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Thursday, January 28, 2016


Christian Gilbert

Drain Your Brain: Lumosity’s Breach of Persuasive Ethics


                I found an example of breach in persuasive ethics in the form of the Lumos Labs’ Lumosity, the brain-training game developed to enhance a person’s brain function and performance. The issue at hand came in the form of false advertising. The program is said to improve mental performance in work and school, and work to prevent cognitive deficits that are typically found within diseases such as Alzheimer’s or traumatic brain injuries. The implied mental acuity and improvement that is being advertised is apparently not accurate (Underwood).

                The FTC has cited a number of complaints about the brain-game for some time, claiming they haven’t noticed any improvement. Their assessment found that Lumosity did not “have adequate science for the claims that they’re making” (Underwood). The only thing found to happen after periods of “brain-training” is an improvement in the games themselves. There was no actual, real-world benefit that people could see. This led to the claims of false advertising (Underwood).

                The breach of ethics here was that Lumos Labs had been claiming that paying for these games improve your mental prowess when that simply wasn’t true. They convinced people that they could become smarter by doing this when the science does not back up that assertion. There is a blatant disrespect for its consumers in the form of false promises and lost money on something that doesn’t do as is stated. People paid for this service, and if they purchased a year subscription, they paid upwards of $200 for essentially boring games (Underwood). I believe this was a deliberate tactic to convince people to join. Lumosity is not the only culprit out there, and many are accused of doing the same thing. It’s a plan of advertising designed to make people want to improve their minds and become smarter. Without the pull of “being smarter”, there would be virtually no reason play these games.

                The “argument” so to speak here is already clearly defined at this point. As of the beginning of January, 2016, this issue has been handled by the FTC on behalf of numerous people citing this violation against Lumos Labs (Underwood). The context of the argument was directed at Limos Labs, the creators, in the form of a lawsuit by the FTC on behalf of scorned consumers. There was a clear violation of ethical standards; truth in advertising. They put out a product deliberately making false claims and enticing people to purchase the program on the bases of a fabricated outcome. It was simple and blatant lying to the public, possibly because they assumed people wouldn’t be able to prove they weren’t learning. Or, perhaps they thought it would have a placebo effect and people would assume it would work. In this situation, the result of this breach of ethics had a fairly just outcome, in that Lumos Labs was fine for false advertising and the wronged consumers were reimbursed.

Works Cited

                Underwood, Emily. "Brain Game-maker Fined $2 Million for Lumosity False Advertising." Science. N.p., 5 Jan. 2016. Web. 27 Jan. 2016.