计算机科学
背景(考古学)
窗口(计算)
集合(抽象数据类型)
现金
知识管理
业务
万维网
财务
生物
古生物学
程序设计语言
作者
Yi Gao,Dengpan Liu,Subodha Kumar
标识
DOI:10.1287/isre.2021.0138
摘要
Clocking-in cash-back (CIC), an emerging gamified business model in online learning, has recently garnered significant attention. CIC allows users to secure a full refund of the course fee through consecutive completion of specific tasks within a required time window. These tasks, known as clocking in, encompass activities such as daily assignments and sharing progress updates on social media. By employing this gamification system, the firm effectively monitors user efforts, categorizing them as winners or quitters based on clocking-in completion. In this paper, we examine how a firm should set the optimal time window for its course and how the time window is affected by context-specific factors. We identify two opposing effects associated with extending the time window on users’ quitting time: the psychological disutility increasing effect (negative) and the effort cost decreasing effect (positive). Our results indicate that, as quitters’ positive word-of-mouth effects increase, there are cases in which the firm should opt for shortening the time window. Additionally, we find that, as the marginal content creation cost rises, the firm may find it more advantageous to raise the difficulty level by shortening the time window. Our findings provide valuable insights that online learning firms can utilize to enhance their design of the CIC mechanism.
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