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  3. METHODOLOGY.md +0 -528
  4. README.md +0 -207
00_DELIVERY_SUMMARY.md DELETED
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- # 🎉 DATASET GENERATION COMPLETE - DELIVERY SUMMARY
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-
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- **Project:** Global Digital Wellness & Subscription Fatigue
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- **Status:** ✅ READY FOR PUBLICATION (Kaggle, UCI, GitHub)
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- **Date Generated:** 2024
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- **Total Dataset Size:** 1.43 MB (CSV)
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- **Rows:** 10,000 | Columns:** 11 | Missing Values:** 0%
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-
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- ---
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-
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- ## 📦 Deliverables
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-
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- ### 1. **global_digital_wellness_dataset.csv** (1.43 MB)
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- - 10,000 rows × 11 columns
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- - Production-ready, clean, no missing values
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- - Ready for direct ML pipeline
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- - Format: UTF-8 encoded CSV
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-
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- **Quick Stats:**
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- - Region Distribution: 6 global regions
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- - Age Groups: 4 generations (Gen Z to Boomer)
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- - Target Classes: 3-class classification (Digital Addict, Balanced, Minimalist)
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- - No duplicates: 100% unique User_IDs
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-
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- ### 2. **README.md** (Complete Documentation)
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- - 📖 Overview and context
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- - 🎯 Use cases (Classification, Regression, NLP, Clustering)
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- - 🚀 Quick start code examples
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- - 📊 Dataset statistics and highlights
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- - 🌐 Geographic and demographic context
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- - 💡 Citation guidelines
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- - ⚙️ Technical implementation notes
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-
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- ### 3. **DATA_DICTIONARY.md** (Comprehensive Column Specs)
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- - 📋 Detailed description of all 11 columns
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- - 📊 Statistics, ranges, distributions for each column
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- - 🔗 Correlation information and relationships
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- - 💾 Data generation formulas and logic
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- - 🎯 Interpretation guides and use cases
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- - ⚙️ Recommended preprocessing approaches
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-
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- ### 4. **METHODOLOGY.md** (Generation Pipeline)
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- - 🛠️ Complete generation methodology
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- - 🔄 7-stage data generation pipeline
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- - 📐 Causal logic and feature relationships
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- - ✓ Validation procedures applied
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- - 🎨 Design decisions explained
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- - 🔬 Reproducibility and auditability details
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-
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- ### 5. **generate_dataset.py** (Source Code)
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- - 🐍 Full Python implementation (~350 lines)
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- - 📝 Well-commented, self-documenting
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- - 🔄 Reproducible with fixed random seeds
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- - 📊 Includes all generation logic
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- - ✓ Can regenerate dataset on demand
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-
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- ---
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-
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- ## 📊 Dataset Specifications
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-
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- ### Columns (11 Total)
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-
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- | # | Column | Type | Range | Mean | Notes |
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- |---|--------|------|-------|------|-------|
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- | 1 | User_ID | Int | 1-10,000 | 5,000 | Unique ID, primary key |
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- | 2 | Region | Cat | 6 regions | — | Global distribution |
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- | 3 | Age_Group | Cat | 4 groups | — | Gen Z to Boomer |
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- | 4 | Daily_Screen_Time | Float | 0.5-16.0 hrs | 6.35 | Primary driver |
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- | 5 | Subscription_Count | Int | 0-15 | 3.83 | Service count |
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- | 6 | Digital_Fatigue_Score | Int | 1-10 | 5.09 | Key outcome |
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- | 7 | Sleep_Quality | Cat | 4 levels | — | Health measure |
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- | 8 | Monthly_Digital_Spend | Float | $0-$999 | $53 | Financial impact |
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- | 9 | User_Review_Note | Text | Long | — | NLP ready |
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- | 10 | Sentiment_Index | Float | -1 to 1 | -0.08 | Sentiment score |
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- | 11 | Lifestyle_Class | Cat | 3 classes | — | Classification target |
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-
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- ### Quality Metrics
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-
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- ✓ **No Missing Values:** 0% (100% complete)
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- ✓ **Data Type Consistency:** 100% valid types
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- ✓ **Range Compliance:** All values within specified bounds
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- ✓ **Category Validity:** Only valid categories used
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- ✓ **Correlation Logic:** Causal relationships intact
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- ✓ **Realistic Challenges:** ~3% outliers, ~2% anomalies (intentional)
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- ✓ **Class Balance:** 89.9% Balanced, 9.3% Minimalist, 0.8% Digital Addict
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-
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- ---
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-
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- ## 🎯 Use Cases Ready
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-
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- ### ✅ Classification
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- - Predict `Lifestyle_Class` (3-class, imbalanced)
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- - Multi-class problem suitable for testing various algorithms
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- - Baseline accuracy from majority class: 89.9%
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-
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- ### ✅ Regression
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- - Predict `Digital_Fatigue_Score` (1-10 ordinal)
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- - Predict `Monthly_Digital_Spend` (continuous $)
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- - Predict `Sentiment_Index` (-1 to 1 continuous)
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-
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- ### ✅ NLP/Text Analysis
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- - Sentiment analysis on `User_Review_Note`
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- - Text classification
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- - Opinion mining
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- - 92% sentiment agreement with Sentiment_Index
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-
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- ### ✅ Exploratory Analysis
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- - Regional patterns visualization
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- - Generational behavior comparison
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- - Correlation & causality exploration
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- - Industry-wide trend analysis
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-
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- ### ✅ Clustering/Segmentation
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- - Behavioral clustering
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- - Regional profiling
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- - Digital wellness segments
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- - Hidden pattern discovery
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-
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- ---
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-
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- ## 🚀 Getting Started
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-
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- ### Step 1: Load Data
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- ```python
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- import pandas as pd
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-
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- df = pd.read_csv('global_digital_wellness_dataset.csv')
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- print(df.shape) # (10000, 11)
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- print(df.head())
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- ```
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-
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- ### Step 2: Basic Analysis
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- ```python
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- # Distribution of target variable
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- print(df['Lifestyle_Class'].value_counts())
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-
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- # Regional comparison
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- print(df.groupby('Region')['Digital_Fatigue_Score'].mean())
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-
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- # Correlation matrix
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- print(df.corr())
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- ```
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-
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- ### Step 3: Train ML Model
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- ```python
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- from sklearn.ensemble import RandomForestClassifier
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- from sklearn.model_selection import train_test_split
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-
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- X = df.drop('Lifestyle_Class', axis=1)
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- X = pd.get_dummies(X) # Encode categoricals
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- y = df['Lifestyle_Class']
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-
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- X_train, X_test, y_train, y_test = train_test_split(
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- X, y, test_size=0.2, random_state=42
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- )
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-
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- model = RandomForestClassifier(n_estimators=100)
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- model.fit(X_train, y_train)
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- print(f"Accuracy: {model.score(X_test, y_test):.3f}")
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- ```
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-
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- ---
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-
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- ## 📈 Key Statistics
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-
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- ### Geographic Distribution
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- - Asia-Pacific: 35.5% (3,548 users)
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- - North America: 20.4% (2,043 users)
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- - Europe: 18.1% (1,810 users)
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- - LATAM: 11.5% (1,151 users)
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- - Africa: 7.5% (746 users)
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- - Middle East: 7.0% (702 users)
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-
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- ### Age Group Distribution
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- - Millennial (25-40): 34.8% (3,484 users)
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- - Gen X (41-56): 27.8% (2,779 users)
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- - Gen Z (18-24): 21.7% (2,171 users)
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- - Boomer (57+): 15.7% (1,566 users)
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-
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- ### Screen Time by Generation
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- - Gen Z: 9.1 hrs/day average (highest)
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- - Millennial: 7.5 hrs/day
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- - Gen X: 4.8 hrs/day
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- - Boomer: 2.4 hrs/day (lowest)
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-
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- ### Target Class Distribution
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- - Balanced: 89.9% (8,988 users) — Healthy digital habits
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- - Minimalist: 9.3% (933 users) — Low intentional use
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- - Digital Addict: 0.8% (79 users) — Extreme usage
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-
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- ---
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-
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- ## 🌐 Global Appeal
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-
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- ### Why This Dataset Is Perfect for International Competition
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-
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- ✅ **Universal Topic:** Digital wellness is globally relevant
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- ✅ **English Terminology:** Professional ML dataset language
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- ✅ **No Cultural Bias:** Reviews are template-based, accessible
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- ✅ **Global Distribution:** Realistic worldwide representation
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- ✅ **Multiple ML Tasks:** Classification, Regression, NLP all possible
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- ✅ **Realistic Challenges:** Production-like data quality issues
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- ✅ **Educational Value:** Clear methodology, learnable generation process
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-
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- ### Ready for Publication On
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-
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- ✓ **Kaggle Datasets** — Largest ML community (2M+ kernel notebooks)
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- ✓ **UCI Machine Learning Repository** — Academic credibility
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- ✓ **GitHub** — Open source hosting + version control
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- ✓ **Harvard Dataverse** — Academic preservation
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- ✓ **Your Portfolio** — Impressive project demonstration
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-
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- ---
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-
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- ## 💾 Files Directory Structure
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-
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- ```
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- Global Digital Wellness/
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- ├── global_digital_wellness_dataset.csv (1.43 MB - Main dataset)
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- ├── README.md (Quick start guide)
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- ├── DATA_DICTIONARY.md (Column specifications)
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- ├── METHODOLOGY.md (Generation process)
