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Helibrain evidence reviews

Does brain training work? Skills, IQ and everyday life

Practice improves trained skills. Transfer to intelligence or everyday functioning is usually small, absent or uncertain; research programmes cannot validate every app.

By the Helibrain team Reviewed by Robert, biophysics PhD candidate Last reviewed: 5 November 2026 6 min read

Helibrain evidence review: Does brain training work? Skills, IQ and everyday life
Contents8 sections

This review concerns brain performance and the outcomes named below. It is educational information, not medical advice. Helibrain sells none of the supplements or treatments rated here.

Evidence at a glance

How to read the table. The grade is our GRADE-style certainty in the stated outcome, using the existing Helibrain evidence base: High means strong confidence, Moderate means the conclusion is likely to hold, Low means it may change with better research, and Very low means it is very uncertain. A high grade can support little or no benefit. Grades apply to the named population, comparator and outcome, not to an ingredient or habit in every setting. [3]

Size and certainty are different. Hedges’ g, Cohen’s d and SMD express a difference in units of the variation between people. Around 0.2 is conventionally small, 0.5 moderate and 0.8 large; these are descriptions, not thresholds for a worthwhile personal benefit. A g of 0.2 does not mean 20% improvement. We preserve the source metric: a z-score difference, risk ratio (RR), odds ratio (OR) or hazard ratio (HR) is labelled separately. These measures cannot be ranked as though they were all the same. Intervals are 95% unless marked otherwise. Statistical intervals do not capture every source of bias. [4]

Scroll sideways to compare all study details.

Intervention and outcomeEffect in plain wordsEvidence gradeNumber and type of studiesWho was testedStudied dose or scheduleHarms and limits
Processing-speed training: targeted skillModerate-to-large retained effect on trained speed ability: 0.66 standardized units at 10 years; 99% CI 0.43–0.88. [5]ModerateACTIVE multisite randomized trial; 2,832 people randomized across all arms.Independent-living US adults aged 65–94.Ten 60–75-minute group sessions; some participants were offered boosters.Time; long-term loss to follow-up limits interpretation.
Working-memory training: near transferSmall improvement on untrained verbal working-memory tasks: g = 0.31, 95% CI 0.19–0.42. [6]Very low60 training-versus-treated-control comparisons in a controlled-trial meta-analysis.Mixed ages and samples.Programme-specific repeated adaptive practice.Time and cost; near transfer is not a general intelligence gain.
Working-memory training: far transferVery small pooled effect: g = 0.12, 95% CI 0.08–0.16, across mixed controls; active comparisons were less encouraging. [7]LowSecond-order meta-analysis with 119 far-transfer effects.Mixed ages; outcomes included reasoning and academic measures.Repeated training over several sessions.Opportunity cost; average test effects do not establish useful daily gains.
Working-memory training in childrenVery small immediate far-transfer effect: g = 0.092, 95% CI 0.021–0.163. [8]Moderate34 study samples, 146 immediate far-transfer effects in this analysis.Typically developing children.Programmes varied over weeks.Cost and displacement of teaching; not evidence for treating a disorder.
Computerised training in healthy older adultsSmall test-score gain: g = 0.22, 95% CI 0.15–0.29, in the review’s analysis after outlier removal. [9]Moderate51 randomized trials, 52 datasets, 4,885 participants across the review.Cognitively healthy older adults.At least 4 hours total to qualify for the review; delivery varied.Time and cost; benefit does not establish dementia prevention.
Commercial apps: objective far transferLittle or no objective far-transfer advantage: g = 0.09, not statistically clear. [2]Moderate18 objective far-transfer comparisons in a review of commercial programmes.Healthy older adults for this estimate.Trial-specific programmes over weeks or longer.Subscription and time costs; products differ.
ACTIVE: everyday functioningSmall-to-moderate reported benefit for self-rated daily function in the speed arm: 0.36 standardized units; 99% CI 0.01–0.72. Very uncertain. [5]Very lowOne randomized trial, long-term follow-up; not an independent study of the speed result above.Older adults; substantial attrition by follow-up.Initial training with some booster sessions.Self-report and attrition weaken the claim of broad everyday benefit.
ACTIVE: dementia diagnosesWhole speed arm: HR 0.85, 95% CI 0.70–1.01 over 20 years; compatible with benefit or no difference. [10]LowClaims-linked follow-up of one randomized trial; 2,021 participants in this analysis.US older adults with traditional Medicare linkage.Initial processing-speed training; booster exposure differed.Secondary long-term analysis; not validation of all games.
Training in mild cognitive impairmentSmall-to-moderate pooled test-score effect: g = 0.35, 95% CI 0.20–0.51; evidence is very uncertain. [11]Very low17 randomized trials in the cited meta-analysis.Older adults with MCI.Programmes varied; use clinical context rather than a universal dose.Assessment and support may be more important than a purchased programme.
Action video gamesSmall average task benefit: g = 0.30, 95% CI 0.11–0.50; reviews disagree. [12]Very low28 intervention studies in the cited action-game meta-analysis.Predominantly people not already playing the tested games.Hours of game practice; no established optimal dose.Time displacement and excessive play.
Video-game training across genresVery small pooled cognitive effect: g = 0.07, 95% CI 0.02–0.12. [13]Low359 effect sizes in a training-experiment meta-analysis, not 359 independent studies.Mixed ages and cognitive tasks.Programmes varied.Time and cost; no basis for a general smarter-player claim.

