博碩士論文 108423006 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:99 、訪客IP:3.145.183.243
姓名 高權宏(Chuan-Hung Kao)  查詢紙本館藏   畢業系所 資訊管理學系
論文名稱 利用監督式機器學習預測身心疾病發生的可能性 -以Apex Legends為例
(Using Supervised Machine Learning to Predict the Possibility of Physical and Mental Disorder - Taking Apex Legends for Example)
相關論文
★ 技術商品銷售之技術人員關鍵職能探討★ 資訊委外之承包商能力、信任及溝通與委外成效關係之個案研究
★ 兵工技術軍官職能需求分析-以某軍事工廠為例★ 不同楷模學習模式對VB程式語言學習之影響
★ 影響採購「網路資料中心產品」因素之探討★ 資訊人員績效評估之研究—以陸軍某資訊單位為例
★ 高職資料處理科學生網路成癮相關因素及其影響之探討★ 資訊服務委外對資訊部門及人員之衝擊-某大型外商公司之個案研究
★ 二次導入ERP系統之研究-以某個案公司為例★ 資料倉儲於證券產業應用之個案研究
★ 影響消費者採用創新數位產品之因素---以整合式手機為例★ 企業合併下資訊系統整合過程之個案研究
★ 資料倉儲系統建置之個案研究★ 電子表單系統導入之探討 - 以 A 公司為例
★ 企業資訊安全機制導入與評估–以H公司為例★ 從人力網站探討國內資訊人力現況–以104銀行資料為例
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   至系統瀏覽論文 (2026-10-1以後開放)
摘要(中) 本研究預測 Apex Legends 玩家的網路遊戲成癮、睡眠問題、廣泛性焦慮症發生的可能性。透過發放問卷的方式了解玩家們的身心疾病的狀況後,利用這些玩家填寫的量表分數,使用監督式機器學習的方式使用玩家們的遊戲數據做訓練,並預測發生上述身心症狀的可能性。本研究使用邏輯回歸、決策樹、隨機森林、XGBoost、Naïve Bayes去進行預測,發現隨機森林在預測網路遊戲成癮、睡眠問題、廣泛性焦慮症時有良好的表現,且在評估分類器的效能上,AUC的分數落在0.7上下,表示這些分類器能夠用在預測這些疾病上。此外本研究也會使用皮爾森相關係數去比對遊戲數據內哪些會與遊戲成癮、睡眠問題、廣泛性焦慮症有顯著的相關性的特徵。最後分析玩家族群、遊玩平台、年紀等等與本研究所探討的疾病之間的關聯。
摘要(英) This research predicts the likelihood of Apex Legends players internet gaming disorder, sleep problems, and generalized anxiety disorder. By issuing questionnaires to understand the players’ physical and mental illnesses. Using their scale scores to train on their game statistic by supervised machine learning and predict the likelihood of having physical and mental disorder. It uses logistic regression, decision tree, random forest, XGBoost, and naïve bayes to make predictions in this research. It found that random forest has good performance in predicting internet gaming disorder , sleep problem and generalized anxiety disorder, and the AUC scores are 0.7, this situation means that this classifier can predict these diseases well. In addition, this research will also use the Pearson correlation coefficient to find which features in the game statistic are significantly correlated with internet gaming disorder, sleep problem, and generalized anxiety disorder. Finally, it analyzes the relationship between players, game platform, players’ age, etc. and find the relationship about these diseases in this research.
