Evidence map›Paper›PMID 28725022›Full record

ArticleScientific reports2017

Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia.

Sandro Franceschini, Piergiorgio Trevisan, Luca Ronconi, Sara Bertoni, Susan Colmar, Kit Double, Andrea Facoetti, Simone Gori

Open access · goldAbstract read
In one paragraph

Article in Scientific reports, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 55 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
55citing papers in PubMed, 3 pooled it
22.7field-weighted citation impact, top 1% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

55 citing papers in PubMed, 3 syntheses or guidelines pooled it, 185 citations in OpenAlex.

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  11. Effects of central vs. peripheral attentional-oculomotor exercise on lexical processing.Quarterly journal of experimental psychology (2006) · 2025
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  19. The effect of attention shifting on Chinese children's word reading in primary school.Psicologia, reflexao e critica : revista semestral do Departamento de Psicologia da UFRGS · 2024
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors at 4 institutions in 2 countries.

Sandro FranceschiniDevelopmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padova, 35131, Italy. sandro.franceschini@unipd.it.
Piergiorgio TrevisanDepartment of Languages and Literatures, Communication, Education and Society, University of Udine, Udine, 33100, Italy.
Luca RonconiDevelopmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padova, 35131, Italy.
Sara BertoniDevelopmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padova, 35131, Italy.
Susan ColmarSydney School of Education and Social Work, University of Sydney, Sydney, NSW 2006, Australia.
Kit DoubleSydney School of Education and Social Work, University of Sydney, Sydney, NSW 2006, Australia.
Andrea FacoettiDevelopmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padova, 35131, Italy.
Simone GoriChild Psychopathology Unit, Scientific Institute "E. Medea", Bosisio Parini, Lecco, 23842, Italy.
University of Padua · ITIRCCS Eugenio Medea · ITUniversity of Sydney · AUUniversity of Udine · IT

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, the cognitive mechanism underlying this improvement and the extent to which the benefits of AVG training would generalize to deep English orthography, remain two critical questions. During reading acquisition, children have to integrate written letters with speech sounds, rapidly shifting their attention from visual to auditory modality. In our study, we tested reading skills and phonological working memory, visuo-spatial attention, auditory, visual and audio-visual stimuli localization, and cross-sensory attentional shifting in two matched groups of English-speaking children with dyslexia before and after they played AVG or non-action video games. The speed of words recognition and phonological decoding increased after playing AVG, but not non-action video games. Furthermore, focused visuo-spatial attention and visual-to-auditory attentional shifting also improved only after AVG training. This unconventional reading remediation program also increased phonological short-term memory and phoneme blending skills. Our report shows that an enhancement of visuo-spatial attention and phonological working memory, and an acceleration of visual-to-auditory attentional shifting can directly translate into better reading in English-speaking children with dyslexia.

Indexed as

AttentionLanguageReadingSpeechVideo GamesAdolescentAuditory PerceptionChildDyslexiaFemaleHumansMaleMemory, Short-TermTask Performance and AnalysisVisual PerceptionVocabulary

Identifiers

PMID28725022
PMCPMC5517521
OpenAlexW2735192756

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.