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- └── generate_dataset.py (Source code)
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- ```
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-
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- ---
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-
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- ## 🔍 Quality Assurance Checklist
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-
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- ### Data Integrity
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- - ✅ 10,000 unique users (User_ID 1-10,000)
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- - ✅ No duplicate rows
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- - ✅ No missing values
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- - ✅ All columns present and data types correct
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- - ✅ All values within expected ranges
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- - ✅ Categorical values valid
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-
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- ### Statistical Properties
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- - ✅ Age distribution realistic (Millennials > Gen X > Boomers)
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- - ✅ Screen time follows age-based pattern (Gen Z > older)
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- - ✅ Fatigue correlates with screen time (r=0.71)
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- - ✅ Sentiment inversely correlates with fatigue (r=-0.89)
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- - ✅ Subscriptions correlate with spending (r=0.95)
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- - ✅ Sleep quality affected by screen time
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-
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- ### Realistic Challenges
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- - ✅ ~3% outliers (extreme values)
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- - ✅ ~2% anomalies (data inconsistencies)
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- - ✅ Balanced-class dominance (~90%)
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- - ✅ Rare class included (Digital Addict 0.8%)
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- - ✅ Production-like patterns
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-
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- ### Reproducibility
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- - ✅ Fixed random seeds (42)
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- - ✅ Deterministic generation
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- - ✅ Source code included
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- - ✅ Methodology fully documented
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- - ✅ Can regenerate identical dataset
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-
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- ---
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-
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- ## 🎓 Recommended Analysis Pipeline
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-
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- ### Week 1: Exploration
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- 1. Load and inspect data
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- 2. Descriptive statistics
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- 3. Distribution plots
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- 4. Correlation analysis
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- 5. Missing value assessment
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-
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- ### Week 2: Preparation
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- 1. Handle encoding (categorical → numeric)
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- 2. Feature scaling (if needed)
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- 3. Train-test split (80/20)
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- 4. Handle class imbalance (if needed)
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- 5. EDA visualizations
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-
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- ### Week 3: Modeling
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- 1. Baseline models (LogisticRegression, DecisionTree)
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- 2. Advanced models (RandomForest, XGBoost, SVM)
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- 3. Hyperparameter tuning
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- 4. Cross-validation (to handle imbalance)
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- 5. Performance evaluation
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-
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- ### Week 4: Analysis
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- 1. Feature importance
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- 2. SHAP values/interpretability
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- 3. Error analysis
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- 4. Regional/demographic breakdowns
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- 5. Business insights
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-
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- ---
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-
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- ## 📚 Next Steps
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-
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- ### For Kaggle Upload
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- 1. Create account on kaggle.com
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- 2. Go to "My Datasets" → "Create New Dataset"
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- 3. Upload global_digital_wellness_dataset.csv
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- 4. Add title, description (from README.md)
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- 5. Set license to "CC0"
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- 6. Add tags: machine-learning, classification, nlp, synthetic-data
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- 7. Publish dataset
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-
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- ### For UCI Repository
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- 1. Visit uci.edu/ml
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- 2. Submit dataset metadata
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- 3. Attach CSV + documentation
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- 4. Wait for review (1-2 weeks)
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- 5. Published in official catalog
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-
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- ### For GitHub
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- 1. Create new public repo
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- 2. Add all files with README.md
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- 3. Create LICENSE (CC0)
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- 4. Add example notebook
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- 5. Share with community
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-
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- ### For Your Portfolio
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- 1. Create landing page with dataset description
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- 2. Build example Kaggle kernel/notebook
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- 3. Run analysis & publish results
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- 4. Link to GitHub repo
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- 5. Highlight on LinkedIn/resume
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-
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- ---
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-
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- ## ✨ Highlights to Emphasize
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-
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- **"10,000 synthetic users across 6 global regions with realistic causal relationships"**
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-
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- - 🌍 Global dataset with realistic geographic distribution
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- - 🎯 Multi-task ML potential (Classification, Regression, NLP)
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- - 📊 Clear causal logic in feature generation
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- - ✅ Production-ready quality (no missing values, validated)
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- - 💡 Educational methodology fully documented
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- - 🔬 Reproducible and auditable generation
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- - 🎨 Creative domain (Digital wellness + subscription fatigue)
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- - 🚀 Ready for immediate use in ML projects
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-
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- ---
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-
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- ## 📞 Maintenance & Support
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-
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- ### Version
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- - **Version:** 1.0
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- - **Generated:** 2024
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- - **License:** CC0 (Public Domain)
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- - **Status:** Stable, ready for publication
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-
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- ### Future Versions Could Include
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- - Time series dimension (30-day tracking)
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- - Sub-regional data (cities, not just continents)
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- - App-level breakdown (which services drive fatigue most)
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- - Extended NLP-generated reviews
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- - Multi-year historical data
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-
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- ---
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-
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- ## 🎯 Summary
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-
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- You now have a **complete, publication-ready synthetic dataset** that:
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-
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- ✅ Represents 10,000 diverse global users
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- ✅ Has 11 carefully engineered features
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- ✅ Includes realistic data quality challenges
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- ✅ Supports multiple ML tasks
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- ✅ Comes with comprehensive documentation
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- ✅ Is reproducible and open source
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- ✅ Is ready for Kaggle, UCI, GitHub, and academic use
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-
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- **Thank you for supporting this project!**
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- **Good luck with your machine learning endeavors!**
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-
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- ---
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-
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- **To get started:** Load the CSV and run the code examples in README.md
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-
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- **Questions?** Refer to DATA_DICTIONARY.md or METHODOLOGY.md for detailed answers
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-
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- **Want to extend it?** Edit generate_dataset.py and regenerate with your modifications
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-
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- **Share your success!** Tag the dataset when you publish results 🎉
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
DATA_DICTIONARY.md DELETED
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- # Data Dictionary - Global Digital Wellness & Subscription Fatigue Dataset
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-
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- **Version:** 1.0
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- **Generated:** 2024
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- **Dataset Size:** 10,000 rows × 11 columns
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- **File Size:** 1.43 MB (CSV format)
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-
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- ---
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-
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- ## Column Specifications
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-
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- ### 1. User_ID
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- **Type:** Integer (Nominal)
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- **Range:** 1 to 10,000
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- **Missing Values:** 0 (None)
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- **Unique Values:** 10,000
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- **Primary Key:** Yes
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-
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- **Description:**
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- Unique identifier for each user in the dataset. Serves as the primary key for row identification and joining operations.
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-
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- **Example Values:** 1, 2, 3, ..., 10000
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-
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- **Use:** Join key, user tracking in analyses
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-
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- ---
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-
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- ### 2. Region
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- **Type:** String (Categorical, Nominal)
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- **Missing Values:** 0 (None)
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- **Unique Values:** 6
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-
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- **Valid Categories:**
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- - North America (20.4%, n=2,043)
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- - Europe (18.1%, n=1,810)
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- - Asia-Pacific (35.5%, n=3,548)
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- - LATAM (11.5%, n=1,151)
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- - Africa (7.5%, n=746)
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- - Middle East (7.0%, n=702)
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-
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- **Description:**
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- Geographic region of the user. Represents macro-geographic areas affecting internet infrastructure, purchasing power, and digital adoption patterns. Distribution reflects global internet user demographics.
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-
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- **Notes:**
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- - Weighted by global internet penetration (2024)
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- - Asia-Pacific dominates due to population size
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- - Affects screen time multiplier and spending patterns
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- - Used for regional comparative analysis
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-
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- **Example Values:** "North America", "Asia-Pacific", "Europe"
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-
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- **Use:** Regional analysis, geographic filtering, sub-group comparison
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-
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- ---
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-
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- ### 3. Age_Group
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- **Type:** String (Categorical, Ordinal)
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- **Missing Values:** 0 (None)
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- **Unique Values:** 4
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- **Ordering:** Gen Z < Millennial < Gen X < Boomer
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-
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- **Valid Categories:**
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- - Gen Z (18-24): 21.7% (n=2,171)
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- - Millennial (25-40): 34.8% (n=3,484)
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- - Gen X (41-56): 27.8% (n=2,779)
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- - Boomer (57+): 15.7% (n=1,566)
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-
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- **Description:**
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- Generational age bracket categorizing users into cohorts with similar digital behavior patterns. Generation significantly influences screen time, subscription preferences, and digital fatigue levels.
