A Comparative Analysis of Contact and Non-Contact Approaches
Using Machine Learning for Gaming Disorder Detection
Zhaochen Jiang
College of Liberal Art & Science, University of Illinois Urbana-Champaign, Champaign, Illinois, 61820, U.S.A.
Keywords: Gaming Disorder, Machine Learning, Gaming Addiction Detection.
Abstract: With the rapid development of the Internet and the gaming industry, video games have become a major form
of entertainment, leading to an increase in gaming addiction, which was officially classified as a mental
disorder by the World Health Organization in 2018. This article first introduces the concept and current status
of gaming disorder and then reviews the application of machine learning (ML) in identifying gaming addiction,
analyzing existing research on contact, e.g., Electroencephalogram (EEG), Functional Near-Infrared
Spectroscopy (fNIRS), and non-contact, e.g., questionnaires, gaming data, methods. This review focuses on
various machine learning techniques, such as support vector machines, random forests, and deep learning
models, and their applications in improving the accuracy and efficiency of addiction diagnosis. The use of
ML to study physiological signals and behavioral indicators has achieved encouraging results, although there
are still limitations in the generality of the models and data acquisition methods. This article compares
different ML methods, explores their advantages and limitations, and proposes potential improvements for
future research on gaming disorder detection.
1 INTRODUCTION
With the continuous development of the Internet and
games, games are gradually becoming a major form
of entertainment for modern people. Compared with
many traditional forms of entertainment, such as
chess, sports, and performances, electronic games are
relatively low-cost, convenient, and do not require
venues. However, while the game industry is
booming, although it will not cause great harm to the
body, games can also cause people to have varying
degrees of addiction, just like gambling, alcohol, and
drugs. The World Health Organization included
gaming disorders in the category of mental and
behavioral disorders in 2018. Globally, the
prevalence of game addiction shows a trend that the
prevalence in Asia, especially in East Asia, China,
Japan, and South Korea, is higher than in other
regions, and the prevalence of adolescents can reach
15% (World, 2020). In terms of the proportion of
patients, there are more young people than the elderly
and more men than women. Game addiction will
affect the physical and mental health of patients to
varying degrees (Paulus, 2018). Physiological
damage includes impaired vision caused by long-term
use of the eyes and back problems caused by long-
term sitting.
Mental health problems include difficulty
sleeping and reduced self-control. Compared with
non-addicts, game addicts are more likely to
experience negative emotions such as depression,
anxiety, and loneliness, which affects academic
performance and quality of life (Dong, 2022).
Therefore, from parents to schools to the government,
the issue of adolescent gaming disorder is gradually
being taken seriously, and different laws and
regulations are being introduced to change this
phenomenon. The characteristics of gaming disorder
include decreased control over gaming, continuing to
play games even when negative effects have occurred
or are about to occur, and prioritizing gaming over
other activities (Dong, 2022). From a neurobiological
perspective, like other material or non-material
addictions, such as alcohol and gambling, the
distribution of cerebral blood flow in the brain of
game addicts is different from that of normal people,
and the reward mechanism and self-control area of
the brain are affected. Most of the current treatment
methods can be divided into drug therapy and other
types of treatment. Other types of treatment include
family care, psychological counseling, etc. Most drug
Jiang, Z.
A Comparative Analysis of Contact and Non-Contact Approaches Using Machine Learning for Gaming Disorder Detection.
DOI: 10.5220/0013332600004558
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 1st International Conference on Modern Logistics and Supply Chain Management (MLSCM 2024), pages 387-391
ISBN: 978-989-758-738-2
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
387
therapy is used to relieve depression and anxiety to
reduce the impact of addiction. However, the issue of
how to treat gaming addiction has aroused heated
discussions among many scholars. Some scholars
believe that games are also a form of entertainment
for teenagers, just like other activities, such as sports,
chess cards, and comics. If the game time is long, it is
not enough to determine that the player is a game
addict, because if there is no game, he/she will choose
other activities as substitutes to meet the needs of
leisure and entertainment (Stevens, 2021). Therefore,
whether from a psychological or physiological
perspective, such as the self-rating scale for gaming
disorder or Electroencephalogram (EEG), it is very
important to accurately identify addicts and provide
effective treatment.
