one hot encoding • Academic Performance: Slight increase: 74.84% No change: 18.03% • Social and Interpersonal Relationships: Slight improvement: 48.22% No noticeable change: 46.96% • Emotional and Psychological Aspects: Slight positive effects: 63.31% No noticeable change: Varied • Balance Between Academic Responsibilities and Gaming: Slightly favoring academics: 54.9% Equal balance: 33.1% • Overall Well-being: Slight improvement: 50.4% Diverse responses: Ranging from significant improvement to notable negative impacts Batmaz, U., Atay, Ö., & Yıldırım, S. (2020). The effects of online game addiction on the psychological well-being and social relationships of adolescents. International Journal of Mental Health and Addiction, 18(6), 1453-1463.. Chauhan, V. K., Dahiya, K., & Sharma, A. (2018). Problem formulations and solvers in linear SVM: a review. Artificial Intelligence Review, 52(2), 803–855. https://doi.org/10.1007/s10462-018-9614-6 Damayunita, A., Fuadi, R. S., & Juliane, C. (2022, December 26). Comparative Analysis of Naive Bayes, K-Nearest Neighbors (KNN), and Support Vector Machine (SVM) Algorithms for Classification of Heart Disease Patients. JOIN (Jurnal Online Informatika). https://doi.org/10.15575/join.v7i2.919 Erevik, I., Hansen, T., & Hauge, E. J. (2022). The relationship between online gaming and mental health problems among children and adolescents: A systematic review. European Journal of Developmental Psychology, 19(3), 596618. Griffiths, M. D., & Sargent, J. W. (2012). The nature and correlates of video game addiction in adolescents and young adults. Aggression and Violent Behavior, 17(6), 469-478. Liz-Domínguez, M., Caeiro-Rodríguez, M., Nistal, M. L., & Mikic-Fonte, F. A. (2019). Systematic Literature review of Predictive analysis tools in Higher Education. Applied Sciences, 9(24), 5569. https://doi.org/10.3390/app9245569 Manandhar, D. B., & Timalsena, P. (2023). The impact of online gaming on students' academic performance and absenteeism: A study among university students in Nepal. International Journal of Education and Practice, 3(2), 3144. McInroy, L. C., & Mishna, F. (2023). The association between violent video game play and aggressive thoughts and behaviors in university students. Journal of Youth and Adolescence, 52(1), 194-207. Przybylski, A., & Weinstein, N. (2014). Can playing video games be good for you? Review of General Psychology, 18(1), 48-67. Purwaningsih, D., & Nurmala, I. (2021). The influence of online games on mental health and academic performance of students in Indonesia. International Journal of Technology in Education and Science, 3(2), 171-182. Rajab, M. N., Al-Saggaf, Y. M., & Zainuddin, R. (2020). The impact of online gaming on academic performance and social relationships among Malaysian university students. International Journal of Technology in Education and Science, 2(4), 477-492. Saritaş, M. M., & Yaşar, A. (2019). Performance analysis of ANN and Naive Bayes Classification Algorithm for data classification. International Journal of Intelligent Systems and Applications in Engineering, 7(2), 88–91. https://doi.org/10.18201/ijisae.2019252786 Ting-Ting, L., & Yueh-Min, H. (2022). Integrating online games into classroom instruction: Enhancing student academic achievement and engagement. International Journal of Technology in Education and Science, 4(4), 459471. Zhang, S. (2020). Cost-sensitive KNN classification. Neurocomputing, 391, 234–242. https://doi.org/10.1016/j.neucom.2018.11.101 Al Franz Franco BSI T University Caraga State Christian Roi Maluya John Lawrence Cambalon BSI T University Caraga State BSI T University Caraga State