Social Gaming Vertical

Our Vanilla Out-of-the-Box solution delivers a consistent data structure tailored for Social Gaming operations. Designed for marketers, it enables easy segmentation and personalized campaigns. Below, you will find detailed information on the output attributes for the Social Gaming vertical.

What Data Should You Send?

To unlock powerful segmentation, predictive insights, and personalized campaigns for your players, Optimove requires specific data about your customers and their activities. Providing accurate and complete data ensures you can leverage the full range of attributes—like demographic details, gaming behaviors, and predictive scores—described in this article. The following data types are essential:

  • Customers: Information about your players, such as age, country, and contact preferences, used to build personalized profiles and target specific audiences.
  • Games: Records of player activity, including session duration, bets, and wins, which are critical for understanding engagement patterns.
  • Payments: Details of all in-app purchases and transactions, which drive insights into spending habits and help identify high-value players.
  • Promotions: Data on the specific promotional offers and bonuses given to players.
  • Promotion_Types: Details that categorize the different types of promotions available (e.g., 'Free Coins', 'Discount').
  • Item_Catalog: Information about all the virtual items available for purchase within the game.
  • Points_and_Ranking: Data related to player progression, such as levels, experience points (XP), and current status, used to reward loyalty and encourage continued play.

Properly preparing these data sets allows Optimove to deliver the actionable insights needed to convert Non-Spenders, retain Active Spenders, and reactivate Churned Players effectively. See Prepare your data for Optimove for more information.

What You Will See in Your Instance

Our solution provides a rich set of attributes to help you understand and engage your players effectively. Below, each category of attributes is detailed with practical use cases and comprehensive tables.

Demographic Attributes

Demographic attributes provide essential information about your players’ identities and progression, enabling personalized marketing and segmentation. For example:

  • The company uses the AGE attribute from the Customers table to segment players into different age groups and tailor targeted promotional campaigns that increase engagement and retention.
Demographic Attributes
Attribute NameDescriptionSource Table
Player IDA unique identifier for each player.Customers
EmailThe player's email address.Customers
First NameThe player's first name.Customers
Last NameThe player's last name.Customers
AliasThe player's in-game name or nickname.Customers
Mobile NumberThe player's mobile phone number.Customers
Date of BirthThe player's date of birth.Customers
AgeThe player's age, calculated from their date of birth.Customers
GenderThe player's gender.Customers
CountryThe country where the player is located.Customers
CityThe city where the player is located.Customers
AddressThe player's physical address.Customers
LanguageThe player's preferred language.Customers
Registration DateThe date the player first registered for the game.Customers
BalanceThe player's current in-game currency or real money balance.Customers
CurrencyThe currency used for the player's transactions.Customers
Player LevelThe player's current level or rank within the game.Points and Ranking
StatusThe player's current status or tier (e.g., VIP, Gold).Points and Ranking
Affiliate IdThe ID of the affiliate partner who referred the player.Customers
Casino NameThe name of the specific game or platform being played.Customers
Referral TypeThe method or channel through which the player was referred.Customers
Registered PlatformThe platform or device used by the player to register (e.g., iOS, Android, Web).Customers

Consent Attributes

The consent-related attributes track a customer's communication preferences and verification statuses, ensuring compliance and effective campaign delivery. For example:

  • A company utilizes the ALLOW_EMAIL attribute to determine which players have opted in for email communication, allowing them to send personalized marketing emails only to customers who have explicitly consented, ensuring compliance with privacy regulations and improving email campaign effectiveness.
Consent Attributes
Attribute NameDescriptionSource Table
Allow EmailIndicates if the player has consented to receive marketing communications via email.Customers
Allow PushIndicates if the player has consented to receive push notifications.Customers
Allow SMSIndicates if the player has consented to receive marketing communications via SMS.Customers
Is Blocked*Indicates if the player's account is blocked or suspended from playing.Customers
Is Email VerifiedIndicates if the player has verified their email address.Customers
Is OptinA general indicator that the player has opted into at least one marketing channel.Customers
Is SMS VerifiedIndicates if the player has verified their mobile number.Customers
Is Test*Indicates if the player account is a test account used for internal purposes.Customers

Please Note: The Is_OptIn attribute acts as a general consent indicator for receiving marketing messages. It is used to query or segment customers who have opted into at least one communication channel, enabling flexible targeting of those with active marketing consent. For example, if a customer opts into email but not push notifications, their attributes would show Allow_Push = 'No', Allow_Email = 'Yes', and Is_OptIn = 'Yes'.

