activity
20142017
most citedGamification, virality and retention in educational online platform. Measurable indicators and market entry strategy

15 citations · 18 across the 6 of their papers we have counts for

collaborators

7 papers

cs.HC2017

Transreality puzzle as new genres of entertainment technology

Ilya V Osipov

The author considers a class of mechatronic puzzles falling in the mixed-reality category, present examples of such devices, and propose a way to categorize them. Close relationshi…

cs.CY2015

Study of Monetization as a Way of Motivating Freemium Service Users

I. V. Osipov, A. A. Volinsky, E. Nikulchev +1

The paper describes user behavior as a result of introducing monetization in the freemium educational online platform. Monetization resulted in alternative system growth mechanisms…

cs.CY2015

Monetization as a Motivator for the Freemium Educational Platform Growth

Ilya V. Osipov, Anna Y. Prasikova, Alex A. Volinsky

The paper describes user behavior as a result of introducing monetization in the freemium educational online platform. Monetization resulted in alternative system growth mechanisms…

cs.HC2015

User involvement in the partner program of the educational social network

Ilya V. Osipov, Anna Y. Prasikova, Alex A. Volinsky

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 vir…

cs.HC2015★ 3 cited

Real Time Collaborative Platform for Learning and Teaching Foreign Languages

Ilya V. Osipov, Anna Y. Prasikova, Alex A. Volinsky

The paper describes a novel social network-based open educational resource for learning foreign languages in real time from native speakers, based on the predefined teaching materi…

cs.HC2015

Communication and games in the online foreign language educational system. User behavior study

Ilya V. Osipov, Anna Y. Prasikova, Alex A. Volinsky

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 prin…

cs.CY2014★ 15 cited

Gamification, virality and retention in educational online platform. Measurable indicators and market entry strategy

Ilya V. Osipov, Alex A. Volinsky, Vadim V. Grishin

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 p…