Evidence map›Paper›PMID 42494733›Full record

ArticleFrontiers in artificial intelligence2026

Integration of artificial intelligence-based solutions into electronic gaming machines for responsible gambling: a case study of South Africa.

Daniel Makhubela, Ilesanmi Daniyan, Jan Adrian Swanepoel, Lanre Daniyan, Adefemi Adeodu, Humbulani Simon Phuluwa

Abstract read
In one paragraph

Article in Frontiers in artificial intelligence, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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1 · What the graph read from it

What it found

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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Daniel MakhubelaDepartment of Industrial Engineering, Tshwane University of Technology, Pretoria, South Africa.
Ilesanmi DaniyanDepartment of Mechatronics Engineering, Bells University of Technology, Ota, Nigeria.
Jan Adrian SwanepoelDepartment of Industrial Engineering, Tshwane University of Technology, Pretoria, South Africa.
Lanre DaniyanCentre for Space Earth Station and Observatory (CSESO) Eruwa, Oyo State, Nigeria.
Adefemi AdeoduDepartment of Project Management, Bells University of Technology, Ota, Nigeria.
Humbulani Simon PhuluwaDepartment of Industrial Engineering & Engineering Management, University of South Africa, Florida, South Africa.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The increase in sophisticated electronic gambling products offered by gambling manufacturers facilitates an increase in the accessibility of gambling platforms and modes. This study proposes utilising Artificial Intelligence (AI) to enhance self-awareness and self-control within electronic gaming machines. The study adopts a case study that follows an exploratory research design, as the causal explanation argument suggests that the Electronic Gaming Machine (EGM) device causes problem gambling. Secondary data on gambling were obtained and analysed. The machine-learning pattern recognition and classification model; a learning approach which learns from a trained dataset to make decisions or predictions, was employed. The dataset was trained iteratively using the scaled conjugate gradient backpropagation with the input and output target samples divided into training, validation, and test datasets. Furthermore, the softmax was used for classifying the dataset into three classes: responsible, intermediate, and irresponsible gambling. The confusion matrix was used to analyse the percentages of correct and incorrect classifications. The results obtained indicated that the accuracy of the developed model was 99.20%, while the precision was 85.70%. The recall achieved 85.70%, while the F1-score reached 80.50%. The closeness of these performance indices to 1, coupled with the negligible value of mean square error, indicates that the developed classification model is robust and suitable for classification problems. Thus, this study contributes to knowledge by developing an AI model that can track players and reduce harm in a land-based gambling environment.

Indexed as

artificial intelligence (AI)EGMgamblingharm minimizationpattern recognition and classification model

Identifiers

PMID42494733
PMCPMC13392851

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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.