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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Effectiveness of different recommender algorithms in the Mobile Internet: A case study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kolja Hegelich</string-name>
          <email>kolja.hegelich@tu-dortmund.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dietmar Jannach</string-name>
          <email>dietmar.jannach@tu-dortmund.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Technische Universita ̈t Dortmund 44221 Dortmund</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Despite the broad use of Recommender Systems (RS) technology in various domains, the number of publicly available reports on the actual business value of such systems is limited. This paper presents first results of an empirical evaluation of how different recommendation algorithms affect the navigation and buying behavior of a sample of over 155.000 different customers on a commercial Mobile Internet portal for cell phone games. The evaluated RS algorithms include itembased collaborative filtering, SlopeOne, a content-based as well as a hybrid technique, which were compared with naive approaches based on top-selling and top-rated items. The analysis shows that RS measurably affected the navigation and buying behavior of the portal visitors. The personalized recommendation lists not only attracted more clicks on detailed item descriptions but also lead to an overall sales increase when compared with control groups that received nonpersonalized recommendations or no recommendations during the evaluation period. The comparison of different algorithms brought no clear winner that consistently outperformed the others. However, the results indicate that the choice of the recommendation technique should depend on the specific navigational situation in which recommendation lists are presented.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction &amp; previous studies</title>
      <p>Although the interest in recommender systems technology
has been increasing in the last years both in industry and
research and although recommender applications can
nowadays be found on many web sites of online retailers, nearly
no studies about the actual business value of such systems
have been published that are based on real-world transaction
data.</p>
      <p>In the research community, the performance of a
recommender system is mainly measured based on its accuracy
with respect to predicting whether a user will like a certain
item or not1. The implicit assumption is that the online user
– after establishing trust in the system’s recommendations
Copyright © 2009, Association for the Advancement of Artificial
Intelligence (www.aaai.org). All rights reserved.</p>
      <p>
        1See
        <xref ref-type="bibr" rid="ref8">(Herlocker et al. 2004)</xref>
        for an overview on evaluation
metrics for recommender systems.
or because of curiosity – will more often buy these
recommended items from the shop.
      </p>
      <p>However, a shop owner’s key performance indicators
related to a personalized web application such as a
recommender system are different ones. Establishing a trustful
customer relationship, providing extra service to customers
by proposing interesting items, maintaining good
recommendation accuracy and so on are only a means to an end.
While these aspects are undoubtedly important for the
longterm success of a business, for an online retailer, the
important performance indicators are related (a) to the increase of
the conversion rate, i.e., how web site visitors can be turned
into buyers, and (b) to questions of how to influence the
visitors in a way that they buy more or more profitable items.</p>
      <p>
        Unfortunately, only few real-world studies in that context
are available because large online retailers do not publish
their evaluations of the business value of recommender
systems. Only a few exceptions exist. Dias et al.
        <xref ref-type="bibr" rid="ref6">(Dias et
al. 2008)</xref>
        , for instance, recently presented the results of a
21-month evaluation of their probabilistic item-based
recommender system running on a large Swiss e-grocer web
portal. Their measures include “shopper penetration”,
“direct extra revenue” and “indirect extra revenue”. Their
analysis showed different interesting points. First, a relatively
small (when compared to overall sales) extra revenue can
be generated directly by the recommender. The fact that
direct revenues measurably increased when the probabilistic
model went through a periodic update suggests that good
recommendation accuracy is still important, despite some
legitimate criticism of simple accuracy measures
        <xref ref-type="bibr" rid="ref12">(McNee,
Riedl, and Konstan 2006)</xref>
        . The more important business
value, however, comes from indirect revenues caused by the
recommender systems. Indirect revenues include the money
spent on repeated purchases of items initially recommended
by the system and on items sold from categories to which the
customer was newly introduced to through a recommended
item. This in turn also supports the theory that diversity in
recommendation lists is a valuable property as “unexpected”
items in these lists may help to direct users to other, possibly
interesting categories.
