# 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: https://arxiv.org/abs/2302.03616 · HTML: https://mlsanity.com/paper/2302.03616/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 1 of its 19 references that are in the map.
- First posted on arXiv 7 Feb 2023.

## Builds on (most cited first, 1 of 1)

- [Consumer Wearables and Affective Computing for Wellbeing Support](https://mlsanity.com/paper/2005.00093/) (2020)

## Built on by (most cited first, 1 of 1)

- [Wearable Device-Based Real-Time Monitoring of Physiological Signals: Evaluating Cognitive Load Across Different Tasks](https://mlsanity.com/paper/2406.07147/) (2024)

## 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.
