An interventional study of Action Video-Game in Reading Disorder, sponsored by IRCCS Eugenio Medea. Recruiting at 1 site in Italy. Open to participants aged 5 Years to 6 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2024-01-02.
Sponsored by IRCCS Eugenio Medea · Not applicable, Interventional, and Prevention
Developmental dyslexia affects 7% of school-age children (Male:Female ratio of 1.5:1) and incurs disadvantages in education and occupation. Scientific progress concerning the etiology of developmental dyslexia evidenced the complex gene-environment interaction. The DCDC2-READ1 deletion associates with reading skills and affects the magnocellular-dorsal stream in humans and animals. DCDC2 modifies neural activity within the excitatory pathways. The magnocellular-dorsal stream mediates the function of the attention network. Difficulties in spatial and temporal attention shifting impair letter-to-speech sound integration increasing neural noise. Action video games improve the efficiency of the magnocellular-dorsal stream. The aim of this cutting-edge, round trip translation study is threefold: 1.to unravel new insights behind the pathophysiology of developmental dyslexia, 2. to assess gene-environment interaction effects on developmental dyslexia endophenotypes, and 3. to identify useful clues to foster the identification of new, personalized treatments.
127 studies on the registry are indexed under Dyslexia; 27 are open to participants now.
This study's planned enrollment of 60 is below the median of 71 across 106 interventional studies indexed under Dyslexia.
Browse Dyslexia studies →IRCCS Eugenio Medea is the lead sponsor of 108 studies on the registry; 51 are open to participants now.
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Exclusion Criteria:
Behavioral: Action Video-Game
Thanks to their specific characteristics (presentation of multiple peripheral, rapidly moving, spatio-temporally unpredictable stimuli), Action Video-Games improve reading skills through their effects on the Magnocellular-Dorsal stream. Training will consist of 20 days of Action Video-Games sessions of 1 hour each, three times per week.
Short-term memory
Short-term memory - assessed by the Single Digit Forward Span, Single Digit Backward Span. Measures obtained: Z scores age-corrected.
Time frame: 3 years
Phonological awareness
Phonological awareness - assessed by the nonword repetition test. Measures obtained: Z scores age-corrected.
Time frame: 3 years
Rapid automatized naming
Rapid automatized naming - assessed by the RAN test. Measures obtained: Z scores age-corrected.
Time frame: 3 years
Reading skills
Reading skills - assessed by single unrelated words and pseudo-words reading tests. Measures obtained: Z scores age-corrected.
Time frame: 3 years
Visual attention
Visual attention - assessed by a computer-based visual attention task
Time frame: 3 years
Visual motion processing
Visual motion processing - assessed by Coherent dot motion task
Time frame: 3 years
measurement of neurotransmitters
in vivo measures of neurotransmitters including glutamate and gamma-Aminobutyric acid magnetic resonance spectroscopy
Time frame: 3 years
Plan to share: No
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