- Yönetim Bilimleri Dergisi
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- Evaluation of Mobile Game Apps Emotional Side: A Sentiment Analysis on Mobile Game App Reviews
Evaluation of Mobile Game Apps Emotional Side: A Sentiment Analysis on Mobile Game App Reviews
Authors : Fatih Pınarbaşı
Pages : 1953-1978
Doi:10.35408/comuybd.1564966
View : 168 | Download : 561
Publication Date : 2025-10-24
Article Type : Research Paper
Abstract :Mobile platforms have become one of the important components of digital marketing due to their proliferation in recent years and their place in the lives of today\\\'s consumers. Mobile game applications, which have a promising scope in the mobile field, represent one of the important areas with various components such as game categories, game elements and game experience. This study focuses on the game categories component and extends the current literature, which examines game categories in limited contexts. The study aims to evaluate the sentiment side of user reviews, examines 17 mobile game categories and focuses on the context of Google Play Store mobile app reviews. 83.118 reviews from 90 mobile game apps in 17 categories are used as the study sample and the study employs sentiment analysis methodology through a transformers-based model named \\\"Emotion English DistilRoBERTa-base\\\". Evaluation of reviews is presented in three stages: rating score distribution, sentiment category distribution among game category types and individual sentiment category evaluation. In the first stage of the study findings, user evaluations are grouped according to their score levels. Accordingly, a dichotomy assessment is made over a distribution concentrated on 1 star and 5 stars. In the second stage of the study, percentage distributions of emotion categories are given over game categories and joy and neutral emotion categories are concluded as the most common emotion categories. Fear sentiment category has the lowest percentage among the categories and anger, disgust and sadness sentiment categories have varying proportions among the categories. Finally, emotion categories are analyzed individually based on the game categories in which they are most frequently found. The study contributes theoretically to electronic word-of-mouth marketing theory and game research and from a sectoral perspective, it helps industrial practices from an emotion perspective through the comprehensive approach used in the study.Keywords : Mobil Uygulamalar, Oyun, Çevrimiçi Değerlendirme, Mobil Tüketim, Oyun Tüketimi
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