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Can gamification reduce the burden of self-reporting in mHealth applications? A feasibility study using machine learning from smartwatch data to estimate cognitive load

arXiv 2302.03616 ↗First posted 7 Feb 2023cs.LG cs.AI eess.SPcited by 1

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Abstract (arXiv)

The effectiveness of digital treatments can be measured by requiring patients to self-report their state through applications, however, it can be overwhelming and causes disengagement. We conduct a study to explore the impact of gamification on self-reporting. Our approach involves the creation of a system to assess cognitive load (CL) through the analysis of photoplethysmography (PPG) signals. The data from 11 participants is utilized to train a machine learning model to detect CL. Subsequently, we create two versions of surveys: a gamified and a traditional one. We estimate the CL experienced by other participants (13) while completing surveys. We find that CL detector performance can be enhanced via pre-training on stress detection tasks. For 10 out of 13 participants, a personalized CL detector can achieve an F1 score above 0.7. We find no difference between the gamified and non-gamified surveys in terms of CL but participants prefer the gamified version.

Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 1 of its 19 references that are in the map. First posted on arXiv 7 Feb 2023.

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1 of 19 references.

References · 1

  1. 2020Consumer Wearables and Affective Computing for Wellbeing Supportcited by 3

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