These guys are building the social networking/gaming environment that would be idea for embedding cognitive training

http://arstechnica.com/gaming/news/2011/11/glitch-the-battle-to-build-a-massive-multiplayer-game-without-combat.ars?utm_source=rss&utm_medium=rss&utm_campaign=rss

Tuning the quests and interactions to provide the right level of difficulty and reward was complicated. In beta testing, the development team found that while singing to butterflies was repetitive and boring, people would still sing to butterflies obsessively—because it provided small but guaranteed amounts of experience. The devs tried to balance this by making singing to animals cost energy, but then players simply farmed huge numbers of girly drinks (which made animals interactions cost no energy) and continued to grind the same thing again and again. The girly drinks were then nerfed, and people immediately complained.

“We realized that if we incentivized things that were inherently boring,” Butterfield told me, “people would do them again and again—it showed up in the logs—but that they would secretly hate us.”

Just make the grindy things (singing to butterflies) training for WM, attention, executive control, etc.  We can put up with being secretly hated if we are covertly improving their brains.