Crowdsourcing for Cognitive Science – The Utility of Smartphones
Open accessAbstract
By 2015, there will be an estimated two billion smartphone users worldwide. This technology presents exciting opportunities for cognitive science as a medium for rapid, large-scale experimentation and data collection. At present, cost and logistics limit most study populations to small samples, restricting the experimental questions that can be addressed. In this study we investigated whether the mass collection of experimental data using smartphone technology is valid, given the variability of data collection outside of a laboratory setting. We presented four classic experimental paradigms as short games, available as a free app and over the first month 20,800 users submitted data. We found that the large sample size vastly outweighed the noise inherent in collecting data outside a controlled laboratory setting, and show that for all four games canonical results were reproduced. For the first time, we provide experimental validation for the use of smartphones for data collection in cognitive science, which can lead to the collection of richer data sets and a significant cost reduction as well as provide an opportunity for efficient phenotypic screening of large populations.
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A common feature was that task sessions were kept as short as possible to make them more convenient and increase likelihood of completion.
“A common feature was that task sessions were kept as short as possible to make them more convenient and to increase likelihood of completion [28,32].”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [32]
Wii Tests, Shapebuilder, The Great Brain Experiment, BAM-COG, and Tap the Hedgehog produced output measures/scores that correlated fairly well with their non-gamelike counterparts.
“Wii Tests [21], Shapebuilder [37], The Great Brain Experiment [32,39], BAM-COG [28], and Tap the Hedgehog [27] were all found to produce output measures/scores that correlated fairly well with their non–gamelike counterparts”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [32]
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- Authors
- Brown, H. R., Zeidman, P., Smittenaar, P., Adams, R. A., McNab, F., Rutledge, R. B., & Dolan, R. J.
- Affiliations
- University of Oxford (GB)
- Corresponding author
- Brown, Harriet R.
- Venue
- PLoS ONE
- Publisher
- Public Library of Science (PLoS)
- Published
- 2014-07-15
- Volume
- 9
- Issue
- 7
- Pages
- e100662
- ISSN
- 1932-6203 (ISSN-L)
- PMC
- PMC4099129
- OpenAlex
- W2044432453
- Cited by
- 129
- References
- 31
- Citations by year
- 2026: 5 · 2025: 4 · 2024: 7 · 2023: 10 · 2022: 8 · 2021: 16 · 2020: 14 · 2019: 19 · 2018: 13 · 2017: 6 · 2016: 15 · 2015: 11 · 2014: 1
- FWCI
- 16.39
- Type
- journal article
- Language
- en
- Update notices
- correction (2014-10-14)
- Open access
- gold
- doi.org
- Locations
- PLoS ONE (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- UCL Discovery (University College London) (submittedVersion)
- University of Birmingham Research Portal (University of Birmingham) (submittedVersion, cc-by)
- University of Birmingham Research Portal (University of Birmingham) (submittedVersion, other-oa)
- MPG.PuRe (Max Planck Society) (submittedVersion, cc-by)
- Funders
- Wellcome Trust (091593, 091593/Z/10/, 098362, 098362/Z/12/Z, 091593/Z/10/Z, 101252/Z/13/Z)
- Topics
- Physical Sciences › Computer Science › Computer Science Applications › Mobile Crowdsensing and Crowdsourcing
- Physical Sciences › Computer Science › Computer Science Applications › Open Source Software Innovations
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Keywords
- crowdsourcing, smartphones, mobile data collection, cognitive science, large-scale experimentation, data validity, reproducibility, experimental paradigms, mobile application, sample size, phenotypic screening, cost reduction
- MeSH terms
- Adolescent, Adult, Age Factors, Aged, Decision Making, Female, Humans, Male, Memory, Short-Term, Middle Aged, Cognitive Science, Cell Phone, Attentional Blink, Young Adult, Wireless Technology, Crowdsourcing
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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