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-
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- **Characteristics by Age Group:**
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- | Age Group | Screen Time | Subscriptions | Fatigue | Digital Native |
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- |-----------|-------------|---------------|---------|---|
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- | Gen Z | Highest (8.5 hrs baseline) | Low (2.5 mean) | High | Yes |
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- | Millennial | High (6.5 hrs baseline) | Medium (4.2 mean) | Medium | Partially |
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- | Gen X | Medium (4.5 hrs baseline) | Medium (3.8 mean) | Medium | No |
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- | Boomer | Low (2.5 hrs baseline) | Low (1.5 mean) | Low | No |
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-
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- **Example Values:** "Gen Z (18-24)", "Millennial (25-40)", "Gen X (41-56)", "Boomer (57+)"
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-
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- **Use:** Generational analysis, digital native research, age-based segmentation
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-
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- ---
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-
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- ### 4. Daily_Screen_Time
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- **Type:** Float (Numeric, Continuous)
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- **Range:** 0.5 to 16.0 hours
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- **Mean:** 6.35 hours
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- **Median:** 5.92 hours
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- **Std Dev:** 3.48 hours
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- **Missing Values:** 0 (None)
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-
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- **Description:**
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- Average daily screen time across all digital devices (smartphone, laptop, tablet, TV, smart home devices). Measured in hours per day and represents continuous exposure to digital content.
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-
96
- **Generation Logic:**
97
- ```
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- Screen Time = (Age_Group_Baseline × Region_Multiplier) + Gaussian_Noise(0, 0.8)
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- Clipped to [0.5, 16.0]
100
- ```
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-
102
- **Ranges by Age Group:**
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- | Age Group | Min | Mean | Max |
104
- |-----------|-----|------|-----|
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- | Gen Z | 1.2 | 9.1 | 15.8 |
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- | Millennial | 0.8 | 7.5 | 15.3 |
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- | Gen X | 0.6 | 4.8 | 12.9 |
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- | Boomer | 0.5 | 2.4 | 9.7 |
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-
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- **Key Correlations:**
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- - With Digital_Fatigue_Score: r = 0.71 ✓ (strong positive)
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- - With Sleep_Quality: r = -0.62 ✓ (moderate negative)
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- - With Sentiment_Index: r = -0.48 ✓ (moderate negative)
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-
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- **Outliers:** ~50 records with values > 14 hours (3% intentional)
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-
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- **Example Values:** 6.35, 9.12, 2.45, 15.67
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-
119
- **Use:** Primary predictor, target analysis, wellness impact assessment
120
-
121
- ---
122
-
123
- ### 5. Subscription_Count
124
- **Type:** Integer (Numeric, Discrete)
125
- **Range:** 0 to 15
126
- **Mean:** 3.83 services
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- **Median:** 4 services
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- **Mode:** 4
129
- **Std Dev:** 2.15
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- **Missing Values:** 0 (None)
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-
132
- **Description:**
133
- Number of active paid digital subscriptions (streaming services, cloud storage, gaming, productivity, etc.). Reflects service consumption footprint and digital spending commitment.
134
-
135
- **Common Services (implicit):**
136
- - Video streaming: Netflix, Disney+, Amazon Prime
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- - Music/Audio: Spotify, Apple Music, YouTube Premium
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- - Cloud storage: OneDrive, Google Drive, iCloud
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- - Productivity: Microsoft 365, Adobe Cloud
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- - Gaming: Xbox Game Pass, PlayStation Plus
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- - Others: Fitness apps, learning platforms, news services
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-
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- **Distribution by Age Group:**
144
- | Age Group | Mean | Median | Range |
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- |-----------|------|--------|-------|
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- | Gen Z | 2.5 | 2 | 0-12 |
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- | Millennial | 4.2 | 4 | 0-14 |
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- | Gen X | 3.8 | 4 | 0-12 |
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- | Boomer | 1.5 | 1 | 0-8 |
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-
151
- **Key Correlations:**
152
- - With Monthly_Digital_Spend: r = 0.95 ✓ (very strong positive)
153
- - With Digital_Fatigue_Score: r = 0.58 ✓ (strong positive)
154
- - With Age_Group: Gen X/Millennial > Gen Z > Boomers
155
-
156
- **Outliers:** ~100 records with values 10-15 (intentional extreme)
157
-
158
- **Example Values:** 0, 3, 5, 9, 12
159
-
160
- **Use:** Spending prediction, service consumption analysis, "subscription fatigue"
161
-
162
- ---
163
-
164
- ### 6. Digital_Fatigue_Score
165
- **Type:** Integer (Numeric, Ordinal)
166
- **Scale:** 1 to 10
167
- **1-3:** Low fatigue, healthy engagement
168
- **4-6:** Moderate fatigue, manageable stress
169
- **7-8:** High fatigue, concerning patterns
170
- **9-10:** Severe fatigue, burnout symptoms
171
-
172
- **Mean:** 5.09 / 10
173
- **Median:** 5 / 10
174
- **Mode:** 5 / 10
175
- **Std Dev:** 2.15
176
- **Missing Values:** 0 (None)
177
-
178
- **Description:**
179
- Self-reported measure of digital burnout, stress, and exhaustion from technology use. Core dependent variable reflecting overall digital wellness status. Integrates screen time exposure and service complexity.
180
-
181
- **Generation Formula:**
182
- ```
183
- Base_Fatigue = (Screen_Time × 0.6 + Subscriptions × 0.4)
184
- Age_Adjusted = Base_Fatigue × Age_Resilience_Factor
185
- Final = Round(Age_Adjusted + Gaussian_Noise(0, 0.5))
186
- Clipped to [1, 10]
187
- ```
188
-
189
- **Interpretation by Score:**
190
- | Score | Label | Characteristics |
191
- |-------|-------|---|
192
- | 1-2 | Very Low | Minimal digital engagement, no stress |
193
- | 3-4 | Low | Controlled usage, enjoying technology |
194
- | 5-6 | Moderate | Some stress, occasional overuse |
195
- | 7-8 | High | Significant fatigue, sleep affected |
196
- | 9-10 | Severe | Burnout symptoms, severe sleep issues |
197
-
198
- **Key Correlations:**
199
- - With Daily_Screen_Time: r = 0.71 (strong positive)
200
- - With Sentiment_Index: r = -0.89 (very strong negative)
201
- - With Sleep_Quality: Poor=65%, Fair=23%, Good=11%, Excellent=1%
202
-
203
- **Distribution:**
204
- - Score 1-3: 18% (Low fatigue)
205
- - Score 4-6: 52% (Moderate)
206
- - Score 7-8: 25% (High)
207
- - Score 9-10: 5% (Severe)
208
-
209
- **Example Values:** 2, 5, 7, 9
210
-
211
- **Use:** Primary target variable (regression), classification feature, wellness indicator
212
-
213
- ---
214
-
215
- ### 7. Sleep_Quality
216
- **Type:** String (Categorical, Ordinal)
217
- **Missing Values:** 0 (None)
218
- **Unique Values:** 4
219
-
220
- **Valid Categories (Ordered):**
221
- 1. **Poor** (28.2%, n=2,818)
222
- - <4 hours of sleep OR frequent disruptions
223
- - Severe screen/digital impact
224
-
225
- 2. **Fair** (23.5%, n=2,352)
226
- - 4-6 hours or troubling disruptions
227
- - Moderate digital interference
228
-
229
- 3. **Good** (32.8%, n=3,282)
230
- - 7-8 hours with minor issues
231
- - Minimal digital impact
232
-
233
- 4. **Excellent** (15.5%, n=1,548)
234
- - 8+ hours deep sleep
235
- - No digital interference
236
-
237
- **Description:**
238
- Categorical assessment of sleep quality reflecting restfulness, duration, and screen time impact.
239
-
240
- **Conditional Probability Table (Screen-Time Based):**
241
- ```
242
- If Daily_Screen_Time > 10 hours:
243
- Poor: 80%, Fair: 15%, Good: 4%, Excellent: 1%
244
-
245
- If Daily_Screen_Time 6-10 hours:
246
- Poor: 20%, Fair: 40%, Good: 30%, Excellent: 10%
247
-
248
- If Daily_Screen_Time < 6 hours:
249
- Poor: 5%, Fair: 15%, Good: 50%, Excellent: 30%
250
- ```
251
-
252
- **Key Correlations:**
253
- - With Daily_Screen_Time: r = -0.62 (moderate negative)
254
- - With Digital_Fatigue_Score: r = -0.71 (strong negative)
255
-
256
- **Example Values:** "Poor", "Fair", "Good", "Excellent"
257
-
258
- **Use:** Health outcome analysis, sleep impact assessment, lifestyle classification
259
-
260
- ---
261
-
262
- ### 8. Monthly_Digital_Spend
263
- **Type:** Float (Numeric, Continuous)
264
- **Range:** $0 to $883
265
- **Mean:** $53.05 USD
266
- **Median:** $49.20 USD
267
- **Std Dev:** $41.35
268
- **Missing Values:** 0 (None)
269
-
270
- **Description:**
271
- Total monthly spending on digital subscriptions and services in USD. Adjusted for regional purchasing power parity, reflecting actual affordability and service accessibility across regions.
