Repository logo
 

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

dc.contributor.authorKress, Shaylyn
dc.contributor.authorNeudorf, Josh
dc.contributor.authorBorowsky, Braedyn
dc.contributor.authorBorowsky, Ron
dc.date.accessioned2025-02-26T11:02:44Z
dc.date.available2025-02-26T11:02:44Z
dc.date.issued2022-12-23
dc.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/)
dc.description.abstractThis 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.
dc.description.versionPeer Reviewed
dc.identifier.citationKress, 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
dc.identifier.doi10.1016/j.actpsy.2022.103822
dc.identifier.urihttps://hdl.handle.net/10388/16634
dc.language.isoen
dc.publisherElsevier
dc.rightsAttribution 2.5 Canadaen
dc.rights.urihttp://creativecommons.org/licenses/by/2.5/ca/
dc.subjectVideo games
dc.subjectLexical reading
dc.subjectSublexical reading
dc.subjectPhonetic decoding
dc.subjectVisual-spatial attention
dc.titleWhat's in a game: Video game visual-spatial demand location exhibits a double dissociation with reading speed
dc.typeArticle

Files

Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
1-s2.0-S0001691822003377-main.pdf
Size:
4.49 MB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
2.36 KB
Format:
Item-specific license agreed upon to submission
Description: