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Predicting Player Behaviors:
Lessons from TelCo’s & Finance
Nick Lim
CEO, Sonamine
Agenda
1.   Life cycle management
2.   Case study: conversion
3.   What are predictives?
4.   Case study: AT&T
5.   Predictives: How they’re done



                 © 2009-11 Sonamine LLC.
Chapter 1

Life Cycle Management
Life Cycle Management
• Communication tailored to customer’s stage:
  1) Welcome & educate. (“Here’s how”)
  2) Upsell. Seek referrals
  3) Seek renewal, or give retention pitch

• How to know what phase they’re in?
  – Sometimes, it’s easy (first-time player)
  – Otherwise, predictives usually used
Best Practices from Telcos
These companies learned:
• More-engaged customer     Easier to upsell
• More upselling   Lower churn

For best results:
• Limit customer communications,
  and deliver the right message at each stage
  – Upselling too soon will overwhelm or annoy
  – Customers are receptive during brief windows
Chapter 2
      Case study:
Social game conversion


     © 2009-11 Sonamine LLC.
Case Study: Korean Social Game




     © 2009-11 Sonamine LLC.
Case Study: Korean Social Game

Opportunity
• Coax borderline converters to 1st-time purchase

Solution
• Analyzed available game-play data
• Grouped players into 2 key conversion segments
• Showed promo to top predictive segment

            © 2009-11 Sonamine LLC.
Korean Social Game: Conversion rates




        © 2009-11 Sonamine LLC.
“Why not just promote to everybody?”
Why does tight targeting raise total revenue?

• If you spam with conversion/upsell offers…
  – Players become numbed to your messages
  – Annoyed, players opt-out, or stop playing
    (You’ve expedited your churn)
  – Players are not focused onto the most-appropriate
    message for their life-cycle stage
  – You waste money (communication, discounts)
  – You hurt your reputation & degrade trust
Chapter 3

What are predictives?
Field guide: Metrics v. Predictives
Metrics:                                Predictives:
• Measure & report                      • Estimate & predict
  the past                                the future
• 100%-certainty possible               • Certainty impossible
• View correlations                     • Ratings derived
  between few variables                   from 50 or 100 variables




              © 2009-11 Sonamine LLC.
From metrics (reporting) to predictions




                                   Source:
                                   Competing on
                                   Analytics
                                   Davenport & Harris




         © 2009-11 Sonamine LLC.
The Purpose of Predictives
Focusing promos on those most likely to buy/etc

• Communicate to fewer customers
  – Reduce opt-outs, burn-out, churn
• Reach many of the target group
  – Send the offer to those who want it
• Reach others who are similar to the targets
  – Share the offer with those “on the fence”
Predictives: the top-ranked decile
           concentrates the target behavior
         Random selection              Predictive ranking




                            Behavior
© 2009-11 Sonamine LLC.
Predictives for games
• Behaviors to predict:
  – Conversion         – Churn
  – Item purchase      – Viral recommendation
  – Upsell             – Cross-sell

• Reach the top predictive segment
  – Promotions & offers: email, in-game, notifications…
How other industries use predictives
• Mobile phone companies
  • Who will cancel, or buy a new data plan
• Insurance
  • Who will get into accidents
• Financial services
  • Which transaction is fraudulent
  • Which loan or mortgage will default
• Online advertising
  • Which ad you will click on
• Search engines
  • Which page is most relevant to a query
• Public service
  • Which offenders will again commit that crime


                   © 2009-11 Sonamine LLC.
Chapter 4
AT&T Case Study
Case Study: AT&T Upsell
Opportunity
• Upsell a product to existing customers.

Solution
• 22 Predictive segments created. Based on:
  • Loyalty, usage, social-network characteristics.
• Mail campaign (promoting the new product)
  was customized for each segment
              © 2009-11 Sonamine LLC.
Case Study: Conversion Rates




     © 2009-11 Sonamine LLC.
Observations from AT&T Case
• The social graph – if available – helps greatly

• The combination of behavioral & SNA
  outperforms the sum of their contributions
Chapter 5
  Predictives:
How they’re done
Pragmatics: What data?
What data is used for social-game predictives?

1. User-specific (not personal)
  –   Demographics (if available). Location (IP#)
2. Game events
  –   Session starts/stops. Achievements, purchases
3. Social-graph data
  –   Invites. Gifting. PvP actions. “Visiting”. Etc.
Tech: Algorithms used
•   Neural network, with back propagation
•   Support vector machines
•   Random forests, with entropy reduction
•   Graph-theoretic methods
    – Including: social graph analysis
• Machine learning
What predictive output looks like

                                 Object of prediction
                                 (Usually the player)




                          Score, ranking that object
                          Higher score more likely
                         (to convert, churn, buy, etc.)