272
-
273
- **Generation Formula:**
274
- ```
275
- Base_Spend = Subscriptions × $15 (base price)
276
- Regional_Adjusted = Base_Spend × Region_PPP_Multiplier
277
- Final = Regional_Adjusted + Gaussian_Noise(0, 10)
278
- ```
279
-
280
- **Region PPP Multipliers:**
281
- | Region | Multiplier | Rationale |
282
- |--------|-----------|-----------|
283
- | North America | 1.20 | Highest spending capacity |
284
- | Europe | 1.10 | Strong purchasing power |
285
- | Asia-Pacific | 0.75 | Mixed incomes, mobile-first |
286
- | LATAM | 0.60 | Lower average incomes |
287
- | Middle East | 0.85 | Mixed economies |
288
- | Africa | 0.40 | Limited purchasing power |
289
-
290
- **Spending by Age Group:**
291
- | Age Group | Mean | Median | Max |
292
- |-----------|------|--------|-----|
293
- | Boomers | $22.50 | $15 | $120 |
294
- | Gen X | $57.30 | $50 | $450 |
295
- | Millennials | $68.40 | $60 | $650 |
296
- | Gen Z | $31.20 | $28 | $250 |
297
-
298
- **Key Correlations:**
299
- - With Subscription_Count: r = 0.95 (very strong positive)
300
- - With Monthly_Income (proxy via age): Age-dependent
301
- - With Region: North America > Europe > Asia-Pacific > Others
302
-
303
- **Outliers:** ~100 records with values $500-$883 (3% intentional)
304
-
305
- **Example Values:** 0, 45.50, 85.30, 750.00
306
-
307
- **Use:** Economic analysis, spending prediction, subscription ROI assessment
308
-
309
- ---
310
-
311
- ### 9. User_Review_Note
312
- **Type:** String (Text, Unstructured)
313
- **Typical Length:** 50-150 characters
314
- **Missing Values:** 0 (None, regenerated after cleaning)
315
-
316
- **Description:**
317
- Unstructured text review or comment from user about their digital wellness experience. Includes complaints, positive feedback, and observations about technology use.
318
-
319
- **Sentiment-Aligned Generation:**
320
-
321
- **For Negative Sentiment (Sentiment_Index < -0.33):**
322
- - "Too many ads and expensive subscriptions. I feel drained every day."
323
- - "I've cancelled most services but still feel overwhelmed. Screen time is killing my sleep."
324
- - "Digital fatigue is real. Between work emails and personal apps, I can't disconnect."
325
- - (+ 5 more templates)
326
-
327
- **For Neutral Sentiment (-0.33 to 0.33):**
328
- - "I use digital tools for work and entertainment, but I try to maintain balance."
329
- - "Some subscriptions are useful, others are just taking up space and money."
330
- - "Screen time depends on work demands. Weekends are usually better."
331
- - (+ 3 more templates)
332
-
333
- **For Positive Sentiment (Sentiment_Index > 0.33):**
334
- - "Digital tools help me stay connected with family abroad. Can't imagine life without them."
335
- - "I've set healthy boundaries with screen time and feel much better now."
336
- - "Using apps for meditation and fitness really improved my overall wellness."
337
- - (+ 3 more templates)
338
-
339
- **Often Includes Service Mentions (40% of records):**
340
- Frequently mentions: Netflix, Spotify, Instagram, TikTok, Cloud Storage, YouTube Premium, etc.
341
-
342
- **Best For:** NLP tasks, sentiment analysis, topic modeling, text classification
343
-
344
- **Key Statistics:**
345
- - Average length: 98 characters
346
- - Contains service mentions: 40% of rows
347
- - Sentiment agreement with Sentiment_Index: 92% concordance
348
-
349
- **Example Values:**
350
- - "Too many ads and expensive subscriptions. I feel drained every day."
351
- - "I use digital tools for work, but I try to maintain balance."
352
- - "Digital tools help me stay connected. Love the ecosystem!"
353
-
354
- **Use:** Sentiment analysis validation, NLP training, text feature engineering
355
-
356
- ---
357
-
358
- ### 10. Sentiment_Index
359
- **Type:** Float (Numeric, Continuous)
360
- **Range:** -1.0 to 1.0
361
- **-1.0 to -0.33:** Negative sentiment (pessimistic about digital tools)
362
- *-0.33 to 0.33:** Neutral sentiment (balanced views)
363
- **0.33 to 1.0:** Positive sentiment (optimistic about digital tools)
364
-
365
- **Mean:** -0.08 (slightly negative overall)
366
- **Median:** -0.06
367
- **Std Dev:** 0.62
368
- **Missing Values:** 0 (None)
369
-
370
- **Description:**
371
- Computed sentiment score extracted/derived from User_Review_Note. Represents emotional tone and valence regarding digital technology and wellness. Engineered feature for direct sentiment analysis without NLP processing.
372
-
373
- **Generation Formula:**
374
- ```
375
- Sentiment_Base = 1 - (2 × Digital_Fatigue_Score/10)
376
- Jitter = Gaussian_Noise(0, 0.15)
377
- Nonlinear = Gaussian_Noise(0, 0.1)
378
- Final_Sentiment = Clip(Sentiment_Base + Jitter + Nonlinear, -1.0, 1.0)
379
- ```
380
-
381
- **Distribution:**
382
- | Range | Category | Percentage |
383
- |-------|----------|-----------|
384
- | -1.0 to -0.67 | Very Negative | 12% |
385
- | -0.67 to -0.33 | Negative | 24% |
386
- | -0.33 to 0.33 | Neutral | 32% |
387
- | 0.33 to 0.67 | Positive | 22% |
388
- | 0.67 to 1.0 | Very Positive | 10% |
389
-
390
- **Key Correlations:**
391
- - With Digital_Fatigue_Score: r = -0.89 (very strong negative)
392
- - With Sleep_Quality (as ordinal): r = 0.68 (strong positive)
393
- - With Daily_Screen_Time: r = -0.48 (moderate negative)
394
-
395
- **Precision:** 2 decimal places, representing sentiment in 0.01 increments
396
-
397
- **Example Values:** -0.85, -0.23, 0.15, 0.72
398
-
399
- **Use:** Sentiment classification, quick sentiment check, feature engineering, validation of text analysis
400
-
401
- ---
402
-
403
- ### 11. Lifestyle_Class
404
- **Type:** String (Categorical, Nominal—Classification Target)
405
- **Values:** 3 classes
406
-
407
- **Digital Addict**
408
- - **Criteria:** Daily_Screen_Time > 9 hrs AND Digital_Fatigue_Score > 7
409
- - **Count:** 79 (0.8%)
410
- - **Characteristics:**
411
- - Extreme screen time usage (>9 hours/day)
412
- - High burnout symptoms (fatigue 8-10)
413
- - Typically younger (Gen Z/Millennial)
414
- - High subscription commitment
415
- - Poor sleep quality (70%+ "Poor")
416
- - Negative sentiment (75%+ negative)
417
-
418
- **Balanced**
419
- - **Criteria:** All others not classified as Addict or Minimalist
420
- - **Count:** 8,988 (89.9%)
421
- - **Characteristics:**
422
- - Moderate screen time (4-9 hours/day)
423
- - Manageable fatigue levels (4-7)
424
- - Diverse age groups balanced
425
- - Reasonable subscriptions (2-6)
426
- - Varied sleep quality
427
- - Mixed sentiment distribution
428
-
429
- **Minimalist**
430
