Video Games May Treat Dyslexia

Honing visual attention boosts reading ability

Join Our Community of Science Lovers!


On supporting science journalism

If you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.


Attention training might trump language practice in treating dyslexia, and video games might provide just that, according to a recent study in Current Biology. Researchers at the University of Padua in Italy found that 10 kids with dyslexia who played an action-filled video game for nine 80-minute sessions increased their reading speed, without introducing mistakes. These reading gains lasted at least two months and outpaced gains measured in 10 children with dyslexia who played a nonaction version of the same game, as well as trumping the expected improvement that naturally occurs in a year for a child with dyslexia.

Though small, the study bolsters evidence that dyslexia stems in part from problems in focusing attention onto letters and words in an orderly way. Last year the same team reported that preschoolers who struggled to quickly and accurately shift their attention—which can be thought of as a spotlight—were likely to have reading difficulties three years later. Because action video games require players to constantly redirect their attention to different targets, neuroscientist Simone Gori and his colleagues thought the video games might fine-tune that spotlight so as to avoid jumbling letters on a page. [For more on the cognitive benefits of video games, see “Brain-Changing Games,” by Lydia Denworth; Scientific American Mind, January/February 2013.]

The training honed visual attention skills and reading hand in hand, and the reading improvements even exceeded those obtained in children after traditional therapies for dyslexia, which focus on building language skills. Gori does not advocate abandoning the older methods but says that training visual attention could be a vital, overlooked component. He also notes that kids are prone to quit traditional dyslexia therapies, which he says can be demanding and even boring; not a problem in his video-game experiment. “Our difficulty was in getting the kids to stop playing,” Gori says.

SA Mind Vol 24 Issue 3This article was published with the title “Video Games for Dyslexia” in SA Mind Vol. 24 No. 3 (), p. 17
doi:10.1038/scientificamericanmind0713-17b

It’s Time to Stand Up for Science

If you enjoyed this article, I’d like to ask for your support. Scientific American has served as an advocate for science and industry for 180 years, and right now may be the most critical moment in that two-century history.

I’ve been a Scientific American subscriber since I was 12 years old, and it helped shape the way I look at the world. SciAm always educates and delights me, and inspires a sense of awe for our vast, beautiful universe. I hope it does that for you, too.

If you subscribe to Scientific American, you help ensure that our coverage is centered on meaningful research and discovery; that we have the resources to report on the decisions that threaten labs across the U.S.; and that we support both budding and working scientists at a time when the value of science itself too often goes unrecognized.

In return, you get essential news, captivating podcasts, brilliant infographics, can't-miss newsletters, must-watch videos, challenging games, and the science world's best writing and reporting. You can even gift someone a subscription.

There has never been a more important time for us to stand up and show why science matters. I hope you’ll support us in that mission.

Thank you,

David M. Ewalt, Editor in Chief, Scientific American

Subscribe