The Video Game the FDA Cleared as Medicine

Published August 2026 · 7 min read

At some point you have probably seen the headline: a video game "better than brain drugs," a game your doctor can prescribe, a game the FDA treats as medicine. The remarkable part is that the core story is true. There really is a prescription video game, it really was cleared by the US FDA, and the research tradition behind it is serious. The less remarkable part is everything the headlines added. This article walks through what actually happened, what the evidence actually shows, and, because we make puzzle games ourselves, where ordinary puzzle games honestly stand in all of this.

What it means when the FDA clears a video game

In June 2020, a company called Akili Interactive announced something that had never happened before: the US Food and Drug Administration had cleared a video game as a prescription treatment. The game is called EndeavorRx, and it went through the De Novo pathway, the route the FDA uses for genuinely new kinds of medical devices that have no existing product to be compared against. Clearing it created an entirely new regulatory category, digital therapeutics delivered through gameplay. It is worth being precise about what clearance means. It does not mean the FDA endorsed video games in general, and it does not mean the game cures anything. It means Akili submitted clinical trial evidence for one narrowly defined use, the FDA reviewed that evidence, and the agency authorized the game to be prescribed for exactly that use and nothing more. The narrowness is the point. Regulators do not clear vibes; they clear specific claims backed by specific data.

What EndeavorRx actually treats

EndeavorRx is indicated to improve attention function, as measured by computer-based testing, in children aged 8 to 12 with primarily inattentive or combined-type ADHD who have a demonstrated attention issue. Every clause in that sentence is doing regulatory work. It is prescribed by a clinician, played in short structured sessions, and intended to be used alongside standard ADHD care, not instead of it. The clearance rested on data from five clinical studies in more than 600 children, including a randomized controlled trial published in The Lancet Digital Health. The trials measured attention with an objective computerized test called the TOVA, and children who played the game improved on that measure compared with controls. The improvements were real but modest, which is normal for this kind of intervention. In 2024, the FDA also cleared an over-the-counter version for adults, EndeavorOTC, through the more routine 510(k) pathway, extending the same core game beyond the original pediatric prescription.

What the headlines got wrong

The coverage that followed often reached further than the evidence. Versions of a video game better than ADHD drugs circulated widely, and that framing does not survive contact with the trial design. EndeavorRx was never tested head-to-head against ADHD medication. Its trials compared the game against control conditions, on one specific attention measure, in one specific age group. Nothing in that data says the game outperforms medication, and Akili itself positioned the product as an addition to standard care rather than a replacement. The honest summary is less cinematic: a purpose-built game produced a measurable, modest improvement on an objective attention test, and the evidence was solid enough to satisfy a regulator. That is genuinely historic. It is also a much smaller claim than the headlines implied, and the gap between the two is a useful reminder that science news and science are edited by different people.

NeuroRacer: where the science came from

EndeavorRx did not appear out of nowhere. Its direct academic ancestor is NeuroRacer, a custom multitasking game built by researchers at the University of California, San Francisco. In the study, published in Nature in 2013 by Anguera and colleagues, adults aged 60 to 85 steered a car along a winding road while responding to signs that popped up, forcing the brain to juggle two demanding tasks at once. After training, the older adults improved on measures of cognitive control, with some gains extending to untrained tests of sustained attention and working memory, and the improvements persisted when researchers followed up six months later. The key idea was targeting: rather than a grab-bag of casual minigames, NeuroRacer was engineered to stress one specific ability, cognitive control under multitasking demands, and to adapt its difficulty continuously to keep pressing on it. That targeted, adaptive design is the engine inside EndeavorRx, translated from a lab prototype into a regulated product.

The ACTIVE trial and the roots of the better-than-drugs framing

One more study explains why the drug comparison spread so far. The ACTIVE trial, funded by the US National Institutes of Health, followed thousands of healthy older adults who were randomized to different forms of cognitive training. Analyses published years later reported that the arm trained on speed of processing, a fast visual attention task, was associated with roughly 29 percent lower dementia incidence at the 10-year follow-up. Researchers still debate that finding: the result sat at the edge of statistical significance, dementia was not the outcome the trial was originally built to measure, and other training arms showed no such effect. But the context made it explosive. At the time, no drug had demonstrated any reduction in dementia risk at all. A training game being associated with one, however tentatively, was enough to seed a decade of games beat brain drugs framing that eventually attached itself to every cognitive game story, including EndeavorRx.

The honest boundary: prescription games versus puzzle games

Here is the part a game studio writing about this topic is obligated to say clearly. EndeavorRx is not evidence that video games are medicine. It is evidence that one purpose-built training paradigm, engineered around a specific neural target, dosed in controlled sessions, and validated in clinical trials, can move one narrow outcome enough to satisfy a regulator. Ordinary mobile puzzle games, including ours, are none of those things. Arrow Jam Go was not designed in a lab, has not been tested in a clinical trial, and treats, prevents, and improves no medical condition. We make no medical claims for it, and you should be suspicious of any consumer game that does.

Arrow Jam Go puzzle board — a planning puzzle, not a medical device

What a good puzzle game can honestly offer is different and still worth having: genuine planning practice, since every board is a dependency problem you must sequence before you tap; sustained focus, since drifting mid-solve costs you the thread of your reasoning; and an enjoyable mental workout with no stakes attached. Those are real-time demands on your attention, not treatments for it. We have written at length about where that line sits in our guide to whether puzzle games improve your brain, and the short version holds here: puzzles reliably make you better at puzzles, and anything claimed beyond that deserves scrutiny.

The takeaway

If you or your child has real concerns about ADHD, attention, or memory, the right move is a conversation with a clinician, not a download from an app store. Prescription digital therapeutics like EndeavorRx exist inside that clinical conversation, prescribed and supervised, and that is exactly where they belong. If, on the other hand, you simply want puzzles that make you stop, stare, and plan before you touch anything, that is the thing we actually build, and we are happy to promise only that.

Curious how games and thinking intersect without the hype? Try our looks at brain test games, brain games for seniors, and IQ test games.

Download on App StoreGet on Google Play
← Back to Blog