RT Journal Article T1 Collaborative intelligence and gamification for on-line malaria species differentiation A1 Linares Gómez, María A1 Postigo, María A1 Cuadrado, Daniel A1 Ortiz-Ruiz, Alejandra A1 Gil-Casanova, Sara A1 Vladimirov, Alexander A1 García-Villena, Jaime A1 Nuñez-Escobedo, José María A1 Martínez López, Joaquín A1 Rubio, José Miguel A1 Ledesma-Carbayo, María Jesús A1 Santos, Andrés A1 Bassat, Quique A1 Luengo-Oroz, Miguel AB Background: Current World Health Organization recommendations for the management of malaria include the need for a parasitological confrmation prior to triggering appropriate treatment. The use of rapid diagnostic tests (RDTs) for malaria has contributed to a better infection recognition and a more targeted treatment. Nevertheless, low-density infections and parasites that fail to produce HRP2 can cause false-negative RDT results. Microscopy has traditionally been the methodology most commonly used to quantify malaria and characterize the infecting species, but the wider use of this technique remains challenging, as it requires trained personnel and processing capacity. Objective: In this study, the feasibility of an on-line system for remote malaria species identifcation and diferentia‑ tion has been investigated by crowdsourcing the analysis of digitalized infected thin blood smears by non-expert observers using a mobile app. Methods: An on-line videogame in which players learned how to diferentiate the young trophozoite stage of the fve Plasmodium species has been designed. Images were digitalized with a smartphone camera adapted to the ocular of a conventional light microscope. Images from infected red blood cells were cropped and puzzled into an on-line game. During the game, players had to decide the malaria species (Plasmodium falciparum, Plasmodium malariae, Plasmodium vivax, Plasmodium ovale, Plasmodium knowlesi) of the infected cells that were shown in the screen. After2 months, each player’s decisions were analysed individually and collectively.Results: On-line volunteers playing the game made more than 500,000 assessments for species diferentiation. Statistically, when the choice of several players was combined (n>25), they were able to signifcantly discriminate Plasmodium species, reaching a level of accuracy of 99% for all species combinations, except for P. knowlesi (80%). Non-expert decisions on which Plasmodium species was shown in the screen were made in less than 3 s. Conclusion: These fndings show that it is possible to train malaria-naïve non-experts to identify and diferentiate malaria species in digitalized thin blood samples. Although the accuracy of a single player is not perfect, the combination of the responses of multiple casual gamers can achieve an accuracy that is within the range of the diagnostic accuracy made by a trained microscopist. SN 1475-2875 YR 2019 FD 2019-01-24 LK https://hdl.handle.net/20.500.14352/101970 UL https://hdl.handle.net/20.500.14352/101970 LA eng NO Spanish Ministry of Economy and Competitiveness NO Spanish Society of Hematology and Hemotherapy NO Universidad Politécnica de Madrid NO Madrid Regional Government NO Spain’s Science, Innovation & Universities Ministry NO Spanish Ministry of Economy, Industry and Competitiveness NO European Regional Development Funds NO Amazon Web Services NO Fundación Renta Corporación NO Ashoka DS Docta Complutense RD 8 abr 2025