Practice, near transfer and far transfer are different

Improving a practised game is expected. Near transfer means improvement on a related task; far transfer means improvement on a meaningfully different ability or daily outcome. Working-memory reviews find more support for the former than the latter. A placebo-controlled intelligence trial did not find the hoped-for broad improvement. [6] [14] [15]

Large online trials and a commercial-training study are valuable because an apparent gain needs comparison with what happens after other engaging activities or repeated testing. Their findings do not support treating a higher game score as a general ability upgrade. [16] [17]

What the older-adult research does support

ACTIVE showed durable improvement in targeted abilities, particularly processing speed. Its original report and long-term follow-up concern a specified training programme in older adults. The useful-field-of-view review addresses a related trained skill; neither can be applied automatically to an unrelated phone game. [18] [5] [19]

Reviews of longer computerised programmes in healthy older adults and of commercial programmes reach more guarded conclusions about broad benefits. Adherence can influence results, but an association between completing training and doing better is not itself a randomized dose comparison. [20] [2] [21]

Does brain training prevent dementia?

The ACTIVE follow-up is important and deserves attention, but the whole speed-arm result and the more encouraging booster-subgroup result answer different questions. The latter is affected by selection after initial randomisation. A published reanalysis is further reason to describe the claim cautiously rather than use a headline reduction for every game. [10] [22]

The earlier dementia report used a shorter follow-up and a different ascertainment approach. In people already diagnosed with MCI, Cochrane and a games-versus-crosswords trial also caution against assuming that a commercial training package is the best choice. [23] [24] [25]

Why attractive game claims can outrun evidence

Action-game reviews produce different pooled estimates. Publication bias, overlapping samples, comparator quality and which outcomes are combined help explain why no single positive result settles the question. [12] [13] [26]

Children’s working-memory findings and a broader review of far transfer reinforce the need for a direct outcome match. It is reasonable to enjoy games, but Helibrain’s tests and games should not be taken as proven ways to become smarter. [8] [27]

Frequently asked questions

Can brain training increase IQ?

A reliable meaningful IQ increase from ordinary commercial brain games is not established. Small pooled far-transfer effects often shrink with better comparison groups.

Why am I getting better at n-back?

Repeated practice can improve task familiarity and task-specific strategies. That is evidence of learning the task, not proof that general intelligence or everyday memory improved.

Does the ACTIVE trial prove all brain games prevent dementia?

No. ACTIVE tested specified programmes in older adults. Its long-term whole-arm and booster-subgroup results cannot validate unrelated games or guarantee dementia prevention.

Explore intelligence, try the n-back task, and read brain training and IQ. The spaced repetition planner supports learning selected material; it is not a general intelligence intervention.

These activities can help you observe or organise a task. Repeated scores are affected by practice and conditions; they are not a diagnosis or proof that an intervention improved your brain.

How we reviewed the evidence

We started with the Helibrain evidence base and research library, checked the original study or review behind each estimate, and compared supportive and contrary findings. The tables retain the existing outcome-specific grades. Some outcomes have only abstract-level access; access limits and study-quality concerns are recorded in the review notes. We do not treat lack of access alone as a reason to lower a grade. Sources below support different parts of the review and are not all independent studies. Last reviewed: 5 November 2026.

