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Cognitive training

Brain Games / Puzzles

Brain Games / Puzzles are cognitive-training activities studied for their potential to support thinking, memory and attention-related skills. They have also been examined in relation to clinical conditions, but the findings do not establish them as treatments.

Brain games and puzzles are activities used as a form of cognitive training.

Overview

Brain Games / Puzzles are cognitive-training activities studied for their potential to support thinking, memory and attention-related skills. They have also been examined in relation to clinical conditions, but the findings do not establish them as treatments. Although this is a well-studied area, the overall picture is not settled: research presence alone does not show that puzzle practice reliably improves cognition, and support differs across the mental skills examined.

Well researched: 35 studies. Last checked Oct 9, 2026.

9
human evidence
5
eligible
4
unclassified
6
animal / null result

Best-evidenced uses

5 variations documented

EvidenceStrong
35
Studies

Evidence checked Oct 9, 2026 · newest study 2026

Study designs:Meta-analysis3Systematic review1RCT19Quasi Experimental3Cohort study1Cross Sectional2Pilot study5Narrative review1
Study grades:
A
2
B
4
C
24
D
5

350 community reports across 4 platforms

Coverage

Effects
14
Helps with
10
Side effects
5
Interactions
6
How to read the evidence

Evidence tier — overall strength of the evidence for the whole compound

  • StrongWell established — backed by strong, consistent human research.
  • ModerateSome genuine support, but mostly from small or lower-quality studies. Promising, not proven.
  • PreliminaryEarly-stage evidence — a promising hypothesis, not an established effect yet.
  • LimitedVery limited evidence — treat this as a hypothesis, not proof.
  • InsufficientNot enough good evidence to draw conclusions yet.

Certainty — how sure we can be that the effect is real

  • Very highVery sure — strong, consistent evidence
  • HighFairly sure — consistent evidence from good studies
  • MediumModerately sure — new studies could change this
  • LowNot sure — little or mixed evidence
  • Very lowVery unsure — almost no usable evidence

Source — where the data comes from

  • Meta-analysisPooled analysis of many trials — the strongest evidence
  • RCTRandomized controlled trial — a strong human study design
  • ClinicalA human clinical study
  • Reference knowledgeFrom general health-science or pharmacology references, not a study of this exact claim
  • Animal researchStudied in animals, not humans
  • Community reportsAggregated user reports — anecdotal signal, not evidence
  • TheoreticalMechanism-based reasoning, not yet tested

Study grade — quality of each underlying study (A best, D weakest)

  • AHigh-quality — strong, consistent human trials
  • BGood — solid evidence with some limitations
  • CModerate — limited, small, or mixed-quality studies
  • DWeak — preliminary, indirect, or animal-only

Confidence — how strongly the sources back a finding

A 0–100 score from study quality and agreement

Most supplement evidence is graded C–D. Read it as preliminary signal, not proof.

These are research findings, not promises. A practice does not replace medical treatment.

What does research say?

What studies found for each claimed effect, best evidence first.

14 claims:1 some evidence1 mixed7 not enough evidence1 not tested in people4 no benefit found

  • Concentration ImprovementSome evidence it helpsSize of effect: Not known

    Some human studies found a benefit. More research could change this.

    All 4 studies with a clear result found a benefit. Strongest study: a randomized controlled trial.

    Open the Concentration Improvement page
  • Working Memory ImprovementMixed resultsSize of effect: Not known

    Studies disagree: some found a benefit, others found none. Do not count on it.

    3 of 4 studies found a benefit; 1 found none. Strongest study: a randomized controlled trial.

    In a randomized trial of 44 people, working-memory performance on a digit span task improved with aerobic exercise and improved further when cognitive activities were added, compared with control (13%). A second trial of 32 found better working-memory measures with one game program than with another.

    Open the Working Memory Improvement page
  • Cognitive Function ImprovementNot enough evidence

    Too few or too small studies to know if it works.

    15 of 24 studies found a benefit; 9 found none. Strongest study: a pooled analysis of several trials.

    Open the Cognitive Function Improvement page
  • Memory ImprovementNot enough evidence

    Too few or too small studies to know if it works.

    6 of 9 studies found a benefit; 3 found none. Strongest study: a pooled analysis of several trials.

    A meta-analysis of randomized trials found a small improvement in working memory (g = 0.21). In a separate randomized trial of 64 participants, there was no significant within-group change in memory scores in the game group, although the between-group difference at study end was significant; the authors described the effect as little.

    Open the Memory Improvement page
  • Anxiety ReductionNot enough evidence

    Too few or too small studies to know if it works.

    2 of 4 studies found a benefit; 2 found none. Strongest study: a randomized controlled trial.

    Open the Anxiety Reduction page
  • Antidepressant EffectNot enough evidence

    Too few or too small studies to know if it works.

    2 of 3 studies found a benefit; 1 found none. Strongest study: a randomized controlled trial.

    In a randomized trial of 79 participants, the 15-item GDS score in the ACT group fell from 8.20 (0.22) to 5.00 (0.66). A separate trial of 14 participants also reported a greater reduction in depressive symptoms in one game condition than another (-26.19%).

    Open the Antidepressant Effect page
  • Physical FunctionNot enough evidence

    Too few or too small studies to know if it works.

    1 of 2 studies found a benefit; 1 found none. Strongest study: a randomized controlled trial.

    In a randomized trial of 8 participants, physical-performance scores improved similarly with the two training approaches, with no difference between them.

    Open the Physical Function page
  • Balance ImprovementNot enough evidence

    Too few or too small studies to know if it works.

    2 of 3 studies found a benefit; 1 found none. Strongest study: a randomized controlled trial.

    Open the Balance Improvement page

Only reported by users, not studied: Mood Improvement, Motivation Increase, Mental Productivity Increase, Discipline Improvement, Sleep Quality Improvement, Learning Speed Improvement, and 6 more.

What to expect

A single-session finding reported Anxiety Reduction. Findings for Working Memory Improvement came from programmes lasting 4–6 weeks; trials reporting broader cognitive and memory benefits ran for 3–8 weeks, while those reporting an Antidepressant Effect ran for 6–7 weeks. For Cognitive Function Improvement, one follow-up found the effect had faded fully 6 weeks after completing the control condition. Reported side effects occurred in programmes lasting 8 or 13 weeks.

Also studied in people with 10 health conditions

How strong the evidence is in each group. This is research, not a treatment recommendation.

  • DementiaNot enough evidence

    Too few or too small studies to know if it works.

    All 3 studies with a clear result found a benefit.

    In a quasi-experimental study, 14 people with mild to moderate dementia played cognitive games and interacted with a robot; greater movement correlated with higher observational engagement scores. A separate pilot involving 19 people living with dementia tested the intervention only in this group.

    Open the Dementia page
  • Kidney Disease (General)Not enough evidence

    Too few or too small studies to know if it works.

    All 2 studies with a clear result found a benefit.

    In a 2026 randomized trial of 64 hemodialysis patients, the memory effect was described as marginal and small. A 2018 pilot randomized trial in 20 hemodialysis patients found that intradialytic cognitive training may prevent decline in psychomotor speed compared with standard care.

    Open the Kidney Disease (General) page
  • Alzheimer's DiseaseNot enough evidence

    Too few or too small studies to know if it works.

    The one study found a benefit.

    A randomized trial in 79 people with Alzheimer's disease found improvements in cognitive functions, depression, and quality of life after 8 weeks of combined training; benefits persisted after 4 weeks of detraining.

    Open the Alzheimer's Disease page
  • Autism Spectrum DisorderNot enough evidence

    Too few or too small studies to know if it works.

    The one study found a benefit.

    A 2023 systematic review of 28 randomized and non-randomized human studies found potential benefits of computerized cognitive games for cognitive rehabilitation in children with Autism Spectrum Disorder.

    Open the Autism Spectrum Disorder page
  • Parkinson's DiseaseNot enough evidence

    Too few or too small studies to know if it works.

    The one study found a benefit.

    A randomized trial involving 8 people with mild-to-moderate Parkinson's disease found that gamified DTT was feasible and safe, with preliminary signals of improvement in motor and cognitive function and perceived disability.

    Open the Parkinson's Disease page
  • ADHDNot tested in people

    Only tested in animals, cells or theory. Results like these often do not carry over to people.

    The one study found a benefit.

    Working memory and attention-based brain games are described as adjunctive interventions to improve executive function in children and adults with ADHD.

    Open the ADHD page
  • Stroke RecoveryNot tested in people

    Only tested in animals, cells or theory. Results like these often do not carry over to people.

    The one study found a benefit.

    Cognitive training is recommended in post-stroke rehabilitation to support recovery of attention, memory, and executive function.

    Open the Stroke Recovery page
  • Traumatic Brain InjuryNot tested in people

    Only tested in animals, cells or theory. Results like these often do not carry over to people.

    The one study found a benefit.

    Brain games are used as part of cognitive rehabilitation after traumatic brain injury to help restore attention, memory, and executive function.

    Open the Traumatic Brain Injury page

Before you try it

What studies and reports say about side effects and who it may not suit.

Side effects

With weak evidence: Muscle Ache (Myalgia), Joint Pain (Arthralgia), Pain, Dizziness, and Blood Pressure Increase.

May not suit you if you have
Epilepsy
Some trials left out people with
Dementia, Depression, and Mild Cognitive Impairment
Reported by users
Dependence, Physical Fatigue, Headache, Irritability, and 1 more

General wellness information, not medical advice. Ask a doctor before you start, especially if you take medicines or have a health condition.

How people do it

A gentle start, then what the studies used.

