Past research from our lab has suggested visual demands in video games serve to exercise attentional-oculomotor processing in a manner beneficial to reading. However, testing the effect of video games on reading typically requires long timeframes (e.g., multi-week training or years of accumulated video game experience). The current study manipulated within-experiment peripheral and central demands to evaluate the effects of attentional-oculomotor (A-O) exercise on task performance. Our study included two tasks: an orthographic lexical decision task (OLDT), designed to optimize 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, while 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.

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http://dx.doi.org/10.1177/17470218241310440DOI Listing

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