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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.
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
$1.00
$1.50
$2.00
$2.50
Jan-12
Mar-12
May-12
Jul-12
Sep-12
Nov-12
Jan-13
Mar-13
May-13
Jul-13
Sep-13
Nov-13
Jan-14
Mar-14
May-14
Jul-14
Sep-14
Nov-14
Cost Per Loyal User Index iOS
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
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
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?
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%
BRIAN’S CURRENT APPROACH
20,000
Inactive for 3 days
30,000
Active
7,500
Churned
42,500
Active
now + 3 days future
All Users
50,000
push
msg
15%
of DAU
BRIAN’S CURRENT APPROACH
Problems with this approach?
1.  Not the right time
2.  Not the right users
3.  Not the right message
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
TARGETED INTERVENTION
For example: CHURN PREVENTION
push
message
in-game
offer
Transient AbandoningPredicted
Churners
Target each segment with relevant message!
Early
Player
Established
Player
PROACTIVE PREDICTIVE APPROACH
5,000
Churned
45,000
Active
now future
All Users
50,000
push
message
in-game
offer
transient
abandoning
10%
of DAU
AB TESTING
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
0 5 10 15 20 25 30
Days After Install
Old Reactive Approach (A) New Predictive Approach (B)
SUMMARY
1.  Churning users are targeted early (right time!)
2.  Only users likely to leave are targeted (right users!)
3.  Users receive a relevant message (right message!)
Cost Per
Impression
Users targeted Total Cost
Churn
Prevented
Traditional Approach $0.001
20,000
(users inactive
3 days)
$20 25%
Predictive Approach $0.001
10,000
(churning
users)
$10 50%
QUESTIONS
Thank you for your time!
Get in touch
www.cubitic.io
ryan@cubitic.io
Follow us!
@ryan_does_data
@cubitic

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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 $1.00 $1.50 $2.00 $2.50 Jan-12 Mar-12 May-12 Jul-12 Sep-12 Nov-12 Jan-13 Mar-13 May-13 Jul-13 Sep-13 Nov-13 Jan-14 Mar-14 May-14 Jul-14 Sep-14 Nov-14 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%
  • 8. BRIAN’S CURRENT APPROACH 20,000 Inactive for 3 days 30,000 Active 7,500 Churned 42,500 Active now + 3 days future All Users 50,000 push msg 15% of DAU
  • 9. BRIAN’S CURRENT APPROACH Problems with this approach? 1.  Not the right time 2.  Not the right users 3.  Not the right message
  • 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
  • 12. PROACTIVE PREDICTIVE APPROACH 5,000 Churned 45,000 Active now future All Users 50,000 push message in-game offer transient abandoning 10% of DAU
  • 13. AB TESTING 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 0 5 10 15 20 25 30 Days After Install Old Reactive Approach (A) New Predictive Approach (B)
  • 14. SUMMARY 1.  Churning users are targeted early (right time!) 2.  Only users likely to leave are targeted (right users!) 3.  Users receive a relevant message (right message!) Cost Per Impression Users targeted Total Cost Churn Prevented Traditional Approach $0.001 20,000 (users inactive 3 days) $20 25% Predictive Approach $0.001 10,000 (churning users) $10 50%
  • 15. QUESTIONS Thank you for your time! Get in touch www.cubitic.io ryan@cubitic.io Follow us! @ryan_does_data @cubitic