Start with
10 minutes, 2 times a week (Daily Handheld Brain Age)A gentle start based on the easiest variation, not on a study.
Build up to
30 minutes, 3 times a week, moderate intensity (what the studies used)
What the studies ran
90 minutes a week for 8 weeks

The expert view shows every study, dose protocol and source.

Effects

14 listed

Start here

Most likely to help, from the evidence we have

  1. Concentration ImprovementCertaintyMediumSourceClinical4 cited studies · 1 other source

    Among children, a randomized trial involving 626 reported small improvements in assessor-rated attention and impulsivity (SMD 0.27). A review also described improvements in children’s ability to pay attention and process information in parallel.

    What the sources found

    5 positive · 0 neutral · 0 negativeconfidence 51/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • Healthy people and patients
    • Autism Spectrum Disorder

    Where the evidence comes from

    • Article4
    • Community reports1

    Protocol behind this outcome

    3 protocolsMeasured

    What the studies reporting this result did.

    35 min · 2.5×/week

    Course
    9 weeks
    Per week
    90 min
    Intensity
    Moderate
    Format
    Individual
    Supervision
    Instructor-led

    A repeated course

    Show studies (5)
    Systematic reviewCpositive55% confidence2023

    Features and effects of computer-based games on cognitive impairments in children with autism spectrum disorder: an evidence-based systematic literature review.

    The designed game improves the ability of children of both groups to pay attention, remember, react to random processes, and process parallel information.

    Top journalStudies disagree
    RCTCpositiven=62665% confidence2021

    Evaluating the Impact of a Targeted Approach Designed to Build Executive Function Skills: A Randomized Trial of Brain Games.

    improvements in children’s assessor-reported attention and impulsivity ... ES=0.27

    SMD 0.27Small effectWeak journalStudies disagreeMain outcomeBlinded assessorInactive controlCompleters only
    Quasi ExperimentalCpositiven=3550% confidence2021

    Brain Exercising Games With Consumer-Grade Single-Channel Electroencephalogram Neurofeedback: Pre-Post Intervention Study.

    attention (median latency P=.009)

    Top journalMain outcomeOpen-labelInactive controlCompleters only
    Pilot studyDpositiven=2135% confidence2019

    A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.

    In the digit forward task of the WMS-R, a significant increase in the performance score was found (z = −2.859, p = 0.002, r = 0.52)

    Weak journalOpen-labelNo control groupCompleters only29% dropped out
    Community reportsmoderate effectpositive50% confidence

    This effect was mentioned in 60 of 350 community reports discussing it (Reddit 44, YouTube 11, Hacker News 3, Bluesky 2).

    60 mentions
    Open Concentration Improvement
    →
  2. Working Memory ImprovementCertaintyMediumSourceClinicallong-term3 cited studies · 1 other source

    In a randomized trial of 44 people, working-memory performance on a digit span task improved with aerobic exercise and improved further when cognitive activities were added, compared with control (13%). A second trial of 32 found better working-memory measures with one game program than with another.

    What the sources found

    3 positive · 1 neutral · 0 negativeconfidence 55/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • Healthy people and patients
    • Mild Cognitive Impairment

    Where the evidence comes from

    • Article3
    • Expert opinion1

    Protocol behind this outcome

    2 protocolsEstimated

    What the studies reporting this result did.

    Intensity
    Moderate
    Format
    Individual

    A repeated course

    What worked in trials2 trials and meta-analyses

    Randomized trials and meta-analyses that found this benefit: the smallest and the typical amount. Not a target and not a limit.

    SmallestTypical
    Session15 min23 min
    How often2×/week3.5×/week
    Per week60 min68 min
    Derived from (2)

    2340516438391486

    Timing

    Trials that found it ran as little as 4 weeks, typically 6

    Show studies (4)
    RCTCpositiven=4470% confidence2024

    Mid-Term and Long-Lasting Psycho-Cognitive Benefits of Bidomain Training Intervention in Elderly Individuals with Mild Cognitive Impairment.

    the assessment of working memory using the digit span task revealed a positive effect of aerobic exercises, which further improved when combined with cognitive activities compared with the control group.

    13%Moderate effectWeak journalMain outcomeOpen-labelBorderline p-value
    RCTCpositiven=3275% confidence2013

    Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.

    Results showed that the Brain Age group improved all measures of the working memory (OpS, F(1, 27)=9.48, η^2=0.15, p=0.003; LNS, F(1, 27)=9.19, η^2=0.14, p=0.005; Ari, F(1, 27)=7.43, η^2=0.21, p=0.008) compared to the Tetris group.

    Weak journalSham-controlled
    Pilot studyDneutraln=2125% confidence2019

    A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.

    Digit backward task: 5 (5; 6) to 6 (6; 7), z = −0.890, p = 0.434

    Weak journalOpen-labelNo control groupCompleters only29% dropped out
    Expert opinionpositive50% confidence

    Working memory training via digital brain games produces moderate effect sizes in both healthy individuals and clinical populations, especially when adaptive difficulty is used.

    Expert knowledge synthesis
    Open Working Memory Improvement
    →
Low probability(8)
  1. Cognitive Function ImprovementCertaintyLowSourceRCTTrivial effectlong-term23 cited studies · 2 other sources

    A pooled analysis of randomized trials involving 909 people in its overall cognitive-function analysis found no significant effect (SMD 0.08 [-0.24, 0.41]). Other research reported improvements on specific training tasks, so results for task performance do not establish an overall cognitive benefit.

    What the sources found

    16 positive · 9 neutral · 0 negativeconfidence 55/100

    How big is the effect

    Trivial effectReal in studies, but too small for most people to notice.

    Why this rating

    • A reviewer set it to Low · Two meta-analyses of RCTs in healthy older adults (32943742, 40655810) show small gains on cognitive tests, but the brain-games meta-analysis in cognitive impairment (PMC7743275) and the largest RCT (34522910, n=372) found no between-group effect, and gains are mostly on trained or near tasks: low, not medium or very_low
    • A reviewer set it to Low · Still small, near-task gains with key nulls: 2 meta-analyses in healthy older adults show small gains (32943742 SMD 0.21-0.40; 40655810), but the meta-analysis in cognitive impairment (PMC7743275, SMD 0.08, ns) and the largest RCT (34522910, n=372) found no between-group effect, and rows added since 10-09 are weak or measure the trained game itself (29674605 Lumosity index, 26034522 essay on practiced-task gains, 36597046 training-task levels, 27615029 quasi-experimental, 34658989 mixed with a negative global-EF model): low, as decided on 10-09

    Who was studied

    • Healthy people and patients
    • Alzheimer's Disease
    • Autism Spectrum Disorder
    • Dementia
    • Kidney Failure
    • Mild Cognitive Impairment
    • Multiple Sclerosis

    Where the evidence comes from

    • Article23
    • Expert opinion1
    • Community reports1

    Protocol behind this outcome

    14 protocolsEstimated

    What the studies reporting this result did.

    Per week
    75 min
    Intensity
    Moderate
    Format
    Individual

    A repeated course

    What worked in trials7 trials and meta-analyses

    Randomized trials and meta-analyses that found this benefit: the smallest and the typical amount. Not a target and not a limit.

    SmallestTypical
    Session15 min30 min
    How often2×/week3×/week

    Trials that found no benefit ran7 trials and meta-analyses

    SmallestTypical
    Session15 min35 min
    How often2.5×/week3×/week
    Per week75 min90 min
    Course4 weeks8 weeks
    Derived from (7)

    2918904629340317296746053204775134924009+2 more in Sources

    Timing

    Trials that found it ran as little as 3 weeks, typically 8

    After stopping, the benefit faded (1 study) · See “When you stop”

    Follow-up: 6 weeks (after completing the control condition)

    Derived from (1)

    29189046

    Show studies (25)
    Meta-analysisAneutraln=154375% confidence2020

    The use of commercial computerised cognitive games in older adults: a meta-analysis.

    The effect of ccCG on attention is not significant (g = 0.06 [−0.16–0.29], p = 0.59)

    SMD 0.06 [-0.16, 0.29]Trivial effectWeak journalPooled RCTsMain outcomeOpen-labelCompleters onlyToo small to detect it
    Meta-analysisBpositive70% confidence2025

    Efficacy of Brain Training Games on the Cognitive Functioning, Working Memory and Processing Speed of Healthy Individuals: A Meta-Analysis.

    brain training games have reported statistically significant (*P* < 0.05) findings from the baseline

    Low-quality journalPooled RCTsStudies disagreeMain outcome
    Meta-analysisCneutraln=90960% confidence2020

    Brain Games for Dementia: Do They Help?

    The meta-analysis showed no significant effects of BG on overall cognitive function (pooled SMD = 0.08, 95% CI [-0.24 – 0.41], p = 0.61, I2 = 77%.

    SMD 0.08 [-0.24, 0.41]Trivial effectTop journalPooled RCTsStudies disagree (I² 77%)Main outcomeToo small to detect it
    Systematic reviewCpositive55% confidence2023

    Features and effects of computer-based games on cognitive impairments in children with autism spectrum disorder: an evidence-based systematic literature review.

    Children in the WM and flexibility intervention-conditions improved significantly in sequence lengths in the WM-training tasks, and level in the flexibility-training task (p's < .001).

    Top journalStudies disagree
    RCTBneutraln=37270% confidence2021

    Computerised cognitive remediation to enhance mobility in older adults: a single-blind, single-centre, randomised trial.

    within-group, but no between-group, differences were seen on executive function tests

    Top journalBlinded assessor
    RCTBpositiven=10075% confidence2021

    Targeted cognitive game training enhances cognitive performance in multiple sclerosis patients treated with interferon beta 1-a.

