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2015
DOI: 10.14569/ijacsa.2015.060402
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Gamification, Virality and Retention in Educational Online Platform

Abstract: Abstract-The paper describes gamification, virality and retention in the freemium educational online platform with 40,000 users as an example. Relationships between virality and retention parameters as measurable metrics are calculated and discussed using real examples. Virality and monetization can be both competing and complementary mechanisms for the system growth. The K-growth factor, which combines both virality and retention, is proposed as the metrics of the overall freemium system performance in terms … Show more

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Cited by 5 publications
(2 citation statements)
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“…Gamifincation is needed to keep the user short term and long term attention, making sure that s/he will come back and continue to use the system in the future [31]. The following attributes are utilized.…”
Section: Gamification Technology and Viralitymentioning
confidence: 99%
See 1 more Smart Citation
“…Gamifincation is needed to keep the user short term and long term attention, making sure that s/he will come back and continue to use the system in the future [31]. The following attributes are utilized.…”
Section: Gamification Technology and Viralitymentioning
confidence: 99%
“…Detailed description of the system gamification, virality and user retention is a subject of a separate publication [31]. Based in the conducted market analysis, the users demanded system monetization [32], which has been implemented.…”
Section: Gamification Technology and Viralitymentioning
confidence: 99%