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The Science Behind Lumosity

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The online program, Lumosity, allows users to train their brains by completing exercises that seem like playing games. In the commercials, Lumosity says, "Any brain can get better, Lumosity.com can help. It's like a personal trainer for your brain. Improving your performance with the science of neuroplasticity, but in a way that just feels like games" (Lumosity Tv Commerical, 2016). Kunal Sarkar is the CEO and co-founder of Lumosity.com. Michael Scanlon is the co-founder and the chief scientific officer for the Lumos lab. Lumosity contains forty different games targeting speed, memory, attention, problem solving, and flexibility. Lumosity contains a free version of its program, allowing individuals to play three of the games a day. A subscription provides full access, playing five games a day, allowing a brain test for benchmarking, and providing performance reports. Five subscription options are available. The subscription options include a monthly individual ($14.95/month), yearly individual ($6.70/month), a two-year individual ($5.00/month), lifetime use ($299.95), and a yearly five member ($10.83/month). This essay explores the science behind luminosity's claims through several analysis of studies on the program. The purpose of a study was to test whether playing online cognitive training games could improve cognitive control in healthy older adults (Muijden, Band, & Hommel, 2012). Ninety-two participants were called in through a local newspaper advertisement; however only seventy-two were actually used for this study. Of the seventy-four total, fifty-four were assigned to the experiment group, and 20 to the control group. Participants in the experimental group played 5 different games over a period of 7 weeks. The remaining 20, answered quiz questions about documentaries online. The study was measured by a cognitive test battery measurement: working memory updating, set shifting, response inhibition, attention, and inductive reasoning before and after testing (Muijden, Band, & Hommel, 2012). The cognitive test battery consisted of the following: mini mental state examination, stroop-color word test, stop-signal test, counting span, falling bricks, telling time, giving change, fireman, mental counters, useful field of view test, raven standard progressive matrices, global-local switching tests, and a test of attentional performance (Muijden, Band, & Hommel, 2012). The participants in the videogame group performed better on inhibition (Stop-Sign

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