Solutions · Reactivation
Win back the players who actually need a reason.
Canon decides which lapsed players are worth a reactivation bonus and how big — based on each player's history, not the segment's average.
Today
Reactivation campaigns spray, then pray.
Everyone who hasn't logged in for 14 days gets the same offer. Half of them were coming back anyway; the other half were never going to.
Either too small to motivate the high-elasticity player, or too big — and you've just paid for someone who'd have come back for free.
You see redemptions but not lift. The reactivation team is judged on activity, not on who actually came back because of you.
With Canon
Per-player reactivation, sized to actual elasticity.
Bonus size derived from each player's historical response to past reactivation attempts. High-elasticity players get worth-it offers; the rest get nothing.
A free-play, a mission, a no-cost greeting — Canon picks. The lowest-cost intervention that produces lift wins.
Lapse window calibrated per player, not per cohort. Some players churn at 7 days; some at 60.
Always-on holdout proves how many of the reactivated cohort would have come back anyway. Lift is what you get over that baseline.
“The number that surprised the CFO was how much we cut from the reactivation budget without losing a single returner.”
Run reactivation against a holdout.
A 30-day pilot on your lapsed cohort, with a 10% control. We show the lift, you keep the budget cut.