Predicting the Effect of Violent Gameplaying to Violent Behavior Intention among Females using Tree Regression and AdaBoost Tree Regression

Main Article Content

Yaya Heryadi
Agung Trisetyarso
Bachtiar Saleh Abbas
Wayan Suparta
Ford Lumban Gaol


The issue on the effect of violent video game to aggressive behavior has gained wide interest from various communities. This paper presents some results of predicting quantitative measure of aggressive behavior from variables that measure violent video game playing. Experiment results showed that Decision Tree Regression (DTR) and Adaptive Boosting Tree Regression (AB-DTR) models predicted aggressive behavior intentions with high accuracy. For predicting Hostile variable: DTR’s training and testing RMSE (0.0, 0.0); AB-DTR’s training and testing RMSE (0.08, 1.08). For predicting Instru variable: DTR’s training and testing RMSE (0.0, 2.18); AB-DTR’s training and testing RMSE (0.0, 3.30) respectively.


Plum Analytics

Article Details

Special Issues


B. J. Bushman and L. R. Huesmann, “Aggression,” Handb. Soc. Psychol., no. 734, pp. 833–863, 2010.

C. a Anderson and B. J. Bushman, “Uman ggression,” Annu. Rev. Psychol., vol. 53, no. 1, pp. 27–51, 2002.

B. C. A. Anderson and B. J. Bushman, “General Article EFFECTS OF VIOLENT VIDEO GAMES ON AGGRESSIVE BEHAVIOR , AGGRESSIVE COGNITION , AGGRESSIVE AFFECT , PHYSIOLOGICAL AROUSAL , AND PROSOCIAL BEHAVIOR : A Meta-Analytic Review of the Scientific Literature,” vol. 12, no. 5, pp. 353–359, 2001.

C. A. Anderson and C. R. Murphy, “Violent Video Games and Aggressive Behavior in Young Women,” Aggress. Behav., vol. 29, no. 5, pp. 423–429, 2003.

J. S. Lemmens, B. J. Bushman, and E. A. Konijn, “The Appeal of Violent Video Games to Lower Educated Aggressive Adolescent Boys from Two Countries,” CyberPsychology Behav., vol. 9, no. 5, pp. 638–641, 2006.

E. J. Kim, K. Namkoong, T. Ku, and S. J. Kim, “The relationship between online game addiction and aggression, self-control and narcissistic personality traits,” Eur. Psychiatry, vol. 23, no. 3, pp. 212– 218, 2008.

L. Milani, E. Camisasca, S. C. S. Caravita, C. Ionio, S. Miragoli, and P. Di Blasio, “Violent Video Games and Children’s Aggressive Behaviors,” SAGE Open, vol. 5, no. 3, p. 215824401559942, 2015.

J. J. Allen, C. A. Anderson, and B. J. Bushman, “The General Aggression Model,” Curr. Opin. Psychol., vol. 19, no. 2, pp. 75–80, 2018.

P. M. Markey, “Finding the Middle Ground in Violent Video Game Research: Lessons From Ferguson (2015),” Perspect. Psychol. Sci., vol. 10, no. 5, pp. 667–670, 2015.

L. Torgo, “Inductive learning of tree-based regression models,” AI Commun., vol. 13, no. 2, pp. 137–138, 2000.

L. Breiman, “Bagging predictors,” Mach. Learn., vol. 24, no. 2, pp. 123– 140, 1996.

Y. Freund and R. E. Schapire, “A desicion-theoretic generalization of on-line learning and an application to boosting,” vol. 139, pp. 23–37, 1995.