The emergence of the Internet and the emergence of video games were both in the late 1960s, but video games have been popular since their appearance, and the Internet only gradually entered the general public's field of vision in the 1990s. Whatsapp Database Although the paths of the two are different in the process of development, games, especially the current Internet games, are also a kind of Internet products. If the user stickiness of a product is Whatsapp Database measured from the time users use the product, the game can be said to be one of the products with the highest user stickiness and one of the products with the highest single use time.
Why is the game so special in the Whatsapp Database product? Can occupy such a large amount of continuous time for users? Because the game is cultivating your habit of using the product from the moment you enter, helping you to learn, helping you to deeply explore Whatsapp Database the characteristics of the product, adding some surprises to your expectations, and then adding the means of self-propagation, in the game The achievements obtained in the game can be self-made and shared, and self-propagation can be completed, and the paid link can be added to let you experience.
Different product levels. Is this very similar to the user augmentation model proposed by Eric Lex? That’s right, the game uses the Whatsapp Database sticky growth model to attract new users and retain users, and uses the viral growth model to achieve user self-propagation, and then opens the payment model to give users different levels and depths of Whatsapp Database product experience. The game is a product born from the deep combination of these three models.