ArticleNature human behaviour2022
Enhancing reading skills through a video game mixing action mechanics and cognitive training.
Article in Nature human behaviour, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 19 papers.
What it found
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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.
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Who cites it
19 citing papers in PubMed.
- Rhythm training improves word-reading in children with dyslexia.Scientific reports · 2025Trial
- Motion perception and eye movements predict reading readiness: Evidence from pre-readers in an action video game task.iScience · 2026Article
- Action video game playing impacts occupational screening for high-stakes professionals.Communications psychology · 2026Article
- Associations of Sleep, Screen Time, and Extracurricular Activities With Cognitive Development: A Longitudinal Study.Journal of adolescence · 2026Article
- Differences in characteristics of two aspects of procedural learning in action video game players.PeerJ · 2026Article
- Effects of central vs. peripheral attentional-oculomotor exercise on lexical processing.Quarterly journal of experimental psychology (2006) · 2025Article
- Mediational effects of reading-related intermediate phenotypes from polygenic scores to reading skills.NPJ science of learning · 2025Article
- Improving Reading and Eye Movement Control in Readers with Oculomotor and Visuo-Attentional Deficits.Journal of eye movement research · 2025Article
- Cognitive Control Skills Are Related to Ambiguity Awareness in French-Learning 5-to-6-Year-Olds: Implications for Reading Development.Cognitive science · 2025Article
- Visual attention matters during word recognition: A Bayesian modeling approach.Psychonomic bulletin & review · 2025Review
- Learning and Transfer: A Perspective From Action Video Game Play.Current directions in psychological science · 2025Article
- Beyond modular and non-modular states: theoretical considerations, exemplifications, and practical implications.Frontiers in psychology · 2025Article
- Reading Skill Profiles in School-Aged Italian-Speaking Children: A Latent Profile Analysis Investigation into the Interplay of Decoding, Comprehension and Attentional Control.Brain sciences · 2024Article
- Action video games normalise the phonemic awareness in pre-readers at risk for developmental dyslexia.NPJ science of learning · 2024Article
- Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study.JMIR serious games · 2023Article
- Examining the synergistic effects of a cognitive control video game and a home-based, self-administered non-invasive brain stimulation on alleviating depression: the DiSCoVeR trial protocol.European archives of psychiatry and clinical neuroscience · 2023Article
- The Role of Visual Factors in Dyslexia.Journal of cognition · 2023Article
- Visuo-spatial attention deficit in children with reading difficulties.Scientific reports · 2022Article
- Reading Game Sport from the Perspective of Sociology of Knowledge.Journal of environmental and public health · 2022Article
Corrections and comments
- Erratum issued
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
In modern societies, training reading skills is fundamental since poor-reading children are at high risk of struggling both at school and in life. Reading relies not only on oral language abilities but also on several executive functions. Considering their importance for literacy, training executive functions-particularly, attentional control has been suggested as a promising way of improving reading skills. For this reason, we developed a video game-based cognitive intervention aimed at improving several facets of executive functions. This game is composed of mini-games that apply gamified versions of standard clinical exercises linked through a game environment with action video game dynamics. Here, in a study involving 151 typically reading children, we demonstrated that after this general-domain behavioural intervention reading abilities, as well as attentional and planning skills, were significantly improved. Our results showed that training attentional control can translate into better reading efficiency, maintained at a follow-up test 6 months later.
Indexed as
Identifiers
35039655What OpenQuestion holds
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.