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

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          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.

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          The multifaceted interplay between attention and multisensory integration.

          Multisensory integration has often been characterized as an automatic process. Recent findings indicate that multisensory integration can occur across various stages of stimulus processing that are linked to, and can be modulated by, attention. Stimulus-driven, bottom-up mechanisms induced by crossmodal interactions can automatically capture attention towards multisensory events, particularly when competition to focus elsewhere is relatively low. Conversely, top-down attention can facilitate the integration of multisensory inputs and lead to a spread of attention across sensory modalities. These findings point to a more intimate and multifaceted interplay between attention and multisensory integration than was previously thought. We review developments in the current understanding of the interactions between attention and multisensory processing, and propose a framework that unifies previous, apparently discordant, findings. 2010 Elsevier Ltd. All rights reserved.
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            Action-video-game experience alters the spatial resolution of vision.

            Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear. Here we show that playing action video games can alter fundamental characteristics of the visual system, such as the spatial resolution of visual processing across the visual field. To determine the spatial resolution of visual processing, we measured the smallest distance a distractor could be from a target without compromising target identification. This approach exploits the fact that visual processing is hindered as distractors are brought close to the target, a phenomenon known as crowding. Compared with nonplayers, action-video-game players could tolerate smaller target-distractor distances. Thus, the spatial resolution of visual processing is enhanced in this population. Critically, similar effects were observed in non-video-game players who were trained on an action video game; this result verifies a causative relationship between video-game play and augmented spatial resolution.
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              Action video game modifies visual selective attention.

              As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.
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                Author and article information

                Contributors
                sandro.franceschini@unipd.it
                Journal
                Sci Rep
                Sci Rep
                Scientific Reports
                Nature Publishing Group UK (London )
                2045-2322
                19 July 2017
                19 July 2017
                2017
                : 7
                : 5863
                Affiliations
                [1 ]ISNI 0000 0004 1757 3470, GRID grid.5608.b, Developmental and Cognitive Neuroscience Lab, Department of General Psychology, , University of Padua, ; Padova, 35131 Italy
                [2 ]Child Psychopathology Unit, Scientific Institute “E. Medea”, Bosisio Parini, Lecco, 23842 Italy
                [3 ]ISNI 0000 0001 2113 062X, GRID grid.5390.f, Department of Languages and Literatures, Communication, Education and Society, , University of Udine, ; Udine, 33100 Italy
                [4 ]ISNI 0000 0004 1937 0351, GRID grid.11696.39, Center for Mind/Brain Sciences, , University of Trento, ; Rovereto, Trento 38068 Italy
                [5 ]ISNI 0000 0004 1936 834X, GRID grid.1013.3, Sydney School of Education and Social Work, , University of Sydney, ; Sydney, NSW 2006 Australia
                [6 ]ISNI 0000000106929556, GRID grid.33236.37, Department of Human and Social Sciences, , University of Bergamo, ; Bergamo, 24129 Italy
                Article
                5826
                10.1038/s41598-017-05826-8
                5517521
                28725022
                61b6f875-ccfe-477b-9b5e-de6d0a93d09d
                © The Author(s) 2017

                Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.

                History
                : 25 January 2017
                : 2 June 2017
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