    The Training group demonstrated a statistically significant improvement in executive function after 3 and after 6 months (paired T-test, p=0.0035 and p=0.0007, respectively).

    Top journalMain outcomeOpen-labelNo control groupCompleters only
    +19 more in Sources
    Open Cognitive Function Improvement
    →
  2. Memory ImprovementCertaintyLowSourceRCTSmall effect8 cited studies · 2 other sources

    A meta-analysis of randomized trials found a small improvement in working memory (g = 0.21 [0.08–0.34]). In a separate randomized trial of 64 participants, there was no significant within-group change in memory scores in the game group, although the between-group difference at study end was significant (p = 0.048); the authors described the effect as little.

    What the sources found

    7 positive · 3 neutral · 0 negativeconfidence 55/100

    How big is the effect

    Small effectA small but noticeable difference on average.

    Why this rating

    • A reviewer set it to Low · Re-confirmed low on today's evidence. Only one meta-analysis shows memory gains, and they are small (32943742: working memory g=0.21, verbal memory g=0.12). The other support is small trials: one mixed with aerobic exercise (38910946), one borderline (41077610, p=0.048 with no within-group change), and one neutral RCT (29189046).

    Who was studied

    • Healthy people and patients
    • Alzheimer's Disease
    • Kidney Failure

    Where the evidence comes from

    • Article8
    • Expert opinion1
    • Community reports1

    Protocol behind this outcome

    4 protocolsEstimated

    What the studies reporting this result did.

    Per week
    70 min
    Intensity
    Moderate
    Format
    Individual
    Supervision
    Instructor-led

    A repeated course

    What worked in trials4 trials and meta-analyses

    Randomized trials and meta-analyses that found this benefit: the smallest and the typical amount. Not a target and not a limit.

    SmallestTypical
    Session20 min35 min
    How often2×/week3×/week

    Trials that found no benefit ran2 trials and meta-analyses

    SmallestTypical
    Session15 min38 min
    How often3×/week4×/week
    Per week75 min128 min
    Course4 weeks5 weeks
    Derived from (4)

    32047751329437423891094641077610

    Timing

    Trials that found it ran as little as 4 weeks, typically 8

    Show studies (10)
    Meta-analysisApositiven=154385% confidence2020

    The use of commercial computerised cognitive games in older adults: a meta-analysis.

    The effect of ccCG on working memory is small and statistically significant (g = 0.21 [0.08–0.34], p = 0.001)

    SMD 0.21 [0.08, 0.34]Small effectWeak journalPooled RCTsMain outcomeOpen-labelCompleters only
    RCTCneutraln=62655% confidence2021

    Evaluating the Impact of a Targeted Approach Designed to Build Executive Function Skills: A Randomized Trial of Brain Games.

    no significant impacts on ... short term and working memory

    Weak journalMain outcomeBlinded assessorInactive controlCompleters only
    RCTCpositiven=7965% confidence2024

    Effectiveness of Simultaneous Combined Intervention for Enhancing Cognitive Function in Patients with Moderate Alzheimer's Disease.

    greater improvements in working-memory and problem-solving in ACT-group (p<0.05)

    19%Moderate effectMain outcomeOpen-labelBorderline p-value
    RCTCpositiven=6440% confidence2026

    The effect of Sudoku puzzle solving on memory and anxiety of hemodialysis patients: a randomized controlled clinical trial.

    Wechsler Memory Scale (WMS): no statistically significant within-group change in the Sudoku group; covariance test showed a significant between-group difference at study end (p = 0.048). Authors describe the memory effect as little.

    Open-labelInactive control
    RCTCneutraln=3275% confidence2013

    Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.

    However, playing Brain Age or Tetris did not improve ... any measure of short-term memory (DS-F, F(1, 27)=0.26, η^2=0.00, p=0.626; DS-B, F(1, 27)=0.01, η^2=0.00, p=0.923; SpS-F, F(1, 27)=0.20, η^2=0.00, p=0.554; SpS-B, F(1, 27)=0.00, η^2=0.00, p=0.863)

    Weak journalSham-controlled
    RCTCpositiven=3160% confidence2019

    Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.

    working memory: F(1) = 5.872, p = 0.015, np2 = 0.02

    Weak journalOpen-labelInactive controlCompleters only
    +4 more in Sources
    Open Memory Improvement
    →
  3. Anxiety ReductionCertaintyLowSourceClinical4 cited studies · 1 other source

    In a randomized trial of 64 participants, anxiety scores in the Sudoku group fell from 82.71 ± 5.1 to 70.93 ± 18.0, while scores in the control group changed from 82.43 ± 5.77 to 82.06 ± 4.55; the post-test difference between groups was significant.

    What the sources found

    3 positive · 2 neutral · 0 negativeconfidence 53/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • Healthy people and patients
    • Breast Cancer
    • Kidney Failure

    Where the evidence comes from

    • Article4
    • Community reports1

    What worked in trials2 trials and meta-analyses

    Randomized trials and meta-analyses that found this benefit: the smallest and the typical amount. Not a target and not a limit.

    SmallestTypical
    Session20 min70 min

    Trials that found no benefit ran2 trials and meta-analyses

    SmallestTypical
    Session50 min55 min
    How often3×/week
    Per week150 min165 min
    Course6 weeks7 weeks
    Derived from (2)

    3860577641077610

    Timing

    A trial found it after a single session

    Show studies (5)
    RCTBneutraln=37270% confidence2021

    Computerised cognitive remediation to enhance mobility in older adults: a single-blind, single-centre, randomised trial.

    no significant between-group differences in ... anxiety symptoms ... (table 3)

    Top journalBlinded assessor
    RCTCpositiven=7055% confidence2024

    A comparison between effects of sudoku and mandala painting on anxiety of breast cancer patients undergoing chemotherapy.

    Significant difference between pre-test and post-test anxiety scores in the Sudoku group (P = 0.0001); mean pre-post difference 6.09 ± 4.02 on the State-Trait Anxiety Inventory (STAI, an inverted instrument where a decrease is improvement).

    MD -6.09Low-quality journalMain outcomeOpen-label
    RCTCpositiven=6455% confidence2026

    The effect of Sudoku puzzle solving on memory and anxiety of hemodialysis patients: a randomized controlled clinical trial.

    Spielberger State Trait Anxiety Inventory (STAI-S): anxiety score 82.71 ± 5.1 to 70.93 ± 18.0 in the Sudoku group (p = 0.001) vs 82.43 ± 5.77 to 82.06 ± 4.55 in the control group (p = 0.778); significant post-test difference between groups.

    Main outcomeOpen-labelInactive control
    RCTCneutraln=1435% confidence2018

    The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults.

    A similar nonsignificant pattern was observed with the anxiety index, with participants generally reporting fewer symptoms following the GP condition relative to the TQ condition, t(13) = −1.77, P = 0.100

    -47.42%Large effectTop journalOpen-labelCompleters only
    Community reportsmoderate effectpositive50% confidence

    This effect was mentioned in 14 of 221 community reports discussing it (Reddit 12, YouTube 2).

    14 mentions
    Open Anxiety Reduction
    →
  4. Antidepressant EffectCertaintyLowSourceClinical3 cited studies

    In a randomized trial of 79 participants, the 15-item GDS score in the ACT group fell from 8.20 (0.22) to 5.00 (0.66) (p<0.001). A separate trial of 14 participants also reported a greater reduction in depressive symptoms in one game condition than another (-26.19%).

    What the sources found

    2 positive · 1 neutral · 0 negativeconfidence 60/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Rating adjusted

    Lowered from Medium to Low after checking study quality: journal, risk of bias, trial size and design.

    Who was studied

    • Healthy people and patients
    • Alzheimer's Disease

    Where the evidence comes from

    • Article3

    Protocol behind this outcome

    3 protocolsMeasured

    What the studies reporting this result did.

    Intensity
    Moderate
    Format
    Individual
    Supervision
    Instructor-led

    A repeated course

    What worked in trials2 trials and meta-analyses

    Randomized trials and meta-analyses that found this benefit: the smallest and the typical amount. Not a target and not a limit.

    SmallestTypical
    Session35 min48 min
    How often2×/week2.5×/week
    Per week70 min125 min
    Derived from (2)

    2918904638910946

    Timing

    Trials that found it ran as little as 6 weeks, typically 7

    Show studies (3)
    RCTBneutraln=37270% confidence2021

    Computerised cognitive remediation to enhance mobility in older adults: a single-blind, single-centre, randomised trial.

    no significant between-group differences in ... depressive symptoms ... (table 3)

    Top journalBlinded assessor
    RCTCpositiven=7965% confidence2024

    Effectiveness of Simultaneous Combined Intervention for Enhancing Cognitive Function in Patients with Moderate Alzheimer's Disease.

    GDS 15 items: 8.20 (0.22) to 5.00 (0.66) in ACT group, p<0.001

    Open-label
    RCTCpositiven=1445% confidence2018

    The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults.

    participants showed a greater reduction in depressive symptoms following the GP condition relative to the TQ condition, t(13) = −2.79, P = 0.015

    -26.19%Large effectTop journalOpen-labelCompleters onlyBorderline p-value
    Open Antidepressant Effect
    →
  5. Physical FunctionCertaintyLowSourceClinical2 cited studies

    In a randomized trial of 8 participants, physical-performance scores improved similarly with the two training approaches, with no difference between them.

    What the sources found

    1 positive · 1 neutral · 0 negativeconfidence 65/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • People with a condition

    Where the evidence comes from

    • Article2

    Protocol behind this outcome

    1 protocolEstimated

    What the studies reporting this result did.

