ACCURACY COMPARISON OF DATA MINING METHODS FOR
INTERNET GAMING DISORDER CLASSIFICATION
Abstract Excessive access to online games by players can lead to addiction.
Based on the value of the answers in the questionnaire a person can be
categorized into groups, mild addiction, moderate addiction and severe
addiction. Generally, this assessment calculation is done manually or through
procedural programming languages. This is not efficient for processing more
and more data, for that the mechine learning
classification model is applied to solve the problem of program code
repetition. This study compared the performance of three mechine
learning methods against two different types of questionnaires, namely
questionnaires with Likert scale and questionnaires with yes
no type. The case study used in this study is online game addiction among
high school students in Banda Aceh City, Indonesia. This research
successfully proved that the algorithm ... It is better to use questionnaires
with data types...., while algorithms....are better
to use for questionnaires with types.....with the accuracy of the three
algorithms are as follows. This study reveals the emergence of online game
addiction, especially among high school students within Banda Aceh city. The
results depicted that as many as 6% of high school students in the city of
Banda Aceh indicated experiencing online game addiction based on their
reports. Another objective of this research is to find the best accuracy
between Naive Bayes and Support vector machine (SVM) in classifying the
severity of the online game. It found that SVM accuracy was higher than Naive
Bayes for the case of online game addiction level classification in high
school students in Banda Aceh. This study provided baseline data for further
research. Keywords: oline game addiction; support vector machine; naïve bayes |
INTRODUCTION
Internet
gaming disorder (IGD) has been included as pathological behavior in the newest
version of the Diagnostic and
Statistical Manual of Mental Disorders (DSM) (5th ed. [DSM-5]) as been consented by American Psychiatric
Association (APA) (Weiner &
Craighead, 2010). A gaming disorder is a condition
where players place gaming activity as a priority over other interests and
daily exercises, and continuation of gaming
even though it causes negative consequences (Aymé et al., 2015).
Damage of gaming on human's mental health cannot be determined by longevity
time playing, but rather depends on unexpected variables such as player
characteristics, the diversion highlights, and the encounter of play . Gaming can become pathological when
the playing becomes impairing, harming a person's social, job, family, education, and psychological
functions (Gentile et al., 2011). Although digital gaming may drive a positive
effect on well-being Johnson et al.,( 2013) some evidence has shown that online
gaming is related to addictive behaviors (Chadwick & Wesson,
2016; Mandryk et al., 2020; Ng & Wiemer-Hastings, 2005; Van Rooij et al.,
2011).
Globally,
several instruments to measure the severity of internet gaming addiction have
been carried out (Andreassen et al.,
2012; Jiang & Jiang, 2019; Pontes & Griffiths, 2015). Despite their popularity, customization
of such instruments is still necessary because understanding the cultural
context of respondents is a concern (Jap et al., 2013). Have
succeeded to develop an online addiction questionnaire by adjusting some terms
to become understandable by Indonesian students. Because one of the purposes of the current research
was to investigate the internet gaming disorder among secondary school pupils
in Banda Aceh, thus the Jap's questionnaire was used. Based on the total score
for each answer, the addiction level consists of severe gaming addiction, mild
gaming addiction, and normal gaming. Another goal set was to analyze the
accuracy of the data mining methods in classifying three-level internet gaming
addiction based on the data gathered. The popular classification techniques
were Naive Bayes (NB) and Support Vector Machine (SVM). To date, there is no
standard to choose which types of classifiers are most suitable to solve a
problem, therefore it is necessary to test several types of classifiers to
discover the best accuracy. Classifier accuracy is determined by several
parameters including true positive rate (TP), false positive rate (FP), and
precision (Narayan, 2021). This study will use these
parameters in comparing the two classifiers, namely SVM and NB. This research provides valuable best
practices for choosing a data mining classifier for a similar case. In
addition, it also provides a summary of a statistic of internet gaming disorder
among secondary school pupils within Banda Aceh city as initial data for
similar research.
METHOD RESEARCH
This research was a combination of
exploratory case study research because it aims to find answers to the question
"what" Yin, (2009) and experimental study to compare the
performance of a data mining algorithm. This study aimed to explore the best
suited algorithm for each internet gaming disorder classification based on
respondents’ self-answer. The samples of this research were students in
secondary level in Banda Aceh City, Indonesia. Gender differences were not
encountered in the classifier evaluation.
Next Naïve Bayes and Support Vector Machine Algorithms were used to
generate the model from a dataset. Then those models were analyzed for their
accuracy in classifying the level of internet gaming disorder.
a.
Questionnaires
The questionnaire applied was constructed by (Xiao et al., 2011). The questions consisted of 7 items. It applied a 5-point Likert scale. It has adequate psychometric
attributes for research use. Each question is presented in table 1
Table 1. Questionnaire of Online Addiction for Indonesian Students
Questions |
Answer Scale |
||||
Never |
Seldom |
Sometimes |
Often |
Very often |
|
I think about playing an online game all day long. |
|
|
|
|
|
My online game play time increases (for example: from 1 hour for each
game time to 2 hours) |
|
|
|
|
|
I play online game to run away from problems |
|
|
|
|
|
Others fail when they try to reduce my online game time |
|
|
|
|
|
I feel uncomfortable if I cannot play online game |
|
|
|
|
|
Online game made my relationship with others (families, friends, etc.)
problematic |
|
|
|
|
|
The time spent to play online games made me lose sleeping time |
|
|
|
|
|
b.
