How to maximise the value of mobile game players using predictive analytics. Predict user churn/conversion/spend and use these predictions to properly manage the lifecycle of your players. Slides from talk by Ryan Topping (Cubitic) 25th Feb 2015.
Maximise the value of app users with predictive analytics
1.
2. Cubitic’s suite of behavioural prediction
algorithms tell you what your users will
do, before they do it
…allowing you to proactively drive
engagement and monetisation.
3. COST OF ACQUISITION IS RISING
CPI up by 84%
since January 2012
Harder to rely on acquisition to
drive game profit
Rising importance of maximizing
value of existing users
Source: Venture Beat & Fiksu.com, 31 December 2014.
$-
$0.50
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Jan-12
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Cost Per Loyal User Index iOS
4. THE TRADITIONAL APPROACH
Segment users by
historic behaviour
Define desired
outcome
Targeted
intervention
Strategy used for CRM, paid re-targeting, tailored game experience
This is a reactive approach
5. Cubitic’s suite of predictive analytics include…
PROACTIVE APPROACH
Use Predictive Analytics to
anticipate user behaviour
Act ahead-of-time to
influence behaviour
Increase effectiveness
& ROI of marketing
spend
Which users will stop
playing?
Churn
prediction
Which users will
convert?
Conversion
prediction
How much will users
spend?
Spend
prediction
6. EXAMPLE – BRIAN’S GAME!
Brian has a small iOS game with around
1,000 daily installs and 50,000 DAU
The game is doing well but he thinks
retention could be higher
0%
20%
40%
60%
80%
100%
0 5 10 15 20 25 30
Day After Install
RETENTION
£0.00
£0.10
£0.20
£0.30
£0.40
0 5 10 15 20 25 30
Day After Install
REVENUE PER INSTALL
How can we use predictive analytics to
improve retention?
7. BRIAN’S CURRENT APPROACH
With no intervention, on a given day 20%
of DAU will not return to the game
Brian is sending a push message to users
inactive for 3 days (40% of DAU)
Reduced churn to 15% of DAU
Cost Per
Impression
Users targeted Total Cost
Churn
Prevented
Traditional
Approach
$0.001
20,000
(users inactive 3 days)
$20 25%
10. PROACTIVE PREDICTIVE APPROACH
SEGMENTATION BASED ON PREDICTED BEHAVIOUR
Transient Abandoning
Recruit Veteran
Early
Player
Established
Player
Predicted
Churners
Predicted
Returners
This can be incorporated into existing segmentations or
be used as basis for new segmentations
11. TARGETED INTERVENTION
For example: CHURN PREVENTION
push
message
in-game
offer
Transient AbandoningPredicted
Churners
Target each segment with relevant message!
Early
Player
Established
Player