    60 min · 2.5×/week

    Course
    9 weeks
    Per week
    150 min
    Intensity
    Moderate
    Format
    Individual
    Supervision
    Instructor-led

    A repeated course

    Show studies (2)
    RCTBneutraln=37270% confidence2021

    Computerised cognitive remediation to enhance mobility in older adults: a single-blind, single-centre, randomised trial.

    both groups showed within-group improvements in SPPB... but there were no significant differences between the intervention and control groups for any of the secondary endpoints

    Top journalBlinded assessor
    RCTCpositiven=860% confidence2021

    Gamified Dual-Task Training for Individuals with Parkinson Disease: An Exploratory Study on Feasibility, Safety, and Efficacy.

    The improvement in the M-PPT scores across the participants was not different between the DTT paradigm (M_normalized = 1.00 ± 0.62, 84%CI (0.65, 1.35)) and the STT paradigm (M_normalized = 0.88 ± 0.62, 84%CI [0.53, 1.22]).

    MD 1 [0.65, 1.35]Low-quality journalMain outcomeOpen-labelCompleters only
    Open Physical Function
    →
  6. Balance ImprovementCertaintyLowSourceClinical3 cited studies

    A randomized trial of 36 healthy participants found differences in balance scores between game groups after training (SMD 0.59). Results were not uniform: another randomized trial of 31 found no significant training effects on physical functions or brain volume.

    What the sources found

    2 positive · 1 neutral · 0 negativeconfidence 48/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Rating adjusted

    Lowered from Medium to Low after checking study quality: journal, risk of bias, trial size and design.

    Who was studied

    • Healthy people

    Where the evidence comes from

    • Article3

    Protocol behind this outcome

    1 protocolMeasured

    What the studies reporting this result did.

    30 min · 3×/week

    Course
    8 weeks
    Per week
    90 min
    Intensity
    Mixed
    Format
    Individual
    Supervision
    Instructor-led

    A repeated course

    Show studies (3)
    RCTCpositiven=3665% confidence2024

    Computerized cognitive games versus cognitive exergame: the comparison of motor and cognitive functions enhancement in the elderly.

    there was a significant difference between the groups scores in the posttest phase (F_2, 32=6.09, *P* = 0.006, η^2 = 0.27, Cohen's d = 0.59). The pairwise comparisons revealed significant differences between the Neurolight and Maghzineh groups (*P* = 0.021), as well as between the Neurolight and con

    SMD 0.59Moderate effectTop journalMain outcomeOpen-labelToo small to detect it
    RCTCneutraln=3145% confidence2019

    Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.

    No significant training effects were evident for physical functions or brain volume.

    Weak journalOpen-labelInactive controlCompleters only
    Pilot studyDpositiven=2135% confidence2019

    A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.

    minimal toe clearance under single-task walking condition increased significantly (z = −2.158, p = 0.030, r = 0.39)

    Weak journalOpen-labelNo control groupCompleters only29% dropped out
    Open Balance Improvement
    →
  7. Reaction Speed IncreaseCertaintyLowSourceClinical2 cited studies

    A randomized trial of 32 found improvement on one of two attention measures in one game group compared with the other. A 21-person pilot found faster reaction time on the first visual-search task after training.

    What the sources found

    2 positive · 0 neutral · 0 negativeconfidence 55/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Rating adjusted

    Lowered from Medium to Low after checking study quality: journal, risk of bias, trial size and design.

    Who was studied

    • Healthy people

    Where the evidence comes from

    • Article2

    Protocol behind this outcome

    1 protocolMeasured

    What the studies reporting this result did.

    40 min · 3×/week

    Course
    8 weeks
    Per week
    120 min
    Intensity
    Moderate
    Format
    Individual
    Supervision
    Instructor-led

    A repeated course

    Show studies (2)
    RCTCpositiven=3275% confidence2013

    Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.

    On the other hand, the Tetris group improved one of two measures of attention (SRT, F(1, 27)=6.08, η^2=0.10, p=0.012) ... compared to the Brain Age group.

    Weak journalSham-controlled
    Pilot studyDpositiven=2135% confidence2019

    A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.

    reaction time in the first task of the VST (VST 1) was significantly faster (z = −2.727, p = 0.004, r = 0.50) after the training intervention

    Weak journalOpen-labelNo control groupCompleters only29% dropped out
    Open Reaction Speed Increase
    →
  8. Neuroplasticity ImprovementCertaintyLowSourceTheoreticalnot used for recommendations1 other source

    A proposed rationale is that novel, challenging cognitive tasks may promote neuroplasticity and strengthen neural networks; this is an expert-knowledge rationale, not a reported trial finding.

    What the sources found

    1 positive · 0 neutral · 0 negativeconfidence 45/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Where the evidence comes from

    • Expert opinion1

    Why it isn't used for recommendations

    No supporting study on file

    Show studies (1)
    Expert opinionpositive45% confidence

    Engaging in novel, challenging cognitive tasks may promote neuroplasticity and strengthen neural networks.

    Expert knowledge synthesis
    Open Neuroplasticity Improvement
    →
Very low probability(4)
  1. Physical Endurance IncreaseCertaintyVery lowSourceRCTnot used for recommendations3 cited studies

    Studies did not support an increase in physical endurance; a randomized trial of 31 found no significant training effects on physical functions or brain volume.

    What the sources found

    0 positive · 3 neutral · 0 negativeconfidence 47/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • Healthy people and patients

    Where the evidence comes from

    • Article3

    Trials that found no benefit ran2 trials and meta-analyses

    SmallestTypical
    Session35 min43 min
    How often3×/week
    Per week105 min128 min
    Course8 weeks13 weeks

    Why it isn't used for recommendations

    Studied, with no positive result

    Show studies (3)
    RCTBneutraln=37270% confidence2021

    Computerised cognitive remediation to enhance mobility in older adults: a single-blind, single-centre, randomised trial.

    no significant difference in normal walking speed (−1·03 cm/s [SD 1·30]; 95% CI −3·60 to 1·54) between the intervention and control groups

    MD -1.03 [-3.6, 1.54]Top journalMain outcomeBlinded assessor
    RCTCneutraln=3145% confidence2019

    Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.

    No significant training effects were evident for physical functions or brain volume.

    Weak journalOpen-labelInactive controlCompleters only
    Pilot studyDneutraln=2125% confidence2019

    A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.

    No significant changes were found for gait speed, cadence, or stride length in either single-task or dual-task conditions (all p > 0.05).

    Weak journalOpen-labelNo control groupCompleters only29% dropped out
    Open Physical Endurance Increase
    →
  2. Social Function ImprovementCertaintyVery lowSourceClinicalnot used for recommendations1 cited study

    A randomized trial in 626 participants found no significant impact on the teacher–student relationship, as reported by teachers; the studies did not support a social-function benefit.

    What the sources found

    0 positive · 1 neutral · 0 negativeconfidence 55/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • Healthy people

    Where the evidence comes from

    • Article1

    Why it isn't used for recommendations

    Studied, with no positive result

    Show studies (1)
    RCTCneutraln=62655% confidence2021

    Evaluating the Impact of a Targeted Approach Designed to Build Executive Function Skills: A Randomized Trial of Brain Games.

    no significant impacts on the teacher–student relationship as reported by the teacher

    Weak journalBlinded assessorInactive controlCompleters only
    Open Social Function Improvement
    →
  3. Neuroprotective EffectCertaintyVery lowSourceClinicalnot used for recommendations1 cited study

    The studies did not support a neuroprotective effect: a randomized trial found no significant training effects on physical function or brain volume, and both groups showed a decrease in gray matter volume in frontal areas and the hippocampus over time.

    What the sources found

    0 positive · 1 neutral · 0 negativeconfidence 45/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • Healthy people

    Where the evidence comes from

    • Article1

    Why it isn't used for recommendations

    Studied, with no positive result

    Show studies (1)
    RCTCneutraln=3145% confidence2019

    Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.

    No significant training effects were evident for physical functions or brain volume. Both groups exhibited a significant decrease in gray matter volume of frontal areas and the hippocampus over time.

    Weak journalOpen-labelInactive controlCompleters only
    Open Neuroprotective Effect
    →
  4. Physical Strength IncreaseCertaintyVery lowSourceClinicalnot used for recommendations2 cited studies

    The studies did not support a physical-strength benefit: a randomized trial in 31 participants found no significant training effects on physical function or brain volume.

    What the sources found

    0 positive · 2 neutral · 0 negativeconfidence 35/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • Healthy people

    Where the evidence comes from

    • Article2

    Why it isn't used for recommendations

    Studied, with no positive result

    Show studies (2)
    RCTCneutraln=3145% confidence2019

    Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.

    No significant training effects were evident for physical functions or brain volume.

    Weak journalOpen-labelInactive controlCompleters only
    Pilot studyDneutraln=2125% confidence2019

    A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.

    30 s chair rises test: 15 (13; 20) to 18 (15; 22), z = −1.603, p = 0.110; 2 min stepping test: 94 (74; 114) to 100 (79; 113), z = −1.137, p = 0.270

    Weak journalOpen-labelNo control groupCompleters only29% dropped out
    Open Physical Strength Increase
    →

1 more mentioned only by users

What to expect

A single-session finding reported Anxiety Reduction. Findings for Working Memory Improvement came from programmes lasting 4–6 weeks; trials reporting broader cognitive and memory benefits ran for 3–8 weeks, while those reporting an Antidepressant Effect ran for 6–7 weeks. For Cognitive Function Improvement, one follow-up found the effect had faded fully 6 weeks after completing the control condition. Reported side effects occurred in programmes lasting 8 or 13 weeks.