      </p>
      <p>
        An earlier evaluation based on real-world data was
presented in
        <xref ref-type="bibr" rid="ref22 ref23">(Shani, Brafman, and Heckerman 2002)</xref>
        , where the
authors performed different experiments on an online
bookstore. During their experiment, visitors of the web shop
received buying proposals either from a “predictive” or a new
Markov Decision Process recommender. Thus, they were
able to compare the respective profits that were generated
by different techniques during the observation period. In
addition, at least for a period of seven days, the
recommendation functionality was fully removed from the web shop.
Although this sample is statistically too small, the
comparison of sales numbers of two consecutive weeks (one with
and one without the recommender) showed a 17% drop in
the recommender-less week.
      </p>
      <p>
        Another initial study on how recommender systems
influences the buying behavior of web shop visitors is presented
in
        <xref ref-type="bibr" rid="ref27">(Zanker et al. 2006)</xref>
        . In this work, it was shown that the
recommendations of a virtual advisor for premium cigars
can stimulate visitors to buy cigars other than the
wellknown Cohibas and thus increase sales diversity, which is
interesting from an up-selling and cross-selling perspective
and could also create “indirect revenue” as described in
        <xref ref-type="bibr" rid="ref6">(Dias et al. 2008)</xref>
        ; see also
        <xref ref-type="bibr" rid="ref1 ref17 ref7">(Fleder and Hosanagar 2007)</xref>
        for a discussion of the role of sales diversity in recommender
systems.
      </p>
      <p>
        In
        <xref ref-type="bibr" rid="ref29">(Zanker et al. 2008)</xref>
        , a different study using the same
recommendation technology was made in the tourism
industry, where it could be observed that the number of
accommodation availability enquiries is measurably higher when web
site visitors are guided by the virtual advisor. Another
evaluation of how different information types and
recommendation “sources” influence consumers can be found in
        <xref ref-type="bibr" rid="ref20">(Senecal
and Nantel 2004)</xref>
        .
      </p>
      <p>
        Similar to these works, our paper focuses on evaluating
the business value of recommender systems in a commercial
context. In addition, it aims to answer the question whether
certain algorithms perform better than others in a certain
environment and application domain in the line of the work of,
e.g.,
        <xref ref-type="bibr" rid="ref2">(Breese, Heckerman, and Kadie 1998)</xref>
        or
        <xref ref-type="bibr" rid="ref28">(Zanker et al.
2007)</xref>
        .
      </p>
    </sec>
    <sec id="sec-2">
      <title>Application and personalization overview</title>
      <p>The study presented in this paper was conducted in the
context of a Mobile Internet portal of a large
telecommunications provider in Germany. Customers access this portal
through their mobile devices and are offered a wide range
of applications and games, which they can directly purchase
and download to their cell phones.</p>
      <p>Figure 1 shows the entry screen of the games area of the
portal. Customers explore the item catalog in the following
ways:
• Through manually-edited or non-personalized lists such
as “New items” or “Top10 items” (top area of screen).
• Through direct text or image links (teasers) to certain
items that are shown on the middle area of the start screen.
• Through predefined standard categories (lower area) such
as “A - Z”, “From 99 Cent”, or “Action &amp; Shooters”.
• In addition, after a purchase, when the payment
confirmation is displayed, customers are presented with a list of
other, possibly interesting items (post-sales
recommendation).</p>
      <p>Accordingly, the portal was extended with personalized
content as follows.
1. A new top-level link “My Recommendations“ was
introduced that leads to a personalized recommendation list.
(“Meine Empfehlungen” in German).
2. The games presented in the lower two of the four text
teasers and the first image teaser on the start page were
personalized. Due to existing contracts the first two text
links and the two lower image links were manually
predefined. The manually edited links remained the same
during the whole experiments, which allowed us to
analyze the effects of personalizing the other links
independently.
3. The lists in the standard categories such as “99 Cent” were
personalized except for categories such as “A-Z”, which
have a “natural” ordering.