As a powerful data analysis tool, machine learning
has performed well in areas such as behavioral pattern
recognition and classification tasks. It can identify
potential addictive behavior patterns by analyzing
many user behavior data (Jordan, 2015). This method
can not only improve the efficiency of recognition but
also provide real-time, data-based diagnostic support.
If the original data of game players, such as EEG and
their self-rating scale, can be classified and identified
through machine learning models, the accuracy and
efficiency of recognition will be greatly improved
(Costa, 2019). Therefore, although it cannot provide
direct treatment, its advantages of high efficiency and
high accuracy have made machine learning gradually
applied to the field of game addiction identification.
Some studies have tried to apply various machine
learning algorithms, such as support vector machines
(SVM), random forests, deep learning, etc., to the
problem of identifying game addiction, and have
achieved remarkable results.
This paper aims to review existing related
research. First, the application of different machine
learning methods in identifying game addiction is
classified. Secondly, select several studies in each
application category and analyze their research
methods, model types, etc. Next, analyze the results
of each article and compare the advantages and
disadvantages of different models. Finally, based on
the author's information, supplement the deficiencies
of the method or model.
2 MACHINE LEARNING-BASED
DETECTION OF GAMING
DISORDER
2.1 Overview
At present, the research on the degree of addiction of
adolescents to online games using machine learning
is mainly divided into two types, namely contact and
non-contact. The contact type mostly uses the
relevant model of machine learning to analyze the
brain wave signal data of the subjects to determine
whether they are addicted to the Internet and the
severity of the degree. For non-contact game
addiction research, the main method is to use machine
learning models and algorithms to analyze the
questionnaire results filled out by the subjects or the
game-playing data of the subjects, to determine
whether they are addicted to games.
2.2 Contact Gaming Disorder
Detection
An existing contact machine learning game addiction
judgment method Functional Near-Infrared
Spectroscopy (fNIRS), namely functional Near-
Infrared Spectroscopy (Bunce, 2006). According to
the research of Wang Qiwen and others, they used
this technology to measure the changes in the
prefrontal cerebral blood oxygen concentration when
the subjects' brains performed the stop signal task.
Then machine learning to analyze and compare with
the data of normal people to determine whether the
subject is a game addict. The experimental method is
to let the subjects use the left and right arrow keys on
the keyboard to respond to the left and right arrows
on the screen according to the requirements under
interference-free conditions and use the light NIRS
portable brain imaging device worn on the subject's
head to use near-infrared light to monitor the changes
in blood oxygen concentration in the forehead of the
brain in real-time. After collecting the raw data,
feature extraction was performed on it. In this study,
the mean, skewness, and kurtosis were mainly
extracted. Afterward, the researchers selected three
machine learning classifiers and a Long Short-Term
Memory (LSTM) classification model to distinguish
between game addicts and healthy people. The three
machine learning classifiers are SVM, Linear
Discriminant Analysis (LDA), and K-Nearest
Neighbors (KNN). In this experiment, their
classification accuracy rates of the combined mean,
skewness, and kurtosis were 67.4%, 63.6%, and
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71.2%, respectively. The accuracy of the LSTM
model in identifying game addicts was 85.7, which is
better than the traditional machine learning method.
This study shows that the combination of fNIRS
signals and machine learning classification can
provide powerful clinical treatment assistance for
identifying whether patients are addicted to games
(Cho, 2022).
Another example of a contact gaming disorder
determination model was conducted by Lee et al. The
original data was obtained through the EEG of the
subjects in the eyes closed and eyes open state for five
minutes each. After preprocessing the initial EEG
signal, it was divided into multiple periods and
converted into corresponding frequency bands. In
terms of algorithm selection, the researchers selected
three EEG-related algorithms. The researchers used
cross-validation and took into account the weighted
calculation of the model's bias and split probability.
