Active State is a system Player Feature.
βœ… This means that it has been created by FT and is available to use as part of the Singularity Model.
🧠 Please note that system Player Features cannot be edited or deleted. If you want to make changes, you must create your own version of the Player Feature.

βš™οΈ Feature Type

All Player Features must be connected to a Feature Type. Think of the Feature Types as the settings that define the language that we use to talk about important pieces of information. The Player Feature uses these settings and relates them to a player.
The Player Feature: Active State is created based on the Feature Type: Active State (Lifestage).
The classes and slugs that are required by the Player Feature, are created and defined in the Feature Type.
πŸ“š Further reading;

πŸš€ Objective

The objective of the Active State Player Feature is to be able to classify players according to their most recent activity. This will allow you to target players based on their accurate active state from when they last made a real-money transaction.

Possible outcomes (Classes)

The possible outcomes (Feature Type Classes) that a player can belong to are;
  1. Active today
  2. Idle (1 day)
  3. Idle (2 days)
  4. Idle (5 days)
  5. Idle (10 days)
  6. Idle (20 days)
  7. Inactive
  8. Never Active
Let's look more closely at how these classes are calculated and how players can qualify to belong to a certain class πŸ‘‡

↔ Movements

Movements define the way in which players can be moved from one state to another.
They can either be real-time movements, that occur when a real-time action occurs (such as a payment or registration), or a time-based query. Time-based queries occur at a set time of the day and evaluate the player base to determine if a player should move class.
πŸ“š Read more;
For Active State, there are three Active Processes, or movements, that have been set up to manage player movements between states;
Active Processes
Active Processes

1. On Game Round or On Payment from any state, set to 'Active Today'

  1. This movement is a Real-Time movement, based on a real-time player event.
  2. Any time a player makes a successful deposit or plays a game round, they will be moved to the Active Today class.
  3. Players who belong to any of the classes can qualify for this movement.
  4. Upon a real money transaction, the player will be moved into the 'Active Today' class.
On game round or payment, set to Active
On game round or payment, set to Active

2. On Registration set to 'Never Active'

  1. This movement is a Real-Time movement, based on a real-time player event.
  2. None of the classes qualifies for this movement. Only new players, who have not been classified before, are eligible to be classified as Never Active.
  3. When any new player registers on your brand, they will be moved to Never Active.
On Registration set to Never Active
On Registration set to Never Active

3. Evaluate Active State

  1. This movement is a Time-Based Query that will run at a set time of 'Everyday at 03:00 UTC'.
  2. The purpose of this computation is to review all players and evaluate where they should be classified. The query is looking at real-money transactions or a lack of activity.
  3. This query works based on a player's last deposit date and last bet date. It calculates the time that has passed since the last player activity and moves players to the correct class.
  4. e.g. Players will remain classed as Idle 20 days if they have been inactive between 20-29 days. After 30 days of inactivity, players will be moved to Inactive.
  5. Blocked and excluded players are also included.
Evaluate Active State
Evaluate Active State

🧠 Queries

Most of the Player Features in the Singularity Model make use of time-based queries. Queries are good for determining states of player inactivity, something a real-time movement is unable to determine.
Our queries are created using ClickHouse and are included in the Singularity Model for you to use.
🧠 Please note that the slug from the Feature Type class must match inside the query.
If you want to write your own queries, you can use the Query Editor or ask Fast Track for assistance. You can find the query editor in; Insights & Analytics menu - Data Studio - Query Editor.
Evaluate Active State query
Evaluate Active State query

🏁 What's Next


After some time, once the computation triggers have fired, you'll be able to see that players have now been assigned to one of the classes of Player Feature. You can see this happen in the Player Distribution dashboard inside the Player Feature:
Player Distribution Dashboard
Player Distribution Dashboard


Following this, you can use Active State when creating segments for Activities and Lifecycles. You will be able to find Active State amongst the segment fields when you’re creating a segment.
Segment fields
Segment fields