Player Feature - Opted In Channels
An in-depth look into Opted In Channels, a system Player Feature: how it can be used, the objective of using it, and the logic of how it has been set up.
Opted In Channels is a system Player Feature.
β
This means that it has been created by FT and is available to use as part of the Singularity Model.
π§ Please note that system Player Features cannot be edited or deleted. If you want to make changes, you must create your own version of the Player Feature.
βοΈ Feature Type
All Player Features must be connected to a Feature Type. Think of the Feature Types as the settings that define the language that we use to talk about important pieces of information. The Player Feature uses these settings and relates them to a player.
The Player Feature: Opted In Channels is created based on the Feature Type: Communication Channel.
The classes and slugs that are required by the Player Feature, are created and defined in the Feature Type.
π Objective
The objective of the Opted In Channels Player Feature is to be able to identify to which Communication Channels a user has opted in to receive communications. This will allow you to communicate with your players through the best communication channels, maximizing the deliverability rate of your campaigns.
Possible outcomes (Classes)
The possible outcomes (Feature Type Classes) that a player can belong to are:
- Email
- SMS
- On-Site Notification
- Push Notification
- Telephone
This is a multi-class Player Feature, meaning that a player can belong to more than one class at the same time.
Let's look more closely at how these classes are calculated and how players can qualify to belong to a certain class π.
β Movements
Movements define the way in which players can be moved from one state to another.
They can either be real-time movements, that occur when a real-time action occurs (such as a payment or registration), or a time-based query. Time-based queries occur at a set time of the day and evaluate the player base to determine if a player should move class.
π Read more:
For Opted In Channels, there is one Active Process, or movement, that has been set up to manage player movements between states:
Player Opted In Channels
- This movement is a Time-Based Query that is set to run at a set time of 'Every day at 03:00 UTC'.
- The query analyses the User Consent to all the different communication channels available and identify to which channels users have opted in.
- Blocked and excluded players are also included.
π§ Queries
Most of the Player Features in the Singularity Model make use of time-based queries. Queries are good for determining states of player inactivity, something a real-time movement is unable to determine.
Our queries are created using ClickHouse and are included in the Singularity Model for you to use.
π§ Please note that the slug from the Feature Type class must match inside the query.
If you want to write your own queries, you can use the Query Editor or ask Fast Track for assistance. You can find the query editor in: Insights & Analytics menu - Data Studio - Query Editor.
π What's Next
Dashboards
After some time, once the computation Triggers have fired, you'll be able to see that players have now been assigned to one of the classes of Player Feature. You can see this happen in the Current Player Distribution dashboard inside the Player Feature:
Segmentation
Following this, you can use Opted In Channels when creating Segments for Activities and Lifecycles. You will be able to find Opted In Channels amongst the Segment Fields when youβre creating a Segment.