Feature Name | Pocket Mania | ||
Problem Statement | How can we build depth in engagement of users with interactive gaming elements to transition them from core → power users | ||
Why Games & Rewards ? | Well, we Indians are spoilt, we just love playing games and being rewarded for our actions (validated through user insights as well). Introducing simple gaming elements and neatly stitching them with the user journey within our core offerings would help us with -
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Target ICPs | Core users who are opening the app on most days to listen but are still hesitant to pay for content. They often prefer to leave the app after their free/unlocked episodes for the day are over. ICP 4 - The balancers | ||
Goals |
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Probable Features | Pocket Streaks (Daily/Weekly Streaks) -
Pocket Quiz (Quizzes on content titles) -
Pocket Spinner (Spin the Wheel) -
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Prioritization |
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Features | Implementation Effort | Impact on Engagement | Rank Ordering |
Daily, Weekly Streak | Medium | High | 1 |
Quizomania | High | Medium | 3 |
Spin the wheel | Low | Low | 2 |
Assumptions / Considerations |
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Success Metrics |
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GTM |
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Recoverable / Reversible impact on Customer experience (Risks) |
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​
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