THE IMPACT OF ONLINE GAMES TOWARDS STUDENTS IN CARAGA STATE UNIVERSITY Al Franz Franco, Christian Roi Maluya, John Lawrence Cambalon I. Introduction Online gaming is one of the favorites pastimes of everybody, and that includes the student from Caraga State University. Online games can provide students with a variety of benefits, such as stress relief, socialization, problemsolving skills, and teamwork skills. However, online games can also have some negative impacts on students, such as addiction, violence, and cyberbullying (Rajab et al., 2020; Batmaz et al., 2020; Purwaningsih & Nurmala, 2021; Erevik et al., 2022). Online gaming can either have negative or positive effects on students at Caraga State University. When a student plays a specific online game, this will have an effect for him, it might be positive or negative. Example of that is when a stressed student from the school plays VALORANT. After playing, he’s relieved. In other words, the student is relieved of their stress by playing VALORANT, and that’s a positive effect. The role of data analytics in this study is to know the impact of online gaming on students on their performance in school, social relationships, mental and physical health, and any other terms that are considered positive or negative effects. In recent years, there has been a notable surge in the popularity of online gaming among students. While acknowledging the positive aspects, such as stress relief and socialization, it is essential to recognize the potential negative impacts on various facets of students' lives, including academic performance, social relationships, and mental and physical health (Rajab et al., 2020; Batmaz et al., 2020; Purwaningsih & Nurmala, 2021; Erevik et al., 2022). A study conducted in 2023 by Manandhar and Timalsena revealed that students engaging in online games for over two hours daily tended to exhibit lower GPAs and higher rates of absenteeism, signaling a correlation between extensive online gaming and academic hindrance. Furthermore, McInroy and Mishna's 2023 study identified that students involved in violent online games were more prone to reporting aggressive thoughts and behaviors, indicating a potential link between such games and aggressive tendencies among students. It's important to note, however, that not all effects of online gaming on students are detrimental. In a 2022 study, Ting-Ting and Yueh-Min discovered that incorporating online games into classroom instruction positively correlated with higher academic achievement and increased engagement in learning, highlighting the potential for online games to enhance the educational experience. While there’s a lot of research on the impact of online gaming on students in general, there are still some gaps in the research specifically on the impact of online gaming on students at Caraga State University (CSU). One gap is the lack of longitudinal studies (Przybylski, A., & Weinstein, N., 2014). Most of the research on online gaming has been cross-sectional, meaning that it has only looked at the relationship between online gaming and student outcomes at one point in time. Longitudinal studies are needed to track students over time to see how their online gaming habits and student outcomes change (Przybylski, A., & Weinstein, N., 2014). For example, a longitudinal study could track CSU students from their first year to their fourth year to see how their online gaming habits and academic performance change over time. Another gap in the research is the lack of research on the specific types of online games (Przybylski, A., & Weinstein, N., 2014). Most of the research on online gaming has focused on online games in general, with less attention paid to specific types of online games, such as first-person shooters, role-playing games, or educational games. More research is needed to understand how different types of online games have different impacts on students (Griffiths, M. D., & Sargent, J. W., 2012). For example, a study could compare the impact of educational online games and violent online games on the academic performance and social relationships of CSU students. Online gaming can have both positive and negative effects on students at Caraga State University. While it can provide stress relief, socialization, problem-solving skills, and teamwork skills, it can also lead to addiction, violence, and cyberbullying (Rajab et al., 2020; Batmaz et al., 2020; Purwaningsih & Nurmala, 2021; Erevik et al., 2022). Data analytics can help us understand the impact of online gaming on students' performance in school, social relationships, mental and physical health, and other areas. By tracking students over time, we can develop interventions to help students maximize the positive effects of online gaming and minimize the negative effects. This research could help to inform policy and practice at Caraga State University to support students in their use of online gaming in a healthy and productive way. II. Review of Related Literature A. Overview of the study As Damayunita A. et al. (2022) observe, data mining unearths hidden patterns within information, transforming it into valuable decision-making tools. Among these tools, classification techniques predict the future category or label of data points. This study similarly employs data analytics, through tools like Rapid Miner, to examine the multifaceted relationship between online gaming and student life at