A Multidimensional Dataset of Student Gaming Behavior and Academic Correlates in Bangladesh
收藏资源简介:
This dataset comprises anonymized survey responses from 1,061 university students in Bangladesh, collected between March and April 2023. The igd_responses_raw file contains all 1,061 original entries, while the igd_data file includes a cleaned subset of 989 samples. The train.csv file contains 791 samples, while the test.csv file includes 198 samples. It captures: Gaming Habits: Platform preference (Mobile/PC), average daily gaming time, age of gaming initiation, stress relief usage, and emotional responses to gaming. Academic Metrics: Current CGPA, Higher Secondary results, morning class attendance. Demographics & Lifestyle: Age, gender, sleep duration, newspaper reading habits, eyewear usage, and social/family time. Emotional/Physical Responses: Feelings when unable to play, fatigue levels. Collection Methodology: Survey Design: Validated by psychology and gaming experts. Recruitment: Convenience sampling via email/social media across nine Bangladeshi universities. Processing: Cleaning: Missing values imputed (mean for numerical, mode for categorical), outliers capped at the 95th percentile. Transformation: Normalization (min-max), standardization (z-score), and encoding (label/one-hot) for machine learning compatibility. Usage: Applications: Study gaming-academic correlations, mental health impacts, or cultural trends in the Global South. Limitations: Self-reported data; excludes validated IGD psychometric scales.



