Attenzione visiva e Dislessia Evolutiva – Evidenze dagli Action Video Games

Sandro Franceschini, Simone Gori, Milena Ruffino, Luca Ronconi, Simona Viola, Francesca Noce, Concetta Cataudella, Massimo Molteni, Andrea Facoetti

It has been estimated that in the course of life our mind can store about fifteen trillion bits of information (Asimov, 1984). During the years of schooling most of the concepts to be learned are passed down in written form. For about 10% of children this modality is difficult to use, despite having normal cognitive abilities (Gabrieli, 2009). Among the multiple causes of Developmental Dyslexia (DE) (Menghini et al., 2010), visuo-attentional functions seem to play a key role (Vidyasagar and Pammer, 2010; Gori and Facoetti, 2014). Part of the recent literature indicates that these functions can be enhanced through the use of video games (Green and Bavelier, 2012). In this article we will examine the visual-attentional deficits found in people with DE and the increases in the same functions observed in those who use specific types of video games. Then, the first results of a treatment for children with DE that involves the use of specific video game will be considered.

Keywords
Rehabilitation, attention, perception, magnocellular-dorsal pathway, video games.

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