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Peak aims to deliver short and engaging cognitive training games. The app offers a suite of games that address cognitive processes in 8 areas: Memory, Attention, Problem Solving, Mental Agility, Language, Coordination, Creativity and Emotion Control. After completing an assessment, users perform daily “Workouts” and cognitive skills training tasks to earn points for tracking progress and comparing to friends and others who use the program. Workouts and tasks consist of a few short games that help to improve certain areas such as language, mental “endurance,” and problem solving. A Pro version is also available for an additional cost that offers additional games and programs.
Available for: Requires iOS 12.0 and watchOS 2.0 or later. Compatible with iPhone, iPad, and iPod touch. Requires Android 5.0 and up. Available on the Web.
Developer: Brainbow Limited
Type of Treatment: Cognitive Training
Targeted Conditions: Mood Disorders, Schizophrenia, Traumatic Brain Injury (TBI), ADHD
Target Audience: Not Specified
Designed to be used in conjunction with a professional? No
Languages Available: English, Danish, Dutch, French, German, Italian, Japanese, Korean, Norwegian Bokmål, Portuguese, Simplified Chinese, Spanish, Swedish, Traditional Chinese
Cost: Free with in-app purchases
Get it on: Apple App Store, Google Play, Web
In a study published in 2015, a memory game called Wizard was developed. It was based on Paired-Associate Learning, and later included as a component of the Peak app, “”The Cambridge University & Peak Advanced Training Plan””. Twenty-two participants (11 male, 11 female, age > 16 y/o) with a clinical diagnosis of schizophrenia or a related disorder (e.g., schizoaffective disorder, schizophreniform disorder) were recruited for the study. 12 participants were assigned to a treatment as usual group (TAU), and 10 participants were assigned to a cognitive training group (CT). Participants in the CT group played the memory game for a total of 8 hours over a 4-week period. At the end of the trial, participants in the CT group improved significantly in their social, occupational, and psychological functioning, as measured by the Global Assessment of Functioning (GAF). The CT group also correctly located more patterns at the first attempt of the eight-pattern stage in the CANTAB PAL assessment. The CT group also rated more highly in terms of task enjoyment and motivation. (Sahakian et al. 2015. http://doi.org/10.1098/rstb.2014.0214)
In a study published in 2019, a game targeting sustained visual attention was developed called Decoder. It was later included as a component of the Peak app. 75 young adults (age 18-30) were randomly assigned to a Cognitive Training (Decoder, 8h of playing Decoder over 4 weeks, n=25), Active Control (Bingo, 8h of playing Bingo over 4 weeks, n=25), or Passive Control (No Game, continuing activities of daily living, n=25) group. Attention and concentration was significantly improved for the Decoder group based on measurements using the Trail Making Test (TMT), and CANTAB Rapid Visual Information Processing Test (RVP). The Decoder group also rated more highly in task enjoyment and motivation. (Savulich et al. 2019. https://www.frontiersin.org/articles/10.3389/fnbeh.2019.00002/full)
Several other studies use the Peak brain training app as a tool as a part of their studies, but don’t directly examine the efficacy or development of the app.
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