Attributes marked with * are not specific to channel consent but can be used to exclude customers ineligible for marketing communications.

Please Note: As consent-related attributes are provided alongside other customer data, you are responsible for managing the associated logic, rules, and maintenance.

Calculated Attributes

Calculated attributes track players’ gaming and financial behaviors, providing insights for targeting high-value players and optimizing campaigns. These attributes are calculated over the following snapshot periods:

  • Lifetime: Daily aggregated data over the entire customer history.
  • 2 Weeks: Daily aggregated data calculated based on the last two weeks' data.
  • 1 Month: Daily aggregated data calculated based on the last month’s data.
  • 3 Months: Daily aggregated data calculated based on the last three months' data.
  • 1 Year: Daily aggregated data calculated based on the last year’s data.

For example:

  • A gaming company uses the AVERAGE_PAYMENT_AMOUNT to analyze player purchase behavior, helping them identify high-value "whale" customers who consistently purchase large amounts of virtual currency.
Frequency Attributes
Attribute NameDescriptionSource TableSnapshot Periods
Number of Activity DaysNum of activity days categoricalInternal Tables1 Month, 2 Weeks
Num of Payments CategoricalNum of payments categoricalInternal Tables2 Weeks
Number of Activity Days, Lifetime*Number of activity days, lifetimeInternal Tables1 Month, 2 Weeks, 3 Months
Number of Coins Promotions, Lifetime*Number of coins promotions, lifetimePromotionsLifetime
Number of Game Days, Lifetime*Number of game days, lifetimeGames1 Month, 2 Weeks
Number of Games, Lifetime*Number of games, lifetimeGamesLifetime
Number of Mobile Games, Lifetime*Number of mobile games, lifetimePaymentsLifetime
Number of Mobile Payments, Lifetime*Number of mobile payments, lifetimePaymentsLifetime
Number of Other Promotions, Lifetime*Number of other promotions, lifetimePromotionsLifetime
Number of Payment Days, Lifetime*Number of payment days, lifetimePaymentsLifetime
Number of Payments, Lifetime*Number of payments, lifetimePromotions2 Weeks
Number of Promotion Days, Lifetime*Number of promotion days, lifetimePromotionsLifetime
Number of Promotions, Lifetime*Number of promotions, lifetimeInternal Tables2 Weeks
Number of Times Churned Non Spender, LifetimeNumber of times churned non spender, lifetimeInternal TablesLifetime
Number of Times Churned Spender, LifetimeNumber of times churned spender, lifetimeGamesLifetime
Number of Web Games, Lifetime*Number of web games, lifetimeGamesLifetime
Number of Web Payments, Lifetime*Number of web payments, lifetimePaymentsLifetime
Number of Winning Games, Lifetime*Number of winning games, lifetimeGamesLifetime
Num of Promotions CategoricalNum of promotions categoricalInternal Tables2 Weeks
Game Platform PreferenceGame platform preferenceInternal Tables1 Month
Payment Platform PreferencePayment platform preferenceInternal Tables1 Month
Frequency, Last MonthFrequency, last monthInternal TablesLifetime
Game Activity Categorical, Last MonthGame activity categorical, last monthInternal TablesLifetime
Frequency Categorical, Last Three MonthsFrequency categorical, last three monthsInternal Tables3 Months
Monetary Attributes
Attribute NameDescriptionSource TableSnapshot Periods