Caraga State University (CSU). However, to gain a comprehensive understanding beyond surface-level statistics, the study utilizes insightful student surveys. These surveys explore personal perspectives on gaming's impact on academic focus, social connectedness, mental wellbeing, and time management, providing a nuanced picture of its influence on CSU students. To meticulously model the intricate relationships within the collected data and unlock its predictive power, this research harnesses a trifecta of robust techniques: Support Vector Machine (SVM), K-Nearest Neighbor (KNN), and Naive Bayes. Each algorithm offers a unique approach to classification, yet their comparative performance remains a compelling question for this study. Our investigation delves into the accuracy of each method in classifying, analyzing, and generating confusion matrix values, ultimately isolating the algorithm that reigns supreme in accurately predicting priorities. This rigorous comparison not only identifies the optimal tool for this particular dataset but also sheds light on the strengths and weaknesses of these algorithms in similar contexts. SVMs, versatile supervised learning algorithms, excel at both classification and regression. They artfully craft hyperplanes in high-dimensional spaces, maximizing separation between data classes. These boundaries hinge on crucial support vectors, and kernel functions unlock the power of non-linear relationships. But in realms of highdimensional data, like document classification, linear SVMs shine. Their lightning-fast training speed, comparable to non-linear SVMs, makes them an alluring choice, especially when adding features offers little performance boost. Chauhan et al. (2019) Zhang (2020) characterizes the K-Nearest Neighbors (KNN) classifier as a lazy learner that doesn't construct explicit models. In contrast to model-based classification algorithms that build models using training datasets for subsequent predictions, the KNN classifier retains all training examples in memory. This retention of training examples is essential for the algorithm to efficiently search for the K nearest neighbors when classifying a test sample. The distinctive feature of KNN lies in its instance-based nature, where predictions are made based on the majority class of the nearest neighbors, emphasizing memory-intensive computations during the classification process. According to Saritaş and Yaşar (2019), the Naive Bayes algorithm is characterized as a straightforward probability classifier that computes a set of probabilities by tallying the frequency and combinations of values within a given dataset. The algorithm is grounded in Bayes's theorem and operates under the assumption that all variables are independent when considering the value of the class variable. This "naive" assumption simplifies the computation of probabilities and makes the algorithm computationally efficient. By leveraging Bayesian principles, Naive Bayes calculates the probability of a particular class given the observed features and selects the class with the highest probability as the final prediction. This simplicity and efficiency make Naive Bayes particularly suitable for various classification tasks, especially in scenarios where the independence assumption holds reasonably well, such as in text classification or spam filtering applications. This study's rigorous comparison of algorithms shines a light on their efficacy in predicting complex relationships within student data. By identifying the optimal model for accurately classifying and analyzing the multifaceted influence of online gaming on CSU students, this research contributes to the development of proactive intervention strategies. As Liz-Doinguez et al. (2019) observe, predictive algorithms can form the basis of early warning systems for educational settings, allowing timely interventions to support students struggling with academic focus, social connections, or time management. By unraveling the intricate web of gaming's impact and equipping educators with powerful predictive tools, this research paves the way for a more proactive and holistic approach to ensuring student success at CSU and beyond. B. Existing Literatures Online gaming is a popular pastime for students at Caraga State University (CSU). It can provide students with stress relief, socialization, problem-solving skills, and teamwork skills. However, online gaming can also have negative impacts on students, such as addiction, violence, and cyberbullying. A 2023 study by Manandhar and Timalsena found that students who played online games for more than two hours per day were more likely to have lower GPAs and higher absenteeism rates. This suggests that excessive online gaming can interfere with students' academic studies. Another 2023 study by McInroy and Mishna found that students who played violent online games were more likely to report aggressive thoughts and behaviors. This suggests that violent online games may contribute to aggressive behavior in students. However, not all of the effects of online gaming on students are negative. A 2022 study by Ting-Ting and Yueh-Min found that students who used online games in their classroom instruction had higher academic achievement and were more engaged in their learning. This suggests that online games can be used to enhance student learning in a positive way. There is still a lot to learn about the impact of online gaming