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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

Machine Learning 2023-12-22 v3 Artificial Intelligence Signal Processing

Abstract

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.

Keywords

Cite

@article{arxiv.2302.03616,
  title  = {Can gamification reduce the burden of self-reporting in mHealth applications? A feasibility study using machine learning from smartwatch data to estimate cognitive load},
  author = {Michal K. Grzeszczyk and Paulina Adamczyk and Sylwia Marek and Ryszard Pręcikowski and Maciej Kuś and M. Patrycja Lelujko and Rosmary Blanco and Tomasz Trzciński and Arkadiusz Sitek and Maciej Malawski and Aneta Lisowska},
  journal= {arXiv preprint arXiv:2302.03616},
  year   = {2023}
}

Comments

Accepted for AMIA 2023