Average Bet Amount, LifetimeAverage bet amount, lifetimeGamesLifetime
Average Coin Promotion Amount, LifetimeAverage coin promotion amount, lifetimePromotionsLifetime
Average Payment Amount, LifetimeAverage payment amount, lifetimePaymentsLifetime
Coins BalanceCoins balancePoints and RankingLifetime
Mobile Bet Amount, Lifetime*Mobile bet amount, lifetimeGames1 Month
Mobile Payment Amount, Lifetime*Mobile payment amount, lifetimePayments1 Month
Percent of Mobile Game Amount, LifetimePercent of mobile game amount, lifetimeInternal Tables1 Month
Percent of Mobile Payment Amount, LifetimePercent of mobile payment amount, lifetimeInternal Tables1 Month
Percent of Web Game Amount, LifetimePercent of web game amount, lifetimeInternal Tables1 Month
Percent of Web Payment Amount, LifetimePercent of web payment amount, lifetimeInternal Tables1 Month
Total Bet Amount, Lifetime*Total bet amount, lifetimeGames1 Month, 2 Weeks, 3 Months
Total Coins Purchased, Lifetime*Total coins purchased, lifetimePaymentsLifetime
Total Payment Amount, Lifetime*Total payment amount, lifetimePayments1 Month, 2 Weeks, 3 Months, 1 Year
Total Points Collected, Lifetime*Total points collected, lifetimePoints and RankingLifetime
Total Promotion Amount, Lifetime*Total promotion amount, lifetimePromotions1 Month, 2 Weeks, 3 Months
Total Session Duration, Lifetime*Total session duration, lifetimeGames1 Month, 2 Weeks
Total Win Amount, Lifetime*Total win amount, lifetimeGames1 Month
Web Bet Amount, Lifetime*Web bet amount, lifetimeGames1 Month
Web Payment Amount, Lifetime*Web payment amount, lifetimePayments1 Month
Win Ratio, LifetimeWin ratio, lifetimeInternal Tables1 Month
Xp Points, LifetimeXp points, lifetimeGamesLifetime
Favorite Item CategoryFavorite item categoryInternal TablesLifetime
Favorite Item NameFavorite item nameInternal TablesLifetime
First Payment Amount, LifetimeFirst payment amount, lifetimeInternal TablesLifetime
Last Payment Amount, LifetimeLast payment amount, lifetimePaymentsLifetime
Recency Attributes
Attribute NameDescriptionSource TableSnapshot Periods
Days Since Last LoginDays since last loginCustomersLifetime
Last Login DateLast login dateCustomersLifetime
Days Since First ActivityDays since first activityInternal TablesLifetime
Days Since First GameDays since first gameInternal TablesLifetime
Days Since First PaymentDays since first paymentInternal TablesLifetime
Days Since Last ActivityDays since last activityInternal TablesLifetime
Days Since Last GameDays since last gameInternal TablesLifetime
Days Since Last PaymentDays since last paymentInternal TablesLifetime
Days Since Last ReactivationDays since last reactivationInternal TablesLifetime
First Game DateFirst game dateInternal TablesLifetime
First Payment DateFirst payment dateInternal TablesLifetime
First Promotion DateFirst promotion dateInternal TablesLifetime
Last Activity DateLast activity dateInternal TablesLifetime
Last Game DateLast game dateGamesLifetime
Last Payment DateLast payment datePaymentsLifetime
Last Promotion DateLast promotion datePromotionsLifetime
Time Since First GameTime since first gameGamesLifetime
Time Since First PaymentTime since first paymentPaymentsLifetime
Time Since Last ActivityTime since last activityInternal TablesLifetime

Note: Attributes marked with * are part of the Activity History feature.