- - **Criteria:** Daily_Screen_Time < 4 hrs AND Subscription_Count < 2
431
- - **Count:** 933 (9.3%)
432
- - **Characteristics:**
433
- - Low screen time (<4 hours/day)
434
- - Minimal fatigue (scores 1-5)
435
- - Typically older (Gen X/Boomer)
436
- - Few subscriptions (<2)
437
- - Good-to-excellent sleep (60%+ "Good/Excellent")
438
- - Positive sentiment (70%+ positive)
439
-
440
- **Distribution:**
441
- ```
442
- Balanced ███████████████ (89.9%)
443
- Minimalist │ (9.3%)
444
- Addict . (0.8%)
445
- Total: 10,000 users
446
- ```
447
-
448
- **Classification Task Baseline:**
449
- - Trivial accuracy from predicting majority class: 89.9%
450
- - Balanced accuracy target: >70% across all classes
451
- - Cross-validation stability important (class imbalance sensitive)
452
-
453
- **Example Values:** "Digital Addict", "Balanced", "Minimalist"
454
-
455
- **Use:** Primary classification target, segmentation, lifestyle interventions
456
-
457
- ---
458
-
459
- ## Missing Data Handling
460
-
461
- ### Original Missing Data (Post-Generation)
462
- Deliberately injected realistic missing patterns:
463
-
464
- | Column | Rate | Reason |
465
- |--------|------|--------|
466
- | User_Review_Note | 5% | Some users skip surveys |
467
- | Monthly_Digital_Spend | 3% | Privacy concerns |
468
- | Sleep_Quality | 2% | Survey non-response |
469
- | Others | 0% | Always collected |
470
-
471
- ### Final Dataset
472
- All missing values handled:
473
- - Reviews: Regenerated with appropriate sentiment
474
- - Spend: Median imputation per region
475
- - Sleep: Regenerated based on screen time probabilities
476
- - **Result: 0% missing in exported CSV**
477
-
478
- ---
479
-
480
- ## Data Quality Metrics
481
-
482
- ### Outliers (~3% of rows - Intentional)
483
- ```
484
- Daily_Screen_Time: 50 rows with 14-16 hours
485
- Monthly_Digital_Spend: 50 rows with $500-$1000
486
- Subscription_Count: 50 rows with 10-15 services
487
- ```
488
- **Purpose:** Robustness testing, anomaly detection practice
489
-
490
- ### Anomalies (~2% of rows - Realistic Inconsistencies)
491
- ```
492
- High fatigue (8-10) + Excellent sleep quality: ~100 rows
493
- Low subscriptions (0) + High spending (>$200): ~20 rows
494
- ```
495
- **Purpose:** Data quality checking, constraint validation
496
-
497
- ### Data Validation Passed
498
- ✓ Type consistency (no type violations)
499
- ✓ Range validation (all values in acceptable bounds)
500
- ✓ Categorical consistency (only valid categories)
501
- ✓ Correlation validation (causal relationships intact)
502
- ✓ No perfect multicollinearity
503
- ✓ Class balance appropriate for problem
504
-
505
- ---
506
-
507
- ## Recommended Data Preprocessing
508
-
509
- ### Categorical Encoding
510
- ```python
511
- # One-hot encode
512
- X = pd.get_dummies(X, columns=['Region', 'Age_Group', 'Sleep_Quality'])
513
-
514
- # Or ordinal encode (causal models)
515
- age_map = {'Boomer (57+)': 0, 'Gen X (41-56)': 1, 'Millennial (25-40)': 2, 'Gen Z (18-24)': 3}
516
- X['Age_Group'] = X['Age_Group'].map(age_map)
517
- ```
518
-
519
- ### Numeric Scaling
520
- ```python
521
- from sklearn.preprocessing import StandardScaler, MinMaxScaler
522
-
523
- scaler = StandardScaler()
524
- X[['Daily_Screen_Time', 'Monthly_Digital_Spend']] = scaler.fit_transform(...)
525
- ```
526
-
527
- ### Feature Engineering
528
- ```python
529
- # Interaction features
530
- X['Screen_Sub_Interaction'] = X['Daily_Screen_Time'] * X['Subscription_Count']
531
- X['Spend_Per_Sub'] = X['Monthly_Digital_Spend'] / (X['Subscription_Count'] + 1)
532
-
533
- # Binning features
534
- X['Screen_Category'] = pd.cut(X['Daily_Screen_Time'], bins=[0, 4, 9, 16], labels=['Low', 'Med', 'High'])
535
- ```
536
-
537
- ### Handling Outliers
538
- ```python
539
- # IQR method
540
- Q1 = X.quantile(0.25)
541
- Q3 = X.quantile(0.75)
542
- IQR = Q3 - Q1
543
- outliers = (X < Q1 - 1.5*IQR) | (X > Q3 + 1.5*IQR)
544
-
545
- # Or cap at percentiles
546
- X = X.clip(X.quantile(0.01), X.quantile(0.99), axis=1)
547
- ```
548
-
549
- ---
550
-
551
- ## Related Analyses
552
-
553
- ### Recommended Starting Analyses
554
- 1. Correlation matrix heatmap
555
- 2. Pairplot by Lifestyle_Class
556
- 3. Regional comparison plots
557
- 4. Age group breakdown
558
- 5. Screen time vs sleep scatterplot
559
- 6. Sentiment distribution
560
-
561
- ### ML Model Suggestions
562
- - **Baseline:** LogisticRegression (89.9% accuracy from majority class)
563
- - **Good performers:** RandomForest, XGBoost, SVM
564
- - **Also try:** Neural Networks, KNN ensembles
565
- - **Handle:** Class imbalance with class_weight or sampling
566
-
567
- ---
568
-
569
- ## Version History
570
-
571
- | Version | Date | Changes |
572
- |---------|------|---------|
573
- | 1.0 | 2024 | Initial public release |
574
-
575
- ---
576
-
577
- **Questions or Issues?** Check README.md or contact dataset maintainers.
578
-
579
- **License:** CC0 - Public Domain — Use freely without restrictions!
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
METHODOLOGY.md DELETED
@@ -1,528 +0,0 @@
1
- # Dataset Generation Methodology
2
-
3
- ## Overview
4
-
5
- The **Global Digital Wellness & Subscription Fatigue** dataset is a synthetically generated but highly realistic dataset designed for machine learning research and competitions. This document explains the generation methodology, causal logic, and data quality assurance.
6
-
7
- ---
8
-
9
- ## Generation Philosophy
10
-
11
- ### Core Principles
12
-
13
- 1. **Realism Over Randomness**
14
- - Features follow causal relationships, not random distributions
15
- - Includes realistic data challenges (outliers, inconsistencies)
16
- - Reflects real-world digital behavior patterns
17
-
18
- 2. **Global Representativeness**
19
- - Distribution reflects global internet demographics
20
- - Regional variations in purchasing power, usage patterns
21
- - Multiple languages/cultures implicitly represented
22
-
23
- 3. **Educational Value**
24
- - Clear methodology demonstrates ML best practices
25
- - Can be understood by data scientists and students
26
- - Reproducible and auditable generation process
27
-
28
- ---
29
-
30
- ## Generation Pipeline
31
-
32
- ### Stage 1: Root Features (Foundation)
33
-
34
- **Features Generated First:**
35
- - `User_ID` (sequential 1-10,000)
36
- - `Region` (multinomial sampling)
37
- - `Age_Group` (multinomial sampling)
38
-
39
- **Why Root Features?**
40
- These determine all downstream features via causal logic. Age and region are the "independent drivers" of behavior.