關鍵字(中) ★ 監督式機器學習
★ 網路遊戲成癮
★ 睡眠問題
★ 廣泛性焦慮症
關鍵字(英) ★ Supervised Machine Learning
★ Internet Gaming Disorder
★ Sleep Problem
★ Generalized Anxiety Disorder
論文目次 中文摘要 i
英文摘要 ii
誌謝 iii
目錄 iv
圖目錄 v
表目錄 vi
1. 緒論 1
1-1 研究背景 1
1-2 研究動機 2
1-3 研究目的 3
2. 文獻探討 5
2-1 網路遊戲成癮與遊戲類型 5
2-2 睡眠障礙 8
2-3 廣泛性焦慮症 9
2-4 機器學習介紹 9
2-5 不平衡資料集的處理方式 11
3. 研究方法 15
3-1 研究流程 15
3-2 研究對象和資料收集 16
3-3 問卷內容說明 16
3-4 變數說明 22
3-5 資料集處理 26
3-6 演算法分類模型 28
3-7 評估指標 30
4. 研究結果 33
4-1 模型預測結果 33
4-2 相關係數結果 34
5. 結論 38
5-1 研究結論 38
5-2 研究限制 39
參考文獻 41
附錄 47
參考文獻 Aggarwal, S., Saluja, S., Gambhir, V., Gupta, S., & Satia, S. P. S. (2020). Predicting likelihood of psychological disorders in PlayerUnknown’s Battlegrounds (PUBG) players from Asian countries using supervised machine learning. Addictive behaviors, 101, 106-132.
Arcelus, J., Bouman, W. P., Jones, B. A., Richards, C., Jimenez-Murcia, S., & Griffiths, M. D. (2016). Video gaming and gaming addiction in transgender people: An exploratory study. Journal of behavioral addictions, 6(1), 21-29.
Bonnaire, C., & Baptista, D. (2019). Internet gaming disorder in male and female young adults: The role of alexithymia, depression, anxiety and gaming type. Psychiatry research, 272, 521-530.
Brunborg, G. S., Mentzoni, R. A., & Frøyland, L. R. (2014). Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal of behavioral addictions, 3(1), 27-32.
Buysse, D. J., Reynolds III, C. F., Monk, T. H., Berman, S. R., & Kupfer, D. J. (1989). The Pittsburgh Sleep Quality Index: a new instrument for psychiatric practice and research. Psychiatry research, 28(2), 193-213.
Caplan, S. E. (2006). Relations among loneliness, social anxiety, and problematic Internet use. CyberPsychology & behavior, 10(2), 234-242.
Chawla, N. V., Bowyer, K. W., Hall, L. O., & Kegelmeyer, W. P. (2002). SMOTE: synthetic minority over-sampling technique. Journal of artificial intelligence research, 16, 321-357.
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. Cyberpsychology & behavior, 10(4), 575-583.
Crilly, A., & Monaghan, C. (2017). Exploration of the correlation between sleep problems and suicidal ideation in adolescents. Mental health practice, 21(4), 19.
Deleuze, J., Christiaens, M., Nuyens, F., & Billieux, J. (2017). Shoot at first sight! First person shooter players display reduced reaction time and compromised inhibitory control in comparison to other video game players. Computers in human behavior, 72, 570-576.
Dieris-Hirche, J., Bottel, L., Bielefeld, M., Steinbüchel, T., Kehyayan, A., Dieris, B., & te Wildt, B. (2017). Media use and internet addiction in adult depression: A case-control study. Computers in human behavior, 68, 96-103.
Dieris-Hirche, J., Pape, M., te Wildt, B. T., Kehyayan, A., Esch, M., Aicha, S., ... & Bottel, L. (2020). Problematic gaming behavior and the personality traits of video gamers: A cross-sectional survey. Computers in human behavior, 106, 106-272.
Feng, W., Ramo, D., Chan, S., & Bourgeois, J. (2017). Internet gaming disorder: Trends in prevalence 1998–2016. Addictive behaviors, 75, 17-24.
He, H., & Garcia, E. A. (2009). Learning from imbalanced data. IEEE Transactions on knowledge and data engineering, 21(9), 1263-1284.
