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Does Brain Training Work? A Look at the Research

Brain-training games improve the games. Whether that carries over to everyday thinking is a different question, and the research is not encouraging.

Brain-training apps and games promise sharper memory, faster thinking and protection against cognitive decline. The honest summary of two decades of research is this: people get better at the training tasks, sometimes at very similar tasks, and rarely at anything broader. Whether you should bother depends on what you expect from it.

What the claims rely on

The industry rests on an appealing idea: the brain adapts to practice, so practising "cognitive skills" should strengthen them in general, like a gym for the mind. The adaptation part is real. The leap to general improvement is where the evidence gets thin.

The key concept is transfer. Near transfer is improvement on tasks similar to the trained one. Far transfer is improvement on different tasks or on real-life performance. Training reliably produces near transfer. Far transfer is what companies advertise and what studies struggle to find.

The large studies

The expert consensus statements

In 2014 a group of more than 70 cognitive scientists signed an open letter saying there was no compelling scientific evidence that brain games reduce cognitive decline. A competing group argued the opposite, but a systematic review commissioned by a major scientific body (Simons et al., 2016, Psychological Science in the Public Interest) examined the studies cited by brain-training companies and concluded that the evidence did not show that such training improves everyday cognitive performance, and that many studies had methodological flaws such as no active control group and expectation effects.

The US Federal Trade Commission also took action against Lumosity in 2016 over advertising claims that its games could help with school, work and age-related decline.

Why it is hard to find broad effects

What does have better evidence

If the goal is better thinking in daily life, the best-supported measures are less glamorous:

Is it ever worth playing?

Puzzles and games are fine as entertainment, and for people who enjoy them there is no evidence of harm. The mistake is to pay for a subscription on the promise of general brain improvement. A useful test: does the evidence the company cites involve independent trials, active control groups and real-world outcomes? If the evidence is a before-and-after score on the company's own game, it is not enough.

Our own tests are not training. They are measurement tools: the working memory test and the IQ test estimate where you stand on a given day, and repeating them is likely to improve your score a little through familiarity, not ability. Keep that in mind when you compare results.

Sources

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About the author. Eduard-Dragos Condria builds and maintains CoreSkillAI from Romania. He is a web developer, not a clinician. Articles are written from published research, cited at the end, and corrected when a reader or a source shows an error. See the methodology page and about page. To report a mistake, use the contact page. Nothing on this site is medical or psychological advice.
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