The DOI matches its Crossref record; 32 of the 32 references it cites were found in a registry or an index.
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 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]
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“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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Temporary suppression of visual processing in an RSVP task: an attentional blink?
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Ellis, D. A. (2020) · Cambridge University Press eBooks · doi:10.1017/9781108671408.001
Ellis, D. A. (2020) · Cambridge University Press eBooks · doi:10.1017/9781108671408.004
Ellis, D. A. (2020) · Cambridge University Press eBooks · doi:10.1017/9781108671408.002
Ellis, D. A. (2020) · Cambridge University Press eBooks · doi:10.1017/9781108671408.009
Ellis, D. A. (2020) · Cambridge University Press eBooks · doi:10.1017/9781108671408.007
Gamification and Game-Based Assessments
Leutner, F., Akhtar, R., & Chamorro‐Premuzic, T. (2022) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-83867-559-220221005
McGregor, T., Purves, K. L., Barry, T. J., Constantinou, E., Craske, M. G., Breen, G. D., Young, K. S., & Eley, T. C. (2021) · doi:10.31219/osf.io/5scyq
Correction: Crowdsourcing for Cognitive Science – The Utility of Smartphones
Staff, T. P. O. (2014) · PLoS ONE · doi:10.1371/journal.pone.0111159
Emotional states and self-confidence independently fluctuate at different time scalesPreprint
da Fonseca, M., Maffei, G., Moreno‐Bote, R., & Hyafil, A. (2021) · doi:10.31234/osf.io/swpcf
Vergani, L., Marton, G., Pizzoli, S. F. M., Monzani, D., Mazzocco, K., & Pravettoni, G. (2018) · doi:10.2196/preprints.10855
Ellis, D. A. (2020) · Cambridge University Press eBooks · doi:10.1017/9781108671408.010
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Surprising sounds bias risky decision makingPreprint
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Self-citationZech, H., Waltmann, M., Lee, Y., Reichert, M., Bedder, R. L., Rutledge, R. B., Goschke, T., Lenz, B., Bach, P., Kiefer, F., et al. (2023) · doi:10.31234/osf.io/96zac
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Self-citationPositive effects of brief body exercises on mood: An interventional EMA study
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Carrillo, P. (2024) · theses.fr (ABES) · doi:10.70675/181aec0cz429dz4bccz83f0za479cbef52f7
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Beyond Dissemination: From Critical Science Literacy to Citizen Neuroscience
Raschle, N. M., Federici, E., Hauser, T. U., & Dresler, M. (2026) · European Journal of Neuroscience · doi:10.1111/ejn.70727
Metadata
- 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
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