4. The games presented on the post-sales page were also
personalized.</p>
      <p>During the experiments, different algorithms were used
to calculate the personalized recommendations. In order to
measure the effect of personalization, members of the
control group were shown non-personalized or manually-edited
lists which are based on the release date of the game.</p>
      <p>
        Customers can immediately purchase and download
games through the portal by choosing items from the
presented lists. The relation between their navigation and
buying behavior can therefore be easily determined as all
portal visitors are always logged-in. Several thousand games
(across all categories) are downloaded each day through the
platform. The prices for the games range from free
evaluation versions (demos) over “99Cent-Games” to a few Euro
for premium games and the amounts are directly charged to
the customer’s monthly invoice. Note that in contrast to the
study in
        <xref ref-type="bibr" rid="ref6">(Dias et al. 2008)</xref>
        , where users purchase the same
goods repeatedly, customers in our domain only purchase
the same item once, i.e., our domain is similar to popular
recommender systems application areas such as books and
movies.
      </p>
      <p>
        From the perspective of the application domain, the
presented game portal stands in the line of previous works in
the area of recommender systems for mobile users. Recent
works in the field of mobile recommenders include, e.g.,
        <xref ref-type="bibr" rid="ref13">(Miller et al. 2003)</xref>
        ,
        <xref ref-type="bibr" rid="ref20 ref4">(Cho, Kim, and Kim 2004)</xref>
        ,
        <xref ref-type="bibr" rid="ref25 ref9">(van der
Heijden, Kotsis, and Kronsteiner 2005)</xref>
        ,
        <xref ref-type="bibr" rid="ref1 ref17 ref7">(Ricci and Nguyen
2007)</xref>
        ,
        <xref ref-type="bibr" rid="ref10 ref14">(Li, Wang, and Geng 2008)</xref>
        or
        <xref ref-type="bibr" rid="ref14">(Nguyen and Ricci
2008)</xref>
        . Content personalization approaches for the Mobile
Internet are presented also in
        <xref ref-type="bibr" rid="ref16">(Pazzani 2002)</xref>
        ,
        <xref ref-type="bibr" rid="ref1 ref17 ref7">(Billsus and
Pazzani 2007)</xref>
        and
        <xref ref-type="bibr" rid="ref1 ref17 ref24 ref7">(Smyth, Cotter, and Oman 2007)</xref>
        . In
        <xref ref-type="bibr" rid="ref23">(Smyth and Cotter 2002)</xref>
        , finally, the effects of
personalizing the navigational structure on a commercial WAP portal
are reported.
      </p>
      <p>It can be expected that this area will attract even more
attention in the future because of the rapid developments in
the hardware sector and the increasing availability of cheap
and fast mobile Internet connections. Note that in contrast
to some other approaches, our system does not exploit
additionally available information such as the current
geographical position or demographic and other customer information
known to the service provider. Standard limitations of
Mobile Internet applications such as relatively small network
capacity and limited display sizes however apply.</p>
    </sec>
    <sec id="sec-3">
      <title>Algorithms and ratings</title>
      <p>
        During the four week evaluation period, customers were
assigned to seven different groups when they entered the
games section of the portal. For each group, the item lists
were generated in a different way. For the first four groups,
the following recommendation algorithms were used.
• Item-based collaborative filtering (CF)
        <xref ref-type="bibr" rid="ref18">(Sarwar et al.
2001)</xref>
        as also used by Amazon.com
        <xref ref-type="bibr" rid="ref11">(Linden, Smith, and
York 2003)</xref>
        .
• The recent and comparably simple SlopeOne algorithm
        <xref ref-type="bibr" rid="ref9">(Lemire and Maclachlan 2005)</xref>
        .
• A content-based method using a TF-IDF representation of
the item descriptions and the cosine similarity measure.
• A “switching”
        <xref ref-type="bibr" rid="ref3">(Burke 2002)</xref>
        hybrid algorithm that uses
the content-based method when less than 8 item ratings
are available and item-based collaborative filtering
otherwise.