41
-
42
- ```python
43
- # Region Distribution (weighted by global internet users 2024)
44
- REGIONS = {
45
- 'North America': 0.20, # ~20% of global internet users
46
- 'Europe': 0.18, # ~18%
47
- 'Asia-Pacific': 0.35, # ~35% (largest market)
48
- 'LATAM': 0.12,
49
- 'Africa': 0.08,
50
- 'Middle East': 0.07
51
- }
52
-
53
- # Age Groups (generational distribution)
54
- AGE_GROUPS = {
55
- 'Gen Z (18-24)': 0.22, # 22% of online users
56
- 'Millennial (25-40)': 0.35, # 35% (largest segment)
57
- 'Gen X (41-56)': 0.28,
58
- 'Boomer (57+)': 0.15
59
- }
60
- ```
61
-
62
- **Result:** 10,000 users with realistic geographic and generational distribution
63
-
64
- ---
65
-
66
- ### Stage 2: Behavioral Features (Driven by Root Features)
67
-
68
- #### 2a. Daily_Screen_Time
69
-
70
- **Causal Logic:**
71
- ```
72
- Screen_Time = (Age_Baseline × Region_Multiplier) + Gaussian_Noise
73
- ```
74
-
75
- **Age Baselines (hours/day):**
76
- ```
77
- Gen Z (18-24) → 8.5 hours (highest, digital natives)
78
- Millennial (25-40) → 6.5 hours (heavy users, work + leisure)
79
- Gen X (41-56) → 4.5 hours (moderate, selective use)
80
- Boomer (57+) → 2.5 hours (lowest, intentional limit)
81
- ```
82
-
83
- **Region Multipliers:**
84
- ```
85
- Asia-Pacific → 1.20 (highest, mobile-first culture)
86
- North America → 1.15 (high infrastructure, adoption)
87
- Europe → 1.10 (regulated but high usage)
88
- Middle East → 0.90
89
- LATAM → 0.95
90
- Africa → 0.85 (lower connectivity, bandwidth limits)
91
- ```
92
-
93
- **Noise Model:**
94
- ```
95
- noise ~ N(0, 0.8) # Standard deviation of 0.8 hours
96
- Final = Clip(value, 0.5, 16.0)
97
- ```
98
-
99
- **Result:**
100
- - Average: 6.35 hours
101
- - Gen Z average: 9.1 hours
102
- - Boomer average: 2.4 hours
103
- - Clear age gradient
104
-
105
- #### 2b. Subscription_Count
106
-
107
- **Causal Logic:**
108
- ```
109
- Subscriptions = Poisson(Age_Mean) + Poisson_Noise
110
- ```
111
-
112
- **Age Group Means:**
113
- ```
114
- Gen Z (18-24) → λ=2.5 (fewer subscriptions, price-sensitive)
115
- Millennial (25-40) → λ=4.2 (highest, established income)
116
- Gen X (41-56) → λ=3.8 (established, high income)
117
- Boomer (57+) → λ=1.5 (few services, selective)
118
- ```
119
-
120
- **Rationale:**
121
- - Millennials: Peak earning years + digital adoption
122
- - Gen X: Strong purchasing power, late adopters
123
- - Gen Z: Cost-aware, limited income
124
- - Boomers: Few services, intentionally low
125
-
126
- **Result:**
127
- ```
128
- Mean: 3.83 subscriptions
129
- Distribution: Mostly 1-6, with 3-5% having 8+
130
- ```
131
-
132
- #### 2c. Monthly_Digital_Spend
133
-
134
- **Causal Logic:**
135
- ```
136
- Spend = (Subscriptions × Base_Price × Region_PPP) + Gaussian_Noise
137
- ```
138
-
139
- **Parameters:**
140
- ```
141
- Base_Price_Per_Sub = $15 USD
142
- Region_PPP_Multiplier:
143
- North America → 1.20 (high purchasing power)
144
- Europe → 1.10
145
- Asia-Pacific → 0.75 (mixed incomes)
146
- LATAM → 0.60 (lower incomes)
147
- Africa → 0.40 (limited spending)
148
- Middle East → 0.85
149
-
150
- Noise ~ N(0, 10) # $10 USD standard deviation
151
- ```
152
-
153
- **Result:**
154
- ```
155
- Mean: $53.05
156
- Range: $0 - $883
157
- Strong correlation with Subscriptions (r=0.95)
158
- ```
159
-
160
- ---
161
-
162
- ### Stage 3: Outcome Features (Derived from Previous)
163
-
164
- #### 3a. Digital_Fatigue_Score
165
-
166
- **Causal Logic:**
167
- ```
168
- Fatigue = (Screen_Time × 0.6 + Subscriptions × 0.4) × Age_Adjustment + Noise
169
- ```
170
-
171
- **Model:**
172
- - Screen time contributes 60% (primary fatigue driver)
173
- - Subscription complexity contributes 40% (decision fatigue)
174
- - Age adjustment: Younger = more resilient
175
- - Gen Z: 0.85 (resilient)
176
- - Millennial: 0.95 (normal)
177
- - Gen X: 1.05 (more affected)
178
- - Boomer: 1.15 (most sensitive)
179
-
180
- **Noise:** N(0, 0.5), rounded to integer
181
-
182
- **Example Calculation:**
183
- ```
184
- User: Gen Z, 10 hrs screen time, 4 subscriptions
185
- Base = (10 × 0.6) + (4 × 0.4) = 6.4
186
- Age_Adjusted = 6.4 × 0.85 = 5.44
187
- Final = Round(5.44 + noise) ∈ [1,10]
188
- ```
189
-
190
- **Result:**
191
- - Mean: 5.09/10
192
- - Strong correlation with Screen_Time (r=0.71)
193
- - Distribution: ~50% moderate (4-6), ~25% high (7-8)
194
-
195
- #### 3b. Sleep_Quality
196
-
197
- **Causal Logic:**
198
- ```
199
- Sleep_Quality = Sample(Probability_Distribution | Screen_Time)
200
- ```
201
-
202
- **Conditional Probabilities:**
203
- ```
204
- If Screen_Time > 10 hrs:
205
- P(Poor) = 0.80, P(Fair) = 0.15, P(Good) = 0.04, P(Excellent) = 0.01
206
-
207
- If Screen_Time 6-10 hrs:
208
- P(Poor) = 0.20, P(Fair) = 0.40, P(Good) = 0.30, P(Excellent) = 0.10
209
-
210
- If Screen_Time < 6 hrs:
211
- P(Poor) = 0.05, P(Fair) = 0.15, P(Good) = 0.50, P(Excellent) = 0.30
212
- ```
213
-
214
- **Result:**
215
- - 80% of users with >10 hrs screen time have "Poor" sleep
216
- - Clear inverse relationship with screen time
217
- - Distribution reflects realistic health impacts
218
-
219
- ---
220
-
221
- ### Stage 4: Sentiment Features (Text-Based)
222
-
223
- #### 4a. Sentiment_Index
224
-
225
- **Causal Logic:**
226
- ```
227
- Sentiment = 1 - (2 × Fatigue/10) + Jitter + Nonlinear_Noise
228
- ```
229
-
230
- **Model:**
231
- - Primary driver: Inverse of Digital_Fatigue_Score
232
- - More fatigue = more negative sentiment
233
- - Jitter: N(0, 0.15) — moderate random variation
234
- - Nonlinear: N(0, 0.1) — personality/context effects
235
-
236
- **Range:** [-1.0, 1.0]
237
-
238
- **Interpretation:**
239
- ```
240
- -1.0 to -0.33 → Very negative (fed up, burned out)
241
- -0.33 to 0.33 → Neutral (mixed feelings)
242
- 0.33 to 1.0 → Very positive (satisfied, optimistic)
243
- ```
244
-
245
- **Result:**
246
- - Mean: -0.08 (slightly negative overall)
247
- - Correlation with Fatigue: r=-0.89 (extremely strong inverse)
248
- - Distribution: 36% negative, 32% neutral, 32% positive
249
-
250
- #### 4b. User_Review_Note
251
-
252
- **Causal Logic:**
253
- ```
254
- Review = SelectTemplate(Sentiment_Bins) + OptionalServiceMention
255
- ```
256
-
257
- **Template Library:**
258
-
259
- **Negative Templates (Sentiment < -0.33):**
260
- ```
261
- 1. "Too many ads and expensive subscriptions. I feel drained every day."
262
- 2. "I've cancelled most services but still feel overwhelmed. Screen time is killing my sleep."
263
- 3. "Digital fatigue is real. Between work emails and personal apps, I can't disconnect."
264
- 4. "Spent $200+ last month on subscriptions I barely use. Feeling guilty and exhausted."
265
- 5. "The constant notifications make it impossible to focus. My mental health is suffering."
266
- 6. "Everyone's addicted but nobody talks about how bad it really is for our brains."
267
- 7. "Uninstalled half my apps but the habit is hard to break. Still checking constantly."
268
- 8. "Quality of sleep has dropped noticeably since my screen time increased."
269
- ```
270
-
271
- **Neutral Templates (-0.33 to 0.33):**
272
- ```
273
- 1. "I use digital tools for work and entertainment, but I try to maintain balance."
274
- 2. "Some subscriptions are useful, others are just taking up space and money."
275
- 3. "Screen time depends on work demands. Weekends are usually better."
276
- 4. "Trying to be more mindful, but it's difficult in today's world."
277
- 5. "Digital wellness is important, but finding the right balance is challenging."
278
- 6. "I have too many apps, but I don't know which ones to cut."
279
- ```
280
-
281
- **Positive Templates (Sentiment > 0.33):**
282
- ```
283
- 1. "Digital tools help me stay connected with family abroad. Can't imagine life without them."
284
- 2. "I've set healthy boundaries with screen time and feel much better now."
285
- 3. "Using apps for meditation and fitness really improved my overall wellness."
286
- 4. "Found the right mix of subscriptions that actually add value to my life."
287
- 5. "Technology enables my creativity and professional growth. Love the digital ecosystem."
288
- 6. "My sleep improved once I started digital detox after 9 PM. Game changer!"
289
- ```
290
-
291
- **Service Mentions (40% of reviews):**
292
- ```
293
- Services: Netflix, Spotify, Instagram, TikTok, Discord, YouTube Premium,
294
- Cloud Storage, Gaming Pass, Email Premium, Fitness App, etc.
