ArticleJournal of behavioral addictions2020
Machine learning-based analysis of adolescent gambling factors.
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.
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Who cites it
7 citing papers in PubMed.
- Article
- Distinguishing Persistent Versus Episodic Clusters of At-Risk Respondents on the Problem Gambling Severity Index.Journal of gambling studies · 2025Article
- A scoping review of routinely collected linked data in research on gambling harm.NPJ digital medicine · 2025Article
- Use of artificial intelligence within the gambling field: a scoping review protocol.F1000Research · 2025Article
- Resting-state EEG power and machine-learning classification in adult males with gambling disorder.Frontiers in human neuroscience · 2025Article
- Article
- Problem Gambling Among Adolescents in Uganda: A Cross-sectional Survey Study.Journal of gambling studies · 2023Article
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Authors and funding
4 authors.
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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.
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