Udacity A/B test project, with exploration in sample size calculation
A case study of Game Retention and Game Round A/B test, with Man-Whitney U test Bootstrap
Using RFM model and Clustering to classify users in R
剑网3用户构成、文化构成、历史事件及趋势,写于2018年10月
An analysis of gamification design of Wexin Reading based on the framework from previous post
根据游戏化思维的一些框架,分析微信读书APP的游戏化设计记
《游戏化思维:改变未来商业的新力量》的读书笔记