Right Brain · Reading
Do Brain-Training Games Actually Work? What the Evidence Says
It's the question every "train your brain" app should have to answer plainly: play the game for weeks, and does anything change outside the game? You'll certainly get better at the game — but a smarter, sharper everyday mind is a much bigger claim. Researchers call the gap between the two transfer, and it's where most of the brain-training industry quietly overreaches. Here's a calm, graded tour of what the science actually shows. Take in the whole. Before the parts.
The thing everyone confuses: practice effects vs. transfer
Two very different things get bundled under "it works." The first is the practice effect: do any task repeatedly and you improve at it. That's real, reliable, and almost trivial — your score going up on the app is mostly this. The second is transfer: does that improvement carry to untrained abilities and to daily life? Near transfer (to very similar tasks) sometimes appears; far transfer (to general intelligence, memory, or "being sharper") is the prize the marketing implies — and it's the hard part.1 Strong Keeping these apart is the whole game.
The famous null results
When the claims were put to a fair test, they mostly didn't hold. In a large study run with the BBC, more than 11,000 people trained on brain-game tasks for six weeks. They got better at the trained tasks — and showed no meaningful improvement on untrained tests of reasoning and memory.2 Strong The pattern repeats for one of the most-studied regimens: meta-analyses of working-memory training find reliable short-term gains on tasks like the one trained, but little convincing evidence of far transfer to intelligence or everyday cognition.3 Strong
A large, careful review of the whole field reached the same calibrated verdict: extensive evidence that you improve on trained tasks, modest evidence for closely related tasks, and little evidence that commercial brain training improves everyday cognitive performance.1 The science isn't anti-games — it's specific about what changes.
Where the picture is more encouraging
It isn't all null. The cleanest positive result comes from a specific kind of training in a specific population. In the large ACTIVE randomised trial, older adults given speed-of-processing training — essentially practice at quickly taking in a busy visual scene — showed lasting gains, and later follow-ups linked it to real-world outcomes such as safer driving.4 Moderate Separately, people who play fast action video games tend to score better on some tests of visual attention, and a few training studies suggest the games cause part of that edge.5 Contested Real signals — but narrow, specific, and not a general "brain boost."
Why the field itself disagreed publicly
This isn't a settled story being mis-sold by a few bad actors — the scientists genuinely split. Around 2014, two groups of researchers issued opposing consensus statements: one cautioning that the marketing outran the evidence, another pointing to studies they read as promising. That public disagreement is itself the fair summary: meaningful far transfer is possible in places, unproven as a general claim, and easy to overstate.
So how should you read any brain-training claim?
- Separate the score from the benefit. "Users improve 40%" almost always means improvement on the app's own task — the practice effect — not on anything in your life.
- Ask what it transferred to, and how it was measured. Untrained tasks and real-world outcomes count; a higher in-app number doesn't.
- Be wary of a single "brain score." Cognition isn't one dial, and a tidy number is a marketing device more than a measurement.
- Treat far-transfer promises as the weakest link. That's exactly where the strongest studies have come up empty.2,3
What that means for Right Brain
We'd rather tell you this plainly than sell past it. Right Brain is a set of perception games, and we don't claim they'll raise your IQ, fix your memory, or make you measurably sharper off-screen — those are precisely the far-transfer claims the evidence doesn't support. What's real is the perception itself: the way your mind groups a scene, takes in a gist at a glance, or gets fooled by an illusion. Those phenomena are beautifully studied and genuinely fun to play with. Whether the play transfers beyond the screen is open — so we grade every game rather than promise an outcome.
That's also why there's no "brain score" in Right Brain. A made-up number would imply a benefit we can't back. We'd rather show you something interesting about how you see than flatter you with a metric.
A necessary aside: the left-brain / right-brain myth
Because of the app's name: the popular idea that people are "left-brained" (logical) or "right-brained" (creative) is not supported by the brain data. A study of resting-state functional connectivity in over a thousand people found lateralisation is a local property of particular networks — there's no whole-brain bias making someone a left- or right-brain "type."6 Strong "Right Brain" is a metaphor for an open, whole-first mode of attention — nothing more. We keep the metaphor and the evidence clearly apart.
Play with perception — no scoreboard, no overclaim
Right Brain is 30 quick perception minigames that invite the broad, whole-first way of seeing. It's a calm wellness app, not brain training and not medical advice — there's no "brain score," and every game carries a clear evidence grade, from Strong to Contested.
It's live on the App Store for iPhone. Browse the full game catalogue or see how we grade the science on the evidence section. Take in the whole. Before the parts.
Get Right Brain on the App StoreReferences
- Simons, D. J., Boot, W. R., Charness, N., Gathercole, S. E., Chabris, C. F., Hambrick, D. Z., & Stine-Morrow, E. A. L. (2016). Do "brain-training" programs work? Psychological Science in the Public Interest, 17(3), 103–186. doi:10.1177/1529100616661983
- Owen, A. M., Hampshire, A., Grahn, J. A., Stenton, R., Dajani, S., Burns, A. S., Howard, R. J., & Ballard, C. G. (2010). Putting brain training to the test. Nature, 465, 775–778. doi:10.1038/nature09042
- Melby-Lervåg, M., Redick, T. S., & Hulme, C. (2016). Working memory training does not improve performance on measures of intelligence or other measures of "far transfer": Evidence from a meta-analytic review. Perspectives on Psychological Science, 11(4), 512–534. doi:10.1177/1745691616635612
- Ball, K., Berch, D. B., Helmers, K. F., et al. (2002). Effects of cognitive training interventions with older adults: A randomized controlled trial (ACTIVE). JAMA, 288(18), 2271–2281. doi:10.1001/jama.288.18.2271
- Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534–537. doi:10.1038/nature01647
- Nielsen, J. A., Zielinski, B. A., Ferguson, M. A., Lainhart, J. E., & Anderson, J. S. (2013). An evaluation of the left-brain vs. right-brain hypothesis with resting state functional connectivity magnetic resonance imaging. PLOS ONE, 8(8), e71275. doi:10.1371/journal.pone.0071275
Right Brain is a general wellness app for relaxation and play. It is not a medical device and does not diagnose, treat, or prevent any condition, and it is not brain training. Evidence grades reflect our reading of the research; far transfer from cognitive games to everyday life remains unproven as a general claim.