Game Addiction Identification System: Automatic Labelling Severities Level and Classification in Junior High School Student

Main Article Content

Wiryo Nuryono, Nur Hidayah, IM. Hambali, M. Ramli

Abstract

Introduction: Playing games at a reasonable time has a good effect on teenagers. Addiction to online games with a high frequency causes children to be lazy to do other activities such as social life and education.


Objectives: The data used is a questionnaire with respondents being junior high school.


Methods: This study integrates educational science, psychology, and artificial intelligence to create a system for identifying the severity of game addiction.


Results: The identification system for the severity level of game addiction was created based on seven factors of children's motivation in playing games by utilizing the TOPSIS-FCM artificial intelligence method and the KELM classification. The TOPSIS- FCM method is utilized in determining the initial label. In the early stages, students will be given education about the positive and negative impacts of playing games.


Conclusions: At a moderate level, this can be done by reducing student moods or problems in games.

Article Details

How to Cite
Wiryo Nuryono, Nur Hidayah, IM. Hambali, M. Ramli. (2023). Game Addiction Identification System: Automatic Labelling Severities Level and Classification in Junior High School Student. Journal for ReAttach Therapy and Developmental Diversities, 6(8s), 700–709. Retrieved from https://jrtdd.com/index.php/journal/article/view/983
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Articles