on students at CSU. The impact of online gaming on students at CSU is complex. Online gaming can have both positive and negative effects on students' academic performance, social relationships, mental and physical health, and other areas. More research is needed to understand the impact of online gaming on students at CSU. Data analytics can play a valuable role in this research by helping researchers to identify patterns and trends in students' online gaming habits and student outcomes. III. Methods A. Framework of the study Figure 1. Framework of the Study In Figure 1, we conducted a survey among students at Caraga State University using Google Forms to gather data about the effects of online gaming on them. We then extracted the data and exported it to Excel. In Data Preparation, we used RapidMiner to upload the file and analyze the data to determine if there is a significant effect. We also ensured that the data was aggregated. B. Dataset Description This dataset contains the reason why the students had a significant impact on their overall well-being, as well as how they resolved the situation and how they feel about it. We collected information from students about how much they prioritize their time between online gaming and academic responsibilities, their emotional and psychological effects either positive or negative, any changes about their social life or relationships and what game they usually play. Data Source: The information we gathered through surveys conducted at Caraga State University and made available online via link in a Google Form. Students are asked to respond to a series of questions, and the collected responses are included in the dataset. Figure 2. Google Form Survey. Key Attributes: College psychological_Effects perceive_Influence priority_Time socialRelationship_Changes positive_Negative emotional_Effects student_Opinions C. Evaluation Metrics In the survey and data collection phase, we can ascertain the number of participants and their completion times using the established framework. Employing a Google Form streamlines the data visualization process, as entries are automatically stored in a Google Sheet, facilitating seamless importation into RapidMiner for model testing and data preparation. The subsequent step involves scrutinizing respondents' answers to ensure relevance to the questions, conducting data-cleaning procedures. The Excel file is then imported into RapidMiner, where additional data-cleaning is performed to verify its integrity. To grasp data patterns effectively, visual representation through graphs or charts is deemed essential. Upon initiating the data analysis in RapidMiner, diverse analysis techniques are applied (model preparation time), ensuring that the data is refined and ready for analysis. Subsequently, various analysis techniques are evaluated (model validation), taking into account factors like accuracy and interpretability. These systematic procedures safeguard the reliability of our analysis, ensuring it is founded on dependable data and yields valuable insights. IV. Results and Discussion A. Results Figure 3. Counts of “How do you perceive the influence of online gaming on your academic performance” Figure 2 shows that, there’s slight increase in academic performance in students at Caraga State University, with 357 or 74.84% students showing a slight increase. No noticeable impact was observed in 86 or 18.03% students, and some students showed a slight negative impact (19 or 3.98%) ). A significant improvement in academic performance was observed in 15 or 3.14% students. Figure 4. Counts of “ Can you describe any changes you've noticed in your social life or relationships since you started playing online games” Figure 3 shows that many students have slightly improved their social and interpersonal relationships (230 or 48.22%), but there are also students who have not shown any noticeable impact ( 224 or 46.96% ). Some students have improved their social and interpersonal relationships ( 12 or 2.52% ), and a slight negative impact on their social and interpersonal relationships was observed in 9 or 1.89% students. A significant negative impact on their social and interpersonal relationships was observed in 2 or 0.42% students. Figure 5. Counts of “Have you experienced any emotional or psychological effects, positive or negative, as a result of your online gaming habits” Figure 4 shows that students had slightly positive emotional and psychological effects ( 303 or 63.31% ), some students had no noticeable emotional or psychological impact (141 or 29.56% ), and some had significantly negative emotional and psychological effects ( 17 or 3.56% ). Some students had significantly positive emotional and psychological effects (13 or ) and significantly negative emotional and psychological effects were observed on three ( 3 or 0.63% ) students. Figure 6. Counts of “How do you prioritize your time between gaming and your academic responsibilities” Figure 5 shows that students prioritize academic responsibilities slightly more than gaming (262 or 54.9), some students allocate their time equally between academic responsibilities and gaming (158 or 33.1%), and some students prioritize academic responsibilities over gaming (47 or 9.9%). Some students prioritize gaming slightly more than academic responsibilities (8 or 1.7%) and there are a few students who prioritize gaming over academic responsibilities (2 or 0.4%) Figure 7. Counts of “In your opinion, has online gaming had a significant impact on your overall academic wellbeing? If so, can you explain how?