      </p>
      <p>Two groups received non-personalized item lists, one
based on the average item rating (“TopRating”) and one
based on the sales numbers (top sellers). For the final group,
the control group, the recommendation lists were manually
edited as it was before the personalization features have been
introduced. Within most categories, the ordering was based
on the release date of the game or chosen based on existing
contracts. The top-level link ”My Recommendations” was
not available for the control group. During the whole
evaluation period, customers remained in their originally assigned
group.</p>
      <p>From all customers that visited the games portal
during the evaluation, a representative sample of over 155.000
was included in the experiment, so each group consisted of
around 22.300 customers. Note that only such customers
were chosen for which all algorithms were able to produce a
recommendation, i.e., users for which a minimum number of
ratings already existed. Also only such frequent customers
were assigned to the control group and the groups receiving
non-personalized recommendations, which guarantees that
similar customer segments are compared. The catalog of
recommendable items consisted of about 1.000 games.</p>
      <p>A five-point rating scale from ¡2 to +2 was used in the
experiments. Since the number of explicit item ratings was
very low and only about two percent of the customers have
issued at least one rating, also implicit ratings have been
taken into account: both clicks on item details as well as
actual purchases were interpreted as implicit ratings. When
no explicit rating was given, a view on item details was
interpreted as a rating of 0 (medium); several clicks on the same
item were not counted. An actual purchase was interpreted
as a rating of 1 (good) for the item. Explicit ratings override
these implicit ratings.</p>
      <p>In order to achieve the best possible recommendation
accuracy, the item similarities and the average differences for
the collaborative filtering and the SlopeOne techniques were
computed using the full customer base and not only the
155.000 customer sub-sample.</p>
    </sec>
    <sec id="sec-4">
      <title>Evaluation</title>
      <p>The following hypotheses are in the center of our evaluation.
• H1: Personalized recommendations attract more
customers to detailed product information pages (item view
conversion rate).
• H2: Personalized recommendations help to turn more
visitors into buyers (sales conversion rate).
• H3: Personalized recommendations stimulate individual
customers to view more items.
• H4: Personalized recommendations stimulate individual
customers to buy more items.</p>
      <p>The detailed evaluation will show that depending on the
navigational situation of the portal visitor different
phenomena with respect to the effectiveness of recommendation
algorithms can be observed. Before considering the overall
effect of the use of recommendation technology on the
portal, we will discuss the individual results obtained for these
different situations.</p>
      <sec id="sec-4-1">
        <title>Measurement 1: My Recommendations</title>
        <p>The following results are related to the personalized
recommendation list that is presented when the customer clicks on
the “My Recommendations” link as shown in the top area of
Figure 1. Throughout the evaluation, we will use different
colors to highlight data rows in the charts that are
significantly different (p &lt; 0:01) from each other.</p>
        <p>The conversion rate measurements (hypotheses H1 and
H2) are given in Figure 2, which depicts the item view
conversion rate for visitors of the “My Recommendations” list,
and Figure 3 that shows how many of the users that visited
the “My Recommendations” section actually purchased an
item2.</p>
        <p>In Figure 2 we see that the different algorithms fall into
two groups: One, where about two thirds of of the customers
actually click on at least one of the presented items and one,
where only 55% are interested in the recommended items.
Considering the actual numbers, the differences between the
two groups are significant (p &lt; 0:01).</p>
        <p>From the personalized methods, only the SlopeOne
algorithm did not attract significantly more visitors than the
nonpersonalized list of top rated items. Interestingly, the
nonpersonalized top seller list also has a good item view
conversion rate, i.e., placing generally-liked, top-selling items
in a recommendation list seems to work quite well in the
domain.</p>
        <p>When the sales conversion rate is considered, we see in
Figure 3 that only the CF method helps to turn more visitors
into buyers (Hypothesis H2).</p>
        <p>2In Figures 2 to 5, the control group is not depicted, because
the “My Recommendations” section, which was newly introduced
for measuring the impact of personalization, was not available for
them.</p>
        <p>The evidence for our hypotheses H3 (more item views per
customer) and H4 (more purchases per customer) in the
context of the “My Recommendations” section can be seen in
Figures 4 and 5. Figure 4 shows that all recommendation
algorithms (except for SlopeOne) stimulate users to click on
more items. Compared with the findings with respect to the
conversion rates, this can be interpreted as follows: while
top seller lists help to stimulate one or the other customer
to click on an item detail, personalized lists seem to contain
more items that are interesting to a customer.</p>
        <p>When it comes to actual purchases (game downloads),
Figure 5 shows that most personalized methods and
even the simple SlopeOne algorithm outperform the
nonpersonalized approaches.</p>
        <p>Note that for some of the games provided on the mobile
portal, free evaluation versions (demos) are available. If not
mentioned otherwise, all numbers given with respect to
conversion rates and sales figures are related to all item
downloads, i.e. free demos plus actual game purchases. Figure
6 now repeats the numbers of Figure 5, but also shows the
fraction of demo downloads and purchased games. Due to
the nature of the algorithms and the particularities of the
application (see more details in Measurement 4) , the
recommendation lists produced by the TopRating and SlopeOne
methods contain a relatively high portion of demo games.
