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This paper proposes an approach to perform sentiment analysis on Google store reviews help in assessing the factors essential for the improvement of
play store’s applications considering Kaggle dataset. The dataset includes future applications. Many Android apps and observed that by taking care of
10,000 applications with their ratings, reviews, number of download and other user reviews increases the chance of apps’ success (Palomba, F., Linares-
application related parameters. The dataset is pre-processed using a number Vasquez, M., Bavota, G., Oliveto, R., Di Penta, M. Poshyvanyk, D. and De
of data cleaning steps, including data reduction, tokenization, stemming etc. Lucia, A., 2015). SVM (Support Vector Machine) has been applied to classify
For classification of sentiment polarity, a logistic regression model has been VOOT app review into two categories to help the app owner to improve their
proposed. The logistic regression model has been extended to a tri-polar ratings in the industry (Yadav, S. and Yadav, S., 2018). The two variations of
classifier. Accuracy of 81.1% was achieved for document-level classification the Naıve Bayes classifier has been built for categorization of Android app
of reviews. The top two applications, ‘Candy Crush Saga’ and ‘Clash of published on Google Play Store. It was observed that the Multinomial Naive
Clans’, have been selected for the analysis based on popularity. Even though Bayes algorithm performed better than the Bernoulli Naıve Bayes algorithm
the ‘family’ category has a higher number of applications on the store, games (Olabenjo, B., 2016). CLAP (Crowd Listener for releAse Planning) has been
are much more popular on Google's play store. Results show that these apps, introduced for categorizing reviews into bug reports, clustering related
though popular, receive a higher number of negative reviews. The sentiment reviews, and prioritizing reviews (Villarroel, L., Bavota, G., Russo, B.,
of play store users gives us an idea of how the applications market reacts, what Oliveto, R. and Di Penta, M., 2016) (Mohammad, S. M., Kiritchenko, S. and
are the needs and how to succeed in the android market. The opinion of the Zhu, X., 2013). Rosenthal et al. (Rosenthal, S., Nakov, P., Kiritchenko, S.,
audience is an essential component for every business. These reviews prove Mohammad, S. M., Ritter, A. and Stoyanov. V., 2015) proposed methods with
to be useful for further development and improvement of the applications. high accuracy for sentiment analysis of tweets. Guzman et al. (Guzman, E.,
Alkadhi, R. and Seyff, N., 2017) proved the SVM method proves to more
Keywords---Google Play Store, Sentiment analysis, Logistic precise as compared to Decision Trees (C4.5 algorithm) for filtering irrelevant
Regression, natural language processing (NLP) tweets.
This paper proposes an approach to perform sentiment analysis on Google
play store’s applications using Kaggle dataset including 10,000 applications
with their ratings, reviews, number of download and other application related
parameters. On the basis of the popularity, a document-level classification has
1. Introduction been performed on the top two applications.
The logistic regression model has been used for classification. The bag of Figure 1: Pie chart illustrating the distribution of apps among various
words features has been extracted using sklearn for model development. The categories.
logistic regression is similar to linear regression but used for prediction of Fig1. shows that the Games account for 10% of the Google play store and
categorical data. Logistic regression uses the logit link function. attract most of the users.
Logit link function:
Table 1. Number of applications per category and their respective shares.
𝑃
ln ( ) = β + 𝛽1 𝑋 (1)
1−𝑃 Application Number of Category’s share on
where, category applications google play store (based
on number of
P = probability of positive occurring, applications)
𝑃
= odds
1−𝑃 FAMILY 1829 18.2
ln = natural log
GAME 1068 10.6
X is the predictor variable
TOOLS 784 7.8
β (beta coefficient) = standard regression coefficient and
β0 = True regression coefficient MEDICAL 433 4.3
While logistic regression is mainly used for binary classification, it has BUSINESS 420 4.2
been extended to a tri-polar classifier. In logistic regression, a threshold is set.
Values greater than or equal to the threshold are positive, values less than that PRODUCTIVITY 390 3.9
are marked as negative.
PERSONALIZATION 361 3.6
In the experiment, the classifier’s threshold was set to be 0. Our extended
classifier segregates the data using this threshold. Each token in a document
COMMUNICATION 364 3.6
is then classified as negative/positive. Then using the equation (1), the polarity
of the document is calculated. Documents with polarity score greater than 0
SPORTS 357 3.5
are marked as positive, documents with polarity score less than 0 are marked
as negative and those with polarity score equal to 0 are marked as neutral. LIFESTYLE 358 3.5
Nearly all the results were found to be correct.
