Gamification, virality and retention in educational online platform. Measurable indicators and market entry strategy.
Ilya V. OsipovAlex A. VolinskyVadim V. GrishinPublished in: CoRR (2014)
Keyphrases
- online markets
- real time
- serious games
- online learning
- customer retention
- face to face instruction
- critical mass
- pricing strategies
- trading strategies
- distance education
- decision making
- online advertising
- educational technology
- stock market
- long term
- information technology
- e learning
- educational games
- blended learning
- design principles
- learning technologies
- multimedia