For a group, on the one hand, because everyone is tired of learning, it can put some pressure on the users in the group to keep their activity in the community and output content. On the other hand, active users who are constantly improving from two groups can bring fresh blood to one group and keep the freshness of users in the original group. In fact, the core of the system is to stimulate ugc and output content. This is also for the rapid expansion of the community in the later period. The high-quality content presented by several groups in the early stage can make group users experience value. The deeper users trust the community, the more willing they are to be "salesmen" in the later period, and the faster the community splits.
Of course, in addition to this user-layered gameplay, the community can also superimpose other gameplay. The most important thing is to establish a community rule system and cultivate users' habits.