Hypothesis 4
Users are more likely to be comfortable using video online if they are playing with their friends, and 80% or more will then use video online:
- Audience: Targets friends of friends who are acquainted with each other, but don't know each other well.
- Acquisition: Uses your friends network for recruitment.
- Validation: This includes the % of users who use video online. % of users who like the game idea enough that they would be disappointed to not play.
- Execution:
- Invite users to the public room.
- Provide an explanation as to what the game is about.
- Enable the user to turn the video on and start the game
- Track analytics.
- Result: 100% of users turned the video on and were excited and ready to engage in the game, and they felt they would be very disappointed if they were unable to play.
- Learning: When asked if they would play with people they didn't know online, women said they would hesitate, while men in the group unanimously said they would be willing to try:

推薦閱讀
- 同步:秩序如何從混沌中涌現
- 漫話大數據
- Word 2010中文版完全自學手冊
- SQL Server入門經典
- 大數據可視化
- 數據庫應用基礎教程(Visual FoxPro 9.0)
- OracleDBA實戰攻略:運維管理、診斷優化、高可用與最佳實踐
- 大數據架構和算法實現之路:電商系統的技術實戰
- 企業級容器云架構開發指南
- 探索新型智庫發展之路:藍迪國際智庫報告·2015(上冊)
- Oracle高性能SQL引擎剖析:SQL優化與調優機制詳解
- SIEMENS數控技術應用工程師:SINUMERIK 840D-810D數控系統功能應用與維修調整教程
- 社交網站的數據挖掘與分析(原書第2版)
- 全球智庫評價報告(2015)
- Hadoop海量數據處理:技術詳解與項目實戰(第2版)