The Relationship Between Smartphone and Game Addiction, Leisure Time Management, and the Enjoyment of Physical Activity: A Comparison of Regression Analysis and Machine Learning Models
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Date
2025
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Multidisciplinary Digital Publishing Institute (MDPI)
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Abstract
Background/Objectives: Smartphone addiction (SA) and gaming addiction (GA) have become risk factors for individuals of all ages in recent years. Especially during adolescence, it has become very difficult for parents to control this situation. Physical activity and the effective use of free time are the most important factors in eliminating such addictions. This study aimed to test a new machine learning method by combining routine regression analysis with the gradient-boosting machine (GBM) and random forest (RF) methods to analyze the relationship between SA and GA with leisure time management (LTM) and the enjoyment of physical activity (EPA) among adolescents. Methods: This study presents the results obtained using our developed GBM + RF hybrid model, which incorporates LTM and EPA scores as inputs for predicting SA and GA, following the preprocessing of data collected from 1107 high school students aged 15–19 years. The results were compared with those obtained using routine regression results and the lasso, ElasticNet, RF, GBM, AdaBoost, bagging, support vector regression (SVR), K-nearest neighbors (KNN), multi-layer perceptron (MLP), and light gradient-boosting machine (LightGBM) models. In the GBM + RF model, probability scores obtained from GBM were used as input to RF to produce final predictions. The performance of the models was evaluated using the R2mean absolute error (MAE), and mean squared error (MSE) metrics. Results: Classical regression analyses revealed a significant negative relationship between SA scores and both LTM and EPA scores. Specifically, as LTM and EPA scores increased, SA scores decreased significantly. In contrast, GA scores showed a significant negative relationship only with LTM scores, whereas EPA was not a significant determinant of GA. In contrast to the relatively low explanatory power of classical regression models, ML algorithms have demonstrated significantly higher prediction accuracy. The best performance for SA prediction was achieved using the Hybrid GBM + RF model (MAE = 0.095, MSE = 0.010, R2= 0.9299), whereas the SVR model showed the weakest performance (MAE = 0.310, MSE = 0.096, R2= 0.8615). Similarly, the Hybrid GBM + RF model also showed the highest performance for GA prediction (MAE = 0.090, MSE = 0.014, R2= 0.9699). Conclusions: These findings demonstrate that classical regression analyses have limited explanatory power in capturing complex relationships between variables, whereas ML algorithms, particularly our GBM + RF hybrid model, offer more robust and accurate modeling capabilities for multifactorial cognitive and performance-related predictions. © 2025 by the authors.
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Keywords
Artificial Intelligence, Game Addiction, Leisure Time Management, Machine Learning, Physical Activity, Smartphone Addiction
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Source
Healthcare (Switzerland)
Volume
13
Issue
15
