Propensity modeling for cross-selling into new games.
Slingo is an immensely popular game for Gala Bingo and the team was looking to understand which other players, who hadn’t tried Slingo, might enjoy the game. To do this they used Qubit Live Tap to work out which players hadn’t played Slingo but showed similar traits and behaviors to those that did - creating a personalized Slingo recommendation model.
Splitting the prospect audience into three; content-led messaging, offer-led messaging and a control the team could understand which experience worked the best.
Control - 5.4% played
Content-led message - 10.5% played
Offer-led message - 3.9% played
*Personalized, content-led messaging proved the best experience meaning the Gala Bingo team didn’t cannibalize potential revenue by giving an offer.