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. 2018 May 11;9:709. doi: 10.3389/fpsyg.2018.00709

Table 2.

Summary of devices identified in the systematic review.

Device Target participants Device description Cognitive function(s) trained Delivery of training
Cogmed (www.cogmed.com/) Children and adults with memory and attention problems. A market leader, Cogmed has been adopted by numerous intervention studies for memory and attention impairments (e.g., Brehmer et al., 2012; Åkerlund et al., 2013; Dunning et al., 2013). WM capacity, general attentional abilities. Mobile and computer application. Tasks are typical of traditional cognitive tests, such as digit and letter span and focus heavily on working memory. The tasks are described as “adaptive,” as they become progressively harder as users improve.
Lumosity (www.lumosity.com/) General population and those with memory deficits. One of the leading sources for online brain training, providing over 40 brain training games. Speed of processing, memory, attention, flexibility, and problem-solving. Website and Mobile application. Uses a range of games based on cognitive tests, focusing on speed of processing.
Posit Science (www.brainhq.com/) General population. Two brain-training products from Posit Science were identified in the review, Brain Fitness and InSight, which are now part of the BrainHQ programme. Speed of processing, WM. The speed of processing games used by Posit Science are based on a useful field of view task used in a large clinical trial (the ACTIVE trial, Ball et al., 2002).
Cognifit (www.cognifit.com/) General population, and those with declining function. Initially focused on cognitive training for driving performance, Cognifit claims to measure, train, and properly monitor various applied cognitive skills and their relation to neurological pathologies. Numerous cognitive skills including working memory, divided attention, and processing speed Online and mobile application. Visual, auditory, and cross-modal tasks including puzzles, problem solving, and reaction time games.
NeuroTracker (www.neurotracker.net/) Athletes and military. Used by elite teams in sports such as Soccer and American Football. Training is based upon 3D multiple object tracking (Pylyshyn and Storm, 1988) which requires processing of dynamic stimuli. Attention, WM, and visual information processing speed. The user tracks target 3D balls among distractors, presented on a 3D television or in a VR headset. The number of targets and speed of balls adaptively increases with practice.
Nintendo Brain Age (http://brainage.nintendo.com) General population. The first product to bring “brain training” to a mass market. based largely on a 2003 book of puzzles and exercises by neuroscientist Ryuta Kawashima. WM capacity and associated functions (e.g., concentration, focus). Available in “App” format and its traditional console-based platform. Brain Age uses mini-games that require players to complete math problems quickly, read aloud, or perform other spatial, verbal, and arithmetic tasks.
Dynavision (www.dynavisioninternational.com/) Medical, athletic and military. Designed to improve visuo-motor as well as cognitive skills. The product is marketed as a training apparatus and as a tool for concussion diagnosis, rehabilitation, and return to play decisions. Vision, cognition, motor control, concentration, decision-making. Wall-mounted, computer-driven light board fitted with 70 lit buttons. Requires users to recurrently tap the buttons, when lit, as quickly as possible.