       © 2009-11 Sonamine LLC.
Case Study: Portal/developer of
multiplayer casual social games




      © 2009-11 Sonamine LLC.
GamePoint: Portal/developer of
    multiplayer casual social games
Opportunity
• Get more borderline converters
  to make first-time-purchase

Solution
• Analyzed available game play data
• Grouped players into 20 conversion segments
• Email promo to top segment, with A-B test
           © 2009-11 Sonamine LLC.
GamePoint: Conversion rates
(160% higher than no promotion)




     © 2009-11 Sonamine LLC.
GamePoint: Conversion rates
(150% higher than random promotion)



                    150%
                    higher




      Random promo                Predictive promo


        © 2009-11 Sonamine LLC.
What went right?
Overall increase in conversions…       WHY?

• Similar players get similar predictive ratings
  – “Marginal converters” are rated similarly to
    inevitable converters.
• Promotions go to a smaller group
  – Less promo-fatigue & irritation; fewer opt-outs
  – Tightly-targeted emails get huge open rates & CTR
GamePoint Case Study: Additional benefits



Automated continuous campaigns are expected to
 increase revenue by 10%

Incremental revenue: 5x greater than investment




            © 2009-11 Sonamine LLC.
Tip 1: Plan for multiple, simultaneous,
          automated campaigns

Ad-hoc (one-off) campaigns are not scalable

• Promotions should be ongoing & customized
• Requirements:
  • Ability to deliver user-specific messages
  • Real-time delivery of user rankings
  • Offers for each stage of life cycle

              © 2009-11 Sonamine LLC.
Tip 2: Customize user experiences.
Build scalable use of predictives into your games:
• Player-communications: target specific players
• Game-play: behavior based on player ID
• Context: ads (e.g.) based on player ID
• Engineering: allow individualized communication
• A-B testing: systems must be easy to re-target



             © 2009-11 Sonamine LLC.
Use predictive scores
to customize user experience
                 If player is more likely to convert
                        -Turn off 3rd party ads
                     - Offer a promo (a discount)




                  If player is less likely to convert
                             - Turn on ads
                      -Turn on cross-promo bar
     © 2009-11 Sonamine LLC.
Resources
• Technical Introduction
  – www.wikipedia.org/wiki/Predictive_analytics
• Trade show for learning
  – www.PredictiveAnalyticsWorld.com
• Myths and pitfalls
  – www.information-management.com/specialreports/20050503/
    1026882-1.html
• Sonamine information, slides, and whitepaper
  – www.Sonamine.com


               © 2009-11 Sonamine LLC.
For more about predictives
and Sonamine’s free trial program

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Sonamine GDC Online Presentation On Predicting Player Behaviors

