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User Analysis

Churned User Identification and Profiling

Establish the filter criteria and profile characteristics for churned users, ready to use directly in later analysis and win-back operations.

IndustriesGamesToolsSocialE-commerce
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Churned User Identification and Profiling is a churn-definition and profiling capability in ThinkingAI's industry Skill library. It helps operations teams establish churned-user filter criteria (how long inactive counts as churned? which users are churning?) and describe churned-user profile characteristics. This is the prerequisite for all churn analysis and win-back operations, and if the definition is off, everything downstream is too. This is ThinkingAI's decade of industry experience, packaged into ready-to-use Skills.

Live walkthrough

Agent
churn-user-identification-persona
Help us lock down the definition of "churned user": the 3-day camp and the 7-day camp have been arguing for two weeks. Once it's set, build a cohort too, and then let's see what churned users actually look like.
Identify product type: a heavy SLG, referencing genre benchmarks
For heavy SLG/MMO, 7 days is recommended
Return-rate validation: compute the 30-day natural return rate for users at different no-login day counts
Users inactive for 7 days have a return rate of just 4.2%
Misclassification estimate: how many "normal intermittent players" a 3-day definition would wrongly flag as churned
Create the AE cohort "New-User Churn - 7 Day" (#reg_time within the last 30 days + no login event in the last 7 days)
Output persona statistics across four dimensions: channel / device / alliance participation / level

All three are done: the definition recommendation, the cohort asset, and the persona characteristics. Conclusion: use 7 days; the 3-day camp would wrongly hit 18% of your normal players.

1. Why 7 days

Days inactive30-day natural return rateJudgment
3 days18.3%Nearly 1/5 come back on their own; too early to call it churn
5 days9.1%Still meaningful returns
7 days4.2%Return probability is near zero, can be judged churn

SLG combat pacing is inherently intermittent, with "play a few days, rest a few days", so a 3-day definition would sweep many normal intermittent players into the churn group; whatever follows, analysis or win-back pushes, would be polluted by this batch of "fake churn".

2. Cohort asset created

Cohort name: "New-User Churn - 7 Day", filter: #reg_time within the last 30 days AND no login event in the last 7 days
Currently matches 3,847 users, updated automatically each day
Can be referenced directly in event analysis and retention analysis, and used for push targeting

3. Churned-user persona: four high-incidence traits

DimensionShare among churned usersShare among active usersDifference
From channel B45%20%2.3×
Android device68%51%Churn about 2× that of iOS
Not in an alliance81%34%Non-alliance players churn 3×
Level ≤1572%28%Concentrated in the early growth phase
← Scroll to see more
Churned vs active user persona comparison Unit: %
Active usersChurned users
Churned vs active user persona comparison030609045Channel B68Android81Not in alliance72Level ≤15

The most notable is alliance participation: 81% of churned users never joined an alliance. Combined with the level distribution (72% stall before level 15), the churn window most likely sits in the gap where "the solo experience ends but social bonds aren't yet formed".

Conclusion
A note on scope: this delivers "who is churning + what they look like", not "why they churn". The high channel B share could be a channel-quality issue (consider a channel quality analysis next), and the early-churn concentration could relate to onboarding or level design (consider a level churn diagnosis). The high-incidence traits in the persona are entry points for those attribution analyses, not conclusions.
The cohort "New-User Churn - 7 Day" is synced to the AE cohort list and can be referenced by all team members.

On your data

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The problem

Every team uses the term "churned user," but the definitions differ. Some consider 3 days inactive as churned, some 7 days, some 30 days; some look only at login behavior, some also at payment. Inconsistent definitions make the churned-user count differ by 2 to 3x across definitions. Every churn-profile query means rebuilding the filter criteria from scratch, averaging 20 to 30 minutes and impossible to compare across queries.

What it does

Establish a unified churn definition: recommend a reasonable churn-threshold in days and behavior for different product types across games, tools, social, and e-commerce
Create ready-to-use churn cohort assets: build filter criteria from user properties, virtual properties, and first/last-time tags, and save them as AE cohorts
Output a churned-user profile table: tabulate the churned-user distribution by channel, version, device, payment tier, and other dimensions, flagging high-frequency characteristics
Clear capability boundary: it only identifies who is churning and describes the profile, and does not do churn-cause attribution or win-back execution

When to use it

01

A game project needing to define the "churned user" standard so the whole team uses one definition

02

An operations team needing to quickly build a churned-user cohort for win-back pushes and later analysis

03

Needing to describe churned-user profile characteristics such as channel, version, device type, and payment tier

04

A tool product needing to define the no-longer-using threshold

05

An e-commerce project needing to identify the no-longer-repeat-buying user group

In the field

Case
An SLG game · establishing a churn definition and profile
The team disagreed on whether 3 or 7 days without login counted as churned. The Skill recommended a 7-day no-login definition for a heavy SLG and built a churn cohort of #reg_time within the last 30 days plus no login in the last 7 days. The profile found channel B made up 45% of churned users (far above its 20% among active users), the Android churn rate was 2x that of iOS, and the churn rate for those not in an alliance was 3x that of participants, feeding directly into win-back strategy.

FAQ

How many days should the churn definition use?

It depends on product type: 3 days for light casual/match-3, 5 days for mid-core RPG/card, 7 days for heavy SLG/MMO, and for tools it follows the usage frequency of key features.

Can this Skill tell me why users churn?

No. It only identifies and profiles. Churn-cause attribution needs other Skills, such as Level Churn Diagnosis or Payment Attribution.

How do I use the cohort once built?

You can reference it directly in AE models like event analysis and retention analysis, and use it to target audiences for win-back pushes.

Related Skills

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