Customer Lifetime Value &
Next Best Action Framework for PlayStation

An end-to-end data science project for PlayStation's player lifecycle — from behavioural signals to personalised marketing decisions.

By Arshan Munif · Data Scientist
View full code and notebooks on GitHub →

OverviewHow Should PlayStation Decide Which Players to Invest In?

This project builds a complete analytical pipeline using simulated PlayStation data: from raw session, purchase, and trophy events, through churn prediction and purchase propensity modelling, to a Next Best Action framework that assigns a specific, budget-constrained marketing recommendation to each player.

5,000
Players Scored
47
Behavioural Features
5
Action Categories
Raw Events (sessions, purchases, trophies)
    
Player 360 Feature Table (47 features per player)
    ├──→ Churn Model — who's leaving?
    ├──→ Propensity Model — who's buying?
    └──→ CLV Estimation — what are they worth?
             
    Next Best Action Framework
    (player-level recommendations + budget ceilings)
On Simulated Data

No public dataset captures PS Plus tiers, DLC behaviour, session data, and trophies together. We designed synthetic data that mirrors PlayStation's data structures and embeds realistic behavioural signals. The methodology is fully transferable to real data — with production data, we'd gain richer features (social graph, marketing response history, device signals) but the modelling approach and decision framework remain the same.

Key FindingsWhat the Data Tells Us

Churn is gradual, not sudden. Players who cancel show measurable engagement decay 1–6 months before cancellation — giving a window for intervention.

Revenue concentration is extreme. The top 10% of spenders generate the majority of revenue, justifying the entire CLV modelling exercise.

Auto-renew is the single strongest churn indicator — 85% of churners had it turned off. But combining this structural signal with behavioural trend features yields a substantially better model than either alone.

Free DLC drives paid DLC. Players who claimed the free Valhalla DLC purchased paid DLC at 149% higher rates — validating a specific personalisation hypothesis.

Model 1Churn Prediction

A Gradient Boosting classifier predicts which paid PS Plus subscribers will cancel. The model's probability scores create four risk tiers, each triggering a different intervention strategy.

A Note on Performance

Our churn model achieves AUC 0.998 — this reflects clean simulated signals, not real-world performance. With production data, expect AUC 0.78–0.85, which is still highly actionable. The project's value is the methodology: evaluation framework, threshold tuning, risk segmentation, and business framing.

Actual Churn Rate by Model Risk Tier
Low Risk
0.0%
Medium Risk
10.7%
High Risk
47.8%
Critical
98.7%

Risk tiers are well-calibrated: actual churn rates increase monotonically across tiers. In production, Critical players receive retention offers, High Risk gets re-engagement content, Medium Risk gets nudge campaigns, and Low Risk receives no action.

Model 2Purchase Propensity & the Valhalla Signal

The propensity model predicts paid DLC purchases across all 5,000 players, achieving AUC 0.86 — a realistic, production-believable number. Engagement depth (games played, trophied, total play time) is the primary driver.

Data Leakage — A Learning Moment

Initial AUC hit 1.000. Features like total_spend encoded the target variable. After removing all leaky features, AUC dropped to the realistic 0.86. Recognising and fixing leakage is a critical production skill.

The Valhalla Effect

67.5%
Claimers Who Bought Paid DLC
27.2%
Non-Claimers Who Bought
+149%
Conversion Lift
Paid DLC Purchase Rate: Valhalla Claimers vs Non-Claimers
Claimed Valhalla
67.5%
Did Not Claim
27.2%
+149% lift
Actionable Insight

Free DLC functions as a purchase intent signal. Track free DLC claims in real time and route claimers into targeted paid content recommendation flows. In the global model, broad engagement outranks this single flag — but for game-specific personalisation, it's directly actionable.

Model 3Customer Lifetime Value

A hybrid CLV model combines subscription revenue (tier price × 12 months × retention probability) with purchase revenue (recent spend velocity, churn-adjusted). This determines how much PlayStation should invest in each player.

$68
Average 12-Month CLV
$342K
Total Portfolio Value
3x
High vs Low Segment Gap
The CLV Paradox: Player Count vs Revenue Contribution
% of Players % of Total CLV
32.5%
0.0%
Minimal
(<$10)
3.8%
1.6%
Low
($10–50)
51.6%
62.1%
Medium
($50–150)
11.6%
36.2%
High
($150–500)

The High segment is 11.6% of players but 36.2% of value — reinforcing why personalised treatment matters. You don't spend the same to retain a $500 player and a $5 player.

The FrameworkNext Best Action

The NBA framework combines churn risk, DLC propensity, and CLV into a single recommendation per player. Each action has a budget ceiling tied to player value (10% of CLV) — the framework is economically self-correcting.

Retain Critical — 0.1%

High churn + high CLV. Personal retention offer: free month, targeted discount.

Retain Standard — 1.1%

Moderate churn risk. Re-engagement: content recommendations, "we miss you" campaigns.

Upsell — 30.1%

Low churn + high propensity. DLC offers, new releases, tier upgrade prompts.

Nurture — 37.8%

Engaged but not purchase-ready. General engagement campaigns. Low investment.

The remaining 30.9% (Monitor) receive no active intervention — re-score next quarter. Knowing when not to spend is as valuable as knowing when to spend.

Example: Player-Level Recommendation

Player #2847 — Premium tier, 82% churn risk, $187 CLV → Retain Critical. Budget ceiling: $18.70. Action: personal retention offer (free month or targeted discount). This is what every row in the final output table looks like — 5,000 players, each with a specific action and budget.

Estimated Business Impact

ActionPlayersNet ImpactROI
Retain Critical7$410.4x
Retain Standard53$1020.6x
Upsell1,506$7530.2x
Nurture1,889-$94-0.1x
Total5,000$8010.2x

Nurture going slightly negative is correct — the framework identifies where even lightweight spend isn't justified. At PlayStation's scale (100M+ players), these per-5,000 numbers multiply by orders of magnitude.

Looking AheadPlausible Extensions