295
-
296
- Pattern: " ({service_name} mainly)"
297
- ```
298
-
299
- **Result:**
300
- - Realistic diversity in 10,000 unique reviews
301
- - 92% sentiment agreement with computed Sentiment_Index
302
- - Natural variation in length and tone
303
-
304
- ---
305
-
306
- ### Stage 5: Classification Target
307
-
308
- #### 5a. Lifestyle_Class
309
-
310
- **Three-Class Taxonomy:**
311
-
312
- **Rule-Based Classification:**
313
- ```
314
- IF Screen_Time > 9 AND Digital_Fatigue_Score > 7:
315
- Label = 'Digital Addict'
316
- ELIF Screen_Time < 4 AND Subscription_Count < 2:
317
- Label = 'Minimalist'
318
- ELSE:
319
- Label = 'Balanced'
320
- ```
321
-
322
- **Distribution Logic:**
323
- ```
324
- Digital Addict: 0.8% (79 users) — Extreme cases
325
- Minimalist: 9.3% (933 users) — Intentional low-use
326
- Balanced: 89.9% (8,988 users) — Healthy middle
327
- ```
328
-
329
- **Why This Distribution?**
330
- - Reflects real-world population
331
- - Challenging for ML (imbalanced target)
332
- - Requires proper handling (class weights, sampling)
333
- - Balanced class dominates business case
334
-
335
- ---
336
-
337
- ### Stage 6: Data Quality Challenges (Realism)
338
-
339
- #### 6a. Missing Values (Intentionally Introduced)
340
-
341
- **Pattern:**
342
- ```python
343
- MISSING_RATES = {
344
- 'User_Review_Note': 0.05, # ~500 missing
345
- 'Monthly_Digital_Spend': 0.03, # ~300 missing
346
- 'Sleep_Quality': 0.02, # ~200 missing
347
- }
348
- ```
349
-
350
- **Reason for Missing:**
351
- - Reviews: Survey skipping, lazy users
352
- - Spend: Privacy concerns, reluctance to share
353
- - Sleep: Non-compliance in data collection
354
-
355
- **Handling in Final Dataset:**
356
- - Reviews: Regenerated with appropriate sentiment
357
- - Spend: Imputed with regional median + noise
358
- - Sleep: Regenerated based on screen time probabilities
359
- - Result: 0% missing in exported CSV
360
-
361
- **Purpose:** Tests data cleaning skills, imputation strategies
362
-
363
- #### 6b. Outliers (Intentionally Injected)
364
-
365
- **~3% of rows (300 records) contain extreme values:**
366
- ```python
367
- # 50 records: Daily_Screen_Time = 14-16 hours
368
- # 50 records: Monthly_Digital_Spend = $500-$1000
369
- # 50 records: Subscription_Count = 10-15
370
- ```
371
-
372
- **Nature:** Realistic outliers, not errors
373
- - Some people ARE extremely heavy users
374
- - Some people DO spend lots on services
375
- - Valid data points, not mistakes
376
-
377
- **Purpose:** Tests outlier detection, robustness strategies
378
-
379
- #### 6c. Data Anomalies (~2% of rows)
380
-
381
- **Realistic inconsistencies:**
382
- ```python
383
- # 100 records: High fatigue (8-10) + Excellent sleep
384
- # Reason: Some people are resilient despite heavy use
385
- # Or: Survey response inconsistency
386
-
387
- # 20 records: 0 subscriptions + High spending ($200+)
388
- # Reason: One-time purchases, gifts, shared accounts
389
- ```
390
-
391
- **Purpose:** Tests data quality validation, constraint checking
392
-
393
- ---
394
-
395
- ### Stage 7: Validation
396
-
397
- #### 7a. Type Checking
398
- ```
399
- ✓ All integer columns are integers
400
- ✓ All float columns are floats
401
- ✓ All strings are valid categories
402
- ✓ No type violations
403
- ```
404
-
405
- #### 7b. Range Validation
406
- ```
407
- ✓ Screen_Time: 0.5 ≤ x ≤ 16.0
408
- ✓ Digital_Fatigue_Score: 1 ≤ x ≤ 10
409
- ✓ Sentiment_Index: -1.0 ≤ x ≤ 1.0
410
- ✓ Monthly_Digital_Spend: 0 ≤ x ≤ 1000
411
- ✓ Subscription_Count: 0 ≤ x ≤ 15
412
- ```
413
-
414
- #### 7c. Categorical Validation
415
- ```
416
- ✓ Region: 6 valid categories only
417
- ✓ Age_Group: 4 valid categories only
418
- ✓ Sleep_Quality: 4 valid categories only
419
- ✓ Lifestyle_Class: 3 valid categories only
420
- ```
421
-
422
- #### 7d. Correlation Validation
423
- ```
424
- ✓ Screen_Time ↔ Digital_Fatigue: r = 0.71 (expected ~0.70)
425
- ✓ Subscriptions ↔ Spend: r = 0.95 (expected ~0.95)
426
- ✓ Fatigue ↔ Sentiment: r = -0.89 (expected ~-0.90)
427
- ✓ No unexplained correlations
428
- ```
429
-
430
- #### 7e. Class Balance
431
- ```
432
- Balanced: 8,988 (89.9%) — Acceptable dominance
433
- Minimalist: 933 (9.3%) — Enough for minority
434
- Digital Addict: 79 (0.8%) — Challenging for models
435
- ```
436
-
437
- ---
438
-
439
- ## Key Design Decisions
440
-
441
- ### Why This Causal Structure?
442
-
443
- 1. **Age influences Screen Time:** Digital natives (Gen Z) use more, natural behavior
444
- 2. **Screen Time drives Fatigue:** Direct health mechanism, well-established
445
- 3. **Fatigue predicts Sentiment:** Emotional expressed through complaints/praise
446
- 4. **Screen Time affects Sleep:** Established circadian rhythm disruption
447
- 5. **Subscriptions reflect Economics:** Age/income correlate with purchasing
448
-
449
- ### Why This Class Distribution?
450
-
451
- - **89.9% Balanced:** Real-world distribution, reflects most people's behavior
452
- - **Challenges ML:** Requires handling imbalance, not trivial
453
- - **Realistic:** Extreme cases (Digital Addict) are rare
454
- - **Interesting:** Tests classifier on skewed data
455
-
456
- ### Why These Regions?
457
-
458
- - **Asia-Pacific 35%:** Largest internet user base (China, India)
459
- - **North America 20%:** Developed market, high spending
460
- - **Europe 18%:** Strong market, regulated
461
- - **Others 27%:** Diverse emerging markets
462
-
463
- Matches 2024 global internet demographic data
464
-
465
- ---
466
-
467
- ## Reproducibility
468
-
469
- ### Random Seeds
470
- ```python
471
- np.random.seed(42)
472
- random.seed(42)
473
- faker = Faker()
474
- Faker.seed(42)
475
- ```
476
-
477
- **Result:** Exact same dataset generated each run
478
-
479
- ### Deterministic Generation
480
- 1. Region/Age drawn via fixed random seed
481
- 2. Screen time calculated deterministically
482
- 3. Subscriptions drawn with fixed Poisson parameters
483
- 4. All subsequent features follow deterministic functions
484
-
485
- **Result:** Dataset is auditable and reproducible
486
-
487
- ---
488
-
489
- ## Known Limitations
490
-
491
- 1. **Synthetic, not Real:** Patterns are engineered, not from actual humans
492
- 2. **Perfect Causal Logic:** Real-world is messier
493
- 3. **Limited Text:** Reviews use templates, not true user language
494
- 4. **No Temporal:** Single-snapshot, no time series
495
- 5. **Geographic Avgerage:** Does not capture sub-regional variation
496
-
497
- **Mitigations:** Clear methodology, explicit assumptions, ideal for learning
498
-
499
- ---
500
-
501
- ## Future Enhancements
502
-
503
- 1. **Temporal Dimension:** Time series over 30 days
504
- 2. **Richer Text:** GPT/NLP-generated reviews
505
- 3. **SubRegions:** Cities instead of continents
506
- 4. **Multi-Year Trends:** Evolution over time
507
- 5. **Device Breakdown:** Phone vs laptop vs tablet vs TV
508
- 6. **App Categories:** Which apps users prioritize
509
-
510
- ---
511
-
512
- ## Conclusion
513
-
514
- This dataset exemplifies **high-quality synthetic data generation** for machine learning:
515
- - ✓ Realistic causal relationships
516
- - ✓ Production-like data quality challenges
517
- - ✓ Global representativeness
518
- - ✓ Clear, auditable methodology
519
- - ✓ Reproducible generation
520
- - ✓ Educational value
521
-
522
- **Perfect for:** Learning ML, portfolio projects, research,competitions, teaching
523
-
524
- ---
525
-
526
- **License:** CC0 — Public Domain
527
- **Version:** 1.0
528
- **Generated:** 2024
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
README.md CHANGED
@@ -68,29 +68,6 @@ This is a **synthetic but realistic** dataset designed to explore the intersecti
68
 
69
  ---
70
 
71
- ## 📈 Data Quality Features
72
-
73
- ### ✓ Causal Relationships Built-In
74
- - Age influences screen time (Gen Z ≈ 8.5 hrs → Boomers ≈ 2.5 hrs)
75
- - Screen time drives fatigue score (correlation ≈ 0.71)
76
- - Subscriptions correlate with spending (correlation ≈ 0.95)
77
- - High fatigue → Negative sentiment (inverse correlation ≈ -0.89)
78
- - High screen time → Poor sleep (80% when > 10 hrs)
79
-
80
- ### ✓ Realistic Data Challenges
81
- - **Outliers (~3%)**: Extreme screen time (15-16 hrs), high spending ($500-1000)
82
- - **Missing values (original)**: ~5% in reviews, ~3% in spending, ~2% in sleep
83
- - **Data anomalies (~2%)**: Realistic inconsistencies (e.g., high fatigue + excellent sleep)
84
- - **Regional variance**: Purchasing power parity adjustments applied
85
-
86
- ### ✓ Production-Ready Quality
87
- - No duplicates
88
- - Logical constraints enforced
89
- - Missing values handled appropriately
90
- - Realistic distributions and correlations
91
-
92
- ---
93
-
94
  ## 🚀 Quick Start
95
 
96
  ### Load the Dataset
@@ -150,187 +127,3 @@ print(confusion_matrix(y_test, y_pred))
150
 
151
  ---
152
 
153
- ## 🔍 Dataset Statistics
154
-
155
- ### Overall Statistics
156
- - **Daily Screen Time**: Mean 6.35 hrs, Range 0.5-16 hrs
157
- - **Digital Fatigue Score**: Mean 5.09/10, Range 1-10
158
- - **Monthly Digital Spend**: Mean $53.05, Range $0-$855+
159
- - **Subscription Count**: Mean 3.83, Range 0-15
160
-
161
- ### Geographic Distribution
162
- - **Asia-Pacific**: 35.5% (3,548 users) — Largest segment
163
- - **North America**: 20.4% (2,043 users) — High spending
164
- - **Europe**: 18.1% (1,810 users) — Regulated markets
165
- - **LATAM**: 11.5% (1,151 users) — Price-sensitive
166
- - **Africa**: 7.5% (746 users) — Growing adoption
167
- - **Middle East**: 7.0% (702 users) — Diverse access
168
-
169
- ### Lifestyle Class Distribution
170
- - **Digital Addict**: 0.8% (79 users) — Extreme screen time + high fatigue
171
- - **Balanced**: 89.9% (8,988 users) — Healthy digital habits
172
- - **Minimalist**: 9.3% (933 users) — Low usage intentionally
173
-
174
- ---
175
-
176
- ## 🌐 Global Context
177
-
178
- This dataset represents diverse digital behavior patterns worldwide:
179
-
180
- | Region | Characteristics |
181
- |--------|-----------------|
182
- | **North America** | High screen time, expensive subscriptions, strong digital culture |
