Strategy

Building a Player Segmentation Strategy

How to create meaningful segments that drive engagement and revenue.

EW
Emma Watson/January 5, 2025/7 min read
WhalesActiveNew

Every game studio has access to player data. The studios that outperform their competitors turn that data into distinct groups and treat each group differently. That process is player segmentation, and it is what separates reactive LiveOps from deliberate LiveOps.

Without segmentation, the whale generating hundreds of dollars in monthly revenue receives the same generic push notification as the casual player who logs in twice a week. The new player struggling with the tutorial is shown the same endgame bundle as the veteran with 200 hours played. Dashboards display aggregate metrics that obscure distinct player populations with fundamentally different needs.

Segmentation is the routing layer between analytics and action.

Start With the Dimensions That Matter

Segmentation begins with choosing what to measure. The strategies that produce results build around five dimensions.

Spending Behavior
Track total lifetime spend, purchase frequency, recency of last transaction, and payer status. Roughly 2-5% of players generate over 50% of revenue.
Session Frequency
The best early indicator of retention. Players logging in 5+ days in their first week have dramatically higher Day-30 retention. Declining frequency is the earliest churn signal.
Lifecycle Stage
Determines how you communicate. New players need onboarding. Engaged players need fresh content. At-risk players need re-engagement nudges.
Progression
Player level, chapter reached, and content unlocked reveal whether a player is moving through the game at a healthy pace or stuck at a potential churn point.
Social Activity
Social players have 2-3x higher retention than solo players. Guild membership, friend count, and PvP participation are strong signals for social feature adoption.

Spending behavior comes first. Revenue concentration in free-to-play is extreme: roughly 2-5% of players generate over 50% of revenue. Track total lifetime spend, purchase frequency, recency of last transaction, and payer status. Spending thresholds are genre-specific. A whale in a hypercasual game might spend $20 total; in an MMO, the threshold could be $500 or more.

Session frequency is the best early indicator of retention. A player who logs in five or more days in their first week has dramatically higher Day-30 retention than one who plays sporadically. Pay special attention to declining frequency. It is the earliest churn signal, often appearing days before a player fully disengages.

Lifecycle stage determines how you should communicate with a player. New players need onboarding. Engaged players need fresh content. At-risk players need re-engagement nudges. Ilara automates lifecycle stage transitions (new, active, engaged, at-risk, churned, and returned) using session recency and frequency heuristics, removing the manual overhead of maintaining these classifications.

Progression data, including player level, chapter reached, and content unlocked, reveals whether a player is moving through the game at a healthy pace or stuck at a potential churn point.

Social activity multiplies retention. Social players have two to three times higher retention than solo players. Guild membership, friend count, and PvP participation are all strong signals for encouraging social feature adoption.

Define Your Segment Archetypes

With the right dimensions in place, define the recurring player profiles that will drive your LiveOps operations.

Archetype% of BaseCharacteristicsRecommended Action
Whales2-5%Top spenders generating 50%+ of revenueVIP treatment, exclusive content, early access, personalized attention
Dolphins10-15%Moderate spenders, $5-20/monthTime-limited deals, season passes, mid-tier bundles
MinnowsMajority of payersLow spenders, volume-based revenueAffordable cosmetics, small convenience items, starter packs
Active Non-PayersLargest groupHighly engaged, zero spend, 3+ days/week activeCompelling first-purchase offer demonstrating clear value
At-RiskVariesDeclining engagement, inactive 7+ days with prior historyRe-engagement campaigns, comeback bonuses (narrow window)
Churned / ReturningVariesInactive 30+ daysWin-back campaigns, content update announcements, welcome-back rewards

Whales are the top 2-5% by spend, generating over half of total revenue. They need VIP treatment: exclusive content, early access, and personalized attention. If a whale churns, the revenue impact is disproportionate. Track whale engagement as closely as you track server uptime.

Dolphins are moderate spenders making up roughly 10-15% of the player base, typically spending $5-20 per month. They respond to time-limited deals, season passes, and mid-tier bundles. Converting a dolphin to whale-tier spending is far more achievable than converting a non-payer to a whale.

Minnows are low spenders who make up the majority of the paying base. Target them with affordable cosmetics, small convenience items, and starter packs. Revenue from minnows is a volume play that compounds at scale.

Active non-payers are highly engaged players who have never spent a dollar. This is the largest conversion opportunity in any free-to-play game. They need a compelling first-purchase offer that demonstrates clear value. Ilara includes a prebuilt "active_non_payers" segment that identifies players who are non-payers but active three or more days per week.

At-risk players are active players with declining engagement, inactive seven or more days but with meaningful prior session history. Re-engagement campaigns and comeback bonuses work here, but the intervention window is narrow. Ilara flags these players automatically through its prebuilt segments.

Churned and returning players, those inactive for 30 or more days, need win-back campaigns and major content update announcements. When they return, they need re-onboarding through the content they missed, paired with welcome-back rewards.

Apply RFM Analysis to Sharpen Your Segments

The best segmentation strategies go beyond single-dimension groupings. RFM analysis (Recency, Frequency, Monetary) provides a proven framework for multi-dimensional classification.

0 days
Recency -- How recently a player was active or spent. Lower is better.
0x/wk
Frequency -- How often a player engages or purchases. Higher signals commitment.
$0
Monetary -- Total lifetime spend. Determines spending tier classification.

