Key takeaways
- Practice reliably improves performance on the practised task. The evidence gets thinner for closely related tasks and thinner again for distant ones.
- The US Federal Trade Commission fined Lumos Labs, the maker of Lumosity, $2 million in January 2016 over claims about everyday performance and cognitive decline that it could not substantiate.
- Lumosity's own site now states that more research is needed to connect improved assessment scores to everyday tasks — a caveat worth reading carefully.
- Scientists have publicly disagreed in large numbers on both sides, which is a real disagreement rather than a marketing dispute.
- Our own app is subject to exactly the same critique, and we make no claim that it improves general cognition.
They make you better at themselves. Whether that carries anywhere else is the whole argument, and the honest summary is that the evidence weakens the further you get from the exercise you practised.
This article is published by Reign Creative LLC and we publish a brain-training app. That is a direct commercial interest in your answer to this question, and the conclusion below applies to our product on exactly the same terms as to everyone else's. We have not written ourselves an exemption.
Last verified: 15 September 2026.
How we checked
Statements about other companies' products were read on those companies' own websites on 15 September 2026 and are reported as what those pages said. Regulatory statements come from the US Federal Trade Commission's own published press releases and business guidance. Where a page displays award or rating claims we have not repeated them, because we have not verified them and repeating an unverified figure is how this category got its reputation. Product pages change without notice; check the current ones yourself.
The transfer problem, which is the only real question
Nobody disputes that practice improves the practised task. If you do a digit-span exercise for three weeks, your digit span on that exercise will improve. That is not in question and never has been.
The question is transfer: does the improvement generalise?
The literature divides this into near transfer — to closely related tasks — and far transfer, to different tasks and to everyday functioning. The summary position, as the reference literature puts it, is that there is a great deal of evidence that brain training improves performance on trained tasks, but less evidence in closely related tasks, and even less on distantly related tasks.
A 2017 National Academies report is cited as finding moderate strength evidence for cognitive training as an intervention to prevent cognitive decline and dementia, while also finding almost no evidence that brain training generalises to everyday cognitive performance. Those two findings sit together uncomfortably, which is a fair description of the whole field.
And the disagreement is not confined to methodologists. In 2014 a group of more than 70 scientists stated that brain games cannot be scientifically proven to be cognitively advantageous; another group of more than 130 scientists argued that there is valid evidence for the benefits of brain training. Two large groups of qualified people looked at the same literature and reached opposite public conclusions. Anyone summarising this as settled — in either direction — is telling you something the field does not support.
Our companion article on working memory and training goes into the construct itself and the meta-analyses in more depth. This page is about what the products claim.
What the regulator actually found
The most useful primary source in this area is not a study. It is an enforcement action.
On 5 January 2016 the Federal Trade Commission announced that Lumosity would pay $2 million to settle deceptive advertising charges relating to its brain training program. The FTC charged that Lumos Labs had claimed its games could:
- improve performance on everyday tasks, in school, at work, and in athletics;
- delay age-related cognitive decline and protect against mild cognitive impairment, dementia, and Alzheimer's disease;
- reduce cognitive impairment associated with health conditions including stroke, traumatic brain injury, PTSD, ADHD, the side effects of chemotherapy, and Turner syndrome.
Jessica Rich, then Director of the Bureau of Consumer Protection, put it this way: "Lumosity preyed on consumers' fears about age-related cognitive decline, suggesting their games could stave off memory loss, dementia, and even Alzheimer's disease. But Lumosity simply did not have the science to back up its ads."
The FTC's own business guidance post on the case is the clearest statement of the transfer problem we have found anywhere, including in the academic literature. It frames the question as: does a result establish a boost in memory, focus and productivity that will translate into tangible day-to-day benefits, or does it just show that the person got better at playing the game?
That is the question. It is worth carrying into every product page you read.
It was not an isolated action, either. A year earlier, in January 2015, the FTC settled with the makers of a children's game called Jungle Rangers over claims that it permanently improved children's focus, memory, attention, behaviour and school performance, including in children with ADHD. The pattern the regulator was addressing was an industry pattern, not one company's excess.