183
- | **Europe** | Regulated markets (GDPR), privacy-conscious, balanced usage |
184
- | **Asia-Pacific** | Largest user base, mobile-first, high engagement, diverse purchasing power |
185
- | **LATAM** | Emerging adoption, price-sensitive, growing digital dependence |
186
- | **Africa** | Low penetration, limited bandwidth, emerging smartphone adoption |
187
- | **Middle East** | Diverse regulations, high usage, varied development levels |
188
-
189
- ---
190
-
191
- ## 💡 Column Details
192
-
193
- ### User_ID
194
- - Unique identifier for each user
195
- - Range: 1 to 10,000
196
- - No duplicates or missing values
197
-
198
- ### Region
199
- - Geographic location affecting digital behavior patterns
200
- - Distribution weighted by global internet penetration
201
- - Used for region-based analysis and comparison
202
-
203
- ### Age_Group
204
- - Generational bracket reflecting digital behavior
205
- - **Gen Z (18-24)**: Digital natives, highest screen time
206
- - **Millennial (25-40)**: Early digital adopters, heavy users
207
- - **Gen X (41-56)**: Late adopters, moderate-to-high usage
208
- - **Boomer (57+)**: Selective digital engagement, lowest screen time
209
-
210
- ### Daily_Screen_Time
211
- - Average daily hours across all devices (phone, laptop, tablet, TV)
212
- - Key driver of fatigue and sleep issues
213
- - Causal relationship with other features
214
- - Range: 0.5 to 16 hours
215
-
216
- ### Subscription_Count
217
- - Number of active paid subscriptions
218
- - Examples: Netflix, Spotify, Cloud storage, Gaming pass, etc.
219
- - Correlates with spending and age group
220
- - Range: 0 to 15 services
221
-
222
- ### Digital_Fatigue_Score
223
- - Self-reported measure of digital burnout/tiredness
224
- - Ordinal scale 1-10
225
- - Driven by screen time and subscription count
226
- - Predicts lifestyle classification
227
-
228
- ### Sleep_Quality
229
- - Categorical assessment of sleep quality
230
- - **Poor**: <4 hrs or severe disruption
231
- - **Fair**: 5-6 hrs with interruptions
232
- - **Good**: 7-8 hrs with minor issues
233
- - **Excellent**: 8+ hrs of deep sleep
234
- - Influenced by screen time (inverse relationship)
235
-
236
- ### Monthly_Digital_Spend
237
- - Total USD spending on digital services monthly
238
- - Adjusted for regional purchasing power parity
239
- - Highly correlated with subscription count
240
- - Range: $0 to $860+ annually
241
-
242
- ### User_Review_Note
243
- - Unstructured text review of digital wellness experience
244
- - 50-150 characters typically
245
- - Sentiment-aligned with Sentiment_Index
246
- - NLP task suitable (sentiment analysis, text classification)
247
-
248
- ### Sentiment_Index
249
- - Computed sentiment from review text
250
- - Range: -1.0 (very negative) to 1.0 (very positive)
251
- - Inverse correlation with Digital_Fatigue_Score (r ≈ -0.89)
252
- - Engineered feature for quick sentiment tasks
253
-
254
- ### Lifestyle_Class (Target)
255
- - **Digital Addict**: Screen_Time > 9 hrs AND Fatigue > 7
256
- - Extreme usage with burnout symptoms
257
- - 0.8% of population
258
-
259
- - **Minimalist**: Screen_Time < 4 hrs AND Subscriptions < 2
260
- - Intentional low usage
261
- - 9.3% of population
262
-
263
- - **Balanced**: All others
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- - Healthy digital habits
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- - 89.9% of population
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-
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- ---
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-
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- ## 📚 Recommended Approach
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-
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- 1. **Start with EDA**: Explore distributions and correlations
272
- 2. **Handle Features**: Encode categorical variables, scale numerics
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- 3. **Try Models**: Start with simple baselines (LogisticRegression, DecisionTree)
274
- 4. **Progress to Advanced**: Random Forest, XGBoost, Neural Networks
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- 5. **Evaluate Thoroughly**: Use cross-validation, multiple metrics
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- 6. **Interpret Results**: Feature importance, SHAP values, model explanations
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-
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- ---
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-
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- ## 📞 Citation & License
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-
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- **Dataset Name:** Global Digital Wellness & Subscription Fatigue Synthetic Dataset
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- **Version:** 1.0
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- **Generated:** 2024
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-
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- **Citation:**
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- ```
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- @dataset{digital_wellness_2024,
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- title={Global Digital Wellness & Subscription Fatigue Synthetic Dataset},
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- year={2024},
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- url={https://kaggle.com/datasets/...}
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- }
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- ```
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-
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- **License:** CC0 — Public Domain
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- You are free to use, modify, and distribute this dataset without restrictions.
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-
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- ---
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-
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- ## 🛠️ Technical Notes
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-
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- ### Generation Methodology
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- - **Causal Logic**: Features engineered with realistic dependencies
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- - **Faker Library**: For diverse and realistic text generation
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- - **Numpy/Pandas**: Statistical distributions and data manipulation
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- - **Domain Knowledge**: Behavioral patterns from digital wellness research
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-
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- ### Data Generation Pipeline
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- 1. Generate root features (Region, Age_Group) with realistic distributions
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- 2. Simulate derived features (Screen_Time, Subscriptions) using causal logic
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- 3. Calculate intermediate features (Fatigue_Score, Sleep_Quality)
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- 4. Generate text reviews with sentiment alignment
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- 5. Classify users into lifestyle categories
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- 6. Inject realistic data challenges (3% outliers, 5-10% missing patterns)
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- 7. Validate causal relationships and statistical properties
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-
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- ### Known Challenges
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- - **Class Imbalance**: Digital Addict is only 0.8% (use class weights or sampling)
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- - **Causal Features**: Relationships are engineered (not real-world)
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- - **Missing Data**: Handled post-generation (in production, might need imputation strategy)
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- - **Synthetic Nature**: Patterns are statistically realistic but not from real humans
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-
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- ---
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-
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- ## 🎯 Success Metrics
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-
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- - **Classification Accuracy**: Baseline ≥ 89% (Balanced class dominance)
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- - **Cross-validation Stability**: CV scores close to test scores
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- - **Feature Importance**: Screen_Time and Subscriptions top predictors
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- - **Interpretability**: Clear causal paths in decision trees
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-
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- ---
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-
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- **Ready for:** Kaggle, UCI Machine Learning Repository, Academic Research, Portfolio Projects
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-
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- **Status:** ✅ Production-Ready | CC0 Licensed | No Restrictions
 
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  ---
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  ## 🚀 Quick Start
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  ### Load the Dataset
 
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  ---
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