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Cited 3 time in webofscience Cited 4 time in scopus
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dc.contributor.authorWonju Seo-
dc.contributor.authorNamho Kim-
dc.contributor.authorSang-Kyu Lee-
dc.contributor.authorSung-Min Park-
dc.date.accessioned2021-06-01T04:56:44Z-
dc.date.available2021-06-01T04:56:44Z-
dc.date.created2020-08-28-
dc.date.issued2020-09-
dc.identifier.issn2062-5871-
dc.identifier.urihttps://oasis.postech.ac.kr/handle/2014.oak/105567-
dc.description.abstractBackground 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.-
dc.languageEnglish-
dc.publisherAKADEMIAI KIADO ZRT-
dc.relation.isPartOfJOURNAL OF BEHAVIORAL ADDICTIONS-
dc.titleMachine learning-based analysis of adolescent gambling factors-
dc.typeArticle-
dc.identifier.doi10.1556/2006.2020.00063-
dc.type.rimsART-
dc.identifier.bibliographicCitationJOURNAL OF BEHAVIORAL ADDICTIONS, v.9, no.3, pp.734 - 743-
dc.identifier.wosid000577516600018-
dc.citation.endPage743-
dc.citation.number3-
dc.citation.startPage734-
dc.citation.titleJOURNAL OF BEHAVIORAL ADDICTIONS-
dc.citation.volume9-
dc.contributor.affiliatedAuthorWonju Seo-
dc.contributor.affiliatedAuthorNamho Kim-
dc.contributor.affiliatedAuthorSung-Min Park-
dc.identifier.scopusid2-s2.0-85092943958-
dc.description.journalClass1-
dc.description.journalClass1-
dc.description.isOpenAccessY-
dc.type.docTypeArticle-
dc.subject.keywordPlusAdolescents-
dc.subject.keywordPlusProblem gambling-
dc.subject.keywordPlusMachine learning-based analysis method-
dc.subject.keywordPlusFeature engineering-
dc.subject.keywordAuthoradolescents-
dc.subject.keywordAuthorproblem gambling-
dc.subject.keywordAuthormachine learning-based analysis method-
dc.subject.keywordAuthorfeature engineering-
dc.relation.journalWebOfScienceCategoryPsychiatry-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaPsychiatry-

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박성민PARK, SUNG MIN
Dept. Convergence IT Engineering
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