After multiple iterations and repetitions, the model's
ability to correctly identify whether a subject is
addicted to games gradually became evaluable. The
results showed that compared with the unimodal
model, the multimodal model is more accurate in
identifying online gaming disorders. However, the
researchers said that this study still has the problem
of small research subjects and lack of universality of
the results. And further combining deep learning
algorithms and machine learning is also necessary to
improve model performance (Lee, 2022).
2.3 Non-Contact Gaming Disorder
Detection
There are two main types of non-contact game
addiction judgment models. One is to judge by
analyzing the game-playing data of students or
players, such as calculating from the game time,
campus network records, and student attendance. The
other is to let the subjects fill out a questionnaire
about game addiction using an evaluation form and
judge whether the subjects are game addicts by
analyzing the scores of each item.
Song's research belongs to the first category. In
this model, the evaluation indicators of whether it is
Internet addiction are divided into two categories:
impact and daily behavior. Impact includes three
subcategories: damage to physical and mental health,
frustration of willpower, and failure to graduate
normally. Daily behavior consists of five
subcategories: the degree of attention parents pays to
education, academic performance, average daily
Internet time in the dormitory, class attendance, and
mental health. In the model for judging Internet game
disorder, each data has different data characteristics,
which will greatly affect the results. The researchers
used fuzzy C-means clustering to divide the data. In
the calculation and evaluation stage of the data, the
researchers selected the fuzzy hierarchical analysis
method for quantitative and qualitative analysis and
divided the degree of Internet game addiction of
specific students into four levels, namely normal,
mild, severe, and extremely severe. When assigning
weights to each indicator, the researchers took into
account the theory that multiple factors in psychology
can affect people's judgments and the method theory
of multi-attribute decision-making. The model uses
consistency tests to perform data fuzzification and
weight calculation. The fuzzy operator uses the main
factor-determined Zade operator. The researchers
pre-set several corresponding decisions for different
game addiction severity ratings, such as
psychological counseling, contacting parents, and
pushing reminders. The above measures can be
changed according to actual conditions. In addition,
the researchers also distributed questionnaires in
colleges and universities as a control for this model
and classified the data filled out by each respondent
into data applicable to this model. In this study, the
researchers gave a more detailed data fuzzy
processing calculation method, first using the Fuzzy
C-Means clustering method to divide the data, and
then using the fuzzy hierarchical analysis method to
determine the severity of addiction. However, this
study did not give a detailed questionnaire survey
result for the model's assistance and machine learning
process. At the same time, for some raw data that are
difficult to quantitatively analyze, such as the
importance of parental education, and raw data that
are difficult to obtain, such as mental health, the
researchers did not give detailed acquisition methods
and quantitative calculation methods (Song, 2019).
The study by Kong et al. belongs to the second
non-contact measurement model. They selected
2,100 students from three junior high schools and
three high schools in three regions of Guizhou
Province as the research subjects. The questionnaire
design includes Nine-item Internet Gaming Disorder
Scale-Short Form (IGDS9-SF), Parental
Psychological Control and Autonomy Support
Questionnaire (PPCASQ), Motivational Structure
Questionnaire, Relative Deprivation Questionnaire,
Deviant Peer Interaction Questionnaire and Self-
Control Dual System Scale for data collection. Except
for the relative deprivation questionnaire, all other
questionnaires are scored using the Likert "1 to 5
points" system, and the relative deprivation
questionnaire uses the Likert "1 to 6 points" system.
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When the research subjects fill in the questionnaire,
there are professionals to explain, so that the subjects
can give more credible data with full understanding.
And the diagnostic accuracy of IGDS9-SF reaches
96.1%. Based on Python, the researchers use
algorithms including logistic regression, support
vector machine, decision tree, gradient boosting tree,
adaptive boosting algorithm, and random forest to
judge and predict game addiction behavior.
According to the research results, the prediction
accuracy of these six methods is higher than 90%.
After comprehensively considering the evaluation
indicators such as precision and recall rate, the
adaptive improvement model performs best. The
adaptive improvement model continuously iterates to
enhance the weight ratio of each item and focuses on
the distribution pattern of the data with incorrect
predictions to complete the correction. In this study,
the prediction accuracy reached 99%. However, since
only six schools in three places in Guizhou were
selected in this study, the geographical scope is small,
and its model may need more data training to improve
universality. In addition, the method of obtaining raw
data through questionnaires is more subjective than
that of obtaining data from student behavior and
players, so the data may be biased (Kong, 2024).
