Quick Case – QUEST FOR DYSLEXIA (CHINA)

QUEST FOR DYSLEXIA (CHINA)

SAMSUNG: gamers who consistently misread the quests were identified as potentially having dyslexia.

Brief Description

Dyslexia detection is challenging, especially in China, where parents feel embarrassed to take their kids for testing. To address this, Samsung innovatively brought the test to them by modifying a popular game, ‘Young Warrior.’ Collaborating with a major game developer, they incorporated over 100 commonly mistaken words by dyslexic individuals into the game’s quests. As children played, machine learning tracked their actions, identifying consistent misreadings as potential signs of dyslexia. Notifications were sent to parents, urging them to pursue further diagnosis for their children.

Why is it significant?

Dyslexia impacts more than 15 million children in China, yet less than 5% receive a formal diagnosis. Consequently, many children miss out on crucial support during their learning development. The modified game was an early detection tool, conducting over one million tests within the initial month. It successfully identified nearly 25,000 potential cases of dyslexia.

 

The integration of entertainment and gaming into dyslexia detection not only broke through societal taboos but also sparked widespread interest, ultimately reaching and impacting a significant number of children. Samsung’s inventive use of technology,  particularly machine learning, revolutionized a once-difficult process, making it accessible and approachable. By seamlessly embedding the diagnostic tool within a familiar and enjoyable platform, they facilitated early identification and intervention for thousands of children who might have otherwise gone undiagnosed. This groundbreaking approach overcame testing barriers and emphasized the transformative power of technology and innovation in addressing crucial societal challenges.