Certainty Factor for Online Game Addiction Scale Diagnosis — A Case Study of Informatics Student, University of Khairun

Online game addiction is the behavior of someone who wants to always play online games that lasts a long time and allows the individual concerned to not be able to control it so that it can have a negative impact that can have a negative impact on health and mental if too frequently play it. The aim of this study is to diagnose the online game addiction scale to students using the certainty factor algorithm. The level of online game addiction will be divided into three levels, namely: mild, moderate and severe addiction diagnoses. The calculation process starts from determining the weight value of each symptom and then determining the weight value of the user then calculating the weight value of each symptom with the user's weight value using the certainty factor method so as to produce how large the percentage level of online game addiction. The results showed that from a number of processed data the diagnostic results were obtained 13% of students with mild addiction, 37% of students with moderate addiction, 50% of students with severe addiction. Keyword : Scale Diagnosis, Certainty Factor, Online Game Addiction


Introduction
The World Health Organization (WHO) has established a list of diseases in the International Statistical Classification of Diseases (ICD) and one of the diseases mentioned is gaming disease. The ICD is a list of medical classifications issued by the WHO containing a list of diseases and their symptoms, signs, and causes. ICD is an international standard for reporting diseases and health conditions, used by all health professionals around the world. In the latest version of ICD11, WHO pointed out that gaming addiction is a disorder caused by addictive behaviors or habits or addiction [8]. The negative consequences of online gaming addiction have prompted governments and health-care providers in South-East Asian countries to take the issue seriously and launch a series of initiatives to fightagaints and alleviate the problem. In South Korea, Online gaming addiction is regarded as a major public health concern, with up to 24 percent of children diagnosed with Internet addiction [6]. The negative impact of online games has been severe in several cities in Indonesia, such as teenagers in Banyumas experiencing mental disorders and youth in Palembang breaking into ATMs to play games. The classification of online games as a mental disease does not imply that they solely have a negative influence. Online games have a positive impact as well, such as increasing player concentration and encouraging teenagers to be smart, because online games require strong adolescent analytical skills and strategic planning in order to typically finish the game well. Whereas the disadvantage, the most concerning situation is when online game players have acted unlawfully excessively while playing online games, causing mental problems in the gamers.
The students of the informatics study program at University of Khairun is very familiar with the internet, in consequence students have a lot of opportunities to learn about and play online games. It has been observed that students play online games for an extended period of time, which can be harmful if they are included in the addiction scale, but the level of addiction experienced by informatics students in general is unknown. The main purpose of this study is to diagnose the level of addiction of students in the informatics engineering study program using the factor certainty algorithm. The results of the addiction level diagnosis will be split into three levels of addiction, namely mild, moderate, and severe addiction.

Online Game
The network can be wired or wireless, and players can connect via LAN or the Internet. [3] Online gaming is one of the most popular leisure activities among many people. Some argue that playing video games can be used for a variety of purposes, including stress relief, challenge and competition, relaxation, enjoyment, social interaction, and even mentally escaping from the real E3S Web of Conferences 328, 0 (2021) ICST 2021 world [1]. Online gaming is one of the most popular pastimes among most people, particularly teenagers, children, and students [5]. Online games are technically video games that can be played on Smartphones, Laptop, Computer, or any advanced technology with a connection through the internet or any other computer network available [2].

Online Game Addiction
Online gaming addiction is defined as a person's desire to continue playing online games that consume a significant amount of time, and it is possible that the individual in question is unable to control or control it [4].

Certainty Factor
Certainty factor expresses confidence in an event (fact or hypothesis) based on evidence or expert assessment. Certainty factor is defined as the following equation.

Data Set
In collection of primary data, the author use observation and interview method. The author uses a questionnaire to collect data from respondents. and collects 100 amount of data that can be used as data sets for analysis.

Designing Certainty Factor
What needs to be designed in the certainty factor technique is the determination (expert CF) as the certainty value given by the expert to a rule, symptom data, and expert CF value based on the expert's scientific journal literature results. Based on the results of the scientific journal literature [7] with a psychiatrist as an expert in his research. Can be seen in the following

The rules of the online gaming addiction diagnosis
The following step is to establish the rules that will be used to assess the level of online game addiction. The rules of the online gaming addiction diagnostic system to get addiction results: -R1: IF percentage of addiction 1%-64% then mild addiction E3S Web of Conferences 328, 0 (2021) ICST 2021 -R2: IF addiction percentage 65%-97% then moderate addiction -R3: IF the percentage of addiction ≥97% then severe addiction

Test Result
On the test results using the data that has been collected, the results are shown in the diagram of the results of the diagnosis that has been carried out using the certainty factor. The percentage of symptoms encountered by students of informatics study program can be seen in the diagram, the percentage of symptoms experienced can be shown in figure 1 based on the results of tests that have been completed in the informatics program.

Deployment
The results of the use of the certainty factor approach are then built into applications that others can use to assess their level of online game addiction.   Figure 4 depicts the symptom data that was used as a variable in the diagnosis. This symptom has been recorded in the database and can be accessed via the consultation page by respondents. These symptoms can be added and deleted based on the factors that will be used.  Figure 5 depicts a list of users who took the test, as well as the results of the addiction test they completed. There is also a link on this page to view the specifics of the diagnostic findings that have been performed.

Conclusion
Certainty factor method was successfully applied to the system of online gaming addiction diagnosis, the application of certainty factor method was successfully applied to some students with three levels of addiction, namely mild addiction with a percentage of addiction E3S Web of Conferences 328, 0 (2021) ICST 2021 13%, moderate addiction with a percentage of 37% and severe addiction with a percentage of 50%.
The results of this study show that the certainty factor method has successfully diagnosed the level of addiction in Students of Khairun University Informatics Study Program.