Evidence map›Paper›PMID 33011712›Full record

ArticleJournal of behavioral addictions2020

Machine learning-based analysis of adolescent gambling factors.

Wonju Seo, Namho Kim, Sang-Kyu Lee, Sung-Min Park

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Article in Journal of behavioral addictions, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

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2 · The registry

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3 · Its place in the literature

Who cites it

7 citing papers in PubMed.

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4 · The record

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5 · Who and what money

Authors and funding

4 authors.

Wonju Seo1Department of Creative IT Engineering, Pohang University of Science and Technology, 77 Cheongam-ro, Nam-gu, Pohang, 37673, Republic of Korea.
Namho Kim1Department of Creative IT Engineering, Pohang University of Science and Technology, 77 Cheongam-ro, Nam-gu, Pohang, 37673, Republic of Korea.
Sang-Kyu Lee2Department of Psychology, College of Medicine, Hallym University, 1 Hallymdaehak-gil, Chuncheon, 24252, Republic of Korea.ORCID 0000-0001-6714-850X
Sung-Min Park1Department of Creative IT Engineering, Pohang University of Science and Technology, 77 Cheongam-ro, Nam-gu, Pohang, 37673, Republic of Korea.ORCID 0000-0002-8359-8110

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

BACKGROUND AND

aimsProblem 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.

methodsOf 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.

resultsThe 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.

conclusionMachine 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.

Indexed as

Machine LearningAdolescentAdolescent BehaviorFemaleGamblingHealth SurveysHumansMaleSeverity of Illness IndexSupport Vector Machineadolescentsfeature engineeringmachine learning-based analysis methodproblem gambling

Identifiers

PMID33011712
PMCPMC8943669

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.