What the products claim now
Ten years on, the marketing has changed, and reading it closely is instructive.
Lumosity's own site describes the product as exercising memory, flexibility and more, with the tagline "Science. That feels like games.", and states that the program adapts to individual strengths and weaknesses. It describes a randomised study with 4,715 participants who completed it, training five days a week for 15 minutes against a control group doing crossword puzzles, and reports that after 10 weeks Lumosity users improved more than the control group on the company's assessments of working memory, short-term memory, processing speed, problem solving, fluid reasoning and overall cognitive function.
Then it adds this, in its own words: "These results are promising, but more research is needed to determine the connection between improved assessment scores and everyday tasks."
That sentence is the settlement, absorbed. It is a materially more careful claim than the one the FTC acted on, and it is worth acknowledging as such rather than treating a decade-old enforcement action as the last word on a company.
Peak's site describes games testing focus, memory, problem solving and mental agility, more than 40 games and activities, and a Pro tier with tailored workouts and performance analysis. It states that the company works with scientists studying the impact of video games from Cambridge, Yale, UCL and King's College London, and brings customers games built using that research. Note what that is and is not: a claim about the provenance of the game designs, not a claim that using them produces general cognitive improvement. The page also displays award badges and user reviews, which we have not verified and are not repeating.
Elevate's page describes strengthening reading, writing, speaking, memory and math across 40+ games, and characterises them as science-backed brain games without citing specific studies on the page we read. It displays an award claim and a rating claim which, again, we have not verified and are not restating.
The comparison, and where we are the weaker product
| Feature | IQ Test & Brain Training Games (ours) | Lumosity | Verification source | Last checked |
|---|---|---|---|---|
| What it claims to train | Memory, logic, math, verbal ability, focus and speed, through brain games, mental math and an IQ-style test across seven areas | Memory, attention, flexibility and problem solving via adaptive games | Our Google Play listing; lumosity.com | Ours 2 October 2026; Lumosity 15 September 2026 |
| Claim about everyday transfer | None. We make no claim that it improves general cognition, school or work performance | States results are promising and that more research is needed to connect improved assessment scores to everyday tasks | Our app listing; lumosity.com | 15 September 2026 |
| Published research on its own site | None. We have not run a study and do not cite one | Describes a randomised study with 4,715 completers against a crossword control | Our app; lumosity.com | 15 September 2026 |
| Regulatory history in this category | None known to us | $2 million FTC settlement announced January 2016 over deceptive advertising claims | ftc.gov press release, January 2016 | 15 September 2026 |
| Price model | Free to download, ad-supported, optional in-app purchases | Not verified from the page we read; the page we read did not state pricing | Our Google Play listing; lumosity.com | 15 September 2026 |
| What the user is shown | Personal bests, accuracy, response speed and streaks with a history and charts, plus IQ-style test, memory test, reaction time test and personality results that its listing calls estimates, not professional assessments | Adaptive difficulty and a daily set of games; assessment scores described in its research summary | Our Google Play listing; lumosity.com | Ours 2 October 2026; Lumosity 15 September 2026 |
The third row is the one we want to draw attention to rather than bury. Lumosity has a study on its site and we have none. That is a genuine advantage for them on a dimension a reader might reasonably care about, and an article that omitted it in favour of leading with the settlement would be doing exactly what this article is complaining about.
Our honest position is that we have not run research and therefore have nothing to cite. That matters more now that the app includes an IQ-style test: its listing calls the results estimates based on app activities, not professional assessments, and no study of ours stands behind them.
What our app claims, precisely
IQ Test & Brain Training Games tracks scores, accuracy, streaks, response time and personal bests, and keeps a history so improvement shows up as a trend rather than a feeling. It covers addition, subtraction, multiplication and division with difficulty that climbs, number, grid, sequence and delayed-recall memory games, and formats that change the pressure: timed sprints, accuracy rounds, survival challenges and boss quizzes. It teaches techniques for percentages, estimation, number patterns and faster calculation, with games to apply each one immediately.
