相关论文: Gamification, virality and retention in educationa…
The paper describes user behavior as a result of introducing monetization in the freemium educational online platform. Monetization resulted in alternative system growth mechanisms, causing viral increase in the number of users. Given…
The paper describes user behavior as a result of introducing monetization in the freemium educational online platform. Monetization resulted in alternative system growth mechanisms causing viral increase in the number of users. System…
The paper describes 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,…
The paper describes creation and development of the educational online communication platform for teaching and learning foreign languages. The system is based on the time bank principle, allowing users to teach others their native tongue…
Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…
Influence maximization, the fundamental of viral marketing, aims to find top-$K$ seed nodes maximizing influence spread under certain spreading models. In this paper, we study influence maximization from a game perspective. We propose a…
Software maintainability is essential for long-term success in the software industry. Despite widespread evidence of the high costs associated with poor maintainability, market pressure drives many organizations to prioritize short-term…
Game analytics supports game development by providing direct quantitative feedback about player experience. Player retention and monetization in particular have become central business statistics in free-to-play game development. Many…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
In my dissertation, I will analyze how the product market position of a mobile app affects its pricing strategies, which in turn impacts an app's monetization process. Using natural language processing and k-mean clustering on apps' text…
Startups seek to create highly scalable business models. For startups, growth is thus vital. Growth hacking is a marketing strategy advocated by various startup practitioner experts. It focuses on using low cost practices while utilizing…
Social media has transformed the advertising landscape, becoming an essential tool for reaching and connecting with consumers. Its sharing and engagement features amplify brand exposure, while its cost-effective options provide businesses…
Lack of reliability is a well-known issue for reinforcement learning (RL) algorithms. This problem has gained increasing attention in recent years, and efforts to improve it have grown substantially. To aid RL researchers and production…
Approachability has become a standard tool in analyzing earning algorithms in the adversarial online learning setup. We develop a variant of approachability for games where there is ambiguity in the obtained reward that belongs to a set,…
A common challenge for e-commerce sellers is to decide what product images to display on online shopping sites. In this paper, we propose and validate a novel metric, k-value, to quantify the information richness of an image set, and we…
The aim of this study is clustering students according to their gamification user types and learning styles with the purpose of providing instructors with a new perspective of grouping students in case of clustering which cannot be done by…
In this paper, we consider the problem of resource congestion control for competing online learning agents. On the basis of non-cooperative game as the model for the interaction between the agents, and the noisy online mirror ascent as the…
We developed a simulator to quantify the effect of exercise ordering on both student engagement and retention. Our approach combines the construction of neural network representations for users and exercises using a dynamic matrix…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
Recommender systems aim to fulfill the user's daily demands. While most existing research focuses on maximizing the user's engagement with the system, it has recently been pointed out that how frequently the users come back for the service…