The Video games have been one of the main innovations in technology over the years, more and more interacting with different consoles, from Play stations to Xbox, Nintendo and others. Due to the boom and technological growth in relation to these virtual platforms, it begins to generate uncertainty in different disciplines such as: sociology, medicine and psychology, against the implications of videojugar, in relation to health, behavior and cognitive aspects that entails. That said, the present study is framed in the discipline of psychology. The objective of this article is to identify the impact of a videogame have as a rehabilitation strategy in executive functions, the research is descriptive in scope, using the microgenetic method for the collection and analysis of results and as instruments the video game Visor 2.0. It was found that people execute different strategies for solving problems, mediated by verbalizations, and there is a positive impact on the self-regulation of the subjects.