Lifecycle Stage (LCS) Attributes

Lifecycle Stage attributes track the progression of players through different phases of their journey with your game, enabling tailored retention and engagement strategies. For example:

  • A company uses the Lifecycle Stage attribute to identify high-risk "Active Gamers" (spenders who haven't paid recently) and targets them with special offers on virtual currency to encourage them to become "Active Spenders" again.
Lifecycle Stage (LCS) Attributes
Attribute NameDescriptionSource TableSnapshot Periods
Days Since RegistrationDays since registrationCustomersLifetime
Lifecycle StageLifecycle stageInternal TablesLifetime
Months Since RegistrationMonths since registrationCustomersLifetime
Bet Percentile By LcsBet percentile by lcsInternal Tables1 Month, 2 Weeks, 3 Months
Days In Churn Non Spender, LifetimeDays in churn non spender, lifetimeInternal TablesLifetime
Days In Churn Spender, LifetimeDays in churn spender, lifetimeInternal TablesLifetime
Days In Reactivated Spender, LifetimeDays in reactivated spender, lifetimeInternal TablesLifetime
Days Since Lifecycle Stage ChangeDays since lifecycle stage changeInternal TablesLifetime
Lifecyclestage Before Churn SpenderLifecyclestage before churn spenderInternal TablesLifetime
Payment Percentile By LcsPayment percentile by lcsInternal Tables2 Weeks, 3 Months
Previous Lifecycle StagePrevious lifecycle stageInternal TablesLifetime
Promotion Percentile By LcsPromotion percentile by lcsInternal Tables1 Month, 2 Weeks, 3 Months
Reactivation ActionReactivation actionInternal TablesLifetime
Time Since Last Activity ActiveTime since last activity activeInternal TablesLifetime
Time Since Last Activity Churn NsTime since last activity churn nsInternal TablesLifetime
Time Since Last Activity Churn STime since last activity churn sInternal TablesLifetime
Time Since Last Payment Active GTime since last payment active gInternal TablesLifetime
Time Since Last Payment Active STime since last payment active sInternal TablesLifetime
Time Since Last Payment Churn STime since last payment churn sInternal TablesLifetime
Time Since RegistrationTime since registrationCustomersLifetime
Time Since Registration NsTime since registration nsInternal TablesLifetime

Predictive Model Attributes

Predictive model attributes forecast player behaviors, helping you prioritize retention and conversion efforts for maximum impact. For example:

  • A company uses the CONVERSION_PROBABILITY_SCORE to identify non-spending players who are most likely to make their first purchase, then targets them with a compelling starter-pack offer.
Predictive Model Attributes
Attribute NameDescriptionSource Table
Churn Probability ScoreProbability of this customer to migrate into Churn within the next 2 periods.Internal Tables
Rank in Churn ProbabilityRank among all live customers by Churn probability. On a scale of 1 (lowest) to 100 (highest).Internal Tables
Rank in LCS - Churn ProbabilityRank among same lifecycle stage customers by Churn probability.Internal Tables
Conversion Probability ScoreProbability of this customer to convert within the next 2 periods.Internal Tables
Rank in Conversion ProbabilityRank among all not-converted by Conversion Probability Score. On a scale of 1 (lowest) to 100 (highest).Internal Tables
Is Top Spender?Indicates a customer being currently a top spender.Internal Tables
Becoming Top Spender ScoreProbability of this customer to become a top spender within the next 6 periods.Internal Tables
Random Customer PercentageRandom Customer PercentageInternal Tables
Reactivation Probability ScoreProbability of this customer to be reactivated within the next 2 periods.Internal Tables
Rank in Reactivation ProbabilityRank among all churned customers by Reactivation Probability Score. On a scale of 1 (lowest) to 100 (highest).Internal Tables
Rank in Becoming Top SpenderRank among all customers by Becoming Top Spender Score. On a scale of 1 (lowest) to 100 (highest).Internal Tables
Rank by LCS Becoming Top SpenderRank among same lifecycle stage by Becoming Top Spender Score. On a scale of 1 (lowest) to 100 (highest).Internal Tables

Product Attributes – Purchase History

Product attributes detail players’ purchasing preferences, allowing for tailored promotions based on their favorite items and offers. For example:

  • A gaming company uses the ITEM_CATEGORY attribute to identify players who frequently purchase "power-up" items and sends them a special offer for a bundle of new, high-value power-ups.
Product Attributes – Purchase History
Attribute NameDescriptionSource Table
Item CategoryItem Category from Items CatalogProduct History
Item NameItem Name from Items CatalogProduct History
Promotion CategoryPromotion Category from Promotions CatalogProduct History
Promotion TypePromotion Type from Promotions CatalogProduct History

Out-of-the-box Campaign KPIs

Out-of-the-box (OOTB) Campaign KPIs measure the success of your game’s marketing campaigns by comparing the performance of targeted player groups against a control group. These metrics help you evaluate how campaigns drive engagement and spending, enabling data-driven optimization.

  • Number of Activity Days: Counts the days a player was active in the game, showing a campaign's impact on engagement.
  • Number of Payments: Tracks the total number of in-app purchases, indicating a campaign's success in driving monetization.
  • Total Bet Amount: Measures the total amount of virtual currency wagered, reflecting a campaign's influence on gameplay depth.
  • Total Payment Amount: Sums the total real-money value of all purchases, directly measuring a campaign's revenue impact.

Understanding Your Players: Grouping and Predicting Behavior (Segmentation Model)

To help you connect with your players in the best way, we organize them into groups based on their actions—like whether they’ve ever made a purchase, how often they play, or when they were last active. This process is called Segmentation. We also use these groups to predict what players might do next, like if they are likely to make their first purchase or stop playing. Let’s break it down into Player Groups and Behavior Predictions.

Player Groups: Organizing Players by Their Journey

Imagine you’re managing a vibrant online game. You’d want to group your players based on whether they're new, if they spend money, or if they've taken a break. We do the same with your players, organizing them into groups based on where they are in their journey with your game. We call these groups Lifecycle Stages (LCS), and we look at different details for each stage to understand them better.

Social Gaming Lifecycle Stage Migration.gif

Here’s how we group players at each stage of their journey:

1. New Non-Spenders

These are new players who registered in the last two weeks but have not made a purchase yet. We group them by their registration date and recent activity.

Segmentation LayerDetails
Time Since Registration1 Day, 2 to 7 Days, Over 7 Days
Time Since Last Activity1 Day, 2 to 7 Days, Over 7 Days
Number of Activity Days1 Day, 2 to 7 Days, Over 7 Days

Example: A player who registered yesterday and was last active on the same day could receive a push notification: "Your adventure awaits! Log back in for a special welcome gift of 100 free coins."

2. Active Non-Spenders

These are established players (registered over 14 days ago) who have played in the last 14 days but have never made a purchase. We group them by their activity levels and time with the game.

Segmentation LayerDetails
Time Since RegistrationUp to 1 Month, 1 to 3 Months, 3 to 6 Months, 6 to 12 Months, Over a Year
Time Since Last Activity1 Day, 2 to 7 Days, Over 7 Days
Frequency Last 3 Months1 Day, 2 to 7 Days, Over 7 Days

Example: A highly engaged non-spender who plays almost daily could be targeted with a one-time "First Purchase Bonus" offering double the value on a popular starter pack.

3. Churn Non-Spenders

These are players who have never made a purchase and have been inactive for more than 14 days. We group them by how long they've been inactive and their previous engagement levels.

Segmentation LayerDetails
Time Since RegistrationUp to 1 Month, 1 to 3 Months, 3 to 6 Months, 6 to 12 Months, Over a Year
Time Since Last ActivityUp to 1 Month, 1 to 3 Months, Over 3 Months
Number of Activity Days1 Day, 2 to 7 Days, Over 7 Days

Example: A player who was previously active for over 7 days but hasn't logged in for a month might receive an email: "We miss you! A new quest has begun. Here are 500 free coins to get you back in the action."

4. New Spenders

These are players who made their very first purchase within the last 14 days. We group them by their purchase behavior and recent activity to encourage their next purchase.