3 DISCUSSIONS
Although some machine models in some of the
studies mentioned above have achieved high
accuracy in detecting gaming disorders, each study
may have problems to a greater or lesser extent.
Although the detection accuracy of both in specific
model algorithms has reached a high level, that is,
more than 80%. However, in comparison, the
accuracy of the non-contact model is higher than that
of the contact model. This may be because the EEG
data is more complicated for all Likert scales, and
there are more misjudgements and data losses in the
judgment process. However, the latter needs to design
weights for various indicators, and there is a problem
that a lot of statistical calculation modeling is
required. The problem of non-contact machine model
detection is more serious. For the questionnaire of the
non-contact detection model, since the subjects
themselves conduct self-evaluation in the
questionnaire survey, for example, the scales of
parental family control, self-esteem, and anxiety are
difficult to quantify and there are subjective
misjudgements. Therefore, this will more or less
affect the original data submitted to the model for
processing, thereby affecting the accuracy of the
judgment. In general, both non-contact and contact
models have the problem of lack of universality. Lee
et al.'s EEG model study has few research subjects, so
it lacks universality. Although Song's fuzzy multi-
attribute college student Internet use disorder
prevention and treatment platform gives a relatively
detailed description of the model research and
statistics, according to the author's point of view, the
model is only a proposed concept. If people want to
better apply this model to detect and prevent college
students' game addiction, the support of the school is
required. In addition, some of the data used in the
study, such as Internet usage time and student
attendance, may be misjudged, require various data
associations within the school, and have privacy
issues. More research and investigation are needed
before it can be put into practical use. However, the
game addiction prevention and treatment methods in
this study are more than other studies, and are not the
most commonly used psychological cognitive
therapy for game addiction treatment, which has
certain reference value. For the study by Kong et al.,
they selected students from six high schools in three
regions of Guizhou Province for research. Although
the results are relatively accurate, there will be more
serious regional and age biases. For example, data
from eastern and northern China, as well as college
students, are not covered. However, the results given
by their machine model are only relatively accurate
for the existing research subjects, and the accuracy of
the different models used is more than 90%. In
addition, most of these studies use the game use
disorder evaluation scale as a control to determine
whether the machine is successful. However, as
mentioned above, although the Likert scoring method
in the scale assists in quantifying the scores of various
data, its authenticity still needs to be investigated. But
overall, most of the above machine learning models
perform well. Although there are some problems, the
accuracy of the model itself has been verified in the
study. If there are conditions to conduct more
extensive research in the future, or if there are other
more accurate methods to identify game addicts as
control and training data, then using machine learning
to assist in identifying gaming disorders will greatly
improve the efficiency and accuracy of treatment. If
this technology can overcome the problems of control
data and universality, then its high efficiency and high
accuracy have the potential and prospects for large-
scale use.
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4 CONCLUSIONS
The accuracy of the machine learning models for
detecting gaming disorders reviewed and analyzed
above is relatively high, and they can complete
basically accurate detection under experimental
conditions. However, there is still room for
improvement in the experimental process, and there
is still a lack of more universal optimization before a
large number of practical applications. At the same
time, the formulation of various game time evaluation
scales should also take into account practical
problems such as supervisor bias. In addition, the
concept of game addiction is constantly changing
with the development of society and the game
industry. Not everyone who plays games for too long
means losing control of the game, such as e-sports
practitioners. In actual applications, in order to better
solve the problem of gaming disorders in society,
especially for young people, in addition to complete
and efficient detection methods, there should also be
a good social environment and appropriate treatment
methods. Current cognitive therapy can reduce
dependence on games, and drug treatment can reduce
anxiety and depression. However, in order to
fundamentally solve the problem of gaming disorders,
it requires the attention of society, schools and
families. If there are complete laws as protection and
abundant entertainment and sports resources as a
substitute, then gaming addiction will be a
fundamental treatment.
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