Repository logo
 

What's in a game: Video game visual-spatial demand location exhibits a double dissociation with reading speed

Date

2022-12-23

Authors

Kress, Shaylyn
Neudorf, Josh
Borowsky, Braedyn
Borowsky, Ron

Journal Title

Journal ISSN

Volume Title

Publisher

Elsevier

ORCID

Type

Article

Degree Level

Abstract

This research sought to clarify the nature of the relationship between video game experience, attention, and reading. Previous studies have suggested playing action video games can improve reading ability in children with dyslexia. Other research has linked video game experience with visual-spatial attention, and visual-spatial attention with reading. We hypothesized that the visual-spatial demands of video games may drive relationships with reading through attentional processing. In this experiment we used a hybrid attention/reading task to explore the relationship between video game visual-spatial demands, reading and attention. We also developed novel visual-spatial demand measures using participants' top five played video games for an individual-specific measure of visual demands. Peripheral visual demands in video games were associated with faster reading times, while central visual demands were associated with slower reading times for both phonetic decoding and lexical reading. In addition, video game experience in terms of hours spent playing video games each week interacted with the cueing effect size in the lexical reading condition, with experienced video game players exhibiting a larger cueing effect than participants with less video game experience. These results suggest that exposure to peripheral visual spatial demands in video games may be related to both lexical and sublexical reading processes in hybrid attentional reading tasks such as ours with skilled adult readers, which has implications not only for models of how ventral and dorsal stream reading and visual-spatial attention are integrated, but also for the development of dyslexia diagnostics and remediation.

Description

© 2022 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/)

Keywords

Video games, Lexical reading, Sublexical reading, Phonetic decoding, Visual-spatial attention

Citation

Kress, S., Neudorf, J., Borowsky, B., & Borowsky, R. (2023). What’s in a game: Video game visual-spatial demand location exhibits a double dissociation with reading speed. Acta Psychologica, 232, 103822. https://doi.org/10.1016/j.actpsy.2022.103822

Degree

Department

Program

Advisor

Committee

Part Of

item.page.relation.ispartofseries

DOI

10.1016/j.actpsy.2022.103822

item.page.identifier.pmid

item.page.identifier.pmcid