Himanshu Tripathi (2019). What Is Balanced And Imbalanced Dataset? Retrieve from: https://medium.com/analytics-vidhya/what-is-balance-and-imbalance-dataset-89e8d7f46bc5 (March 19, 2020)
Igor Kuznetsov (2019). Metrics for Imbalanced Classification. Retrieve from: https://towardsdatascience.com/metrics-for-imbalanced-classification-41c71549bbb5 (March 19, 2020)
Massquantity, 2018. 机器学习之类别不平衡问题 (3) —— 采样方法。Retrieve from: https://www.cnblogs.com/massquantity/p/9382710.html
McKinney, W. (2011). pandas: a foundational Python library for data analysis and statistics. Python for high performance and scientific computing, 14(9), 1-9.
Milani, L., La Torre, G., Fiore, M., Grumi, S., Gentile, D. A., Ferrante, M., ... & Di Blasio, P. (2018). Internet gaming addiction in adolescence: risk factors and maladjustment correlates. International journal of mental health and addiction, 16(4), 888-904.
Morahan-Martin, J., & Schumacher, P. (2003). Loneliness and social uses of the Internet. Computers in human behavior, 19(6), 659-671.
Kamphuis, J., Meerlo, P., Koolhaas, J. M., & Lancel, M. (2012). Poor sleep as a potential causal factor in aggression and violence. Sleep medicine, 13(4), 327-334.
Kim, N. R., Hwang, S. S. H., Choi, J. S., Kim, D. J., Demetrovics, Z., Király, O., ... & Choi, S. W. (2016). Characteristics and psychiatric symptoms of internet gaming disorder among adults using self-reported DSM-5 criteria. Psychiatry investigation, 13(1), 58-66.
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International journal of mental health and addiction, 10(2), 278-296.
Laconi, S., Pirès, S., & Chabrol, H. (2017). Internet gaming disorder, motives, game genres and psychopathology. Computers in human behavior, 75, 652-659.
Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R., & Stetina, B. U. (2015). Addiction and engagement: an explorative study toward classification criteria for internet gaming disorder. Cyberpsychology, behavior, and social networking, 18(6), 343-349.
Lemmens, J. S., & Hendriks, S. J. (2016). Addictive online games: Examining the relationship between game genres and Internet gaming disorder. Cyberpsychology, behavior, and social networking, 19(4), 270-276.
Patel, J., Shah, S., Thakkar, P., & Kotecha, K. (2015). Predicting stock and stock price index movement using trend deterministic data preparation and machine learning techniques. Expert systems with applications, 42(1), 259-268.
Pearcy, B. T., McEvoy, P. M., & Roberts, L. D. (2017). Internet gaming disorder explains unique variance in psychological distress and disability after controlling for comorbid depression, OCD, ADHD, and anxiety. Cyberpsychology, behavior, and social networking, 20(2), 126-132.
Pedregosa, F., Varoquaux, G., Gramfort, A., Michel, V., Thirion, B., Grisel, O., ... & Duchesnay, E. (2011). Scikit-learn: Machine learning in Python. The Journal of machine learning research, 12, 2825-2830.
Peng, L. H., & Li, X. (2009). A survey of Chinese college students addicted to video games. China education innovation herald, 28, 111-112.
Pontes, H. M. (2017). Investigating the differential effects of social networking site addiction and Internet gaming disorder on psychological health. Journal of behavioral addictions, 6(4), 601-610.
Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 Internet gaming disorder: Development and validation of a short psychometric scale. Computers in human behavior, 45, 137-143.
Prashant Banerjee, (2019). Data Preprocessing Project - Imbalanced Classes Problem. Retrieve from: https://github.com/pb111/Data-Preprocessing-Project-Imbalanced-Classes-Problem (March 19, 2020)
Ranum, B. M., Wichstrøm, L., Pallesen, S., Falch-Madsen, J., Halse, M., & Steinsbekk, S. (2019). Association between objectively measured sleep duration and symptoms of psychiatric disorders in middle childhood. JAMA network open, 2(12), e1918281-e1918281.
Reeves, B., Lang, A., Kim, E. Y., & Tatar, D. (1999). The effects of screen size and message content on attention and arousal. Media psychology, 1(1), 49-67.
