Abstract

Evidence suggests a link between deficits in visuo-spatial attention, and subsequent reading ability. However, all the research in the area thus far has been conducted using traditional, lab-based psychophysics, with very tightly controlled visual parameters. In order to take this research further, such as using visuo-spatial tasks for remediation purposes, it must be established that such tasks can be taken out of the laboratory, ‘gamified’, and still predict reading ability. This study aimed to determine if subtle visual deficits in poor readers could be detected outside a traditional laboratory, in relatively uncontrolled settings using portable game-like technology. Classic visual search and change detection programs, thought to rely on the visual dorsal stream, were modified to a game-like format. They were administered on a portable computer tablet within the participants’ school setting. Whilst IQ predicted reading rate, visuo-spatial tasks such as visual search speed, and change detection, each accounted for unique variance in reading rate over and above IQ, age and phonological ability. These results are consistent with the visuo–spatial attention deficit hypothesis, and provide support for the development of portable computerised games that may assess and potentially target this deficit in poor readers.

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