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Computational and Mathematical Methods in Medicine
Volume 2017 (2017), Article ID 7048676, 6 pages
Research Article

A Psychometric Tool for a Virtual Reality Rehabilitation Approach for Dyslexia

1Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Via Magnasco 2, 20149 Milano, Italy
2Department of Paediatrics, Ospedale Castelli, Via Crocetta, 28921 Pallanza, Italy
3Department of Child Neuropsychiatry, Ospedale Castelli, Via Crocetta, 28921 Pallanza, Italy
4Department of Psychology, Catholic University of Milan, Milan, Italy
5Division of Neurology and Neurorehabilitation, IRCCS Istituto Auxologico Italiano, Via Cadorna 90, Piancavallo, Verbania, Italy

Correspondence should be addressed to Elisa Pedroli

Received 26 May 2016; Accepted 19 January 2017; Published 13 February 2017

Academic Editor: Issam El Naqa

Copyright © 2017 Elisa Pedroli et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.


Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children. According to the results, an approach using cues in the context of a virtual environment may represent a promising tool to improve attentional skills. On the other hand, our results do not demonstrate an immediate effect on reading performance, suggesting that a more prolonged protocol may be a future direction.