Given the high number of actual downloads, these demo
recommendations seem to be well-accepted, but unfortunately,
these two techniques perform particularly poor when the
games are not free. The item-based, content-based and
hybrid technique, on the other hand, not only help to sell as
many items as a simple top-seller promotion but also make
users curios about demo games. The TopRating method
only raises interest in demo versions. The list of top
selling items is generally dominated by non-free, mainstream
games, which explains the fact nearly no demo games are
chosen by the users.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Measurement 2: Post-sales recommendations</title>
        <p>The next navigational situation in which product
recommendations are made is when a customer has purchased an item
and the payment receipt is displayed. About 90.000
customers who actually bought at least one item during the
evaluation period have been involved in the experiment. Overall,
the evaluation sample contains more than 230.000 views of
the post-sales 5-item recommendation lists, meaning that on
average, customers bought more than one item.</p>
        <p>The experimental setup is nearly identical with
Measurement 1 and customers received their recommendations based
on different recommendation algorithms. The
recommendation list of the control group was manually edited and
ordered by game release date. Items that the current customer
has already purchased before were removed from these lists.</p>
        <p>The same hypotheses were tested in this experiment, i.e.,
to what extent recommender systems stimulate customers to
view and buy more items. The results are shown in Figures
7 to 10.</p>
        <p>With respect to the conversion rates, the following
observations can be made. First, the manually edited list of
recent items (viewed by the control group) worked quite
well and has raised more customer interest than the
nonpersonalized techniques and even the SlopeOne algorithm
(Figure 7). When it comes to actual purchases (Figure 8),
however, the manually-edited list did not help well to turn
more visitors into buyers. Interestingly, the relative
improvement caused by personalized recommendations with
respect to this conversion rate is higher on the post-sales
recommendation page than in the “My Recommendations”
sections. Again, the CF algorithm worked best; in absolute
numbers, the differences between the various techniques are
significant, p &lt; 0:01. With respect to the number of item
visits and purchases per customer (Figures 9 and 10), it can
again be observed that the different recommendation
techniques not only stimulated visitors to view more items but
actually also helped to increase sales. It can also be seen
that displaying a list of top-selling items after a purchase
leads to a particularly poor effect with respect to the overall
number of downloads.</p>
        <p>Another observation is that the items that are
recommended by the SlopeOne technique and the TopRating
method are also downloaded very often (see 10), presumably
because the recommendation lists again contain many free
demos. Figure 11 therefore shows the ratio of demo
downloads to game purchases, which is quite similar to the one
from the “My Recommendations” section, i.e.,
recommending top-selling or newly released items does not stimulate
additional interest in free evaluation versions (demo games).
The trend toward interest in demo versions seems to be a bit
more amplified than in the “My Recommendations” section,
which indicates that after a purchase transaction, customers
first have a look on another, but free, game.</p>
        <p>Finally, in this navigational context, the content-based
method could raise some initial customer interest (Figure
9), perhaps because games are recommended that are quite
similar to previously downloaded ones. However, while
customers viewed some of the items, they had no strong
tendency of purchasing them, probably because the games were
– according to the general tendency of content-based
methods – too similar to games they already know. The list of
top selling items again contained mostly of non-free games,
which explains the small fraction of demo games here; the
same holds for the control group.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Measurement 3: Start-page recommendations</title>
        <p>This measurement analyzes the effect of the personalized
recommendations on the start page as shown in Figure 1.
