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Is there any point in dislikes or how to evaluate the benefit of content for the community?
We have a game that has a rating of 66.0% and a second one that has a rating of 99.9%.
That's just the rating is calculated likes - dislikes.
First game, 10,000,000 likes and 3,400,000 dislikes.
Second game, 1000 likes and 1 dislike.
Sorting by rating becomes useless.
What are the alternatives? Rating? The weight of usefulness, significance? How to count?
The question is not about how to produce a relevant result, but how to evaluate whether the content is useful to the community and how much.
That is clearly the first game is 10,000+ times more useful for the community.
(dislikes are not taken into account 10,000,000 / 1,000)
If this is a game, then the usefulness parameters would be approximately the following
- how many people installed
- and how many bought
- how much time was spent in the game
- how many people have left positive feedback about the game
-
how many people
are
playing now, for example, an old game, but they are playing it, it means it's interesting, content,
updates how much time
- watched if the user returned to the video
- did the user share a link to the video through social networks
Books, manga, comics
- views
- how much each user read, shows the degree of interest
Music
- how much listens
- how much listened
- how many users repeated when a user listens again, or plays a game, watches a video, then the content is interesting
What other options can you think of?
How would you rate the value of the content?
What I google
content that adds value
valuable content
calcualte content value
estimate contents value
( Total Reviews = Positive Reviews + Negative Reviews ) ( Review Score = frac{Positive Reviews}{Total Reviews} ) ( Rating = Review Score - (Review Score - 0.5)*2^{-log_{10}(Total Reviews + 1)} )
function GetRating( $positiveVotes, $negativeVotes ) { $totalVotes = $positiveVotes + $negativeVotes; $average = $positiveVotes / $totalVotes; $score = $average - ( $average - 0.5 ) * 2 ** -log10( $totalVotes + 1 ); return $score * 100; }
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You forget that "communities" are different. Each game has its own target audience . And these audiences may not overlap at all. Therefore, great benefit for the first audience will mean nothing to the second audience.
If, for example, a like is possible only after buying / downloading a game, then the percentage of likes does not reflect usefulness at all, but justified expectations. That is, if you write in the description that the game is shit, although the game is not so bad, then 1001 people will download it, of which 1000 people will be pleasantly surprised and like it (for simplicity, we will proceed from the fact that everyone evaluates, no one does not ignore the like button). And if you have a "super game" in the description, then 13,400,000 people will download it, a decent proportion of whom will be disappointed in the description and screenshots for the game, and eventually put a dislike.
You can present your game as a special niche product at a high price. And fans of this particular rare genre will buy. Let there be few of them, but there will be no alternatives to your game in this niche, which is very profitable. If the game matches the description and promises + a small bonus, which is not mentioned in the description, then the percentage of likes will be high. And those who are not interested in this genre will simply pass by, because. from the description they will immediately understand that the game will not work for them, and you will not receive dislikes from them.
All that is listed is the wild nonsense of a schoolboy. Determine what the business needs for this functionality and what is more profitable for it to give to the user in the first positions. From this already select metrics and sort by them. At least use parrots and put down their handles, I don’t know
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