Sampling
Participants
Totally 359
respondents fulfilled the requirement for this research.The students who
participated in this study had been playing online games minimally once within
the past month and had not yet decided to stop (Xiao et al., 2011). Those students came from three public
high schools located in Banda Aceh, the capital of Aceh Province, Indonesia.
The age range of participants was Mehroof &
Griffiths,( 2010) to Chiplunkar & Fukao,
(2020) years old. Furthermore, the influence of
other variables such as school location, age, and gender of the respondents was
neglected.
c.
Preprocessing
Before testing data to the classifier,
that data was cleaned from the missing value and then it was divided into groups namely training data and testing data.
Furthermore, the collected surveys then were calculated using clinical cut-off
appraise; below 14 indicating normal gamer, scores of 14 to 21 indicating mild
online game addiction, and score of 22 and above indicating strong online game
addiction. After that, the questionnaire data were separated into 30% testing
data and 70% training data. The data selection was conducted randomly.
d.
Classification
In this study, the classification test was
carried out using 2 data mining methods, namely Naive Bayesian and Support
Vector Machine (SVM). Classification using Naive Bayesian and SVM methods was
run using the WEKA application. The results to be compared from the stage are
the confusion matrix, the precision value, the recall value, and the F-measure
value. Evaluation is done to find out the
accuracy results of the experiments which had been carried out. After the
accuracy value is obtained, the validation process is conducted to get the best
accuracy value using a confusion matrix and ROC curves. ROC curve visualized the positive and
negative result divided by
threshold value 25
RESULT AND DISCUSSION
Respondents’ Profile
Researchers
obtained 358 questionnaires that have been filled out by targetted samples. All
samples are high school students with an age range of 15-17 years old. The
proportion of sex in this study was 44% female and 56% male as shown in Figure
1 below:
Figure 1. Gender of
Respondents
The
calculation results of the score show that 6.1 % of students
are classified into severe addiction, 33% mild addiction, and 59%
normal gamers. The pie chart is provided in Figure 2. While the
details of the severity of online game addiction according to gender are
presented in Figure 3.
Figure 2. Severity
Level of Online Game Addiction among Senior High School Students
Figure 3. Addiction
Level by Gender
Figure 3
shows that the number of male students who are slightly addicted to online
games outnumbered female students. In general, 33.8% of female students who
also play online games are still in the normal category. Although the
proportion of female students addicted to online games is relatively low,
specifically 1.4%, this already can be
utilized as a baseline for further research in a similar area. On the other
hand, the prediction of online game addiction cases (6%) among students in
Banda Aceh were quite warning. This study may contribute by supporting baseline
data regarding online game addiction for further diagnosis treatment.
Classification
From 359
data collected, there were 9 missing values for the age column, as shown in
Figure 4:
Figure 4. Dataset
Details
The missing
value is handled by entering the average age. Then the class division of
training data and testing data were carried out. 70% of data was prepared for
training while 30% others were prepared for testing. The
details of the distribution are presented in Table 2.
Table 2.
Composition of training data and testing
data
Number |
Percentage (%) |
||
Original Data |
Normal Gamer |
212 |
59 |
Mild Addiction |
124 |
35 |
|
Addiction |
22 |
6 |
|
Training Data |
Normal Gamer |
153 |
61 |
Mild Addiction |
87 |
35 |
|
Addiction |
11 |
4 |
|
Testing Data |
Normal Gamer |
59 |
55 |
Mild Addiction |
37 |
34 |
|
Addiction |
11 |
10 |
The results
of the program output for 7 items online game Addiction questionnaire data
classification using the Naïve Bayes method and using SVM, respectively, are
shown in Tables 3 and 4
below.
Table
3. Accuracy, F-Measure for Naïve Bayes
Naïve Bayes Accuracy: 94 % |
||||
TP Rate |
FP Rate |
F-Measure |
ROC Area |
Class |
0,95 |
0,00 |
0,89 |
1,00 |
Normal Gamer |
1,00 |
0,08 |
0,78 |
0,99 |
Mild Addiction |
0,72 |
0,00 |
0,31 |
0,99 |
Addiction |
Table 4.
Accuracy, F-Measure For SVM
SVM Accuracy: 88,89 % |
||||
TP Rate |
FP Rate |
F-Measure |
ROC Area |
Class |
0,91 |
0,02 |
0,94 |
0,95 |
Normal Gamer |
0,97 |
0,15 |
0,85 |
0,74 |
Mild Addiction |
0,55 |
0,00 |
0,71 |
0,59 |
Addiction |
From Tables
3 and 4 above, it can be seen that the Naive Bayes model divides positive and
negative values. It is indicated by the ROC value equal to 1.0
for normal class gamers. Then the test results of the Naive Bayesian and SVM
data mining classification methods on the 7-Item Online Game Addiction
questionnaire were 94.4% and 88.8%, respectively. The comparison can be seen in
figure 5 below:
Figure 5.
Comparison of Accuracy between Naïve bayes and SVM
Based on the
results of the accuracy comparison, it can be
seen that the Naive Bayes classifier has better performance than SVM.
CONCLUSION
The findings
show that 6% of students in the city of Banda Aceh are indicated to be addicted
to online games based on measurements through a questionnaire. Naive Bayes and
SVM classifiers were used to classify the level of online game addiction. Naïve
Bayes show 94,4% accuracy which outperformed SVM with 88,40% accuracy.
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holders:
Juwita, Junidar, Viska Mutiawani, Zahnur Nurdin, Zul Ikram Zainuddin (2023)
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