/scielo.php?script=sci_pdf&amp;pid=S1317-05702025000300981&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN Esta investigación tuvo como propósito principal describir la importancia de los videojuegos en los procesos de intervención en salud mental. Metodológicamente, este artículo desarrolló una revisión sistemática de literatura basada en la declaración PRISMA, teniendo en cuenta artículos publicados de los últimos 5 años en las bases de datos Scopus, Web of Science y PsycINFO. Luego del proceso de selección de documentos, basado en los criterios establecidos, la muestra se conformó por 31 publicaciones científicas. De los resultados encontrados, se descartaron los que contenían temas fuera de la pregunta principal de investigación y se seleccionaron los documentos con contenido relacionado con las palabras clave empleadas. Dentro de los resultados principales, se destaca que el adecuado uso de videojuegos con fines terapéuticos tiene efectos significativos en la salud mental de las personas. Los hallazgos evidencian la generación de cambios alentadores cuando se realizan intervenciones psicológicas mediadas por los videojuegos que tienen contenidos dirigidos a la promoción y prevención en salud mental. Además, la evidencia resalta el impacto a nivel emocional y cognitivo a partir de la interacción con estos y subraya la necesidad de aumentar el número de investigaciones e intervenciones orientadas a mejorar la calidad de vida en diferentes grupos poblacionales.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT The main purpose of this research was to describe the importance of video games in mental health intervention processes. Methodologically, this article developed a systematic literature review based on the PRISMA statement, taking into account articles published in the last 5 years in the Scopus, Web of Science and PsycINFO databases. After the document selection process based on the established criteria, the sample consisted of 31 scientific publications. From the results found, those containing topics outside the main research question were discarded and documents with content related to the keywords used were selected. Among the main results, it is highlighted that the appropriate use of video games for therapeutic purposes has significant effects on people's mental health. The findings show the generation of encouraging changes when psychological interventions mediated by video games with contents aimed at mental health promotion and prevention are carried out. In addition, the evidence highlights the impact at the emotional and cognitive level from the interaction with these and underlines the need to increase the number of research and interventions aimed at improving the quality of life in different population groups.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[revisión sistemática]]></kwd>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="es"><![CDATA[intervención]]></kwd>
<kwd lng="es"><![CDATA[salud mental]]></kwd>
<kwd lng="en"><![CDATA[systematic review]]></kwd>
<kwd lng="en"><![CDATA[video games]]></kwd>
<kwd lng="en"><![CDATA[intervention]]></kwd>
<kwd lng="en"><![CDATA[mental health]]></kwd>
</kwd-group>
</article-meta>
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