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This paper proposes using sentiment analysis and logistic regression to analyze reviews of the top 2 most popular apps on the Google Play Store: Candy Crush Saga and Clash of Clans. The paper collected 10,000 app data points from Kaggle including ratings, reviews, downloads and categories. It preprocessed the data through cleaning, reduction, sorting, noise removal and tokenization. A logistic regression model was trained on bag-of-words features to classify reviews with 81.1% accuracy. Results showed these popular apps received many negative reviews. Sentiment analysis of reviews provides useful feedback for app improvement and market trends.
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0% found this document useful (0 votes)
28 views4 pages

Studiii

This paper proposes using sentiment analysis and logistic regression to analyze reviews of the top 2 most popular apps on the Google Play Store: Candy Crush Saga and Clash of Clans. The paper collected 10,000 app data points from Kaggle including ratings, reviews, downloads and categories. It preprocessed the data through cleaning, reduction, sorting, noise removal and tokenization. A logistic regression model was trained on bag-of-words features to classify reviews with 81.1% accuracy. Results showed these popular apps received many negative reviews. Sentiment analysis of reviews provides useful feedback for app improvement and market trends.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Study of sentiment on Google Play Store Applications

Aayush Gupta1 and Deepali Kamthania2*


1
Les Transformation Learning Pvt. Ltd., #367/8, Urban Estate, Karnal, Haryana 132001
2
School of Information Technology, Vivekananda Institute of Professional Studies, New Delhi 110034
E-mail: [email protected] and [email protected]

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.

Sentiment analysis (SA) is an application for natural language processing


(NLP) aimed at analyzing and recognizing sentiment within a piece of text
(Abu Farha, I., & Magdy, W., 2014). The development of sentiment analysis
coincides with the growth of social media (i.e., reviews, forum discussions,
and blogs) on the web (Zhang, L. and Liu, B., 2017). Mining useful knowledge
2. Methodology
from these corpora gives rise to the task of sentiment analysis. Advancements
in sentiment analysis and opinion mining have developed new possibilities to The following steps have been applied for sentiment analysis on Google
improve information gathering interests (Islam, M.R., 2014). Since the early play store’s applications.
2000s, it has been one of the most active research areas in (NLP) (Pang, B.and
Lee, L., 2008) (Liu, B., 2012). In the past years, numerous papers have been 2.1 Data Collection
proposed on sentiment analysis on topics on micro-blogging sites (Martin, W.,
Sarro, F., Jia, Y., Zhang, Y. and Harman, M., 2016) (Gomez, M. Martinez, M. In the current study, dataset has been fetched from Kaggle.com
Monperrus, M. and Rouvoy, R., 2015) (Chen, N., Lin, J. Hoi, S. C., Xiao, X. [https://www.kaggle.com/lava18/google-play-store-apps]. The dataset gives
and Zhang, B., 2014) (Iacob, C. and Harrison, R., 2013). The opinion of the the information on 10,000 applications available on the Android play store.
audience is an essential component for every business. Google play store is a The analysis has been performed using Python and NLTK (Natural Language
common platform for Android users to download and install mobile Toolkit). NLTK uses NLP libraries to facilitate text processing for python
applications. With about 2.1 million applications, it is the world’s leading programs including classification, tokenization, stemming,
application store. The users can freely rate these applications and submit their etc.[https://www.nltk.org/]
reviews and suggestions about the applications. These reviews prove to be
useful for further development and improvement of the applications (Martin, 2.2 Data Preprocessing
W., Sarro, F., Jia, Y., Zhang, Y. and Harman, M., 2016). Google Android is
already a well-established community. It is tough for new application After retrieving the data, it was preprocessed to be fit for further analysis.
developers to sell their products on Google play store. There is an unremitting Data preprocessing methods used are as follows (Agarwal, V., 2015):
requirement for mobile software companies and application developers to
develop products that meet users’ requirements (Rizk, N.M., Ebada, A. and ● Data cleaning - Firstly, data was cleaned, i.e., missing values were filled,
Nasr, E.S., 2015). For new developers, it is important to know about the redundant tuples, null/unidentified values or any sort of inconsistency
successful applications, about the features that people like, and the latest was removed.
trends in the Android sector. User’s feedback plays a crucial role in ● Data reduction - After cleaning, all the irrelevant attributes were removed
application development industry. (Aldabbas H., Bajahzar A., Alruily M., Ali so that only relevant information is available. The unnecessary attributes
Adil Q., Rana M. Amir Latif, Farhan M., 2020). Information from user’s like content rating, price, current version, etc. were removed.
feedback can’t be extracted directly.( Sakshi Ranjan, Subhankar Mishra,
2020). The sentiment analysis and word weighting techniques on Google play

