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DyslexiaNCT07707700

Validating a Neurocognitive Remediation Model for Visual-Attentional Pathway in Chinese Developmental Dyslexia

A study testing Action video game intervention group in people with Dyslexia, run by The Hong Kong Polytechnic University at 1 site in Hong Kong.

Recruiting

Looking for participants now. Contact the study team or a site below to ask about taking part.

Sites and contacts
Official record
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Trial summary

Developmental dyslexia is a common and serious specific learning disability affecting up to one in eight children in Hong Kong, with profound consequences for academic success and personal well-being. For children learning to read the visually complex Chinese script, the challenge is particularly intense. Read more about this study

Who is it for?
Ages 7 to 10 years
Conditions the study is for
Dyslexia
What is being tested?
Action video game intervention group
Could I receive a placebo?
Yes, some participants may receive a placebo
How many people
76 participants
Where
1 siteHong Kong
Study dates
1 Jan 2026to 31 Dec 2029
Phase
Interventional
Are there results?
Not yet: the study is under way

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 7 to 10 years
  • All sexes
  • No healthy volunteers
  • Child

Who may be able to join

  • Formal diagnosis of dyslexia by an educational or clinical psychologist using the Hong Kong Test of Specific Learning Difficulties in Reading and Writing (HKT-SpLD),39 with a literacy composite score at or below the 10th percentile.
  • Non-verbal IQ score ≥ 85 on Raven's Standard Progressive Matrices.
  • Normal or corrected-to-normal vision (both eyes logMAR 0.1 or better).

Who cannot join

  • History of neurological or psychiatric disorders (e.g., epilepsy, psychosis).

Trial locations and contacts

1 site in 1 country. Contact the study team or a site near you to ask about taking part.

Hong Kong1 site, 1 recruiting
  • Optometry Research Clinic

    Hong Kong

    Tsz Wing Leung, PhD, +852 27664268, jeffrey.TW.leung@polyu.edu.hk

    Recruiting

Other trials in Hong Kong

About this study

Official title: Testing the Visual-Attentional Pathway in Chinese Developmental Dyslexia: A Randomized Controlled Trial to Validate a Neurocognitive Cascade Model of Remediation

Developmental dyslexia is a common and serious specific learning disability affecting up to one in eight children in Hong Kong, with profound consequences for academic success and personal well-being. For children learning to read the visually complex Chinese script, the challenge is particularly intense. A key research challenge is a long-standing "chicken-and-egg" debate: are weaknesses in the brain's fast-processing visual system (Magnocellular-Dorsal deficits) a cause of reading difficulties, or merely a consequence of limited reading practice? This uncertainty has constrained theoretical progress, creating a major barrier to developing effective, evidence-based support for struggling readers beyond traditional linguistic-based methods.

This project is designed to resolve this debate by directly testing if training a core visual-attentional skill can causally improve reading. The approach is built on investigator's strong pilot data, which established a novel "Neurocognitive Cascade Model": a framework suggesting that the integrity of foundational visual processing impacts reading through a sequential chain reaction flowing from visual attention to working memory.

Read more

To test the model, investigators will employ a rigorous, assessor-blind randomized controlled trial with 100 Cantonese-speaking children with developmental dyslexia. Participants will be randomly assigned to either an intervention group that plays action video games, scientifically proven to enhance visual attention, or an active control group that plays a different type of non-action, engaging game. This design allows investigators to isolate the specific impact of the visual-attentional training. The investigators will track changes at four time points-before, during, immediately after the intervention, and at a 6-month follow-up-using a multi-level assessment battery, including objective neural signals of visual processing, cognitive skills, and real-world reading performance measured with advanced eye-tracking technology.

This research will deliver new knowledge that is both scientifically and socially impactful. It will provide the first causal evidence for a visual-attentional pathway to reading remediation in Chinese developmental dyslexia, fundamentally shifting theoretical understanding of the disorder from a single, phonological deficit to a more comprehensive, multi-component model. The findings will have a significant translational impact, paving the way for innovative, non-reading-based interventions and new early screening tools. Ultimately, this project will offer a new, evidence-based approach to help children overcome the specific neurocognitive bottlenecks that hinder their ability to learn to read, with the potential to improve educational outcomes for a large and underserved population.