Conditions it's used for

Complaints and diagnoses people take it for10 listed

The best we have, but the evidence is still weak

  1. DementiaCertaintyLowSourceClinical3 cited studies

    In a quasi-experimental study, 14 people with mild to moderate dementia played cognitive games and interacted with a robot; greater movement correlated with higher observational engagement scores. A separate pilot involving 19 people living with dementia tested the intervention only in this group.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • People with a condition
    • Dementia

    Protocol behind this outcome

    2 protocolsMeasured

    What the studies reporting this result did.

    25 min

    Course
    8 weeks
    Intensity
    Low
    Format
    Group
    Supervision
    Instructor-led

    A repeated course

    Show studies (3)
    Pilot studyCn=1920% confidence2025

    The evaluation of the Jigsawdio program on the cognitive and mental health of people living with dementia: Mixed methods study.

    Study population was people living with dementia; the intervention was tested in this group only.

    Open-labelNo control group
    Quasi ExperimentalDn=1430% confidence2018

    Quantity of Movement as a Measure of Engagement for Dementia: The Influence of Motivational Disorders.

    The study involved participants with mild to moderate dementia who engaged in cognitive games and robot play. Engagement was measured, and quantity of movement correlated with observational engagement scales.

    Top journalOpen-labelNo control group
    Pilot studyDn=1125% confidence2025

    Development of an Evidence-Based Cognitive Training Application for Elderly Individuals with Cognitive Dysfunction.

    The study developed the app specifically for this population and usability testing showed high scores, but no efficacy data were collected.

    Weak journalOpen-labelNo control group
    Open Dementia
    →
  2. Kidney Disease (General)CertaintyLowSourceClinical2 cited studies

    In a 2026 randomized trial of 64 hemodialysis patients, the memory effect was described as marginal and small. A 2018 pilot randomized trial in 20 hemodialysis patients found that intradialytic cognitive training may prevent decline in psychomotor speed compared with standard care.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Rating adjusted

    Lowered from Medium to Low after checking study quality: journal, risk of bias, trial size and design.

    Who was studied

    • People with a condition
    • Chronic Kidney Disease

    Protocol behind this outcome

    1 protocolMeasured

    What the studies reporting this result did.

    20 min · 3×/week

    Course
    4 weeks
    Per week
    60 min

    A repeated course

    Subsumes: chronic_kidney_disease

    Show studies (2)
    RCTCn=6440% confidence2026

    The effect of Sudoku puzzle solving on memory and anxiety of hemodialysis patients: a randomized controlled clinical trial.

    Study population of hemodialysis patients; memory effect was marginal and small.

    Open-labelInactive control
    RCTCn=2045% confidence2018

    Intradialytic Cognitive and Exercise Training May Preserve Cognitive Function.

    Pilot RCT showing intradialytic cognitive training may prevent decline in psychomotor speed (TMTB) compared with standard of care in hemodialysis patients.

    Top journalOpen-labelInactive control
    Open Kidney Disease (General)
    →
  3. Alzheimer's DiseaseCertaintyLowSourceClinical1 cited study

    A randomized trial in 79 people with Alzheimer's disease found improvements in cognitive functions, depression, and quality of life after 8 weeks of combined training; benefits persisted after 4 weeks of detraining.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • People with a condition
    • Alzheimer's Disease

    Protocol behind this outcome

    1 protocolMeasured

    What the studies reporting this result did.

    35 min · 2×/week

    Course
    8 weeks
    Per week
    70 min
    Intensity
    Moderate
    Format
    Group
    Supervision
    Instructor-led

    A repeated course

    Show studies (1)
    RCTCn=7965% confidence2024

    Effectiveness of Simultaneous Combined Intervention for Enhancing Cognitive Function in Patients with Moderate Alzheimer's Disease.

    RCT showing significant improvements in cognitive functions, depression, and quality of life after 8 weeks of combined training, with benefits persisting after 4 weeks of detraining.

    Open-label
    Open Alzheimer's Disease
    →
  4. Autism Spectrum DisorderCertaintyLowSourceClinical1 cited study

    A 2023 systematic review of 28 randomized and non-randomized human studies found potential benefits of computerized cognitive games for cognitive rehabilitation in children with Autism Spectrum Disorder.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • People with a condition
    • Autism Spectrum Disorder
    Show studies (1)
    Systematic reviewC60% confidence2023

    Features and effects of computer-based games on cognitive impairments in children with autism spectrum disorder: an evidence-based systematic literature review.

    Systematic review of 28 studies showing potential benefits of computerized cognitive games for cognitive rehabilitation in children with ASD.

    Top journal
    Open Autism Spectrum Disorder
    →
  5. Parkinson's DiseaseCertaintyLowSourceClinical1 cited study

    A randomized trial involving 8 people with mild-to-moderate Parkinson's disease found that gamified DTT was feasible and safe, with preliminary signals of improvement in motor and cognitive function and perceived disability.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • People with a condition
    • Parkinson's Disease

    Protocol behind this outcome

    1 protocolEstimated

    What the studies reporting this result did.

    60 min · 2.5×/week

    Course
    9 weeks
    Per week
    150 min
    Intensity
    Moderate
    Format
    Individual
    Supervision
    Instructor-led

    A repeated course

    Show studies (1)
    RCTCn=860% confidence2021

    Gamified Dual-Task Training for Individuals with Parkinson Disease: An Exploratory Study on Feasibility, Safety, and Efficacy.

    Gamified DTT was feasible and safe, and showed preliminary signals of efficacy in improving motor and cognitive function as well as perceived disability in individuals with mild-to-moderate Parkinson disease.

    Low-quality journalOpen-labelCompleters only
    Open Parkinson's Disease
    →
  6. ADHDCertaintyLowSourceTheoreticalnot used for recommendations1 other source

    Working memory and attention-based brain games are described as adjunctive interventions to improve executive function in children and adults with ADHD.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Where the evidence comes from

    • Expert opinion

    Why it isn't used for recommendations

    No supporting study on file

    Show studies (1)
    Expert opinion50% confidence

    Working memory and attention-based brain games are evidence-supported adjunctive interventions for improving executive function in children and adults with ADHD.

    Open ADHD
    →
  7. Stroke RecoveryCertaintyLowSourceTheoreticalnot used for recommendations1 other source

    Cognitive training is recommended in post-stroke rehabilitation to support recovery of attention, memory, and executive function.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Where the evidence comes from

    • Expert opinion

    Why it isn't used for recommendations

    No supporting study on file

    Show studies (1)
    Expert opinion50% confidence

    Cognitive training is recommended in post-stroke rehabilitation to support recovery of attention, memory, and executive function.

    Open Stroke Recovery
    →
Low probability(1)
  1. Traumatic Brain InjuryCertaintyLowSourceTheoreticalnot used for recommendations1 other source

    Brain games are used as part of cognitive rehabilitation after traumatic brain injury to help restore attention, memory, and executive function.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Where the evidence comes from

    • Expert opinion

    Why it isn't used for recommendations

    No supporting study on file

    Show studies (1)
    Expert opinion50% confidence

    Brain games are used as part of cognitive rehabilitation to help restore attention, memory, and executive function after traumatic brain injury.

    Open Traumatic Brain Injury
    →
Very low probability(2)
  1. DepressionCertaintyVery lowSourceClinicalnot used for recommendations1 cited study

    Studies did not support a benefit for depression. In a quasi-experimental study of 14 participants, people with motivational disorders showed lower engagement and moved considerably less during both activities than participants without those disorders.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • People with a condition
    • Dementia

    Why it isn't used for recommendations

    Studied, with no positive result

    Show studies (1)
    Quasi ExperimentalDno effectn=1430% confidence2018

    Quantity of Movement as a Measure of Engagement for Dementia: The Influence of Motivational Disorders.

    Participants with motivational disorders showed lower engagement and moved considerably less in both activities compared to those without such disorders.

    Top journalOpen-labelNo control group
    Open Depression
    →
  2. SchizophreniaCertaintyVery lowSourceClinicalnot used for recommendations1 cited study

    This practice has been studied in people with schizophrenia.

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • People with a condition
    • Schizophrenia

    Why it isn't used for recommendations

    Studied, with no positive result

    Show studies (1)
    RCTCno effectn=7760% confidence2018

    Comparison of focused cognitive training and portable "brain-games" on functional outcomes for vocational rehabilitation participants.

    The study found no significant difference in employment rates at 12 months between portable brain games and cognitive remediation, but portable brain games led to earlier job attainment during training. Neurocognitive and quality of life outcomes favored cognitive remediation.

    Weak journalBlinded assessor26% dropped out
    Open Schizophrenia
    →

Side effects

5 listed

Highest probability

  1. Muscle Ache (Myalgia)CertaintyLowSourceClinical2 cited studies

    A meta-analysis of randomized trials reported training-related adverse effects that included musculoskeletal pain. A separate randomized trial involving 372 people reported leg pain.

    What the sources found

    0 not observed · 0 unclear · 2 reportedconfidence 45/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Rating adjusted

    Lowered from Medium to Low after checking study quality: journal, risk of bias, trial size and design.

    Who was studied

    • Healthy people and patients

    Where the evidence comes from

    • Article2

    Protocol behind this outcome

    2 protocolsMeasured

    What the studies reporting this result did.

    45 min · 3×/week

    Course
    8 weeks
    Per week
    150 min
    Intensity
    Mixed
    Format
    Small group
    Supervision
    Instructor-led

    A repeated course

    Show studies (2)
    Meta-analysisAnegativen=154345% confidence2020

    The use of commercial computerised cognitive games in older adults: a meta-analysis.

