TABLE 2.
Game | Features from the tablet | Derived features | Total | Feature set used for ML modeling# | Selected in final model |
Single tap | 3 | 6 | 9 | 4 | – |
Alternate tap | 4 | 12 | 16 | 8 | – |
Popping Balloons | 6 | 30 | 36 | 11 | – |
Grow your garden | 30 | 90 | 120 | 40 | – |
Hidden objects | 37 | 119 | 156 | 86 | – |
Odd one out | 74 | 166 | 240 | 105 | – |
Matching shapes | 27 | 59 | 86 | 13 | 1 |
Jigsaw puzzles | 32 | 66 | 98 | 24 | 3 |
Location recall | 49 | 131 | 180 | 111 | – |
Across games | 0 | 30 | 30 | 10 | 4 |
Interaction terms$ | – | – | – | 83 | 22 |
Principle components* | – | – | – | 26 | – |
Mas-o-menos | – | – | – | 1 | 1 |
Total | 262 | 709 | 971 | 522 | 31 |
#Highly correlated features (Pearson’s r > 0.9) were dropped to avoid multicollinearity during modeling, resulting in 522 features being used for training the machine learning models from the initial set of 971 features. $Interaction terms were generated by computing products and ratios of a subset of the features selected from the initial exploratory analysis (see Supplementary Table S2). *26 principle components explained 70% of the variance in the dataset.