Gamification, virality and retention in educational online platform. Measurable indicators and market entry strategy
Ilya V. Osipov, Alex A. Volinsky, Vadim V. Grishin

TL;DR
This paper analyzes how gamification, virality, and retention influence growth in a freemium educational platform, proposing a combined metric called K-growth to evaluate overall system performance and market potential.
Contribution
It introduces the K-growth factor as a new measurable indicator that combines virality and retention to assess freemium platform growth potential.
Findings
K-growth factor effectively predicts user base growth.
Virality and retention can both compete and complement each other.
System performance can be tested with small user samples.
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 of the user base growth. This approach can be tested using a small number of users to assess the system potential performance. If the K-growth factor is less than one, the product needs further development. If the K-growth factor it is greater than one, the system retains existing and attracts new users, thus a large scale market launch can be successful.
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