Skripsi
KLASIFIKASI GANGGUAN KECEMASAN PADA PEMAIN GAME ONLINE DENGAN ALGORITMA SUPPORT VECTOR MACHINES
The Significant increase in prevalencegame onlineraising attention to its potential impact on mental health, particularly anxiety disorders. Early and accurate detection of anxiety symptoms among gamersgame onlineessential for timely implementation of interventions. This study used an algorithmSupport Vector MachineSVM, one of the supervised machine learning methods, to classify anxiety levels based on behavioral parameters obtained through player surveys and in-game activity log analysis. Factors analyzed included daily play duration, in-game social interactions, self-reported stress levels, and the manifestation of specific anxiety symptoms. The results showed that SVM was effective in classifying anxiety levels in players.game online.The use of Linear Kernel with parameter C = 1 provides the best performance with an accuracy of 62%, precision 66%, recall 62%, andF1-score 63%, as well as efficient computing time (1.24 seconds).
| Inventory Code | Barcode | Call Number | Location | Status |
|---|---|---|---|---|
| 2507005579 | T183703 | T1837032025 | Central Library (Reference) | Available but not for loan - Not for Loan |
| Title | Edition | Language |
|---|---|---|
| PERAN EFIKASI DIRI TERHADAP KECANDUAN GAME ONLINE MOBILE LEGENDS PADA REMAJA DI KOTA PALEMBANG | id | |
| HUBUNGAN KECANDUAN GAME ONLINE TERHADAP PERILAKU AGRESIF REMAJA DI PALEMBANG | id |