Predicting Churn: When Do Veterans Quit?
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But in all fairness, I doubt anything they could have said or offered would have changed my mind at that point. It was just a matter of when I cancelled, not if.
If the numbers work such that losing 1% of customers means keeping 3% i.e. the email prompts them to leave/stay respectively, then it's worth sending.
Getting rid of low-value users - in this case those not playing - can have long term benefits of focusing the business on getting more custom instead of getting comfortable on revenue that may disappear at any point.
In a subscription business who can be saved, who will leave regardless and then the tricky group of people who will leave if they get a sales call?
Much like a gym membership, the people who don't use it at all but feel like they should someday (as long as they're not nagged about not using it) are one of the most profitable subscriber segments. Sure, they'll leave eventually, but they're not using your service anyway, and until then it's free money.
But then, the fact that I was sending out resumes was probably a huge hint. I started sending them when I was a little disgruntled. Eventually, they heaped crap on me until I got serious about it and found a new job.
Not once did they attempt to do anything to stop me, and asking them to pay me what I'm worth was met with, "Can you wait a year?" This, despite the fact that every review I ever got was great. Not just good, great. The only complaints I got was that I was too quick to answer questions literally. If someone asked if something was possible, I told them. They wanted me to read their minds and ask the question they should have asked, instead of the question they did.
I eventually learned to do that, even, though. I have to admit it made things smoother. But jeez was it a pain.
The worst response would to offer a reason for people to leave for a week or so if they weren't going to already.
If the company basically offers an incentive for not logging in, word will get around very fast. Then players have an excuse for taking a break, that they are gaming the system to earn an incentive.
Penalizing players is ineffective too because you want to welcome back your wayward customers instead of starting to burn bridges ("I'm going to throw out your stuff! Okay, I'm putting it in the trash right now!")
So unfortunately, I think all a company can do is have emails and community managers get in touch. Of course, that encourages players to stop playing for a week whenever they want to escalate a customer service issue. It's like you can't win.
I discovered at Blizzard that guild features were enormously strategic. When players get into an active guild, especially with people they already know, it becomes hard to leave. The glue that keeps players put is social expectations.
The write up of the methodology is very clear, but I'd love to see some more description of the results. Ninety-five percent accuracy is a pretty bold claim, and I'd love to see some ROC curves to back it up!
To compute their accuracy, their methodology seems to require determining whether someone is a veteran user, and having a clear quit time for them (otherwise the user can't be used for training or testing). Maybe after you make these determinations, the resulting population is easier to deal with.
Would it also be scary if your manager observed your attitude/emotions through personal interaction and deduced you might want to quit?
Of course, it's also the employee's fault for getting into such an environment in the first place, but sometimes you just need the job.
I use ManicTime Tracker, if my boss got hold of all the data contained in there, he would probably consider firing me - I average more than 2 solid hours of surfing the web on any given workday... wait, I have the exact data :) , that's the point!
I was at my work PC for 1059 hours so far this year.
Of those, I spent 325 hours on Firefox and 95 on Chrome, that averages about 13 hours a week of web surfing (probably 10 hours procrastinating or reading and 3 actually researching problems).
I also spend a shocking 8 hours a week reading and replying to mail (to be fair, we don't have any bug tracking or project management, so mail becomes both), and 5 hours a week on SQL (I do a lot of querying and reporting).
I'm less than 4 hours a week actually on a development environment, split between VB6, .NET and Forte4GL (our ugly legacy system).
And I was hired to be a "systems analyst"... And that's only time spent at the PC, it doesn't count time wasted on meetings and stuff.
This is a real-life example of why they say that on a large corporation, you only do actual work 1 or 2 hours a day (as opposed to a startup where you might do code or programming-related stuff 6 or 7 hours, I hope :) ).
It's really depressing to put it in numbers. Fortunately, I'm going to quit next year and dedicate full-time to my startup (which is just getting started right now :) ).
> Of course, it's also the employee's fault for getting into such an environment in the first place, but sometimes you just need the job.
That someone ends up in a shitty workplace isn't their fault. You can fault someone for actively making their workplace worse, but sometimes you end up in a bad place, either out of necessity or just plain bad luck. This kind of attitude towards workers in the workplace only hurts people's ability to find meaningful work and places to work.
Many managers are too busy looking up the management tree, sucking up to superiors, working their own career to actually manage their subordinates. If you're expecting to leave then you're in luck, they won't notice. But that's probably the reason you're leaving too!
I guess surfing the web is a form of short-timing - I can't actually leave early or come in late, since I'm heavily penalized for those, like any self-respecting bureaucracy, my company equals time at the desk with productivity, and heavily penalizes lateness.
http://online.wsj.com/article/SB124269038041932531.html#mod=...
I can think of great possibilities for using these methods to analyse the behaviour of users in any number of online services to identify the ones that might need some form of out reach to help them out and keep them as users rather than loosing them due to the problems they are having.