F-Growth. Gamification, virality and monetization
By Ilya Osipov
()
About this ebook
The book describes gamification, virality and retention in the freemium educational online platform. Relationships between virality and retention parameters as measurable metrics are calculated and discussed using real examples. The F-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 F-growth factor is less than one, the product needs further development. If the F-growth factor it is greater than one, the system retains existing and attracts new users, thus a large scale market launch can be successful. The book also describes the experiments to attract active online system users to the partner program. The objective is to grow the number of users by involving existing system users in viral mechanics. Several examples of user motivation are given, along with the specific interface implementations and viral mechanics. Viral K-factor was used as the metrics for the resulting system growth assessment. Specific examples show both positive and negative outcomes. Growth of the target system parameters is discussed. The behavior of users as a result of introducing monetization. Monetization resulted in alternative system growth mechanisms, causing viral increase in the number of users. Given several options, the users choose the most advantageous and simple ones for them. Viral growth and monetization can be both competing and complementary mechanisms for the system growth.
Ilya Osipov
Ilya Osipov (Russian: Илья Викторович Осипов, born January 6, 1975)Entrepreneur with 15 years experience in web-based and mobile applications. Expert in virality, and gamification. Author of a dozen scientific publications.https://en.wikipedia.org/wiki/Ilya_V_Osipov
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F-Growth. Gamification, virality and monetization - Ilya Osipov
F-Growth. Gamification, Virality And Monetization
Copyright © 2014-15, Ilya Osipov (Ilya Os)
Published by Ilya Osipov at Smashwords
Smashwords Edition License Notes
This ebook is licensed for your personal enjoyment only. This ebook may not be re-sold or given away to other people. If you would like to share this book with another person, please purchase an additional copy for each recipient. If you’re reading this book and did not purchase it, or it was not purchased for your enjoyment only, then please return to Smashwords.com or your favorite retailer and purchase your own copy. Thank you for respecting the hard work of this author.
Table of Contents
Acknowledgements
Prologue
Gamification, virality and retention
Ways to make a partnership program work
Monetization as Growth Motivator
Appendix: A few words about system i2istudy
References
About Ilya Os
Contact the Author
Acknowledgements
The author expresses his deep appreciation for the invaluable help:
Alex Volinsky, Anna Prasikova, Vadim Grishin, Evgeny Nikulchev.
Prologue. Is K-Factor really real?
I start with this Wikipedia entry about K-Factor on purpose. Certainly, in theory it is all right. However, this is just a high-brow theory. In real life, this k-factor should be calculated during the entire lifetime of a project, from the launch till the closure. This formula corresponds to the
global" k-factor, which nobody really needs, aside from the security service of a venture capital fund who try to find out why this or that startup has gone dead.
In real life, what we are interested in is the local
k-factor (the term is borrowed from Freemium Economics
by Eric B. Seufert), i.e., the value calculated during a certain period of time. For example, within my approach, I use weekly factors, thus using the weekly kfactor
.
Moreover, in our case the statement that the project grows or collapses exponentially, if the value of the k-factor exceeds or falls short of unity, respectively, is wrong!
However, Richard Fond, the author of the Bliss Drive blog, and the Wikipedia entry, and even Harry Harrison in his story called The K-factor
fail to allow for many factors. Borrowing the term blindly from nucleonics and epidemiology, they assume that merely infecting
a newcomer is sufficient to expand the user database. In reality, how a project retains existing users is more important than how fast it grows. And the ways, which are used to retain users, should also enter the formula.
K-factors of actual projects rarely exceed unity, for long periods of time, anyway. A normal current value of the K-factor for a successful and growing project at any given time moment is equal to 10%, 20%, or 30%, and the project is thriving at that, despite the fact that it should collapse, according to the classical formula. But why? Because it is not a nuclear explosion or a plague in a population of mice, where the death rate is 100% of the infected animals. The thing is that in the normal project, the infected
users continue using the project and even attract new customers in the following time period.
This can be regarded as a different factor,