Development of reading skills through video games:
State of the art
Using Video Games to Improve Reading Skills in Education
What is it?
This article explains how video games are increasingly used as tools to enhance reading skills in educational contexts. Based on a systematic literature review by Torres-Toukoumidis, Romero-Rodríguez, Pérez-Rodríguez, and Björk, the study analyzes research from 2005 to 2016 on how digital games influence reading comprehension, vocabulary, phonetics, and student motivation.
Why is it important?
The main findings show that video games positively influence secondary students’ interest in reading, especially when integrated into school curricula. Games offer interactive, immersive experiences that align with modern digital habits, enhancing critical thinking and comprehension strategies.
How is it applied?
Educators can integrate video games into literacy programs by focusing on game narrative analysis, lexical readability, and phonological exercises, particularly for students with reading difficulties or low motivation.
Key Dimensions Analyzed
1. Reading Objectives through Games
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Games transform traditional reading into a non-linear, dynamic experience.
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They enhance information-seeking behaviors and cognitive engagement.
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Promote collaborative reading environments, combining entertainment and learning.
2. Reading Strategies in Digital Play
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Studies suggest applying readability tools (e.g., Flesch-Kincaid, SMOG) to assess game text complexity.
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Strategies focus on vocabulary acquisition, phonetic decoding, and text interpretation.
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Games like RPGs encourage critical narrative analysis and symbolic understanding.
3. Reading Skill Development
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Improvements noted in word recognition, phonemic awareness, and textual comprehension.
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Especially effective in dyslexic learners and students with low reading engagement.
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Encourages interdisciplinary learning by linking literacy with digital fluency and gaming.
FAQs
Do video games really help improve reading?
Yes. Research shows they can boost motivation, comprehension, and vocabulary, particularly when guided by educators.
Which age group benefits the most?
Secondary students show the most documented improvement, though some primary-level studies indicate potential in early literacy.
Can games replace traditional reading?
Not replace—but they can complement and enhance reading instruction, especially in digital-native generations.
Final Thoughts
This article confirms that video games can be powerful allies in the development of literacy. When thoughtfully integrated into educational environments, they help students become engaged, critical readers in a media-rich society.
As the authors argue, education should not reject popular media like games, but harness their potential to enrich traditional pedagogy and meet learners where they are—in digital, interactive worlds.
Torres-Toukoumidis, A., Romero-Rodríguez, L., Pérez-Rodríguez, M.-A., & Björk, S. (2016). Development of reading skills throught videogames: State of the art. Ocnos. Journal of Reading Research, 15(2), 37-49. https://doi.org/10.18239/ocnos_2016.15.2.1124