Sources

  1. Daniel J. Simons et al. 2016. Do “Brain-Training” Programs Work?. DOI: 10.1177/1529100616661983
  2. Lan Nguyen et al. 2021. A Game a Day Keeps Cognitive Decline Away? A Systematic Review and Meta-Analysis of Commercially-Available Brain Training Programs in Healthy and Cognitively Impaired Older Adults. DOI: 10.1007/s11065-021-09515-2
  3. Nancy A. Santesso et al. 2019. GRADE guidelines 26: informative statements to communicate the findings of systematic reviews of interventions. DOI: 10.1016/j.jclinepi.2019.10.014
  4. Cohen. 2013. Statistical Power Analysis for the Behavioral Sciences. DOI: 10.4324/9780203771587
  5. George W. Rebok et al. 2014. Ten‐Year Effects of the Advanced Cognitive Training for Independent and Vital Elderly Cognitive Training Trial on Cognition and Everyday Functioning in Older Adults. DOI: 10.1111/jgs.12607
  6. Monica Melby‐Lervåg et al. 2016. Working Memory Training Does Not Improve Performance on Measures of Intelligence or Other Measures of “Far Transfer”. DOI: 10.1177/1745691616635612
  7. Giovanni Sala et al. 2019. Near and Far Transfer in Cognitive Training: A Second-Order Meta-Analysis. DOI: 10.1525/collabra.203
  8. Giovanni Sala et al. 2020. Working memory training in typically developing children: A multilevel meta-analysis. DOI: 10.3758/s13423-019-01681-y
  9. Amit Lampit et al. 2014. Computerized Cognitive Training in Cognitively Healthy Older Adults: A Systematic Review and Meta-Analysis of Effect Modifiers. DOI: 10.1371/journal.pmed.1001756
  10. Norma B. Coe et al. 2026. Impact of cognitive training on claims‐based diagnosed dementia over 20 years: evidence from the ACTIVE study. DOI: 10.1002/trc2.70197
  11. Nicole T. M. Hill et al. 2016. Computerized Cognitive Training in Older Adults With Mild Cognitive Impairment or Dementia: A Systematic Review and Meta-Analysis. DOI: 10.1176/appi.ajp.2016.16030360
  12. Benoît Bediou et al. 2023. Effects of action video game play on cognitive skills: A meta-analysis. DOI: 10.1037/tmb0000102
  13. Giovanni Sala et al. 2017. Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation. DOI: 10.1037/bul0000139
  14. Anna Soveri et al. 2017. Working memory training revisited: A multi-level meta-analysis of n-back training studies. DOI: 10.3758/s13423-016-1217-0
  15. Thomas S. Redick et al. 2012. No evidence of intelligence improvement after working memory training: A randomized, placebo-controlled study. DOI: 10.1037/a0029082
  16. Adrian M. Owen et al. 2010. Putting brain training to the test. DOI: 10.1038/nature09042
  17. Joseph W. Kable et al. 2017. No Effect of Commercial Cognitive Training on Brain Activity, Choice Behavior, or Cognitive Performance. DOI: 10.1523/jneurosci.2832-16.2017
  18. Karlene Ball et al. 2002. Effects of Cognitive Training Interventions With Older Adults. DOI: 10.1001/jama.288.18.2271
  19. Jerri D. Edwards et al. 2017. Systematic review and meta-analyses of useful field of view cognitive training. DOI: 10.1016/j.neubiorev.2017.11.004
  20. Nicola J. Gates et al. 2020. Computerised cognitive training for 12 or more weeks for maintaining cognitive function in cognitively healthy people in late life. DOI: 10.1002/14651858.cd012277.pub3
  21. Zhen Li et al. 2024. Effects of engagement, persistence and adherence on cognitive training outcomes in older adults with and without cognitive impairment: a systematic review and meta-analysis of randomised controlled trials. DOI: 10.1093/ageing/afad247
  22. William T. Dickens. 2026. Reanalyzing the impact of cognitive training over 20 years in the ACTIVE study: Losing the forest in the trees. DOI: 10.1002/trc2.70280
  23. Jerri D. Edwards et al. 2017. Speed of processing training results in lower risk of dementia. DOI: 10.1016/j.trci.2017.09.002
  24. Nicola J. Gates et al. 2019. Computerised cognitive training for preventing dementia in people with mild cognitive impairment. DOI: 10.1002/14651858.cd012279.pub2
  25. Davangere P. Devanand et al. 2022. Computerized Games versus Crosswords Training in Mild Cognitive Impairment. DOI: 10.1056/evidoa2200121
  26. Joseph Hilgard et al. 2019. Overestimation of Action-Game Training Effects: Publication Bias and Salami Slicing. DOI: 10.1525/collabra.231
  27. Giovanni Sala et al. 2017. Does Far Transfer Exist? Negative Evidence From Chess, Music, and Working Memory Training. DOI: 10.1177/0963721417712760