Trial reportScientific reports2021
Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial.
Trial report in Scientific reports, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 20 papers, 1 of them a synthesis that pooled 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.
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.
Who cites it
20 citing papers in PubMed, 1 synthesis or guideline pooled it.
- AI-enabled eye-movement and emerging multimodal frameworks for precision dyslexia screening and reading pattern analysis.Frontiers in medicine · 2026Pooled it
- Improving Reading Skills Using a Computerized Phonological Training Program in Early Readers with Reading Difficulties.International journal of environmental research and public health · 2022Trial
- Eye-tracking training improves the learning and memory of children with learning difficulty.Scientific reports · 2022Trial
- Dispelling Myths and Misunderstandings About Defining and Remediating Dyslexia.Dyslexia (Chichester, England) · 2026Review
- Motion perception and eye movements predict reading readiness: Evidence from pre-readers in an action video game task.iScience · 2026Article
- Stability in Reading Improvement After Home-Based Multi-Componential Training for Children with Developmental Dyslexia.Brain sciences · 2026Article
- Action video game playing impacts occupational screening for high-stakes professionals.Communications psychology · 2026Article
- Improving Reading and Eye Movement Control in Readers with Oculomotor and Visuo-Attentional Deficits.Journal of eye movement research · 2025Article
- The impact of action video game experience on visual selective attention in deaf middle school students.Frontiers in psychology · 2025Article
- Performance of teenaged action video game players on the Developmental Eye Movement and King-Devick tests.PloS one · 2025Article
- Effectiveness of the Use of Virtual Reality Rehabilitation in Children with Dyslexia: Follow-Up after One Year.Brain sciences · 2024Article
- Action video games normalise the phonemic awareness in pre-readers at risk for developmental dyslexia.NPJ science of learning · 2024Article
- Adults at low reading level are sluggish in disengaging spatial attention.Attention, perception & psychophysics · 2024Article
- Effect of Action Video Games in Eye Movement Behavior: A Systematic Review.Journal of eye movement research · 2024Article
- Global visual attention SPAN in different video game genres.Scientific reports · 2023Article
- Article
- The Role of Visual Factors in Dyslexia.Journal of cognition · 2023Article
- Visuo-spatial attention deficit in children with reading difficulties.Scientific reports · 2022Article
- Novel 3-D action video game mechanics reveal differentiable cognitive constructs in young players, but not in old.Scientific reports · 2022Article
- Towards Consensus on Good Practices for the Use of New Technologies for Intervention and Support in Developmental Dyslexia: A Delphi Study Conducted among Italian Specialized Professionals.Children (Basel, Switzerland) · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Dynamic visual attention training using Action Video Games (AVGs) is a promising intervention for dyslexia. This study investigated the efficacy of 5 h (10 × 30 min) of AVG training in dyslexic children (aged 8-13) using 'Fruit Ninja', while exploring whether increasing attentional and eye movement demands enhanced AVG effectiveness. Regular (AVG-R; n = 22) and enhanced AVG training (AVG+; n = 23) were compared to a treatment-as-usual comparison group (n = 19) on reading, rapid naming, eye movements and visuo-temporal processing. Playing 'Fruit Ninja' for only 5 h significantly improved reading accuracy, rate, comprehension and rapid naming of both AVG groups, compared to the comparison group, though increasing attentional demands did not enhance AVG efficacy. Participants whose low contrast magnocellular-temporal processing improved most following training also showed significantly greater improvement in reading accuracy. The findings demonstrate a clear role for visual attention in reading and highlight the clinical applicability of AVGs as a fun, motivational and engaging intervention for dyslexia.
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Registered trials
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.