Article
We showed the offer to one player in twenty and sold the same number of packs
A scoring model picked who saw the starter pack. A randomised control measured what that was worth.
Article
A scoring model picked who saw the starter pack. A randomised control measured what that was worth.
A live mobile fighting game was showing its starter pack to everyone who crossed a threshold. There was no control group, so nobody could say whether the offer was doing the work, or whether the players who bought would have bought anyway.
We scored each player on their first thirty minutes of behaviour, showed the pack only to the players the model flagged, and held back a randomised control.
8.7×
conversion per offer shown, against a randomised control
Conversion went from 1.0% to 8.7%. If the model made no difference, a gap that size would turn up by chance less than once in a million tests. Both arms of the test produced it independently, at 8.0× and 9.4×.
The second number matters more to whoever runs the game day to day.
95%
fewer interruptions, and the same number of packs sold
Nineteen players in twenty stopped seeing an offer they were never going to take, and the studio sold what it sold before. Half the buyers came from the model’s top 10%.
Retention, sessions, playtime and average revenue per user (ARPU) were all flat. Cutting 95% of your offer impressions can easily cost you something somewhere else, so those four flat lines are part of the result rather than a footnote to it.
Nobody read a weekly report and decided who should see the pack. The model ranked, the offer fired, the control stayed clean, and the answer was readable in eighteen days.
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