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Machine learning-based analysis of adolescent gambling factors
BACKGROUND AND AIMS: Problem gambling among adolescents has recently attracted attention because of easy access to gambling in online environments and its serious effects on adolescent lives. We proposed a machine learning-based analysis method for predicting the degree of problem gambling. METHODS:...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Akadémiai Kiadó
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8943669/ https://www.ncbi.nlm.nih.gov/pubmed/33011712 http://dx.doi.org/10.1556/jba-9-734 |
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author | Seo, Wonju Kim, Namho Lee, Sang-Kyu Park, Sung-Min |
author_facet | Seo, Wonju Kim, Namho Lee, Sang-Kyu Park, Sung-Min |
author_sort | Seo, Wonju |
collection | PubMed |
description | BACKGROUND AND AIMS: Problem gambling among adolescents has recently attracted attention because of easy access to gambling in online environments and its serious effects on adolescent lives. We proposed a machine learning-based analysis method for predicting the degree of problem gambling. METHODS: Of the 17,520 respondents in the 2018 National Survey on Youth Gambling Problems dataset (collected by the Korea Center on Gambling Problems), 5,045 students who had gambled in the past 3 months were included in this study. The Gambling Problem Severity Scale was used to provide the binary label information. After the random forest-based feature selection method, we trained four models: random forest (RF), support vector machine (SVM), extra trees (ETs), and ridge regression. RESULTS: The online gambling behavior in the past 3 months, experience of winning money or goods, and gambling of personal relationship were three factors exhibiting the high feature importance. All four models demonstrated an area under the curve (AUC) of >0.7; ET showed the highest AUC (0.755), RF demonstrated the highest accuracy (71.8%), and SVM showed the highest F1 score (0.507) on a testing set. DISCUSSION: The results indicate that machine learning models can convey meaningful information to support predictions regarding the degree of problem gambling. CONCLUSION: Machine learning models trained using important features showed moderate accuracy in a large-scale Korean adolescent dataset. These findings suggest that the method will help screen adolescents at risk of problem gambling. We believe that expandable machine learning-based approaches will become more powerful as more datasets are collected. |
format | Online Article Text |
id | pubmed-8943669 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Akadémiai Kiadó |
record_format | MEDLINE/PubMed |
spelling | pubmed-89436692022-04-08 Machine learning-based analysis of adolescent gambling factors Seo, Wonju Kim, Namho Lee, Sang-Kyu Park, Sung-Min J Behav Addict Full-Length Report BACKGROUND AND AIMS: Problem gambling among adolescents has recently attracted attention because of easy access to gambling in online environments and its serious effects on adolescent lives. We proposed a machine learning-based analysis method for predicting the degree of problem gambling. METHODS: Of the 17,520 respondents in the 2018 National Survey on Youth Gambling Problems dataset (collected by the Korea Center on Gambling Problems), 5,045 students who had gambled in the past 3 months were included in this study. The Gambling Problem Severity Scale was used to provide the binary label information. After the random forest-based feature selection method, we trained four models: random forest (RF), support vector machine (SVM), extra trees (ETs), and ridge regression. RESULTS: The online gambling behavior in the past 3 months, experience of winning money or goods, and gambling of personal relationship were three factors exhibiting the high feature importance. All four models demonstrated an area under the curve (AUC) of >0.7; ET showed the highest AUC (0.755), RF demonstrated the highest accuracy (71.8%), and SVM showed the highest F1 score (0.507) on a testing set. DISCUSSION: The results indicate that machine learning models can convey meaningful information to support predictions regarding the degree of problem gambling. CONCLUSION: Machine learning models trained using important features showed moderate accuracy in a large-scale Korean adolescent dataset. These findings suggest that the method will help screen adolescents at risk of problem gambling. We believe that expandable machine learning-based approaches will become more powerful as more datasets are collected. Akadémiai Kiadó 2020-10-03 2020-10 /pmc/articles/PMC8943669/ /pubmed/33011712 http://dx.doi.org/10.1556/jba-9-734 Text en © 2020 The Author(s) https://creativecommons.org/licenses/by-nc/4.0/Open Access. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (https://creativecommons.org/licenses/by-nc/4.0/), which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated. |
spellingShingle | Full-Length Report Seo, Wonju Kim, Namho Lee, Sang-Kyu Park, Sung-Min Machine learning-based analysis of adolescent gambling factors |
title | Machine learning-based analysis of adolescent gambling factors |
title_full | Machine learning-based analysis of adolescent gambling factors |
title_fullStr | Machine learning-based analysis of adolescent gambling factors |
title_full_unstemmed | Machine learning-based analysis of adolescent gambling factors |
title_short | Machine learning-based analysis of adolescent gambling factors |
title_sort | machine learning-based analysis of adolescent gambling factors |
topic | Full-Length Report |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8943669/ https://www.ncbi.nlm.nih.gov/pubmed/33011712 http://dx.doi.org/10.1556/jba-9-734 |
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