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dc.contributor.authorOstiz-Blanco, Mikel
dc.contributor.authorBernacer, Javier
dc.contributor.authorGarcia-Arbizu, Irati
dc.contributor.authorDiaz-Sanchez, Patricia
dc.contributor.authorRello, Luz
dc.contributor.authorLallier, Marie
dc.contributor.authorArrondo, Gonzalo
dc.date.accessioned2021-10-14T07:49:17Z
dc.date.available2021-10-14T07:49:17Z
dc.date.issued2021
dc.identifier.citationOstiz-Blanco M, Bernacer J, Garcia-Arbizu I, Diaz-Sanchez P, Rello L, Lallier M and Arrondo G (2021) Improving Reading Through Videogames and Digital Apps: A Systematic Review. Front. Psychol. 12:652948. doi: 10.3389/fpsyg.2021.652948es_ES
dc.identifier.issn1664-1078
dc.identifier.urihttp://hdl.handle.net/10810/53364
dc.descriptionPublished: 16 September 2021es_ES
dc.description.abstractBackground: The use of electronic interventions to improve reading is becoming a common resource. This systematic review aims to describe the main characteristics of randomized controlled trials or quasi-experimental studies that have used these tools to improve first-language reading, in order to highlight the features of the most reliable studies and guide future research. Methods: The whole procedure followed the PRISMA guidelines, and the protocol was registered before starting the process (doi: 10.17605/OSF.IO/CKM4N). Searches in Scopus, PubMed, Web of Science and an institutional reference aggregator (Unika) yielded 6,230 candidate articles. After duplicate removal, screening, and compliance of eligibility criteria, 55 studies were finally included. Results: They were research studies on improving first-language reading, both in children and adults, and including a control group. Thirty-three different electronic tools were employed, most of them in English, and studies were very diverse in sample size, length of intervention, and control tasks. Risk of bias was analyzed with the PEDro scale, and all studies had a medium or low risk. However, risk of bias due to conflicts of interest could not be evaluated in most studies, since they did not include a statement on this issue. Conclusion: Future research on this topic should include randomized intervention and control groups, with sample sizes over 65 per group, interventions longer than 15 h, and a proper disclosure of possible conflicts of interest. Systematic Review Registration: The whole procedure followed the PRISMA guidelines, and the protocol was registered before starting the process in the Open Science Framework (doi: 10.17605/OSF.IO/CKM4N).es_ES
dc.description.sponsorshipThis research was supported by the Institute for Culture and Society (ICS, University of Navarra), Obra Social La Caixa, Fundación Caja Navarra, Fundación Banco Sabadell, and the Severo Ochoa program grant SEV-2015-049.es_ES
dc.language.isoenges_ES
dc.publisherFrontiers in Psychologyes_ES
dc.relationinfo:eu-repo/grantAgreement/MINECO/SEV-2015-0490es_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.subjectcomputer-based interventiones_ES
dc.subjectdyslexiaes_ES
dc.subjectfirst-languagees_ES
dc.subjectPEDroes_ES
dc.subjectPRISMAes_ES
dc.titleImproving Reading Through Videogames and Digital Apps: A Systematic Reviewes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.holder© 2021 Ostiz-Blanco, Bernacer, Garcia-Arbizu, Diaz-Sanchez, Rello, Lallier and Arrondo. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.es_ES
dc.relation.publisherversionhttps://www.frontiersin.org/journals/psychology#es_ES
dc.identifier.doi10.3389/fpsyg.2021.652948


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