Gamification of wearable data collection: A tool for both friend and foe

Sraddhanjali Acharya, Richard Matovu, Abdul Serwadda, Isaac Griswold-Steiner

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Games are designed to build on certain inherently reward centered aspects of our psychology. This encourages the user to keep playing and engaging in the entertainment for just a bit longer. In this paper we explore the way in which gamification can be used to benefit researchers aiming to collect large amounts of data from sometimes less than enthusiastically motivated participants. We also investigate the risks associated with such mechanisms for data collection and how malicious entities could use these same methods to trick users into exposing private information. Across several experiments used to measure the cross-applicable nature of the data we collected, we demonstrate that a gamified version of a data collection tool could be used to predict the pattern used to unlock a phone.

Original languageEnglish
Title of host publicationICCDA 2019 - Proceedings of 2019 the 3rd International Conference on Compute and Data Analysis
PublisherICST
Pages68-77
Number of pages10
ISBN (Electronic)9781450366342
DOIs
StatePublished - Mar 14 2019
Event3rd International Conference on Compute and Data Analysis, ICCDA 2019 - Kahului, United States
Duration: Mar 14 2019Mar 17 2019

Publication series

NamePervasiveHealth: Pervasive Computing Technologies for Healthcare
ISSN (Print)2153-1633

Conference

Conference3rd International Conference on Compute and Data Analysis, ICCDA 2019
Country/TerritoryUnited States
CityKahului
Period03/14/1903/17/19

Keywords

  • Gamification
  • Wearables

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