    Training-related adverse effects (musculoskeletal pain, fatigue, headache, anxiety, boredom, depressed mood)

    Weak journalPooled RCTsOpen-labelCompleters only
    Open Muscle Ache (Myalgia)
    →
  2. Joint Pain (Arthralgia)CertaintyLowSourceClinical2 cited studies

    A randomized trial involving 372 people reported arthritis; another randomized trial in 31 participants reported slight knee and/or back pain during training.

    What the sources found

    0 not observed · 0 unclear · 2 reportedconfidence 45/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Rating adjusted

    Lowered from Medium to Low after checking study quality: journal, risk of bias, trial size and design.

    Who was studied

    • Healthy people and patients

    Where the evidence comes from

    • Article2

    Protocol behind this outcome

    2 protocolsEstimated

    What the studies reporting this result did.

    43 min · 3×/week

    Course
    13 weeks
    Per week
    128 min
    Intensity
    Moderate
    Format
    Individual

    A repeated course

    Show studies (2)
    RCTCnegativen=3145% confidence2019

    Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.

    Slight pain during training (knee and/or back pain)

    Weak journalOpen-labelInactive controlCompleters only
    Open Joint Pain (Arthralgia)
    →
  3. PainCertaintyLowSourceClinical2 cited studies

    In healthy participants, a randomized trial involving 31 people reported slight knee and/or back pain during training; a pilot study involving 21 people reported similar pain.

    What the sources found

    0 not observed · 0 unclear · 2 reportedconfidence 45/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Rating adjusted

    Lowered from Medium to Low after checking study quality: journal, risk of bias, trial size and design.

    Who was studied

    • Healthy people

    Where the evidence comes from

    • Article2

    Protocol behind this outcome

    1 protocolMeasured

    What the studies reporting this result did.

    40 min · 3×/week

    Course
    8 weeks
    Per week
    120 min
    Intensity
    Moderate
    Format
    Individual
    Supervision
    Instructor-led

    A repeated course

    Show studies (2)
    RCTCnegativen=3145% confidence2019

    Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.

    Slight pain during training (knee and/or back pain)

    Weak journalOpen-labelInactive controlCompleters only
    Pilot studyDnegativen=2145% confidence2019

    A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.

    Slight pain during training (knee/back)

    Weak journalOpen-labelNo control groupCompleters only29% dropped out
    Open Pain
    →
  4. DizzinessCertaintyLowSourceClinical2 cited studies

    A randomized trial in 31 healthy participants reported dizziness during training; a 21-person pilot also reported light dizziness during training.

    What the sources found

    0 not observed · 0 unclear · 2 reportedconfidence 43/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Rating adjusted

    Lowered from Medium to Low after checking study quality: journal, risk of bias, trial size and design.

    Who was studied

    • Healthy people

    Where the evidence comes from

    • Article2

    Protocol behind this outcome

    2 protocolsEstimated

    What the studies reporting this result did.

    38 min · 3×/week

    Course
    13 weeks
    Per week
    113 min
    Intensity
    Moderate
    Format
    Individual

    A repeated course

    Show studies (2)
    RCTCnegativen=3145% confidence2019

    Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.

    Dizziness during training

    Weak journalOpen-labelInactive controlCompleters only
    Pilot studyDnegativen=2140% confidence2019

    A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.

    Light dizziness during training

    Weak journalOpen-labelNo control groupCompleters only29% dropped out
    Open Dizziness
    →
  5. Blood Pressure IncreaseCertaintyLowSourceClinical1 cited study

    A randomized trial involving 372 people with a clinical condition reported high blood pressure.

    What the sources found

    0 not observed · 0 unclear · 1 reportedconfidence 45/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • People with a condition

    Where the evidence comes from

    • Article1

    Protocol behind this outcome

    1 protocolMeasured

    What the studies reporting this result did.

    50 min · 3×/week

    Course
    8 weeks
    Per week
    150 min
    Intensity
    Mixed
    Format
    Small group
    Supervision
    Instructor-led

    A repeated course

    Show studies (1)
    Open Blood Pressure Increase
    →

5 more mentioned only by users

Don't do it if

When to skip it or get medical advice first1 listed

Highest probability

  1. EpilepsyCertaintyLowSourceReference knowledgeTheoretical

    For people with photosensitive epilepsy, digital brain games with flashing lights, rapid pattern changes, or high-contrast visuals may trigger seizures.

    In the trials

    1 trial of this practice also left out people with this condition. That does not show harm.

    PubMed links (1)

    PMID 31824295

    Where the evidence comes from

    • Reference knowledge

    Confidence

    confidence 75/100

    Rationale

    Digital brain games with flashing lights, rapid pattern changes, or high-contrast visuals may trigger seizures in individuals with photosensitive epilepsy.

    Open Epilepsy
    →

Who the trials left out

Some trials of this practice did not take people with these conditions, so the studies say less about them. This is not a warning and does not show harm. Ask a clinician first.13 listed
Left out by one trial each (10)

When you stop

Rebound and withdrawal after discontinuing1 listed

Highest probability

  1. Cognitive Function ImprovementCertaintyLowSourceClinicalloss of benefit1 cited study

    In a randomized trial of 14 healthy participants, initial improvements in executive attention and attention/language returned to baseline after participants completed the control condition.

    What the sources found

    0 not observed · 0 unclear · 1 reportedconfidence 35/100

    How big is the effect

    No study gave a number we could compare, so the size is not known.

    Who was studied

    • Healthy people

    Where the evidence comes from

    • Article1

    Protocol behind this outcome

    1 protocolMeasured

    What the studies reporting this result did.

    60 min · 3×/week

    Course
    6 weeks
    Per week
    180 min
    Format
    Individual
    Supervision
    Self-guided

    A repeated course

    Show studies (1)
    RCTCnegativen=1435% confidence2018

    The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults.

    the initial improvements seen in the participants who completed the brain training condition first were diminished after completing the control condition (see GP-TQ group performance in Table 2). Specifically, executive attention and attention/language performance returned to baseline levels, with s

    Top journal
    Open Cognitive Function Improvement
    →

Interactions

Okay to combine with

Highest probability of useful synergy

  1. SupplementsCaffeineCertaintyMediumSourceReference knowledgePotentiating

    Caffeine enhances alertness, attention, and reaction time, which may potentiate the acute cognitive effects of brain games.

    Where the evidence comes from

    • Reference knowledge

    Confidence

    confidence 70/100

    Open Caffeine
    →
  2. SupplementsOmega-3CertaintyMediumSourceReference knowledgePotentiating

    Omega-3 fatty acids, particularly DHA, may support synaptic plasticity and amplify cognitive gains from brain games, especially in older adults with low baseline intake.

    Where the evidence comes from

    • Reference knowledge

    Confidence

    confidence 68/100

    Open Omega-3
    →
  3. PracticesMeditationCertaintyMediumSourceReference knowledgeComplementary

    Meditation may complement the focus needed for brain games by enhancing attentional control and reducing mind-wandering, potentially supporting greater cognitive gains when combined.

    Where the evidence comes from

    • Reference knowledge

    Confidence

    confidence 65/100

    Open Meditation
    →
  4. PracticesCardioCertaintyMediumSourceTheoreticalComplementary

    Aerobic exercise may enhance the cognitive benefits of brain games by increasing BDNF and cerebral blood flow.

    Where the evidence comes from

    • Expert opinion

    Confidence

    confidence 65/100

    Open Cardio
    →

Weakens or is weakened by

Highest probability

  1. SupplementsEthanol (Alcohol)CertaintyMediumSourceReference knowledgeDepleting

    Chronic alcohol consumption can impair neuroplasticity and executive function, potentially counteracting the cognitive benefits of Brain Games / Puzzles and reducing training efficacy.

    Where the evidence comes from

    • Reference knowledge

    Confidence

    confidence 65/100

    Open Ethanol (Alcohol)
    →
  2. SupplementsValerian RootCertaintyMediumSourceReference knowledgeCompetitive

    Valerian Root’s sedative and CNS-depressant effects can impair alertness, concentration, and cognitive processing speed, potentially reducing the benefits of Brain Games / Puzzles.

    Where the evidence comes from

    • Reference knowledge

    Confidence

    confidence 60/100

    Open Valerian Root
    →

How it works

The mechanisms this practice works through25 listed · 0 established
  • Attention and motor speedCognitive trainingproposed

    Brain training games may improve cognitive functions through practice and engagement, potentially enhancing neural plasticity.

    PMID 29674605

  • Cerebral perfusionCerebral blood flowproposed

    Aerobic exercise increases cerebral blood flow, potentially preventing or decelerating cognitive decline in MCI.

    PMID 38391486

  • Cognitive functionCognitive trainingproposed

    The app includes cognitive games, videos, and schedule management designed to stimulate various cognitive domains (concentration, memory, verbal thinking, space, time, calculation).

    PMID 39942404

  • DMN within-network connectivityDefault mode network functional connectivityproposed

    Crossword puzzles increased DMN within-network connectivity in LMCI subjects, while CCT games decreased it.

    PMID 36442202

  • DMN-SLN connectivityBetween-network functional connectivityproposed

    Crossword puzzles increased between-network connectivity between DMN and salience network, while CCT games decreased it.

    PMID 36442202

  • Executive function neural systemsNeuroplasticityproposed

    Brain training games designed to activate and strengthen neural systems supporting executive function, leading to improved academic performance.

