Kress Shaylyn, Caron Scott, Neudorf Josh, Borowsky Braedyn, Borowsky Ron
University of Saskatchewan, Saskatoon, Saskatchewan, Canada.
Simon Fraser University, Burnaby, British Columbia, Canada.
Q J Exp Psychol (Hove). 2025 Jan 13;78(10):17470218241310440. doi: 10.1177/17470218241310440.
Past research from our lab has suggested visual demands in video games serve to exercise attentional-oculomotor (A-O) processing in a manner beneficial to reading. However, testing the effect of video games on reading typically requires long timeframes (e.g., multiweek training or years of accumulated video game experience). The current study manipulated within-experiment peripheral and central demands to evaluate the effects of A-O exercise on task performance. Our study included two tasks: an orthographic lexical decision task (OLDT), designed to optimise orthographic lexical processing, and a novel graphic-based health bar decision task (HBDT). In Experiment 1, the stimuli were presented centrally in one block and peripherally in another block to manipulate A-O exercise. We observed greater improvements in the peripheral-first than the central-first group, particularly for the OLDT. In Experiments 2 and 3, we focused on the OLDT, with the HBDT serving as the A-O exercise task, and observed improvements in both centrally and peripherally trained participants. We additionally observed, through analyses of word and bigram frequency, a double dissociation, whereby increased target word frequency was associated with faster target reaction times and improved error rates, whereas increased foil bigram frequency was associated with slower foil reaction times and worse error rates. Taken together, the experiments demonstrate a mechanism beyond simple task learning that drives reading improvements, and A-O exercise, even if movements are small, appears to play a role in the improvements observed. We suggest future research should further develop this paradigm and examine its utility for reading remediation in dyslexia.
我们实验室过去的研究表明,电子游戏中的视觉需求有助于以一种对阅读有益的方式锻炼注意力 - 眼动(A - O)处理能力。然而,测试电子游戏对阅读的影响通常需要较长的时间框架(例如,数周的训练或多年积累的电子游戏经验)。当前的研究通过操纵实验中的外周和中央需求来评估A - O锻炼对任务表现的影响。我们的研究包括两项任务:一项正字法词汇判断任务(OLDT),旨在优化正字法词汇处理;以及一项新颖的基于图形的生命值判断任务(HBDT)。在实验1中,刺激在一个组块中集中呈现,在另一个组块中外周呈现,以操纵A - O锻炼。我们观察到外周优先组比中央优先组有更大的改善,特别是对于OLDT。在实验2和3中,我们专注于OLDT,将HBDT作为A - O锻炼任务,并观察到中央训练和外周训练的参与者都有改善。我们还通过对单词和双字母组频率的分析观察到一种双重分离,即目标单词频率增加与更快的目标反应时间和更低的错误率相关,而陪衬双字母组频率增加与更慢的陪衬反应时间和更差的错误率相关。综合来看,这些实验证明了一种超越简单任务学习的机制,该机制推动了阅读能力的提高,并且A - O锻炼,即使运动很小,似乎也在观察到的改善中发挥了作用。我们建议未来的研究应进一步发展这一范式,并研究其对诵读困难症阅读矫正的效用。