Brain training: exposing the myth behind cognitive-enhancement games

If you’ve ever searched for a quick-fix to mental lethargy, it’s likely that you’ve browsed through your smartphone app store to take a look at the latest offerings of brain-training games.

I certainly have. These games have been designed to sharpen people’s mental acuity, while offering “scientifically proven” means for improving IQs; through a variety of mini-games and careful documentation of improvements to intelligence parameters, people would wield the tools needed to craft the desired, smarter minds that the apps promise.

And the market for them has showed no sign of slowing down. In the space of a few years, the demand for the apps has made the industry a billion-dollar one, with growth expected to continue. A couple of the most popular apps have included Lumosity, a web-based program boasting more than 50m users seeking to “improve memory, attention, flexibility, speed of processing and problem solving”, and mobile-based Peak, whose similar goals and striking visuals entice potential users.

Though the apps have had huge amounts of success, there is a new body of research emerging to suggest that the successes may not be as a result of the games themselves, but because of the placebo effect.

The placebo effect is a phenomenon in which a dummy treatment or process can cause significant changes in a person – simply because that person believes the placebo (posing as a real treatment) will help them. With medication, it can be the mere presentation of a sugar pill disguised as a medicine which can cause a patient to get better. And in the case of apps and games, it seems that anything which promises users cognitive benefit, is more likely to do so.

In a study entitled “Placebo effects in cognitive training” published on Monday in the journal Proceedings of the National Academy of Sciences, researchers found that participants who engaged in brain-training games for a single, one hour session showed improvements in IQ by up to ten points, but only if they believed the games would benefit them.

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I’ve found them to be very helpful and will continue using them.

As they say if you think they’ll work for you they will. Due to my slow processing speed and them being time pressurised I’ve not had much success with them.

I’m now extremely proficient mentally doing basic math as a result of doing a LOT of math flash cards. My daughter attributes at least half of the 17% increase in her math grade over the past year to the math games I got her playing on her tablet. My wife – who teaches – has observed that a lot of what she sees in these games are time honoured techniques used in a classroom, many of them going back to Ancient Greece. Why? Because they are proven to work.

Learning math. Playing the piano. Listen to classical music. READ. Debate politics. Write. Public speaking. Puzzles. Strategy games. Daydreaming. It all counts.

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