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Hypothesis 5

Users from online communities who use video online with strangers are a lot more likley to be comfortable playing with each other, and at least 25% will use video online:

  • Audience: Targets Chatroulette and Chatrandom communities.
  • Acquisition: Uses Google Ads.
  • Validation: This includes the % of users who turn the video on.
  • Execution:
    • Run Google Ads for Chatroulette and Chatrandom, offering video-based charades online, and an opportunity to meet new people.
    • Invite users to the public room.
    • Provide an explanation on what the game is about.
    • Enable the user to turn the video on and start the game.
    • Track analytics.
    • Add a Qualroo-style prompt to find out why they don't turn the video on.
  • Result: 50% of the users visited the page, but < 10% turned the video on. 5% answered the prompt indicating they didn't want to turn the video on, would try later, or weren't sure how to turn it on.
  • Learning: Given the anonymity of these communities, it was hard to reach out directly and get feedback, and the sampling size of the responders to the prompt was too small to infer enough.
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