Remember that some elements in these lists are edited
manually but were static during the experiment. Thus, we did
not include item visits or purchases from these links (that
could have been other banner advertisements as well) in the
evaluation.</p>
        <p>During the experiment, the personalized elements of the
list, i.e., the last two text teasers and the first image teaser,
were determined based on the top-3 list of the individual
recommendation algorithms or based on the non-personalized
lists of top-selling and top-rated items. Customers assigned
to the control group received manually-determined
recommendations which were ranked by release date.</p>
        <p>For this experiment, we will only show the conversion rate
figures for the different teaser elements on the start page.</p>
        <p>Figure 12 shows the percentage of portal visitors that
followed one of the personalized product links on the start
page. On average, the image teaser was clicked on by around
6% of the users. Although the image only represents the
third-ranked item of the recommendation algorithms and is
also positioned after the text links, its conversion rate is
significantly higher than for the text links. Since this also holds
for the non-personalized methods, the attractiveness of the
third link can be attributed to its visual representation.
Interestingly, however, the image teaser leads to a good
conversion rate with respect to actual sales (Figure 13). With
respect to these conversion rates, both the CF method and
the content-based method lead to a significant increase of
item detail clicks and purchases. It can be also observed that
the conversion rates of the first text teaser can even be better
than the image teaser, when the text links are personalized.
Thus, personalization can partially even outweigh the
disadvantages of the unflashy representation.</p>
        <p>Another particularity of this measurement on the start
page is that the manually-selected items used for the control
group lead to comparably good conversion rates, especially
with respect to item visits. A possible explanation could be
that customers have no special expectations with respect to
the offers on the start page. The fact that the manually
selected items are newly released ones might further contribute
to the good acceptance.</p>
        <p>Although recommending items based on their average
customer rating (as done by the SlopeOne and the
TopRating technique) worked well in the first two experiments, this
approach does not work particularly well on the start page,
i.e., customers seem to prefer either new items or items that
are somehow related to their previous buying history.</p>
        <p>Finally, when it comes to the number of purchases
induced by the recommendation lists, the personalized
techniques clearly outperformed the manually defined lists, at
least for the first two teaser elements, see Figure 14.</p>
        <p>Note that we also compared the item click and sales
numbers of the other four and statically defined image and text
teasers with the personalized ones. It could be seen that
although the personalized items are partially placed lower on
the screen and are thus harder to select, the received
significantly more clicks and lead to more sales than the
nonpersonalized links.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Measurement 4: Overall effect on demo downloads</title>
        <p>In Measurement 1 and 2 we have seen that SlopeOne and
the non-personalized technique based on item ratings lead to
significantly more views and downloads of demo games. In
this measurement, the goal was to analyze whether this trend
also exists when the entire platform is considered, including,
e.g., all other personalized and non-personalized navigation
possibilities.</p>
        <p>Note that no explicit category in the navigation tree for
“free demos” exists. Games for which free evaluation
versions exist, can however appear in all other personalized
and non-personalized item listings in the portal. In addition,
customers are pointed to demos in two additional ways: a)
through direct-access links that are sent to them in sales
promotions b) through pointers to other demo games that are
displayed after a demo has been downloaded.</p>
        <p>The distribution of views and downloads of demo games
during the four-week evaluation period for the different
recommendation groups is shown in Figure 15. Overall, about
38.000 downloads have been observed for the selected
subsets of customers. When considering the actual downloads,
we see that the ranking of the algorithms remains the same;
the differences are even amplified.</p>
        <p>As already quickly mentioned in previous sections, this
result can be explained by different facts that are related to
the particular application setting and the nature of SlopeOne
and the top-rating algorithm, which both tend to rank demo
games highly in the different categories described above for
the following reasons. First, as demo games can be
downloaded at no cost and user ratings are only possible on the
platform after a download, more explicit ratings are
available for these games. Next, explicit ratings tend to be
aboveaverage also in this domain. Note that a similar phenomenon
can also be observed in other datasets such as the
MovieLens rating database. Finally, as customers receive a
nonpersonalized pointer to another demos after downloading a
free game, a reinforcement of the effect occurs.</p>
        <p>An in-depth analysis, whether the downloads that were
stimulated by the different algorithms lead to significantly
different demo-download/purchase conversion rates is
beyond the scope of the current study. What could, however,
be observed in a first analysis is that the demo/purchase
conversion rate is significantly higher when the demo was
promoted by a recommendation list (as opposed to a banner
advertisement).</p>
      </sec>
      <sec id="sec-4-5">
        <title>Measurement 5: Overall effects</title>
        <p>In this final measurement reported in this paper, the overall
effect of the personalized recommendations (as an add-on
to the other navigational options) situations was evaluated.