The app now also includes an IQ-style test covering numerical reasoning, logic, patterns, vocabulary, working memory, spatial reasoning and processing speed, a memory test, a reaction time test, logic, vocabulary and focus games, and a personality questionnaire with a Big Five profile. Its Google Play listing states that IQ test, personality test, memory test and other results are estimates based on app activities, not medical, psychological, clinical, educational-placement, employment or professional diagnostic assessments, and it offers the personality questionnaire as self-reflection rather than diagnosis.
Here is the practice claim, stated exactly: if you practise mental arithmetic in this app, you will get faster and more accurate at mental arithmetic. That is measurable, it is measured, and it shows up in your own numbers. The test results are a different kind of number, and the listing's own wording is the right way to read them: estimates based on the app's own activities, not a clinical or professional assessment.
Here is what we do not claim: that it improves your general cognitive ability, that it protects against cognitive decline, that it will help your schoolwork or your job, or that being quicker at our division drill makes you quicker at anything that is not a division drill. The transfer critique in this article applies to our product as fully as it applies to any other, and we would be doing the thing the FTC acted on if we implied otherwise.
There is one narrow place where transfer is uncontroversial, and it is worth naming because it is the honest reason to use a product like this: arithmetic fluency is itself a real-world skill. Being able to divide a bill, sanity-check a price or estimate a quantity without a phone is not a laboratory abstraction. Practising it improves it. That is near transfer at essentially zero distance, and the same rule holds for the app's memory, logic and vocabulary games: expect to get better at what you practise, not at everything else.
How to read any product in this category
- Check whether the claim is about the exercise or about your life. "You will improve at these games" is defensible. "You will perform better at work" is the claim the regulator acted on.
- Check whether a cited study measured the company's own assessments or an independent outcome. Improving on an in-house assessment is nearer to the trained task than it sounds.
- Treat awards and ratings as marketing, not evidence. We have not repeated the ones we saw, for that reason.
- Ignore price as a proxy for validity. It tracks production budget.
- Ask what you actually want. If the answer is "to enjoy a short daily puzzle and get quicker at arithmetic", every product here can deliver that and the evidence debate does not apply to you.
For what the underlying construct actually is, read working memory and training. For methods with better-established support, memory techniques that work covers retrieval practice and spacing. For the arithmetic side specifically, mental math practice sets out what drilling does and does not buy you.
Names and trademarks
Lumosity, Lumos Labs, Elevate, Peak and all other product names and trademarks mentioned are the property of their respective owners. They are named here for identification and comparison only, and nothing here implies affiliation, sponsorship, partnership or endorsement in either direction. No logos, icons or brand styling have been used. More of our material sits under education and brain training articles, and our apps under education and brain training.
Good to know
Frequently asked questions
Do brain training apps actually work?
What did the FTC say about Lumosity?
Does brain training transfer to real life?
Are the scientists agreed on this?
Are free brain training apps any good?
Sources
- Lumosity to Pay $2 Million to Settle FTC Deceptive Advertising Charges for Its "Brain Training" Program (opens in a new tab)U.S. Federal Trade Commission — accessed
- Mind the gap: What Lumosity promised vs. what it could prove (opens in a new tab)U.S. Federal Trade Commission — accessed
- Makers of Jungle Rangers Computer Game for Kids Settle FTC Charges that They Deceived Consumers with Baseless "Brain Training" Claims (opens in a new tab)U.S. Federal Trade Commission — accessed
- Lumosity (opens in a new tab)Lumos Labs — accessed
- Peak — Brain Training (opens in a new tab)Peak — accessed
- Elevate (opens in a new tab)The Mind Company — accessed
- Brain training (opens in a new tab)Wikipedia — accessed
- Transfer of learning (opens in a new tab)Wikipedia — accessed
About the author
Reign Creative LLC — 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.
We use AI tools to help research, draft and edit our articles. Each article lists the sources its factual claims rely on, and details about our apps come from their live Google Play listings. No article on this site has been reviewed by an independent expert unless the reviewer is named on it.
Spotted an error? Tell us — how corrections are handled is set out in our editorial policy.