FINANCE 340 3.4
The study is based on document level sentiment analysis considering 70%
data for training and 30% for testing. The extracted features have been ranked HEALTH AND 311 3.1
on the basis of the Maximum Score algorithm. The frequency of each review FITNESS
is calculated with the word list. Each review is considered as a document with
three polarities, i.e., positive, neutral and negative. The neutral refers to no SOCIAL 315 3.1
opinion.
OTHERS 2459 24.5
𝑇𝑝 Martin, W., Sarro, F., Jia, Y., Zhang, Y. and Harman, M., “A survey of app store
𝑅𝑒𝑐𝑎𝑙𝑙 = (𝑇 (3) analysis for software engineering”, RN. 16:02, 2016.
𝑝 +𝐹𝑛)
Gomez, M. Martinez, M. Monperrus, M. and Rouvoy, R., “When app stores listen
(𝑇𝑝 +𝑇𝑛 ) to the crowd to fight bugs in the wild”. In Proceedings of the 37th International
𝐴𝑐𝑐𝑢𝑟𝑎𝑐𝑦 = (𝑇 (4) Conference on Software Engineering (ICSE), Vol. 2, 567–570. IEEE Press, 2015.
𝑝 +𝑇𝑛 +𝐹𝑛 +𝐹𝑛)
Chen, N., Lin, J. Hoi, S. C., Xiao, X. and Zhang, B., “Ar-miner: mining
(2×𝑃𝑟𝑒𝑐𝑒𝑖𝑠𝑖𝑜𝑛×𝑅𝑒𝑐𝑎𝑙𝑙)
𝐹 − 𝑆𝑐𝑜𝑟𝑒 = (5) informative reviews for developers from mobile app marketplace”. In Proceedings
(𝑃𝑟𝑒𝑐𝑖𝑠𝑖𝑜𝑛+𝑅𝑒𝑐𝑎𝑙𝑙) of the 36th International Conference on Software Engineering, 767–778. ACM,
2014.
where, Tp is true positive, Tn is true negative, Fp is false positive, and Fn is
false negative. Table 4 gives us the calculated scores based on the equations Iacob, C. and Harrison, R., “Retrieving and analyzing mobile apps feature requests
from online reviews”. In Mining Software Repositories (MSR), 10th IEEE
(2), (3), (4), (5).
Working Conference, 41–44, IEEE, 2013.
Table 4 - Performance evaluation of proposed method Rizk, N.M., Ebada, A. and Nasr, E.S., “Investigating mobile applications'
requirements evolution through sentiment analysis of users' reviews”. 11th
Evaluation Metric Value International Computer Engineering Conference (ICENCO), 123-130, 2015.
Accuracy 81.1% Aldabbas H., Bajahzar A., Alruily M., Ali Adil Q., Rana M. Amir Latif, Farhan
M., “Google Play Content Scraping and Knowledge Engineering using Natural
Precision 82 Language Processing Techniques with the Analysis of User Reviews”, Journal of
Recall 43 Intelligent Systems, Volume 30: Issue 1, 2020
F-Score 56.416 Sakshi Ranjan, Subhankar Mishra, 11th ICCCNT, IIT Kharagpur,
arXiv:2006.09739v1 [cs.IR], 2020
Palomba, F., Linares-Vasquez, M., Bavota, G., Oliveto, R., Di Penta, M.
4. Conclusions Poshyvanyk, D. and De Lucia, A., “User reviews matter! tracking crowdsourced
reviews to support evolution of successful apps”. In Software Maintenance and
Evolution (ICSME), 291–300. IEEE, 2015.
From the present study, it has been observed that among all the apps on the
Google play store, ‘family’ and ‘games’ categories are most popular. When Yadav, S. and Yadav, S., “Text mining of VOOT application reviews on google
categorizing on the number of downloads, games top the charts with more play store”, International Research Journal of Engineering and Technology
than 22% of the applications. The top two games are ‘candy crush saga’ and (IRJET), 05 (01), 1024- 28, 2018, e-ISSN: 2395-0056
‘clash of clans’, both with more than 500 million+ downloads. The document- Olabenjo, B., “Applying Naıve Bayes Classification to Google Play Apps
level sentiment analysis has been performed on the two games, with the Categorization”, (2016), https://arxiv.org/pdf/1608.08574
logistic regression with 81.1% accuracy. The analysis can be used for further
development by the game development community. The study can also be Villarroel, L., Bavota, G., Russo, B., Oliveto, R. and Di Penta, M., “Release
extended for the applications in other categories to improve their popularity planning of mobile apps based on user reviews”. In Proceedings of the 38th
by comparing them with the ones mentioned. International Conference on Software Engineering, 14–24. ACM, 2016.
Mohammad, S. M., Kiritchenko, S. and Zhu, X., “Nrc-canada: Building the state-
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