Segmentation LayerDetails
Time Since First Payment1 Day, 2 to 7 Days, Over 7 Days
Time Since Last Activity1 Day, 2 to 7 Days, Over 7 Days
Number of Payments1 Payment, 2 Payments, 3 Payments or More
Payment PercentileTop 10 Percent Payment Amount, 10 to 50 Percent Payment Amount, Bottom 50 Percent Payment Amount

Example: A new spender who made one small purchase 3 days ago could receive an in-app message showcasing a limited-time bundle, encouraging them to make a second, higher-value purchase.

5. Active Spenders

These are valuable players who have made a purchase within the last 30 days. We group them by their spending habits and activity frequency to maintain their engagement and loyalty.

Segmentation LayerDetails
Time Since Last Activity1 Day, 2 to 7 Days, 8 to 14 Days, Over 14 Days
Time Since Last Payment1 Day, 2 to 7 Days, 8 to 14 Days, Over 14 Days
Frequency Last 3 Months1 Day, 2 to 7 Days, Over 7 Days
Payment PercentileTop 10 Percent Payment Amount, 10 to 50 Percent Payment Amount, Bottom 50 Percent Payment Amount

Example: An active spender in the top 10% for payments could be given early access to a new feature or an exclusive VIP virtual item to reward their loyalty and encourage continued spending.

6. Active Gamers

These are players who have spent money in the past but not within the last 30 days; however, they have been active in the game recently. The goal is to re-engage them as spenders.

Segmentation LayerDetails
Time Since Last Activity1 Day, 2 to 7 Days, 8 to 14 Days, Over 14 Days
Time Since Last Payment1 to 3 Months, 3 to 6 Months, 6 to 12 Months, Over a Year
Frequency Last 3 Months1 Day, 2 to 7 Days, Over 7 Days
Payment PercentileTop 10 Percent Payment Amount, 10 to 50 Percent Payment Amount, Bottom 50 Percent Payment Amount

Example: An active gamer who hasn't made a purchase in two months could be targeted with an offer specifically related to their gameplay, such as "Running low on energy? Refill for 50% off today only!"

7. Churn Spenders

These are valuable players who have spent money in the past but have not had any activity (login or play) in the last 30 days. The goal is to reactivate them.

Segmentation LayerDetails
Time Since Last Activity1 to 3 Months, 3 to 6 Months, Over 6 Months
Time Since Last Payment1 to 3 Months, 3 to 6 Months, Over 6 Months
Number of Activity Days1 Day, 2 to 7 Days, Over 7 Days
Payment PercentileTop 10 Percent Payment Amount, 10 to 50 Percent Payment Amount, Bottom 50 Percent Payment Amount

Example: A high-value churned spender could receive an email highlighting a major new game update or event, coupled with a significant "Welcome Back" bonus on their next purchase.

8. Reactivated Spenders

These are previously churned spenders who have returned and shown activity in the last 14 days. We group them by their recent activity to solidify their return and encourage them to become Active Spenders.

Segmentation LayerDetails
Time Since Last Activity1 Day, 2 to 7 Days, Over 7 Days
Number of Activity Days Last 2 Weeks1 Day, 2 to 7 Days, Over 7 Days
Number of Payments Last 2 Weeks1 Payment, 2 Payments or More, No Recent Payments
Payment PercentileTop 10 Percent Payment Amount, 10 to 50 Percent Payment Amount, Bottom 50 Percent Payment Amount

Example: A reactivated spender who has logged in several times but hasn't made a purchase yet could receive a personalized offer on an item they've previously purchased to make their first post-churn transaction seamless.

Please note that Non-Spenders are removed after 1 year of inactivity, and Spenders are removed after 2 years of inactivity.

Why This Matters for the Social Gaming Vertical

By grouping your players and predicting their behavior, you can create personalized experiences that make them feel valued. Whether it’s offering a welcome bonus to a new player, rewarding a loyal spender with exclusive content, or winning back someone who hasn’t logged in for a while, these tools help you connect with your players in the right way at the right time—all through your gaming platform.

Want to learn more? Check out this guide: The Optimove Model.