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Brain Training Myths, Answered One at a Time

Nine claims people repeat about brain games, each answered briefly with what the evidence actually says and what a practice app does and does not do.

By Published Updated 5 min read

Reign Creative LLC makes IQ Test & Brain Training Games, which this article links to, so we have a commercial interest in it. How we write and check articles.

Key takeaways

  • Practice reliably improves the practised task. Claims beyond that — general intelligence, protection from decline, transfer to unrelated skills — are where the evidence thins and where regulators have intervened.
  • The 2014 consensus statement from the Stanford Center on Longevity and the Max Planck Institute for Human Development concluded that no studies demonstrate brain games prevent or cure Alzheimer's disease.
  • In 2016 the US Federal Trade Commission announced a $2 million settlement with Lumos Labs over Lumosity advertising claims the agency said the company could not substantiate.
  • The opposite overcorrection is also wrong: a 2020 meta-analysis in Scientific Reports found small but statistically significant gains on several cognitive measures in older adults using commercial games, alongside clear methodological caveats.
  • The ten-percent-of-the-brain claim and the left-brained/right-brained personality claim are both false, and both have been examined directly rather than merely doubted.

The short version: practice makes you better at what you practised, and almost every disputed claim in this category is an attempt to extend that sentence. Below are nine things people repeat about brain games, each answered in a paragraph or two with the evidence that settles it — and, where it is relevant, what our own app does and does not do.

IQ Test & Brain Training Games is built by Reign Creative. Its claim register is worth stating up front, because several answers below depend on it. It includes an IQ-style test, a memory test, a reaction time test and a personality questionnaire with a Big Five profile, alongside brain, memory, logic, focus, vocabulary and mental math games, and it tracks personal bests, accuracy, streaks, response speed and an assessment history. Its Google Play listing states that the test results are estimates based on app activities, not medical, psychological, clinical, educational-placement, employment or professional diagnostic assessments, and it makes no claim about cognitive decline, diagnosis or transfer to untrained skills.

Myths about what training does

"Brain games make you smarter"

They make you better at the games. In October 2014 a group of cognitive psychologists and neuroscientists convened by the Stanford Center on Longevity and the Berlin Max Planck Institute for Human Development published a consensus statement concluding that claims promoting brain games are frequently exaggerated and at times misleading, and that there is little evidence that playing them improves underlying broad cognitive abilities. Their sharper point was about marketing: small, narrow and fleeting advances are often billed as general and lasting improvements of mind and brain.

Getting faster at two-digit multiplication is a real gain. Calling it an increase in intelligence is a different and unsupported claim.

"Brain training holds off dementia"

The evidence does not support that claim. The same consensus statement said no studies demonstrate that brain games prevent or cure Alzheimer's disease. In January 2016 the US Federal Trade Commission announced a settlement with Lumos Labs, maker of Lumosity, over advertising the agency said the company could not substantiate — including claims that training would delay age-related cognitive decline and protect against mild cognitive impairment, dementia and Alzheimer's disease. The order included $2 million in consumer redress against a suspended $50 million judgment.

That enforcement action is the clearest marker in the field of where an advertising claim crosses a line.

"So brain training does nothing at all"

This is the overcorrection, and it is also wrong. A 2020 meta-analysis in Scientific Reports pooled sixteen randomised controlled trials covering 1,543 participants aged sixty and over, and found small but statistically significant improvements in processing speed, working memory, executive function and verbal memory, with no significant effect for attention or visuospatial measures. The authors were explicit about the limitations: assessors were rarely blinded, only three of the sixteen studies used intention-to-treat analysis, and several domains rested on a handful of studies.

"Some measurable gains, narrow, with methodological caveats" is a less satisfying headline than either "makes you smarter" or "it is a scam". It is also closer to what the literature says. The longer version of this argument, including how the evidence weakens with distance from the trained task, is in our brain training explainer.

"Training working memory transfers to everything else"

Working memory is the most heavily trained construct in the category, precisely because it correlates with so much. Whether training it moves anything other than the trained task is a long-running and genuinely contested argument, which is why what working memory is and whether training changes it exists as its own article rather than a paragraph here.

Myths about the brain itself

"You only use ten percent of your brain"

False, and directly examined rather than merely doubted. The University of Washington's Neuroscience for Kids resource states that there is no scientific evidence for the claim and that we use one hundred percent of our brains, pointing to functional imaging showing activity across regions, to evolutionary arguments about the metabolic cost of brain tissue, and to the severity of disability caused by even small amounts of damage. BrainFacts, published by the Society for Neuroscience, gives the same answer and notes how much of the myth's current life it owes to film.

"People are left-brained or right-brained"

Also false as a personality claim. A 2013 study in PLOS ONE examined resting-state functional connectivity in 1,011 people and found that although left- and right-lateralised networks genuinely exist, lateralisation is a local property of particular networks rather than a whole-brain trait. The authors reported that the data were not consistent with a whole-brain phenotype of greater left-brained or right-brained network strength across individuals.