  • 1. Predicting Player Behaviors: Lessons from TelCo’s & Finance Nick Lim CEO, Sonamine
  • 2. Agenda 1. Life cycle management 2. Case study: conversion 3. What are predictives? 4. Case study: AT&T 5. Predictives: How they’re done © 2009-11 Sonamine LLC.
  • 3. Chapter 1 Life Cycle Management
  • 4. Life Cycle Management • Communication tailored to customer’s stage: 1) Welcome & educate. (“Here’s how”) 2) Upsell. Seek referrals 3) Seek renewal, or give retention pitch • How to know what phase they’re in? – Sometimes, it’s easy (first-time player) – Otherwise, predictives usually used
  • 5. Best Practices from Telcos These companies learned: • More-engaged customer Easier to upsell • More upselling Lower churn For best results: • Limit customer communications, and deliver the right message at each stage – Upselling too soon will overwhelm or annoy – Customers are receptive during brief windows
  • 6. Chapter 2 Case study: Social game conversion © 2009-11 Sonamine LLC.
  • 7. Case Study: Korean Social Game © 2009-11 Sonamine LLC.
  • 8. Case Study: Korean Social Game Opportunity • Coax borderline converters to 1st-time purchase Solution • Analyzed available game-play data • Grouped players into 2 key conversion segments • Showed promo to top predictive segment © 2009-11 Sonamine LLC.
  • 9. Korean Social Game: Conversion rates © 2009-11 Sonamine LLC.
  • 10. “Why not just promote to everybody?” Why does tight targeting raise total revenue? • If you spam with conversion/upsell offers… – Players become numbed to your messages – Annoyed, players opt-out, or stop playing (You’ve expedited your churn) – Players are not focused onto the most-appropriate message for their life-cycle stage – You waste money (communication, discounts) – You hurt your reputation & degrade trust
  • 11. Chapter 3 What are predictives?
  • 12. Field guide: Metrics v. Predictives Metrics: Predictives: • Measure & report • Estimate & predict the past the future • 100%-certainty possible • Certainty impossible • View correlations • Ratings derived between few variables from 50 or 100 variables © 2009-11 Sonamine LLC.
  • 13. From metrics (reporting) to predictions Source: Competing on Analytics Davenport & Harris © 2009-11 Sonamine LLC.
  • 14. The Purpose of Predictives Focusing promos on those most likely to buy/etc • Communicate to fewer customers – Reduce opt-outs, burn-out, churn • Reach many of the target group – Send the offer to those who want it • Reach others who are similar to the targets – Share the offer with those “on the fence”
  • 15. Predictives: the top-ranked decile concentrates the target behavior Random selection Predictive ranking Behavior © 2009-11 Sonamine LLC.
  • 16. Predictives for games • Behaviors to predict: – Conversion – Churn – Item purchase – Viral recommendation – Upsell – Cross-sell • Reach the top predictive segment – Promotions & offers: email, in-game, notifications…
  • 17. How other industries use predictives • Mobile phone companies • Who will cancel, or buy a new data plan • Insurance • Who will get into accidents • Financial services • Which transaction is fraudulent • Which loan or mortgage will default • Online advertising • Which ad you will click on • Search engines • Which page is most relevant to a query • Public service • Which offenders will again commit that crime © 2009-11 Sonamine LLC.
  • 19. Case Study: AT&T Upsell Opportunity • Upsell a product to existing customers. Solution • 22 Predictive segments created. Based on: • Loyalty, usage, social-network characteristics. • Mail campaign (promoting the new product) was customized for each segment © 2009-11 Sonamine LLC.
  • 20. Case Study: Conversion Rates © 2009-11 Sonamine LLC.
  • 21. Observations from AT&T Case • The social graph – if available – helps greatly • The combination of behavioral & SNA outperforms the sum of their contributions
  • 22. Chapter 5 Predictives: How they’re done
  • 23. Pragmatics: What data? What data is used for social-game predictives? 1. User-specific (not personal) – Demographics (if available). Location (IP#) 2. Game events – Session starts/stops. Achievements, purchases 3. Social-graph data – Invites. Gifting. PvP actions. “Visiting”. Etc.
  • 24. Tech: Algorithms used • Neural network, with back propagation • Support vector machines • Random forests, with entropy reduction • Graph-theoretic methods – Including: social graph analysis • Machine learning
  • 25. What predictive output looks like Object of prediction (Usually the player) Score, ranking that object Higher score more likely (to convert, churn, buy, etc.) © 2009-11 Sonamine LLC.
  • 26. Case Study: Portal/developer of multiplayer casual social games © 2009-11 Sonamine LLC.
  • 27. GamePoint: Portal/developer of multiplayer casual social games Opportunity • Get more borderline converters to make first-time-purchase Solution • Analyzed available game play data • Grouped players into 20 conversion segments • Email promo to top segment, with A-B test © 2009-11 Sonamine LLC.
  • 28. GamePoint: Conversion rates (160% higher than no promotion) © 2009-11 Sonamine LLC.
  • 29. GamePoint: Conversion rates (150% higher than random promotion) 150% higher Random promo Predictive promo © 2009-11 Sonamine LLC.
  • 30. What went right? Overall increase in conversions… WHY? • Similar players get similar predictive ratings – “Marginal converters” are rated similarly to inevitable converters. • Promotions go to a smaller group – Less promo-fatigue & irritation; fewer opt-outs – Tightly-targeted emails get huge open rates & CTR
  • 31. GamePoint Case Study: Additional benefits Automated continuous campaigns are expected to increase revenue by 10% Incremental revenue: 5x greater than investment © 2009-11 Sonamine LLC.
  • 32. Tip 1: Plan for multiple, simultaneous, automated campaigns Ad-hoc (one-off) campaigns are not scalable • Promotions should be ongoing & customized • Requirements: • Ability to deliver user-specific messages • Real-time delivery of user rankings • Offers for each stage of life cycle © 2009-11 Sonamine LLC.
  • 33. Tip 2: Customize user experiences. Build scalable use of predictives into your games: • Player-communications: target specific players • Game-play: behavior based on player ID • Context: ads (e.g.) based on player ID • Engineering: allow individualized communication • A-B testing: systems must be easy to re-target © 2009-11 Sonamine LLC.
  • 34. Use predictive scores to customize user experience If player is more likely to convert -Turn off 3rd party ads - Offer a promo (a discount) If player is less likely to convert - Turn on ads -Turn on cross-promo bar © 2009-11 Sonamine LLC.
  • 35. Resources • Technical Introduction – www.wikipedia.org/wiki/Predictive_analytics • Trade show for learning – www.PredictiveAnalyticsWorld.com • Myths and pitfalls – www.information-management.com/specialreports/20050503/ 1026882-1.html • Sonamine information, slides, and whitepaper – www.Sonamine.com © 2009-11 Sonamine LLC.
  • 36. For more about predictives and Sonamine’s free trial program