Again, the interesting figures are related to item view and
sales conversion rates (H1 and H2) as well as to the
question whether more items are viewed and sold by individual
customers (H3 and H4).</p>
        <p>With respect to the conversion rates (hypotheses H1 and
H2), no significant differences between the personalized and
non-personalized variant could be observed, when the
platform is considered as a whole. On average, about 80% of
all observed customers have viewed at least one item and
around 57% have bought at least one game, independent of
the recommendation algorithm group they were assigned to.
These figures are nearly identical for all seven test groups.
For the item view conversion rate, for instance, the numbers
only range from 79.6% to 80.3%. Thus, although slight
improvements could be observed in individual (personalized)
situations as described above, the influence on the overall
conversion rate is too small and thus, the percentage of portal
visitors that view or purchase items could not significantly
be increased by the additional use of personalized
recommendation lists.</p>
        <p>There could be different reasons for this non-effect. First,
remember that beside the described personalized lists, there
are various other ways in which customers can access the
item catalogs. Many customers for instance use the
builtin search functionality of the portal; the ranking of search
results is not personalized. The list of new items (see
Figure 1) is also one of the most popular ways of browsing the
catalog and used by significantly more people than, for
instance, the new “My Recommendations” section. Our
analysis shows that personalizing this particular list does not
improve the conversion rates as customers always prefer to see
the latest releases on top of such a list. Second, remember
that only customers have been considered in the evaluation,
for which a minimum number of rating already existed, i.e.
users who are in generally interested in games. An
evaluation of whether more new users can be tempted to purchase
items was not in the focus of the evaluation.</p>
        <p>With respect to the hypotheses H3 and H4 (increased
number of item views and sales per customer), the following
observations can be made. Regarding the average number
of item views per customer (H3), we see that all
personalized algorithms outperform the non-personalized topseller
list and the control group. Similar to the effect of
Measurement 4, SlopeOne and the simple ranking based on average
customer rating raised the most attention. Thus, H3 could
only partially be validated at the global scale as also the
nonpersonalized top-rating technique was successful.</p>
        <p>The observations made with respect to the number of
purchased/downloaded items per customer (H4) are shown in
Figure 16.</p>
        <p>The figure shows that the additional attention raised by
SlopeOne and the “Top Rating” algorithm also leads to an
measurably increased number of items purchased and
downloaded per customer. Figure 17 shows the number of
downloaded items (including the demos) for the different
algorithms. If we, finally, look at the actual sales numbers
for non-free games only (Figure 18), we can see that
although the Top-Rating list raised attention for free demos,
it did not lead to increased sales for non-free items.
Overall, all personalized techniques were more successful than
the non-personalized one. On the global scale, the
difference was however – a bit surprisingly – only significant for
the content-based method, which indicates that customers
tend to spend money on items that are similar to those they
liked in the past. In fact, a closer look on the performance
of the algorithms in specific sub-categories shows that the
content-based method often slightly outperforms the other
methods with respect to non-free games. While the
differences were not significant in the individual situations –
which is why we did not include these figures here – these
slightly higher sales numbers sum up to a significant
difference on the global scale. Examples of categories in which
the content-based method worked slightly better with
respect to non-free games are the “new games”, “half-price”,
or “erotic games” section of the download portal.</p>
        <p>Overall, the increase in actual sales that are directly
stimulated by the recommender system is between 3.2% when
compared to the Top-Rating technique and around 3.6%
when no personalized recommendation is available.</p>
        <p>In general, these last observations suggest that in
situations where the user has no strong expectations on a certain
genre (such as the “MyRecommendations” section),
collaborative methods – which also recommend items of
categories that the user has not seen before – work particularly
well. In many other situations, however, users tend to prefer
recommendations of game sub-categories that they already
know. One exception is the post-sales situation, where users
are, non-surprisingly, not interested in purchasing games
which are very similar to the one he or she has bought a
moment ago.
