Brain Training Review of PEAK by Dr Jack
As my regulars will know I like to keep abreast of movements in the brain training game market. I’ve reviewed Nintendo DS’s titles from the Dr Kawashima, Lumosity and even some that weren’t specifically designed to improve cognitive functions, yet arguably do. Christmas before last I subscribed my parents up to Lumosity on the iPad. 24 months later my dad still plays on a regular basis. He’s up to 99.9% for his age group in every category bar 1 (where he is up to 99.7%!). This year I’ll be subscribing them to PEAK instead, because having regularly used it on my phone to kill time whilst in transit (or on the throne) for the best part of a year I genuinely think the (relatively) new kid on the block wipes the floor with Lumosity.
All the major players tend to include a core set of “classic” brain training games that are clearly inspired by neurological tests that have been around for many decades e.g. Go/NoGo, Stroop, N-back etc. Unlike their rivals who seem to be happy with the basic versions, PEAK seems to continually evolve each game by adding a twist or making each game a little bit tougher.
Take for instance working memory training – the only games for which there is any half decent published data in the peer-reviewed science literature supporting claims that it can actually improve cognition (and even that evidence is hotly contested!). The spatial working memory training games like PERILOUS PATH (memorise the position of the mines whilst they’re briefly displayed and then trace a path around them from random start to finish points), MEMORY SWEEP (remember and reproduce the position of illuminated blocks in larger and larger grids) and BOUNCE (guess the finishing point of a laser beam sent bouncing across angled mirrors distributed across the grid after a brief glimpse of where they are) have all been done before, but these are all great versions.
PEAK also takes simple versions of classic brain games and takes steps to improve them. For example, RUSH BACK involves simply answering whether each presented image is the same or different as the previous one. A 1-back task like this hardly challenges working memory because you can use iconic memory (the visual impression left in the mind’s eye for a few tens of milliseconds after any object disappears from view). They quite rightly class this as a test of “focus”, because if you lose concentration then it is easy to accidentally push the wrong button. Particularly when you’re trying to go as fast as possible to maximise points. Yet over the months they’ve introduced RUSH BACK PLUS – which is a 2-back task and two other aesthetically appealing variations on this game:
TUNNEL TRANCE – progresses from the 1-back task to the 2-back (same as the image before last?) to the 3-back (same as the one before the one before last) – this really has the potential to genuinely help people hold more information in mind when they are performing a real life task. It probably goes up to 4-back and beyond… if so, I simply haven’t performed well enough at the 3-back task to get promoted to the next level.
PARTIAL MATCH – the task is to rapidly decide whether the image is identical to the last image, completely different, or partially the same (i.e. same colour but different shape or same shape but different colour). This I have never seen anywhere before. I appreciate that PEAK are putting in the effort to innovate and that it took me a surprisingly long time to get the hang of. I’m always mindful that the harder something is to get the hang of, i.e. the more a brain finds it to be a challenge, the more resources are likely to be invested in reinforcing the relevant neural pathways in an effort to adapt the brain to improve that particular mental function. Speaking of which another game that was introduced very recently definitely deserves a special mention… HAPPY RIVER
A common symptom of depression is the tendency to ruminate over negative thoughts or emotions. An effective but simply remedy is to develop the habit of dwelling instead on the positive whilst disregarding the negative. Bear this in mind as you read on because I’m convinced that HAPPY RIVER can only be a power for good, which suggests that PEAK really are keeping an eye on the latest developments in psychology and neuroscience to find inspiration for their new game pipeline.
HAPPY RIVER involves reuniting a baby elephant with its mother. They are on opposite side of the banks of a river that have several rows of words streaming across it either from left to right or right to left. Each of the individual words acts as a raft. By tapping the screen the baby elephant hops forward. Your timing has to be accurate or else you’ll fall into the gaps between each word raft. You also have to be strategic because only those words with positive emotional overtones provide safe passage. Step onto a negative word and you’ll be tipped over into the rapids. So to successfully reunite the baby elephant with its mother you have to focus on the positive and avoid the negative – hence PEAK have created a game that could well encourage a habit that could ever so slightly nudge players towards a more positive outlook and greater mental health.
FLIGHT PATH challenges many different cognitive capacities. You start with a bird’s eye view of some lush green fields at the middle of which are 4 landing spots for airships that fly into view from top, bottom, left or right of screen. Each airship has a different letter and moves at a different velocity. Your task is to plot the movement of each airship so that they line up on the ground in an order that spells a 4-letter word. The airspace can get pretty crowded so half the challenge is to do what all air traffic control professionals do so well – stop the aircraft from smashing into each other and showering the sky with debris. For this game you need to think strategically, flexibly, linguistically, constantly updating the flight paths for a steadily increasing number of craft whilst simultaneously keeping your eye on an icon in the top right corner to win extra points. Although there is no published data yet to prove it, my hunch is that having to divide your attention across so many competing concerns and continually re-evaluate your priorities, will tune up brain pathways that would surely come in useful for any high pressured professional.
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