    PMID 27615029

  • Executive functions and processing speedPrefrontal cortex activationproposed

    The transfer effect of Brain Age training on executive functions and processing speed may be mediated by shared prefrontal cortex regions involved in both training tasks and transfer tasks.

    PMID 22253758

  • Executive functions, working memory, processing speedNear transfer effectproposed

    Playing Brain Age improved cognitive functions that are closely related to the trained cognitive processes, likely mediated by shared brain regions such as the prefrontal cortex and precuneus.

    PMID 23405164

  • Health monitoringHealth managementproposed

    The app includes health notes for tracking blood pressure, pulse, oxygen saturation, blood sugar, steps, and weight.

    PMID 39942404

  • Hippocampal neurogenesis and synaptic plasticityNeuroplasticityproposed

    Physical exercise may upregulate BDNF and stimulate hippocampal neurogenesis, contributing to cognitive improvements.

    PMID 38391486

  • Mood and social interactionEmotional supportproposed

    The app includes video calls, music, and social networking to maintain social interaction and emotional support.

    PMID 39942404

  • Prefrontal cortex executive functionsCognitive stimulation hypothesisproposed

    Physical activities coordinated with cognitive demands activate the same brain regions used for higher-level cognitive control processes, leading to improved neural efficiency and faster information processing.

    PMID 39394166

  • Processing speed, working memory, executive function, verbal memoryCognitive training-induced neuroplasticityproposed

    Commercially available computerised cognitive games improve specific cognitive domains in healthy older adults, likely through training-induced neural changes.

    PMID 32943742

  • Serotonin and dopamineNeurotransmitter regulationproposed

    Exercise contributes to the production of neurotransmitters such as serotonin and dopamine, which play roles in depression treatment.

    PMID 38910946

  • Striatal motor pathwayMotor-cognitive integrationproposed

    Gamified DTT may promote automatic movement and reduce interference of a secondary task on primary motor task performance, potentially promoting restitution of the impaired striatal motor pathway.

    PMID 34886114

  • Working memory and inhibitionCombined cognitive-physical trainingproposed

    Simultaneous cognitive and physical challenges enhance executive functions through complementary effects on brain structure and function.

    PMID 39394166

  • anxiety reductioncognitive self-efficacyproposed

    The authors propose that brain training may promote cognitive self-efficacy, which subsequently reduces anxiety and leads to improved executive attention performance.

    PMID 29189046

  • attentionneurofeedbackproposed

    Training aimed to enhance beta power and reduce alpha power during active mental tasks to improve attention.

    PMID 34128816

  • dopamine, acetylcholine, serotonin, BDNFneurochemicalproposed

    Neurotransmitters such as dopamine, acetylcholine, and serotonin play essential roles; BDNF promotes neuronal growth, survival, and synaptic plasticity.

    PMID 40655810

  • executive functioncognitive trainingproposed

    CT prevents age-related declines in key areas of executive function, including abstraction, working memory, verbal reasoning, and inhibition, by improving the neural structures that mediate executive function.

    PMID 29340317

  • executive functionscognitiveproposed

    Improvement in inhibition and working memory after exergame training, suggesting training-induced plasticity in frontal brain areas.

    PMID 32047751

  • grey matter volume and cortical thicknessstructural brain changesproposed

    Long-term involvement in brain training can induce structural changes in the brain, such as increased grey matter volume and cortical thickness.

    PMID 40655810

  • neuronal growthneurogenesisproposed

    Brain training promotes neurogenesis and influences functional connectivity, enhancing communication and coordination between brain regions.

    PMID 40655810

  • synaptic plasticityneuroplasticityproposed

    Brain training enhances synaptic plasticity, involving changes in the strength and efficiency of synaptic connections, leading to better cognitive performance.

    PMID 40655810

  • upper alphaEEG alpha activityproposed

    Increased upper alpha activity in resting state (open-eyed) in occipital area, indicating improvement in cognitive domain.

    PMID 34128816

Variations

5 documented

Typical protocol

31 protocolsEstimated

Across every study of this practice, whatever the variation.

30 min · 3×/week

Course
8 weeks
Per week
90 min
Rounds
3
% of max heart rate
60% of max
Intensity
Moderate
Format
Individual
Supervision
Instructor-led

Courses and single sessions · 27 repeated-course and 2 single-session protocols

89% of the corpus contributed

Standard Computerized Training

Intermediate9/1020–40 min · 3 times a week

20–40 min · 3 times a week

Editorial
How often
3 times a week
Intensity
Moderate
Time of day
Any time
Where
Indoors
Research depth
Minimal

Training rotates among memory, attention, and processing-speed tasks, with difficulty adjusted as you play. The directions emphasize accuracy before speed and reviewing scores to track performance over time.

Equipment: Computer or tablet, Internet connection, Cognitive training software subscription (e.g., Lumosity, CogniFit, HappyNeuron)

How it's done6 steps · 3 cues · 3 common mistakes

A general description of the practice, not instruction or medical advice.

Steps

  1. Set up your device in a quiet, distraction-free environment.
  2. Log in to your chosen cognitive training platform.
  3. Complete the assigned daily session, which usually consists of 3-5 different games.
  4. Focus intently on each task, aiming for both speed and accuracy.
  5. Take short 30-second breaks between games if needed to maintain concentration.
  6. Review your session scores to track progress over time.

Cues

  • · Sit upright to maintain alertness.
  • · Keep your eyes level with the screen to reduce strain.
  • · Don't rush; prioritize accuracy first, speed will follow.

Common mistakes

  • Multitasking during the session, which reduces training effectiveness.
  • Getting frustrated and quitting a difficult game early.
  • Training in a noisy environment, which divides attention.
Studied protocols2 on file
  • 30 min· 4×/week· 78 weeks· n=240· A repeated coursePMID 40852373
  • 35 min· 2×/week· 6 weeks· n=19· A repeated coursePMID 41890699

Daily Handheld Brain Age

Beginner8/1010–20 min · Daily

10–20 min · Daily

Editorial
How often
Daily
Intensity
Low
Time of day
Morning
Where
Indoors
Research depth
Minimal

The routine combines quick mental arithmetic and reading aloud, with additional short games such as Low to High or Syllable Count. Its daily score is presented as a way to check performance, not as a direct measure of overall cognitive ability.

Equipment: Handheld gaming console (e.g., Nintendo DS/DSi), Brain training game cartridge (e.g., Brain Age)

As studied

3 protocolsEstimated

The protocol the studies of this variation actually used.

15 min

Course
4 weeks
Format
Individual
Supervision
Self-guided

A repeated course

Derived from222537582340516429674605

How it's done6 steps · 3 cues · 3 common mistakes

A general description of the practice, not instruction or medical advice.

Steps

  1. Turn on your handheld console and launch the brain training software.
  2. Complete the daily stamp activities, which typically include Calculation x20 and Reading Aloud.
  3. Perform the quick mental math exercises, writing answers on the touch screen as fast as possible.
  4. Read the literary passage aloud clearly and at a natural pace into the microphone.
  5. Play 1-2 additional mini-games like Low to High or Syllable Count to round out the session.
  6. Check your 'brain age' score to see your daily performance.

Cues

  • · Hold the device comfortably with both hands.
  • · Speak clearly for voice recognition tasks.
  • · Use the stylus for precise writing.

Common mistakes

  • Skipping the reading aloud component, which is key for working memory.
  • Rushing through math problems and making careless errors.
  • Training in a loud place where the microphone can't pick up your voice.
Studied protocols2 on file
  • 15 min· 5×/week· 4 weeks· n=32· A repeated coursePMID 22253758
  • 15 min· 7×/week· 3 weeks· n=72· A repeated coursePMID 29674605

Exergame Cognitive-Physical Combo

Advanced7/10supervision recommended30–60 min · 3 times a week

30–60 min · 3 times a week

From studies
How often*
3 times a week
Intensity
High
Time of day
First half of the day
Where
Indoors
Research depth
Moderate

This format asks participants to respond to on-screen cognitive prompts while cycling or stepping, so movement and thinking happen at the same time. The directions advise focusing on the cognitive task if unsteady and using safety supports when balance is a concern.

Equipment: Exergame system (e.g., SMARTfit, Active@Home), Stationary bike or step pad, Heart rate monitor, Large display screen

not for children,caution for older adults

As studied

16 protocolsEstimated

The protocol the studies of this variation actually used.

20–60 min · 3×/week

Course
8 weeks
Per week
98 min
Rounds
3
% of max heart rate
60% of max
Format
Individual
Supervision
Instructor-led

A repeated course

Derived from2761502929148293291890462934031729379114+11 more in Sources

How it's done6 steps · 3 cues · 3 common mistakes

A general description of the practice, not instruction or medical advice.

Steps

  1. Set up the exergame equipment and ensure the play area is clear of obstacles.
  2. Put on a heart rate monitor to track exercise intensity, aiming for 50-70% of maximum heart rate.
  3. Begin with a 5-minute warm-up of light physical activity without cognitive tasks.
  4. Start the main training: perform the physical exercise (e.g., cycling or stepping) while simultaneously responding to cognitive prompts on the screen.
  5. Maintain the dual-task activity for 20-30 minutes, adjusting difficulty to stay challenged but not overwhelmed.
  6. Conclude with a 5-10 minute cool-down of gentle movement and stretching.

Cues

  • · Keep your posture upright and core engaged.
  • · Breathe rhythmically; don't hold your breath during cognitive challenges.
  • · Focus on the cognitive task first if you feel unsteady, then resume full movement.

