Conclusion
dyslexia
We conducted one of the first literacy digital game-based learning studies relying on single-trial data from in-game tasks to evaluate its effectiveness. Playing GraphoGame-NL led to an increase in mastery of grapheme-phoneme correspondences and to small improvements in reading fluency. Demographic characteristics such as familial risk of dyslexia or languages/dialects spoken at home had little impact on response to intervention. This study presented evidence that GraphoGame‑NL can serve a diagnostic function and thus replace or extend assessment by means of conventional tests of literacy skills.