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To screen, or not to screen: An experimental comparison of two methods for correlating video game loot box expenditure and problem gambling severity.

Leon Y. XiaoPhilip NewallRichard J. E. James
Published in: Comput. Hum. Behav. (2024)
Keyphrases
  • video games
  • empirical studies
  • machine learning methods
  • genetic algorithm
  • preprocessing
  • significant improvement
  • benchmark datasets
  • neural network
  • machine learning
  • computer aided
  • computer assisted