NEWS. January 6, 2026

Case Study: iGaming Churn Intelligence from Minimal Data

This case study examines how churn risk in iGaming can be identified using only Player ID and Activity Date, based on real data from nearly 500,000 players. By progressively applying heuristics, probabilistic modelling and machine learning, we evaluate how much actionable signal can be extracted from minimal data under an empirically validated churn definition.

Case Study: iGaming Churn Intelligence from Minimal Data

Snapshot

Client: Confidential iGaming operator (name anonymized)
Period analysed: January to September 2025
Population: Approximately 500k players with at least one active day
Data used: Player ID + Activity Date (one record per player per active day)
Churn definition (empirically supported): 30 consecutive days with no activity after 31-07-2025
Churn at 30 days (with this definition): ~61% of the base

The business challenge

Unlike subscription businesses, iGaming has no "cancel" button: churn happens silently when players stop showing up. Acting too late wastes reactivation potential; acting too early wastes incentives on players who were just on a normal break.

This operator wanted a practical answer to a deceptively simple question:

“Who is truly at risk of churning — and who is simply taking a normal pause?”

Our approach

We deliberately started with the smallest reliable footprint possible: only Player ID and Activity Date. From that, we built a churn-risk engine in three maturity steps:
  1. Business heuristics (rules based on recency and cadence)
  2. BG/NBD probabilistic model (continuous risk ranking per player)
  3. Machine Learning (Gradient Boosting) using engineered features from the same dates

Step 0: Choosing a churn horizon that is both real and operational

We fixed 31-07-2025 as the reference date, trained on the first 7 months (01-01 to 31-07), and evaluated on August–September. We tested churn horizons of 14, 21, 30 and 60 days, and quantified the "false alarm" risk (players labelled inactive who still return later). Base-level return behaviour (key evidence):
  • 14 days without activity: 64% of the base, 17% returned
  • 21 days without activity: 58% of the base, 15% returned
  • 30 days without activity: 53% of the base, 13% returned
  • 60 days without activity: 38% of the base, 9% returned

This led to an operational conclusion for this operator: 30 days is the best balance between not triggering too early and not arriving too late.

What we built

1) Heuristics (fast baseline, easy to operationalise) Well-designed rules based on recency and playing cadence already capture a large share of churners while flagging roughly half the base.

2) BG/NBD (probabilistic “player lifetime” model) Using classic BG/NBD variables derived from the activity dates (frequency, recency, “age”), the model produces a continuous risk score and enables prioritisation by budget (top 10%, 20%, 30%, etc.).

3) Machine Learning (Gradient Boosting) — two flavours We tested two ML variants with the same target: churn at 30 days after 31-07-2025.

  • Flavour A: “turbo” on top of heuristics + BG/NBD inputs
  • Flavour B: Flavour A plus additional feature engineering (e.g., active-day counts over 7/14/30/60/90, fixed windows 0–30/31–60/61–90, novelty/maturity flags including “very mature” (> 180 days observed))

Results (real numbers, same data footprint)

Global model quality (ranking churners above non-churners)
ModelTypeROC AUCPR AUC
Heuristics (H1/H2)Rules----
BG/NBDProbabilistic0.900.89
ML – Flavour AML (heuristics + BG/NBD)0.930.94
ML – Flavour BML (enriched features)0.930.94

Head-to-head comparison at similar effort (~53% of the base contacted)

ApproachBase contactedPrecisionRecall
Heuristic H1 (recency ≥ 30 days)~53%≈ 89,7%≈ 78,6%
BG/NBD – top ~53% risk~53%≈ 89,7%≈ 78,6%
ML – Flavour A – top ~53%~53%≈ 92,0%≈ 80,6%
ML – Flavour B – top ~53%~53%≈ 92,0%≈ 80,6%

Interpretation: for the same operational effort (contacting roughly half the base), ML captures more churners while reducing waste via higher precision — still using only activity dates.

What happens at different outreach sizes (ML)

Base contacted (top risk)ModelPrecisionRecall
10%A96,9%16,1%
10%B96,7%18,6%
20%A96,5%31,8%
20%B96,4%31,8%
30%A95,8%47,3%
30%B95,8%47,3%
40%A94,7%62,4%
40%B94,7%62,4%
~49%A93,1%75,1%
~49%B93,0%75,1%
~53%A92,0%80,6%
~53%B92,0%80,6%

Why this matters (beyond metrics)

This work shows that, even before bringing stakes, margins, game types, channel, campaigns, or device data into the picture, an operator can already build a strong churn-risk engine from presence patterns alone — and then scale performance further by adding richer features later.

Request the technical note

Click the link for the full technical white paper (methods, assumptions, full reasoning, and operationalisation details). [link1]

Contact us Talk to us about implementing a churn-risk engine — from quick heuristics to probabilistic models and ML, progressively and without a "big bang" redesign.


Carlos Santos

AI Lead