Skip to main content

Table 2 Description of Lumosity brain games

From: Heart rate and breathing effects on attention and memory (HeartBEAM): study protocol for a randomized controlled trial in older adults

Set

Game name

Category

Type

Description

1

Familiar faces

Memory

Episodic memory

Participants play a waiter’s role and earn higher tips if they can remember their customers’ names and food orders

1

Tidal treasures

Memory

Episodic memory

On each trial, participants are shown several unique ocean treasures and must choose one that they have not already selected in that round. Rounds can include up to 35 items, and some items are quite similar

1

Lost in migration

Attention

Flanker task

Participants indicate the direction of the central bird in the formation while ignoring the distractors around it

1

Splitting seeds

Attention

Subitizing (visual estimation)

Participants evenly divide a pile of seeds without counting them

1

Pirate passage

Reasoning

Planning

Participants navigate their ship to reach the treasure island without colliding with other pirate ships

1

Ebb and flow

Flexibility

Task switching

Participants view green or orange leaves moving across a pond and indicate the direction of where green leaves are pointing or where orange leaves are moving

2

Memory match

Memory

2-back working memory

Participants must quickly determine whether a flashcard symbol matches the one presented two items ago

2

Word bubble rising

Language

Verbal fluency

Participants generate as many words as possible that start with the same starting letters (e.g., res, medi) within the time limit

2

Raindrops

Math

Arithmetic

Participants perform each math problem inside each raindrop before it reaches the bottom of the screen. Math problems include addition, subtraction, multiplication, and division

2

Penguin pursuit

Attention

Spatial orientation + speed

Participants guide a penguin through a maze to reach a reward of fish at the end before the other penguin does. When the maze rotates, participants must rotate their mental map of the maze and recalibrate the directions to get to the goal

2

Brain shift

Flexibility

Task switching

Participants are shown a letter-number pair (e.g., 5E) on the top or the bottom card. If the letter-number pair shows up on top, participants indicate whether the number is even; if it appears at the bottom, participants indicate whether the letter is a vowel or not

2

Color match 2

Flexibility

Stroop

Participants indicate the color of a written word while ignoring the meaning of the word