Player Feature - Inactive State
Let's take an in-depth look into the Inactive State Player Feature: how it can be used, the objective of using it and the logic of how it has been set up.
Inactive State 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: Inactive State is created based on the Feature Type: Inactive State (Lifestage).
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 Inactive State Player Feature is to be able to take a more in-depth look at what it means to classify players as inactive. In our player feature, we describe the inactive players as anyone who has not made a real-money transaction in the last 30 days or more.
By having a more comprehensive understanding of inactivity, you can tailor player communication to suit the needs of the inactive player.
Possible outcomes (Classes)
The possible outcomes (Feature Type Classes) that a player can belong to are:
- Active
- Inactive (30 days)
- Inactive (90 days)
- Inactive (180 days)
- Never Active
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 Inactive State, there are two Active Processes, or movements, that have been set up to manage player movements between states:
1. On Casino Bet or On Payment from any state, set to "Active"
- This movement is a Real-Time movement, based on real-time player events.
- Whenever a player plays a game round or makes a successful deposit, the player will be moved to the Active class.
- All inactive classes are eligible for this movement.
2. Evaluate Inactive State
- This movement is a Time-Based Query that is set to run at a set time of 'Everyday at 03:00 UTC'.
- The purpose of this computation is to review all players and evaluate where they should be classified. The query is using last bet date and last deposit date to assess periods of inactivity of the player.
- A player who has never been active will be classified as Never Active.
- 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 Player Distribution dashboard inside the Player Feature:
Segmentation
Following this, you can use Inactive State when creating segments for Activities and Lifecycles. You will be able to find Inactive State amongst the segment fields when youβre creating a segment.