Segments
Each segmentation entry carries a numeric score, an ordinal sequence, and a
segment label. The tables below describe what each label is believed to mean
and the direction in which the underlying score moves.
Lifetime value (customerLTV)
Section titled “Lifetime value (customerLTV)”| Value | Likely meaning (draft) | Score direction |
|---|---|---|
| 1. Low | Lowest-value players; minimal expected spend. | Lower score |
| 2. Core | Mid-tier players forming the bulk of the base. | ↑ |
| 3. High | High-value players with strong expected spend. | ↑ |
| 4. VIP | Top-value players; highest expected lifetime value. | Highest score |
Higher score and higher sequence indicate greater lifetime value.
Churn risk (churnRisk)
Section titled “Churn risk (churnRisk)”| Value | Likely meaning (draft) | Score direction |
|---|---|---|
| 1. Low | Low probability of churning; engaged players. | Lowest score |
| 2. Medium | Moderate churn probability; watch for disengagement. | ↑ |
| 3. High | High probability of churning soon. | ↑ |
| 4. Dormant | Players treated as already lapsed / inactive. | Highest score |
Score runs 0–1; higher score and higher sequence indicate greater churn risk.
Session churn risk (sessionChurnRisk)
Section titled “Session churn risk (sessionChurnRisk)”| Value | Likely meaning (draft) | Score direction |
|---|---|---|
| 1. Low | Low probability of ending the current session early. | Lowest score |
| 2. Medium | Moderate probability of leaving the session. | ↑ |
| 3. High | High probability of ending the session soon. | ↑ |
| 4. Dormant | Session treated as effectively ended / no longer active. | Highest score |
Score runs 0–1; higher score and higher sequence indicate greater in-session churn risk.
Incentive usage (incentiveUsage)
Section titled “Incentive usage (incentiveUsage)”| Value | Likely meaning (draft) | Score direction |
|---|---|---|
| 0. No bonus usage | Player does not engage with bonuses at all. | Lowest score |
| 1. Normal bonus usage | Healthy, expected level of bonus usage. | ↑ |
| 2. Increased bonus usage | Above-average bonus usage; lean toward exploitation. | ↑ |
| 3. Bonus abuser | Usage pattern consistent with bonus abuse. | Highest score |
Higher score and higher sequence indicate heavier (and potentially abusive) bonus usage.
Incentive guidance (incentiveGuidance)
Section titled “Incentive guidance (incentiveGuidance)”| Value | Likely meaning (draft) | Score direction |
|---|---|---|
| 1. Increase Incentives | Recommend offering more incentives to this player. | Lowest sequence |
| 2. Continue Incentives | Maintain the current level of incentives. | ↑ |
| 3. Limit Incentives | Pull back; offer fewer or smaller incentives. | ↑ |
| 4. Avoid Incentives | Do not offer incentives to this player. | Highest sequence |
This is a recommended posture rather than a risk score; sequence rises from “offer more” toward “offer none”.
Reactivation potential (reactivationPotential)
Section titled “Reactivation potential (reactivationPotential)”| Value | Likely meaning (draft) | Score direction |
|---|---|---|
| 1. Low Potential | Low likelihood of being won back if lapsed. | Lowest score |
| 2. Medium Potential | Moderate likelihood of reactivating. | ↑ |
| 3. High Potential | Strong likelihood of reactivating with the right treatment. | Highest score |
Score runs 0–1; higher score and higher sequence indicate greater reactivation potential.

