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Sentiment Analysis of Mobile Legends App Reviews Using Machine Learning and LSTM-Based Deep Learning Models

This paper demonstrates that an LSTM-based deep learning model outperforms traditional machine learning approaches in analyzing Mobile Legends app reviews, achieving 92% accuracy by effectively capturing the sequential and contextual nuances of informal user text.

Original authors: Vira Putri Maharani, Kharisa Harvanny, Daris Samudra, Luluk Muthoharoh, Ardika Satria, Martin Clinton Tosima Manullang

Published 2026-05-05
📖 4 min read☕ Coffee break read

Original authors: Vira Putri Maharani, Kharisa Harvanny, Daris Samudra, Luluk Muthoharoh, Ardika Satria, Martin Clinton Tosima Manullang

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are the manager of a massive, bustling theme park called "Mobile Legends." Every day, thousands of visitors leave sticky notes on the bulletin board. Some say, "This ride is amazing!" (Positive), some say, "The line was too long and the ride broke!" (Negative), and others say, "It was okay, I guess" (Neutral).

The problem? There are 10,000 notes, written in a messy mix of slang, abbreviations, emojis, and even a few English words mixed into Indonesian. Trying to read them all by hand is impossible. So, the researchers (Vira, Kharisa, Daris, and their team from Institut Teknologi Sumatera) decided to build two different "robot readers" to sort these notes automatically.

Here is how they did it, explained simply:

The Two Robot Readers

1. The "Keyword Scanner" (Machine Learning)
Think of this robot as a very organized librarian. It doesn't really "read" the sentences; instead, it looks for specific words.

  • How it works: It uses a tool called TF-IDF (which is like a highlighter that marks words that appear often in negative notes but rarely in positive ones). It then tries three different strategies:
    • Naive Bayes: A quick guesser that assumes every word acts alone.
    • Logistic Regression: A math-heavy sorter that draws a straight line to separate "good" from "bad."
    • Random Forest: A committee of decision trees that vote on the answer.
  • The Catch: This robot treats every word as an isolated island. It doesn't understand that "not good" is different from just "good" because it misses the order of the words.

2. The "Storyteller" (Deep Learning / LSTM)
This robot is like a human who actually reads the story. It uses a special brain architecture called LSTM (Long Short-Term Memory).

  • How it works: Instead of just looking for keywords, this robot remembers the sequence of words. It understands that in a sentence like "The game is not fun," the word "not" changes the meaning of "fun" entirely. It keeps a "memory" of the beginning of the sentence to understand the end.
  • The Training: The researchers fed it 10,000 notes, cleaned up the messy slang and emojis first, and let it learn for 20 rounds (epochs).

The Cleaning Process (Preprocessing)

Before feeding the notes to either robot, the team had to clean the data. Imagine taking a pile of muddy, crumpled papers and:

  1. Making everything lowercase (so "Happy" and "happy" are the same).
  2. Removing emojis, URLs, and random symbols.
  3. Translating slang into standard words.
  4. Cutting off words that don't add meaning (stopwords like "the" or "and").
  5. Reducing complex words to their root (e.g., changing "playing" to "play").

The Results: Who Won?

The researchers put both robots to the test on a new set of notes they hadn't seen before.

  • The Keyword Scanner (Machine Learning): The best of the bunch was Logistic Regression. It got about 77% of the notes right. It was decent, but it struggled with the messy, slang-filled language.
  • The Storyteller (LSTM): This robot crushed the competition. It got 92% of the notes right. Because it understood the flow and context of the sentences, it was much better at figuring out what the angry or happy players actually meant.

The "Neutral" Problem

There was one hiccup. The pile of notes was unbalanced:

  • 67% were Negative (Angry players).
  • 24% were Positive (Happy players).
  • Only 9% were Neutral (Indifferent players).

Because there were so few "Neutral" notes, the robots sometimes got confused and labeled them as "Negative" or "Positive." The LSTM was still the best at this, but it's harder to guess the middle ground when you don't have enough examples to learn from.

The Takeaway

The paper concludes that for messy, real-world text like mobile game reviews, the LSTM (Deep Learning) approach is superior. It's like comparing a robot that just counts words to a robot that actually understands the story.

The team also made their work open to the public:

  • They built a simple website where anyone can type a review and see what the robot thinks.
  • They posted all their code and data on GitHub so other researchers can check their work.

In short: If you want to understand what players are really saying in a chaotic, slang-filled environment, you need a robot that can remember the story, not just one that counts the words.

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