Eye-guided video games improve reading in healthy older adults
Bibliographic Data
| ID | 21642261 |
|---|---|
| Authors | Ramon Pedrini (0009-0009-9590-4355, University of Milano-Bicocca), Cristina Costantini (0000-0001-5919-5664, Don Carlo Gnocchi Foundation), Sara Polato (University of Milano-Bicocca), Claudio Andre Barbosa De Lira (0000-0001-5749-6877, Atotech (United States)), Claudio Lira, Alessio Facchin (0000-0002-0604-5029, Instituto de Óptica "Daza de Valdés"), Roberta Daini (0000-0002-1055-8353, Don Carlo Gnocchi Foundation, corresponding author) |
| Year | 2025 |
| Volume | 202 |
| Pages | 103540 |
| Publication date | 2025-08-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Human-Computer Studies (JOURNAL) |
| Journal identifiers | ISSN: 1071-5819 • E-ISSN: 1095-9300 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.ijhcs.2025.103540 |
| OpenAlex | W4410291522 |
| Language | EN |
| References cited | 95 |
In aging, some visual and attentional skills can decrease, affecting reading performance. This study investigates the feasibility and potential efficacy of a custom-built eye-guided video game to train visuo-motor, visual and attentional skills involved in reading on healthy older adults. For this purpose, 40 healthy participants, over 65 years old, were enrolled. The experimental group (N=21) completed a series of cognitive, visual, attentional, and reading tests to assess the initial general cognitive performance and evaluate changes after the training period. The training consisted of 45-min sessions twice weekly for 5 weeks. The control group (N=19) underwent the same assessment before and after the same temporal interval, but without training. Analyses showed that only participants who underwent the oculomotor training experienced an improvement in reading. Specifically, at the post-training assessment, the experimental group recorded a decrease in reading time, a reduction in the number and duration of fixations, and an increase in the amplitude of saccades. Changes emerged for visual tests, while no change was found concerning attentional parameters. In summary, the study confirmed the potential of eye-guided video game training in improving reading in healthy older people as well as the feasibility of conducting a randomized controlled trial
Linguistics · Multimedia · Video game · Computer Science · Gaze Tracking and Assistive Technology · Psychology · Technology Use by Older Adults
Leisure Activities and the Risk of Dementia in the Elderly
Playing an Action Video Game Reduces Gender Differences in Spatial Cognition
Normal Cognitive Aging
Enrichment Effects on Adult Cognitive Development
Perceptual Learning
Effects of Cognitive Training Interventions With Older Adults
The processing-speed theory of adult age differences in cognition.
Emergence of a powerful connection between sensory and cognitive functions across the adult life span
Working Memory, Comprehension, and Aging
Age-associated cognitive decline
Best practices in eye tracking research
DRC
The Montreal Cognitive Assessment, MoCA
Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
The Impact of Speed of Processing Training on Cognitive and Everyday Functions
Older adults' use of information and communications technology in everyday life
Orienting of Attention
Enhancing reading skills through a video game mixing action mechanics and cognitive training
| Highly cited | No |
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