Conditions
Dyslexia
Being tested
Action video game intervention group, Active Control (Non-Action Video Game) Group
Medical subject headings
Dyslexia

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Action video game intervention groupBehavioural

    Participants will undergo 12 hours of training with a commercially available AVG (Rabbids: Party of Legends). This game is a direct successor to the Rayman Raving Rabbids game used in AVG intervention studies and shares its core mechanics. The game consists of numerous fast-paced mini-games in which players track multiple objects, respond to unpredictable events, and filter out distractions, thereby placing high demands on visual-spatial attention and attentional control.

  • Active Control (Non-Action Video Game) GroupBehavioural

    Participants will undergo 12 hours of training with SimCity. To control for non-specific effects (e.g., gaming time, engagement, motivation), this group will play a non-action video game of matched duration and format. The investigators will use a commercially available city-building and management simulation game (e.g., SimCity), which is engaging and cognitively demanding (requiring planning and resource management). However, it critically lacks the fast, unpredictable, and attention-intensive elements of action games, ensuring that any observed group differences can be attributed specifically to the visual-attentional training provided by the AVG.

Study groups in NCT07707700
Study groupRoleWhat they receive
Action Video Game (AVG) Intervention GroupActive comparatorParticipants will undergo 12 hours of training with a commercially available AVG (Rabbids: Party of Legends). The game consists of numerous fast-paced mini-games in which players track multiple objects, respond to unpredictable events, and filter out distractions, thereby placing high demands on visual-spatial attention and attentional control.
Receives: Behavioral: Action video game intervention group
Active Control (Non-Action Video Game) GroupSham comparatorUsing a commercially available city-building and management simulation game (e.g., SimCity), which is engaging and cognitively demanding (requiring planning and resource management).
Receives: Behavioral: Active Control (Non-Action Video Game) Group

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Visual Attention Span

    Cued Number Identification Task: This task assesses the rapid deployment of visual attention. A string of five numbers (Geneva font, size 24, 98% contrast) is presented for 200 ms, followed by a 50-ms visual cue 1 cm beneath the target number. Numbers are spaced to subtend a 3.8° visual angle and minimise lateral masking. The child's task is to verbally report the cued number. The primary metric is the number of correctly reported targets out of 20 trials.

    Measured: Baseline measurement on day 1, Mid-Intervention on day 1, within 30 minutes post-Intervention on day 1, and Follow-Up on day 180

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted16 Jul 2026
  2. Study start1 Jan 2026
  3. Primary completion31 Dec 2028 (estimated)
  4. Study completion31 Dec 2029 (estimated)

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Health services research
Allocation
Randomised
Intervention model
Factorial
Model description
The primary objective of this project will be to provide the first causal validation of our novel Neurocognitive Cascade Model. To achieve this, the investigators will use Action Video Game (AVG) training as a targeted, non-linguistic intervention. This approach will strategically address several critical gaps in the literature. Although AVG training has shown potential for improving reading in children with dyslexia (DD), its efficacy remains debated, with a study failing to replicate positive findings. Furthermore, two crucial issues remain unresolved: (1) as the vast majority of research has focused on alphabetic languages, the effectiveness of AVG training for logographic scripts such as Chinese remains unknown, and (2) the neurocognitive mechanisms underlying any transfer of skills to reading remain poorly understood.
Masking
Triple blind
Who is masked
Care provider, Investigator, Outcomes assessor
Enrolment
76 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07707700
Sponsor's protocol ID
HSEARS20251111001
Status last verified
Jul 2026
First submitted
16 Jun 2026
Last updated
16 Jul 2026
Results posted
No
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided

Questions about this trial

What is this clinical trial studying?

A study testing Action video game intervention group in people with Dyslexia, run by The Hong Kong Polytechnic University at 1 site in Hong Kong.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 3 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: looking for participants now, as of the sponsor's last update on 16 Jul 2026. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Hong Kong. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. Some participants in this study may receive a placebo. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

This study is still under way. Results are not available in the source record yet.

How can a doctor refer a patient or contact the research team?

Contact Tsz Wing Leung, PhD (+852 27664268, jeffrey.TW.leung@polyu.edu.hk), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Visual Attention Span (time frame: Baseline measurement on day 1, Mid-Intervention on day 1, within 30 minutes post-Intervention on day 1, and Follow-Up on day 180). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 16 Jul 2026; AzTrials last refreshed its copy on 31 Oct 2026.

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