RFM becomes useful when you combine dimensions. A player with high recency, high frequency, but low monetary value is a highly engaged non-payer, a prime target for first-purchase offers. A player with low recency, low frequency, but high monetary value is a lapsed whale who needs urgent win-back attention. Ilara's rule engine can express these compound RFM-style segments using AND conditions across recency, frequency, and monetary fields.

RFM Combination Examples
Engaged Non-Payer
85%
Lapsed Whale
70%
Core Loyal
95%
New Casual
40%

Build a Segmentation Hierarchy

A well-designed segmentation strategy operates at three tiers.

1
Tier 1: Macro Segments
Broad groupings every game should have from day one: lifecycle stage and payer status. These are your minimum viable segments. Ilara provides them as prebuilt segments out of the box.
2
Tier 2: Mid-Level Segments
Subdivisions that add nuance: spending tier within payers (whale, dolphin, minnow), engagement intensity within active players (casual, core, hardcore), or platform and region. Built using compound rules like "active AND payer AND total_spend >= 100".
3
Tier 3: Micro Segments
Highly specific groups for precision targeting: "whales who have not purchased in 14 days," "new players on iOS who completed the tutorial," or "engaged non-payers with 20+ sessions." Create on-demand for specific campaigns, not as permanent fixtures.
1
Macro Segments
2
Mid-Level Segments
3
Micro Segments
4
Campaign Action

Tier 1: Macro Segments. Broad groupings that every game should have from day one: lifecycle stage and payer status. These are your minimum viable segments. Ilara provides them as prebuilt segments out of the box.

Tier 2: Mid-Level Segments. Subdivisions that add nuance: spending tier within payers (whale, dolphin, minnow), engagement intensity within active players (casual, core, hardcore), or platform and region. Built using compound rules. For example, "active AND payer AND total_spend >= 100" defines an active whale.

Tier 3: Micro Segments. Highly specific groups for precision targeting: "whales who have not purchased in 14 days," "new players on iOS who completed the tutorial," or "engaged non-payers with 20 or more sessions." Ilara's nested rule groups with AND/OR logic enable arbitrary micro-segment definitions. A word of caution: create micro segments on-demand for specific campaigns, not as permanent fixtures. Too many create operational overhead without proportional value.

Start broad with five to seven macro segments, measure effectiveness, then split into mid-level segments as data reveals meaningful behavioral differences. Only create micro segments when you have a specific action to pair with them.

Pair Every Segment With an Action

A segment without a corresponding action is wasted effort. This principle should guide every segmentation decision.

Targeted offers should match spending tiers: premium bundles for whales, starter packs for non-payers, time-limited deals for dolphins. Conversion rates increase two to five times when offers are segment-matched versus broadcast.

Re-engagement campaigns should be calibrated to the degree of disengagement. A player inactive for seven days responds differently than one inactive for 30 days. The messaging and incentive levels should differ accordingly.

Feature rollouts benefit from segment-based targeting. Rolling out a new feature to engaged players first lets you validate before broad release. Ilara connects segments directly to feature flags, offers, notifications, and live events through its targeting system, closing the loop between segmentation and action.

Audit your segments quarterly. Delete or merge any segment without an active treatment paired to it.

Choose Dynamic Over Static

Static segments, defined once and never recomputed, go stale quickly. A player classified as a whale six months ago who has since stopped spending is no longer a whale.

Dynamic segments, where membership is recomputed regularly based on current player data, keep your targeting accurate. Ilara takes a hybrid approach: real-time evaluation for individual player requests combined with periodic batch recomputation for cached membership. When segment rules change, cached memberships are automatically invalidated.

Use dynamic segments for anything player-facing (offer eligibility, content gating, notification targeting) and reserve static segments for historical cohort analysis and reporting.

Avoid the Common Pitfalls

Common Segmentation Mistakes
  • Over-segmentation fragments your player base and makes A/B testing statistically underpowered. If a segment has fewer than 1,000 members, it is probably too narrow for reliable analysis.
  • Ignoring non-payers means overlooking 85-90% of your players. Non-payers contribute through ad views, social virality, and matchmaking pool density. Always segment non-payers by engagement level to surface conversion opportunities.
  • Ignoring segment overlap creates conflicting experiences. A player can be both a whale and at-risk simultaneously. Define priority rules for each action type. Typically, churn prevention should override monetization pushes.
  • One-dimensional segmentation produces groups too coarse for meaningful differentiation. Combine spending, recency, frequency, and lifecycle stage for richer targeting.

Measure and Iterate

Segmentation is not a one-time project. Track offer conversion rates per segment. If a segment converts at twice the baseline, the segmentation is adding value. Compare average LTV across segments over time. Monitor segment sizes: healthy games show growing "active" and "engaged" segments alongside stable or shrinking "churned" segments.

Measurement Best Practice
Always A/B test segment-targeted interventions against a holdout control group. This isolates the effect of your segmentation from the effect of the intervention itself. Track conversion rates per segment, compare LTV across segments over time, and monitor segment sizes to gauge game health.

The studios that win at LiveOps turn data into distinct player groups, pair each group with a deliberate action, and measure whether it worked. Segment, act, measure, refine. That cycle is what produces sustainable engagement and revenue growth.

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