AAYUSH GUPTA, DEEPALI KAMTHANIA 1

Electronic copy available at: https://ssrn.com/abstract=3833926


● Sorting - The concise dataset was then sorted in a way to facilitate further
analysis. In this case, the dataset was sorted according to the application
categories from A to Z.
● Noise removal - All the stop words, punctuations, numbers and special
characters are considered as noise that was removed from each review.
● Tokenization - Tokenization refers to splitting each string into a single
word/token. Each of the reviews from the database under study was
reduced to tokens.
● Stemming - Stemming refers to striping a token’s suffix. For example,
love, loving, loved, loves were all considered and stored as ‘love’.

2.3 Logistic Regression Model

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

TOTAL 9789 100

3. Results and Discussions

After data preprocessing, applications were grouped together on the basis


of their categories. It was noted that about a quarter among all the apps on the
Google play store was from the categories ‘family’ and ‘games’ as shown in
Fig 1.

AAYUSH GUPTA, DEEPALI KAMTHANIA 2

Electronic copy available at: https://ssrn.com/abstract=3833926


Figure 2: Pie chart illustrating the distribution of top applications (more
than a million downloads)

Fig2. shows that among top applications based on the number of


downloads, games top the charts with more than 22% of the applications. The
top two games namely, ‘candy crush saga’ and ‘clash of clans’, both with more
than 500 million+ downloads each, has been selected for the analysis. Figure 3(a): Word cloud for candy crush saga’s reviews

Table 2. Number of applications per category and their respective shares


based on the number of downloads.

Application Number of Category’s share on Google


category applications play store (based on
number of applications)

GAME 466 22.4

FAMILY 254 12.2

TOOLS 148 7.1

COMMUNICATION 141 6.8

PHOTOGRAPHY 140 6.8

PRODUCTIVITY 114 5.5


Figure 3 (b): Word cloud for clash of clans' reviews
SOCIAL 94 4.5
Figure 3(a) and 3(b) give us the word clouds for Candy crush saga and Clash
SHOPPING 92 4.4 of clans’ reviews. Words like “good”, “game”, “love”, “like”, “playing”,
“treat”, “time”, “hours”, “open”, “support” were among the most used words.
SPORTS 65 3.1 Some of the negative words include, “distracting”, “annoying”, “can’t”,
“back”, “problem”, “never”.
ENTERTAINMENT 64 3.1
Opinion is calculated based on the documents. Out of 240 reviews of candy
crush saga, negative reviews were 126, while positive and neutral reviews
PERSONALIZATION 58 2.8
were 102 and 12 respectively. This suggests that top applications not only
receive positive reviews, but a high number of negative reviews, that can
TRAVEL AND 56 2.7
further help in improvement of the application.
LOCAL

VIDEO PLAYERS 54 2.6 Table 3 - Confusion matrix.


Predicted outcome
OTHERS 279 13.4
Actual P N
TOTAL 2025 100 value P 82 (Tp) 18 (Fn)
N 26 (Fp) 108 (Tn)
From Table 1 and 2, it can be seen that the applications under the ‘games’
category are much more popular among the users than the ‘family’ category,
which has the biggest share on the play store in terms of number of Table 3 gives the confusion matrix that is used to calculate the accuracy scores
applications. of the model. The four statistical parameters, namely precision, recall,
accuracy and F-score, have been used for evaluation of the proposed approach
Precision shows how much relevant information is identified correctly and
Recall shows how much extracted information is relevant.

AAYUSH GUPTA, DEEPALI KAMTHANIA 3

Electronic copy available at: https://ssrn.com/abstract=3833926


F-score is the harmonic mean of precision and recall. Pang, B.and Lee, L., “Opinion mining and sentiment analysis. Foundations and
trends in information retrieval”, Foundations and Trends in Information Retrieval.
The formula to calculate precision, recall, accuracy and F-score: 2(1-2), 1–135, 2008.
𝑇𝑝
𝑃𝑟𝑒𝑐𝑖𝑠𝑖𝑜𝑛 = (𝑇 (2) Liu, B., “Sentiment Analysis and Opinion Mining”, Morgan &. Claypool, San
𝑝 +𝐹𝑝 ) Rafael Publishers, May 2012.

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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AAYUSH GUPTA, DEEPALI KAMTHANIA 4

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