Rehbein, F., Kliem, S., Baier, D., Mößle, T., & Petry, N. M. (2015). Prevalence of internet gaming disorder in German adolescents: Diagnostic contribution of the nine DSM‐5 criteria in a state‐wide representative sample. Addiction, 110(5), 842-851.
Rosenkranz, T., Müller, K. W., Dreier, M., Beutel, M. E., & Wölfling, K. (2017). Addictive potential of internet applications and differential correlates of problematic use in internet gamers versus generalized internet users in a representative sample of adolescents. European addiction research, 23(3), 148-156.
Rumpf, H. (2017). Expertise „Suchtfördernde Faktoren von Computer-und Internetspielen “. Universität zu Lübeck. Im Auftrag des Arbeitsstabs der Drogenbeauftragten der Bundesregierung beim Bundesministerium für Gesundheit.
Santos, M. S., Soares, J. P., Abreu, P. H., Araujo, H., & Santos, J. (2018). Cross-validation for imbalanced datasets: avoiding overoptimistic and overfitting approaches [research frontier]. IEEE Computational intelligence magazine, 13(4), 59-76.
Sarang Narkhede (2018). Understanding AUC - ROC Curve. Retrieve from: https://towardsdatascience.com/understanding-auc-roc-curve-68b2303cc9c5 (March 22, 2020)
Satghare, P., Abdin, E., Vaingankar, J. A., Chua, B. Y., Pang, S., Picco, L., ... & Subramaniam, M. (2016). Prevalence of sleep problems among those with Internet gaming disorder in Singapore. ASEAN Journal of psychiatry, 17(2), 1-11.
Sioni, S. R., Burleson, M. H., & Bekerian, D. A. (2017). Internet gaming disorder: Social phobia and identifying with your virtual self. Computers in human behavior, 71, 11-15.
Spitzer, R. L., Kroenke, K., Williams, J. B., & Löwe, B. (2006). A brief measure for assessing generalized anxiety disorder: the GAD-7. Archives of internal medicine, 166(10), 1092-1097.
Stavropoulos, V., Kuss, D. J., Griffiths, M. D., Wilson, P., & Motti-Stefanidi, F. (2017). MMORPG gaming and hostility predict Internet addiction symptoms in adolescents: An empirical multilevel longitudinal study. Addictive behaviors, 64, 294-300.
Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106(1), 205-212.
Van Der Walt, S., Colbert, S. C., & Varoquaux, G. (2011). The NumPy array: a structure for efficient numerical computation. Computing in science & engineering, 13(2), 22-30.
Wartberg, L., Kriston, L., Kramer, M., Schwedler, A., Lincoln, T. M., & Kammerl, R. (2017). Internet gaming disorder in early adolescence: Associations with parental and adolescent mental health. European psychiatry, 43, 14-18.
Weinstein, A., & Lejoyeux, M. (2010). Internet addiction or excessive internet use. The American journal of drug and alcohol abuse, 36(5), 277-283.
WHO, What is gaming disorder? Retrieve from:https://www.who.int/news-room/q-a-detail/addictive-behaviours-gaming-disorder
Wong, H. Y., Mo, H. Y., Potenza, M. N., Chan, M. N. M., Lau, W. M., Chui, T. K., ... & Lin, C. Y. (2020). Relationships between severity of internet gaming disorder, severity of problematic social media use, sleep quality and psychological distress. International journal of environmental research and public health, 17(6), 1879.
Yen, J. Y., Yen, C. F., Chen, C. S., Wang, P. W., Chang, Y. H., & Ko, C. H. (2012). Social anxiety in online and real-life interaction and their associated factors. Cyberpsychology, behavior, and social networking, 15(1), 7-12.
Yen, J. Y., Liu, T. L., Wang, P. W., Chen, C. S., Yen, C. F., & Ko, C. H. (2017). Association between Internet gaming disorder and adult attention deficit and hyperactivity disorder and their correlates: Impulsivity and hostility. Addictive behaviors, 64, 308-313.
指導教授 周惠文(Huey-Wen Chou) 審核日期 2021-10-5
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明