Hemispheric specialisation is real. "I am a right-brained person" is not what it means.

Myths about the numbers on your screen

"A high score means a high IQ"

A practice score is a composite of how many questions you answered, how quickly, at which difficulty, under that app's own scoring rules. Change the mode or the difficulty and the number changes without your ability changing at all. A standardised assessment does something different: it compares performance against a norm sample under controlled administration by a qualified professional.

Four categories are worth keeping apart whenever a number appears on a screen — practice, entertainment, educational activity, and standardised psychological assessment. A brain game is the first three. It is never the fourth.

"An app can tell you your brain age"

Where a figure like that appears, it is a performance index mapped to an age band by the publisher's own choice of mapping, not a measurement of anything biological. The Google Play listing for our own app, IQ Test & Brain Training Games, does not describe a brain-age figure. Whatever result the app shows — from its IQ-style test, memory test or reaction time test — is, in the listing's own words, an estimate based on app activities, not a medical, psychological, clinical or professional diagnostic assessment, and the caution above applies to it.

Myths about how to practise

"If it feels easy, it is working"

The reverse is closer to true. The Bjork Learning and Forgetting Lab at UCLA has shown repeatedly that performance during training is a poor guide to long-term retention, and that conditions which depress practice performance — spacing, testing, mixing problem types — often improve what is retained. A session that felt smooth is frequently one you have outgrown, which is why choosing a difficulty level is worth treating as a deliberate decision rather than a default.

"Short sessions do not count"

The scheduling evidence says otherwise. The What Works Clearinghouse practice guide on organising instruction lists spacing learning over time among its recommendations, and distributed practice is among the better-supported findings in the area. Ten minutes on most days is a better plan than an hour once a week, and it has the practical advantage of actually happening.

More on routines, progress and evidence sits in the brain training games hub and across the education and brain category. The modes referred to above are listed on the IQ Test & Brain Training Games app page.

Good to know

Frequently asked questions

Do brain games make you smarter?
They make you better at the games. The 2014 Stanford Center on Longevity and Max Planck consensus statement concluded there is little evidence that playing brain games improves underlying broad cognitive abilities, and warned that narrow, short-lived gains are frequently marketed as general and lasting ones. Improving at a drill is real and useful. It is not the same claim.
Does a high score in a brain game mean a high IQ?
No. A score in a practice app is a composite of how many questions you answered, how fast, at what difficulty, under that app's own scoring rules. A standardised assessment compares your answers against a norm sample under controlled administration. Our own app, IQ Test & Brain Training Games, does include an IQ-style test, and its Google Play listing describes the results as estimates based on app activities, not a clinical or professional assessment — so a high result there is an estimate from the app's own questions, not a standardised IQ score.
Do we really use only ten percent of our brains?
No. The University of Washington's Neuroscience for Kids resource states flatly that there is no scientific evidence for the claim and that we use all of our brain, and BrainFacts, published by the Society for Neuroscience, gives the same answer. The myth survives because it flatters — it implies a reserve waiting to be unlocked — and because films keep repeating it.
Is brain training useless then?
That overcorrects. A 2020 meta-analysis of sixteen randomised controlled trials in Scientific Reports found small but statistically significant improvements in processing speed, working memory, executive function and verbal memory among older adults using commercially available cognitive games, with no effect for attention or visuospatial measures. The authors were candid about the methodological limits, including that assessors were rarely blinded.

Sources

  1. A Consensus on the Brain Training Industry from the Scientific Community (opens in a new tab)Stanford Center on Longevity and Max Planck Institute for Human Development — accessed
  2. Lumosity to Pay $2 Million to Settle FTC Deceptive Advertising Charges for Its Brain Training Program (opens in a new tab)Federal Trade Commission — accessed
  3. The use of commercial computerised cognitive games in older adults: a meta-analysis (opens in a new tab)Scientific Reports (Bonnechère, Langley and Sahakian, 2020) — accessed
  4. Neuroscience For Kids — 10% of the Brain Myth (opens in a new tab)Eric H. Chudler, University of Washington — accessed
  5. An Evaluation of the Left-Brain vs. Right-Brain Hypothesis with Resting State Functional Connectivity Magnetic Resonance Imaging (opens in a new tab)PLOS ONE (Nielsen, Zielinski, Ferguson, Lainhart and Anderson, 2013) — accessed
  6. Debunked: The 10 Percent Brain Myth (opens in a new tab)BrainFacts, Society for Neuroscience — accessed
  7. Research — Bjork Learning and Forgetting Lab (opens in a new tab)University of California, Los Angeles — accessed
  8. Organizing Instruction and Study to Improve Student Learning (opens in a new tab)What Works Clearinghouse, Institute of Education Sciences — accessed

About the author

— The independent app studio that builds the apps covered on this site and publishes every article here. On Google Play it publishes as Reign Collective Apps.

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