(choose one option only then click “Other”)”. Figure 6 shows that students have slightly improved their overall well-being (50.4% or 241) with various comments that having drawbacks like feeling depressed when having a losing streak but overall their well being is slightly improved. There are students that have significantly improved their overall well-being (4.4% or 21) and there are students that noticed that there is no noticeable impact on their overall well-being (43.8% or 209). There are students that have slightly negatively affected their overall well-being (2.7% or 13) and there are students that significantly negatively affected their overall well-being (0.4% or 2). B. Classification Report CLASSIFIER MODEL ACCURACY Support Vector Machine 59.38% K- Nearest Neighbor 47.92% Naive Bayes 60.42% Table 1. Result of the Classifier Model In Table 1, the classifier model results are presented, indicating the accuracy achieved when training and testing the grades dataset. Notably, Naive Bayes exhibits the highest accuracy at 60.42%, surpassing both KNN (47.92%) and SVM (59.38%). Figure 8. Comparison of the Classifier In Figure 7, it is illustrated that Support Vector Machine (SVM) and Naive Bayes share identical accuracy scores of 0.6, whereas K-Nearest Neighbor achieves a slightly lower accuracy of 0.5. C. Discussion The findings from Caraga State University reveal a predominantly positive trend in various facets of students' lives. A significant proportion of students exhibited improvement in academic performance, with 74.84% showcasing a slight increase and 3.14% experiencing a significant improvement. Social and interpersonal relationships also saw positive developments, as 48.22% reported slight improvement. Conversely, 46.96% reported no noticeable impact, and a small percentage faced a negative impact. Emotional and psychological effects yielded a majority of 63.31% experiencing slightly positive impacts, while 29.56% reported no noticeable change. Time allocation between academic responsibilities and gaming demonstrated diverse preferences, with 54.9% prioritizing academics slightly more than gaming. Notably, the discussion on overall well-being highlighted that 50.4% of students perceived a slight improvement, 43.8% noticed no impact, and 4.4% reported a significant positive change. The analysis of classifier models indicated Naive Bayes' superior accuracy at 60.42%, outperforming KNN (47.92%) and sharing identical accuracy with SVM (59.38%). In essence, the comprehensive overview suggests positive trends in students' academic and personal experiences, and the classifier model results emphasize Naive Bayes' effectiveness in predicting academic outcomes based on the provided dataset. V. Conclusion By conducting clustering and data analysis, the data from Caraga State University reveals varied effects on students across several domains. In academic performance, a significant majority (74.84%) experienced a slight increase, with a smaller segment showing no change (18.03%) or negative impacts. When it comes to social and interpersonal relationships, nearly half of the students (48.22%) reported a slight improvement, while a comparable proportion (46.96%) saw no noticeable change, and a minority faced negative effects. Emotional and psychological aspects saw a similar trend, with 63.31% of students experiencing slight positive effects, but a notable number remained unaffected, and a few reported negative outcomes. The balance between academic responsibilities and gaming also varied, with over half of the students (54.9%) slightly favoring academics, a significant number equally balancing both (33.1%), and others showing varying levels of preference. Finally, regarding overall well-being, while half of the students (50.4%) noted a slight improvement, the rest showed diverse responses ranging from significant improvement to notable negative impacts. These findings indicate that while the general trend is towards slight improvement in various aspects of student life, there is a need to recognize and address the diverse experiences of the student body, as not all are positively impacted by the changes or interventions implemented. VI. References Batmaz, U., Atay, Ö., & Yıldırım, S. (2020). The effects of online game addiction on the psychological wellbeing 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). 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(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 https://doi.org/10.1016/j.neucom.2018.11.101 KNN Questions 1. How do you perceive the influence of online gaming on your academic performance? 2. Can you describe any changes you've noticed in your social life or relationships since you started playing online games? 3. Have you experienced any emotional or psychological effects, positive or negative, as a result of your online gaming habits? 4. How do you prioritize your time between online gaming and your academic responsibilities? classification. Neurocomputing, 391, Attributes Impact on Academic Performance Impact on Social Life and Relationships Emotional and Psychological Impact Time Management and Prioritization 234–242. 5. In your opinion, has online gaming had a significant impact on your overall well-being? If so, can you explain how? Overall Well-being Impact