Evaluating the Effectiveness of Commercial Brain Game Training with Working-Memory Tasks
J Cogn Enhanc
https://doi.org/10.1007/s41465-017-0053-0
Evaluating the Effectiveness of Commercial Brain Game Training
with Working-Memory Tasks
Tilo Strobach 1 & Lynn Huestegge 2
Received: 18 January 2017 / Accepted: 31 October 2017
# Springer International Publishing AG, part of Springer Nature 2017
Abstract Commercial brain games are home- and computerbased cognitive trainings that are industrially offered and
promise to enhance cognitive functioning by repeating cognitive tasks. Despite compelling evidence for the effectiveness
of cognitive trainings in various domains and populations, the
assumption of brain games’ effects on people’s minds has
been challenged. However, there are only very few attempts
to systematically evaluate the effectiveness of such games
under ecologically valid training conditions. To approach this
gap in the literature, we applied commercially available training tasks assumed to tap into working memory updating and
capacity. The effectiveness of this training was measured by
utilizing pre- and post-tests in trained tasks (criterion tasks),
untrained transfer tasks from the assumed training domains
(near-transfer tasks), as well as from the domains processing
speed, shifting, inhibition, reasoning, and self-reported cognitive failures (far-transfer tasks). Training as well as pre-posttests were completely administered home-based. In contrast to
an active control group, a training group improved performance in the criterion tasks and near-transfer tasks.
Improved performance was also evident in processing speed
and shifting tasks (i.e., far-transfer tasks), but these improvements were not as conclusive as those in near-transfer tasks.
Further, the number of reported cognitive failures was reduced
in the training in contrast to the control group at post-test.
Performance improvements were more pronounced for high-
* Tilo Strobach
1
MSH Medical School Hamburg, Department of Psychology, Am
Kaiserkai 1, 20457 Hamburg, Germany
2
Department of Psychology, University of Würzburg,
Würzburg, Germany
performing participants (i.e., magnification effects). In general, this study provides an evaluation of the effectiveness of a
particular set of working-memory training tasks in an ecologically valid setting in the context of brain games.
Keywords Commercial brain games . Cognitive training .
Transfer, cognitive plasticity . Working memory
Introduction
BConsumers are told that playing brain games will make them
smarter, more alert, and able to learn faster and better. …
However, … compelling evidence of general and enduring
positive effects on the people’s minds … has remained
elusive.^ (A consensus on the brain training industry from
the scientific community 2014) (see also Simons et al. 2016).
Brain games, also referred to as brain training, are
computer-based cognitive trainings that, broadly defined,
aim to enhance a cognitive skill or general cognitive ability
by repeating cognitive tasks over a circumscribed timeframe
(Rabipour and Raz 2012). Lately, many commercial programs
take advantage of this idea over the Internet, offering the comfort and privacy of home-based brain exercise, creating a billion dollar annual industry (Torous et al. 2016). However,
there are only very few studies evaluating the effectiveness
of commercial home-based cognitive trainings (1) in terms
of performance improvements in contrast to a control procedure (see Schmiedek et al. 2010a, for the evaluation of the
feasibility of a computer-based cognitive training), (2) under
real-life training conditions via the Internet, and (3) in a wider
population (for an example of a brain game evaluation
exclusively in the elderly, see Nouchi et al. 2012). The present
study aims to approach this gap in the literature. An evaluation
of training under real-life conditions is required since it allows
J Cogn Enhanc
the evaluation of home-based cognitive trainings with high
external validity. That is, real-life training conditions may enable the conclusion that these effects are generalizable to other
implementations of computer-based cognitive trainings
(Schmiedek 2016).
Previous Studies on Computer-Based Cognitive Trainings
In one of the few existing evaluations, the effectiveness of a
computerized, home-based training was investigated using 49
tasks that were presented in game-based formats and were from
the various cognitive domains speed of processing, attention,
memory, flexibility, and problem solving (Hardy et al. 2015).
The study demonstrated that this type of training, when compared with the effects of training of crossword puzzles, led to
improvements in core cognitive abilities including speed of
processing, working memory, and fluid reasoning. However,
the authors of this study had a strong conflict of interest since
they were employed by the company that offers the evaluated
tasks (see also Nouchi et al. 2012). Further, this study does not
allow pinpointing the training domain (or combination of training domains) that is critical for the improvements due to the
study’s mix of 49 game-based tasks from different domains.
A promising effort in pinpointing the critical training domain was made in a study evaluating the effectiveness of a
computerized, home-based training in as many as 11,430 participants (Owen et al. 2010). Recruited among viewers of the
BBC science program BBang goes the theory,^ participants
were assigned to (1) an experimental group with training on
the domains reasoning, planning, and problem solving; (2) an
experimental group with training on the domains short-term
memory, attention, visuospatial processing, and mathematics;
as well as (3) a control group with training on answering
knowledge questions. Effectiveness of the experimental procedures in contrast to the control procedure was assessed in a
pre-post-test design including assessments before the start and
after the end of these procedures, respectively. In pre- and
post-tests, participants conducted four untrained transfer tasks
tapping into (1) reasoning, (2) verbal short-term memory, (3)
spatial working memory, and (4) paired-associates learning. In
this context, effectiveness is referred to as improved performance in (a set of) untrained transfer tasks to ensure that the
improvement is not limited to the trained tasks but generalizes
to specific skills and even general cognitive abilities. The results showed that, although improvements were observed in
every one of the cognitive tasks that were trained, no evidence
was found for transfer effects to untrained tasks, even when
trained and untrained tasks were closely related in terms of
their underlying cognitive processes. Thus, this evaluation of
a computerized, home-based cognitive training (i.e., brain
games) showed no effectiveness and thus no positive effects
of this type of training.
So, is there no effectiveness of brain games to expect and is
the mind immune to changes in cognitive processing with brain
game experience? From (...truncated)