Common mistakes

  • Prioritizing the physical task and ignoring the cognitive prompts.
  • Exercising at too high an intensity, making cognitive performance impossible.
  • Not using safety supports if balance is a concern.
Studied protocols16 on file
  • 60 min· 3×/week· 6 weeks· n=14· A repeated coursePMID 29189046
  • 60 min· 5×/week· 26 weeks· n=77· A repeated coursePMID 29379114
  • 40 min· 3×/week· 8 weeks· n=21· A repeated coursePMID 31824295
  • 50 min· 3×/week· 8 weeks· n=372· A repeated coursePMID 34522910
  • 30 min· 3×/week· 12 weeks· n=13· A repeated coursePMID 37009304
  • 30 min· 2×/week· 8 weeks· Rounds 3, 60% of max· n=44· A repeated coursePMID 38391486

Showing 6 of 16 — the rest are in Sources

Classroom Group Games

Beginner6/10supervision recommended15–30 min · Daily

15–30 min · Daily

Editorial
How often
Daily
Intensity
Low
Time of day
First half of the day
Where
Indoors or outdoors
Research depth
Minimal

Games can include memory-card matching or Simon Says-style activities, with participants taking turns or playing together. A group discussion at the end gives participants a chance to describe the strategies they used.

No equipment needed.

How it's done6 steps · 3 cues · 3 common mistakes

A general description of the practice, not instruction or medical advice.

Steps

  1. Gather the group in a circle or designated play area.
  2. The facilitator explains the rules of the first game, such as a memory card matching game or a 'Simon Says' variant for inhibitory control.
  3. Participants take turns or play simultaneously, depending on the game structure.
  4. The facilitator introduces new games or increases complexity (e.g., adding a time limit) to keep the group engaged.
  5. Rotate through 2-3 different games targeting different cognitive skills in a single session.
  6. End with a brief group discussion about strategies used.

Cues

  • · Listen carefully to instructions before acting.
  • · Encourage and support your peers.
  • · Take a deep breath if you feel frustrated by a mistake.

Common mistakes

  • Calling out answers out of turn, disrupting the game flow.
  • Becoming overly competitive and losing focus on the cognitive skill.
  • Not paying attention when others are taking their turn.
Studied protocols1 on file
  • 20 min· 3×/week· 4 weeks· n=64· A repeated coursePMID 41077610

Neurofeedback-Enhanced Training

Expert5/10supervision recommended20–30 min · 2 times a week

20–30 min · 2 times a week

Editorial
How often
2 times a week
Intensity
Moderate
Time of day
Any time
Where
Indoors
Research depth
Minimal

An EEG headset provides feedback during games, and the directions include a baseline calibration before play. Muscle tension can interfere with the signal, and learning to control the feedback is described as requiring practice.

Equipment: EEG headset with dry sensors, Neurofeedback software platform, Computer or tablet

not for children

How it's done6 steps · 3 cues · 3 common mistakes

A general description of the practice, not instruction or medical advice.

Steps

  1. Fit the EEG headset according to the manufacturer's instructions, ensuring good sensor contact.
  2. Launch the neurofeedback game and complete a baseline calibration task.
  3. Begin the first game, which might involve moving an object on screen by sustaining a focused mental state.
  4. Observe real-time feedback on your brainwave activity; the game becomes easier when you are in the target state.
  5. Play 4-5 different short games, each lasting 2-3 minutes, with breaks in between.
  6. After the session, review your neurofeedback metrics to understand your performance.

Cues

  • · Relax your facial muscles and jaw.
  • · Find a 'quiet focus'—not a strained, forced concentration.
  • · Blink naturally; don't stare.

Common mistakes

  • Over-tensing muscles, which creates electrical noise in the EEG signal.
  • Getting distracted by the sensor feel and forgetting the cognitive task.
  • Expecting immediate control; it requires practice to modulate brainwaves.
Studied protocols1 on file
  • 30 min· 2×/week· 10 weeks· n=35· A repeated coursePMID 34128816

How to start

Community experience

Based on 350 public posts from Reddit, Bluesky, YouTube, and Hacker News.

Signal found53 signals4 platforms
Reddit 166Bluesky 94YouTube 55Hacker News 35

What people report it did

21 outcomes mentioned across 350 public reports. A report often mentions several, so these counts do not add up to the total.

What people report doing

Counted from public posts and videos, not from a survey. Each figure counts the posts that mentioned it — most reports say nothing about schedule.

How often38 mentions

Daily34As needed2Weekly2

Intensity7 mentions

Low5Moderate2

Where12 mentions

At home6Online4Outdoors2

When2 mentions

Evening2

Session lengthas written

“1 hour”“1 hour”“2 minutes”“1 minute 16 seconds”“5 minutes 55 seconds”

References

41 screened · 35 analysed · 36 listed below

Studies and sources cited on this page. Evidence quality varies — check the grade on each.

  1. Brain Games for Dementia: Do They Help?Innov Aging2020Meta-analysisAn=909
  2. The use of commercial computerised cognitive games in older adults: a meta-analysis.Sci Rep2020Meta-analysisAn=1543
  3. Crossword puzzle training and neuroplasticity in mild cognitive impairment (COGIT-2): 78-week, multi-site, randomized controlled trial with cognitive, functional, imaging and biomarker outcomes.Int J Clin Trials2025RCTBn=240
  4. Efficacy of Brain Training Games on the Cognitive Functioning, Working Memory and Processing Speed of Healthy Individuals: A Meta-Analysis.J Pharm Bioallied Sci2025Meta-analysisB
  5. Targeted cognitive game training enhances cognitive performance in multiple sclerosis patients treated with interferon beta 1-a.J Neuroeng Rehabil2021RCTBn=100
  6. Computerised cognitive remediation to enhance mobility in older adults: a single-blind, single-centre, randomised trial.Lancet Healthy Longev2021RCTBn=372
  7. The effect of Sudoku puzzle solving on memory and anxiety of hemodialysis patients: a randomized controlled clinical trial.Int Urol Nephrol2026RCTCn=64
  8. The evaluation of the Jigsawdio program on the cognitive and mental health of people living with dementia: Mixed methods study.Gerontechnology2025Pilot studyCn=19
  9. A comparison between effects of sudoku and mandala painting on anxiety of breast cancer patients undergoing chemotherapy.J Family Med Prim Care2024RCTCn=70
  10. Mid-Term and Long-Lasting Psycho-Cognitive Benefits of Bidomain Training Intervention in Elderly Individuals with Mild Cognitive Impairment.Eur J Investig Health Psychol Educ2024RCTCn=44
Show all 36 references
  1. Effectiveness of Simultaneous Combined Intervention for Enhancing Cognitive Function in Patients with Moderate Alzheimer's Disease.2024RCTCn=79
  2. Predicting adherence to gamified cognitive training using early phase game performance data: Towards a just-in-time adherence promotion strategy.2024Observational CohortCn=118
  3. Computerized cognitive games versus cognitive exergame: the comparison of motor and cognitive functions enhancement in the elderly.2024RCTCn=36
  4. Features and effects of computer-based games on cognitive impairments in children with autism spectrum disorder: an evidence-based systematic literature review.2023Systematic reviewC
  5. Using shoe-mounted inertial sensors and stepping exergames to assess the motor-cognitive status of older adults: A correlational study.2023Observational Cross SectionalCn=13
  6. Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study.2023Pilot studyCn=62
  7. Impact of Computerized Cognitive Training on Default Mode Network Connectivity in Subjects at Risk for Alzheimer's Disease: A 78-week Randomized Controlled Trial.2023RCTCn=107
  8. Computerized Games versus Crosswords Training in Mild Cognitive Impairment.2022RCTCn=107
  9. Evaluating the Impact of a Targeted Approach Designed to Build Executive Function Skills: A Randomized Trial of Brain Games.2021RCTCn=626
  10. Brain Exercising Games With Consumer-Grade Single-Channel Electroencephalogram Neurofeedback: Pre-Post Intervention Study.2021Quasi ExperimentalCn=35
  11. Gamified Dual-Task Training for Individuals with Parkinson Disease: An Exploratory Study on Feasibility, Safety, and Efficacy.2021Crossover RCTCn=8
  12. Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial.2019RCTCn=31
  13. Comparison of focused cognitive training and portable "brain-games" on functional outcomes for vocational rehabilitation participants.2018RCTCn=77
  14. Brain Training Games Enhance Cognitive Function in Healthy Subjects.2018RCTCn=72
  15. Intradialytic Cognitive and Exercise Training May Preserve Cognitive Function.2018RCTCn=20
  16. The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults.2018Crossover RCTCn=14
  17. Cognitive Priming and Cognitive Training: Immediate and Far Transfer to Academic Skills in Children.2016Quasi ExperimentalCn=583
  18. Monitoring the early signs of cognitive decline in elderly by computer games: an MRI study.2015Observational Cross SectionalCn=46
  19. Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.2013RCTCn=32
  20. Brain training game improves executive functions and processing speed in the elderly: a randomized controlled trial.2012RCTCn=32
  21. Development of an Evidence-Based Cognitive Training Application for Elderly Individuals with Cognitive Dysfunction.2025Pilot studyDn=11
  22. The Implementation of Birdsong: A Non-Pharmacological Intervention for Persons With Dementia2020Pilot studyDn=39
  23. A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.2019Pilot studyDn=21
  24. Quantity of Movement as a Measure of Engagement for Dementia: The Influence of Motivational Disorders.2018Quasi ExperimentalDn=14
  25. The brain-games conundrum: does cognitive training really sharpen the mind?2014Narrative reviewD
  26. Expert knowledge synthesis

Diatelos provides general wellness information based on published research. It is not medical advice. Talk to a clinician before starting any new supplement or practice, especially if you have a health condition, are pregnant, or take medication.