In this work, the effects of personalized item
recommendation in various navigational contexts on a Mobile Internet
game portal were analyzed. Different standard
recommendation techniques have been implemented on the portal and
deployed in parallel in a real-world setting for a period of
four weeks. In addition, non-personalized techniques based
on top-selling or top-rated items have been used for
comparison purposes.</p>
        <p>The findings can be summarized as follows.</p>
      </sec>
      <sec id="sec-4-6">
        <title>Ratings in the Mobile Internet</title>
        <p>The amount of explicit item ratings was very low on the
considered Mobile Internet portal and only about 2% of the
users issued explicit ratings. While we are not aware of
any studies that compare the willingness of customers to
rate items in different settings, we suspect that the relatively
high effort for submitting an item vote using a mobile device
compared to a web browser discourages users to participate
in this community process. When using only explicit ratings
(in combination with a minimum number of neighbors as to
decrease the Mean Absolute Error MAE), the coverage and
applicability of individual algorithms quickly degrades. An
analysis for the item-to-item algorithm for instance showed
that the item coverage degrades to less than 50% when the
minimum number of neighbors is set to the value of 20. In
our experiments we therefore also took two types of implicit
ratings into account: item views and item purchases, as the
offline analysis showed that this combination leads to a good
coverage (between 90% and 95%) for the item-based
recommender. Note however that the MAE was also not very
helpful to predict the accuracy of different algorithms in advance
when including these implicit ratings. An offline evaluation
showed that due to the high number of similar ratings very
similar and low (below 0.2 points on the five-point scale)
MAE values were achieved. An analysis of whether or not
using different values for implicit ratings can help to further
improve the recommendation accuracy, was not part of the
current study.</p>
      </sec>
      <sec id="sec-4-7">
        <title>Recommending in navigational context</title>
        <p>In this study, the effects of personalized recommendations
have been measured in different navigational situations such
as the start page of the portal or the post-sales situation.
In addition, we differentiated between the interest that was
raised by the recommendations and the actual effect on the
buying behavior of the customers.</p>
        <p>With respect to the navigational context, customers seem
to react slightly differently to recommendations, probably
because of different expectations. In the dedicated “My
Recommendations” section of the portal, classical collaborative
filtering and the hybrid technique are particularly good at
raising customer interest as customers view many of the
recommended items. While customers are also easily
stimulated to download free games by the comparably simple
SlopeOne and TopRating method, these techniques do not
lead to a significant increase in non-free games. A similar
effect can be observed in the post-sales situation; the trend
toward free demo downloads is even amplified in this
situation. Thus, the item-based, content-based and hybrid
technique which lead to a good number of purchases but also
raise additional interest in demos, seems to be a good choice
here.</p>
        <p>On the portal entry page, the recommendation of top-rated
items (or topsellers) has a particularly poor effect and the
personalized methods lead to significantly better results. A
listing of newly released items on the start page works
however also quite well.</p>
        <p>In certain navigational situations, we observed that
personalization worsens the conversion rates and sales
numbers. In the section on new items, which contains games
of the last three weeks, the strict chronological order with
the newest items on top works best. Most probably, the
visitors of the “New” category enter this section regularly and
only check the first few lines for new arrivals.</p>
        <p>Finally, when measuring the number of game downloads
including the demos on the entire platform, it shows that
naive approaches such as TopRating and the comparably
simple SlopeOne technique work sufficiently well to raise
the users’ interest in individual games. The important
result, however, is that with respect to actual sales, the
contentbased and the item-based methods were clearly better than
all others. Overall, it could be demonstrated that
recommender systems are capable to stimulate a measurable
increase in overall sales by over 3 percent on the entire
platform.</p>
      </sec>
      <sec id="sec-4-8">
        <title>Acknowledgement</title>
        <p>The work was supported by Twistbox Games Ltd. &amp; Co.
KG, Germany. The described portal is based on Twistbox’s
Nitro-CDP™ content-download platform.</p>
      </sec>
    </sec>
  </body>
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