Churn is the silent killer of mobile games. Every player who leaves takes with them not just potential revenue, but also part of the community and the social momentum that drives long-term engagement. Reducing churn is a core challenge for every developer — but many of the “solutions” we see in the wild are ineffective at best and counterproductive at worst.
In this post, we’ll explore the most common missteps to avoid — starting with your original caution about indiscriminate rewards, and adding eight more mistakes that research and practice say can undermine retention.
Blanket giveaways — whether it’s free currency, rare items, or cosmetic skins — may look like a morale boost, but in reality they often just train your loyal users to expect freebies. The players who were already going to stick around collect the rewards and continue playing, while at-risk players (those with low activity or satisfaction) are largely unaffected.
Research in marketing finds that loyalty programs tend to attract the already-engaged, not convert the disengaged1
“They have more to do with an economic transaction than with true affinity … and usually attract those mostly interested in claiming the reward.”
Even worse, you leave money on the table by giving free value to players who might have paid for it. A review of promotional strategies shows that poorly targeted incentives can hurt profitability2.
Better approach: Use churn prediction models to identify high-risk segments and offer them tailored, effort-based rewards.
Even when rewards are targeted, the impact on enjoyment and retention depends heavily on how players use them. If a player receives a powerful item but doesn’t understand how it can create memorable moments, its value is wasted.
In psychology, the IKEA effect suggests people value things more when they’ve invested effort into them. The same applies to rewards: guiding players to spend or use them in ways that create meaningful, self-driven experiences boosts enjoyment and attachment.
Why it matters:
Practical examples:
Research connection: Guided reward use taps into self-determination theory by increasing competence and relatedness — two pillars of intrinsic motivation8.
Better approach: Build lightweight, optional guidance into your reward delivery so players see not just what they got, but how it can make their experience more fun.
Push notifications can be retention tools — but only if used sparingly and with precision. When games bombard players with constant “come back now!” pings, users experience notification fatigue and either disable notifications or uninstall the game entirely.
Wu found that unpersonalized push messages increased churn, while personalized, behavior-linked notifications improved retention3. For example, a generic “Your energy is full!” alert may be ignored, but a reminder that a guild battle is starting — tied to the player’s actual guild — has higher engagement.
Why it fails:
Better approach: Limit push notifications to moments of genuine player value, such as a social event starting, a challenge about to expire, or a personalized milestone.
Onboarding should get new players into the fun quickly. If your tutorial lasts 15 minutes, forces dozens of unskippable pop-ups, or dumps all mechanics at once, you risk losing players before they’ve experienced your core loop.
The Nielsen Norman Group’s usability principles warn that cognitive overload in early interactions drives abandonment4. In games, this is amplified: new players haven’t yet invested enough to endure friction.
Why it fails:
Better approach: Teach only what’s needed for the first meaningful action. Layer complexity over time, using contextual tips instead of front-loading everything.
Many churn-reduction efforts fail because they treat every player the same — pushing the same events, offers, and difficulty curves to a heterogeneous audience.
Hadiji demonstrated that behavior-based segmentation — grouping players by playtime, spend level, skill, and churn risk — dramatically increases the efficiency of interventions5.
Why it fails:
Better approach: Segment your player base and customize retention strategies for each. For example:
Giving too much currency early in the lifecycle can collapse your game economy. Behavioral economics calls this value dilution — the more abundant a reward, the less psychologically valuable it feels.
In free-to-play games, this is a double threat:
Why it fails:
Better approach: Introduce currency through balanced progression, tying larger drops to meaningful milestones rather than daily logins alone.
When balance changes make it harder to progress or devalue items players already earned, it creates a fairness violation. Oh & Ryu show that fairness perceptions strongly predict customer loyalty6.
Examples:
Why it fails:
Better approach: If nerfs are necessary, clearly communicate the reasons, provide compensatory items, or offer conversion paths for devalued resources.
Ducheneaut found that social connections often predict retention better than game updates7. If your game lacks guilds, co-op events, or player-to-player interaction, you miss one of the strongest natural retention drivers.
Why it fails:
Better approach: Build systems that encourage cooperation and shared goals. Even asynchronous collaboration (donating resources to a team project) can strengthen social bonds.
A common trap is thinking “just add more levels” will stop churn. Players consume new content faster than you can produce it, especially if it doesn’t change the gameplay experience.
Self-Determination Theory research shows that variety, challenge, and mastery keep players motivated more than sheer content volume.
Why it fails:
Better approach: Pair new content with fresh mechanics, new enemy types, or alternative progression systems.
Hamari et al. (Electronic Markets, 2017) highlight that monetization too early — constant offers, hard paywalls — disrupts early enjoyment and increases churn risk9.
Why it fails:
Better approach: Focus first on building engagement and demonstrating value. Introduce monetization gradually, with offers that feel optional and additive rather than mandatory. When in doubt, run a simple experiment between several cohorts of users, each with a different early monetization schedule.
Reducing churn is about strategic precision, not sheer activity. Indiscriminate giveaways, unpersonalized pushes, and one-size-fits-all events may look like engagement efforts, but they often:
The best approach is measured, player-focused, and evidence-driven: segment your audience, respect their time and investment, maintain the value of rewards, and foster social and emotional bonds — while ensuring that rewards don’t just sit in inventories, but actively drive memorable, enjoyable play.
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For a limited time until September 2025, Sonamine is offering a 60 day money back guarantee to OneSignal customers. Come experience the ease and simplicity of the First Time Spender Nudge package and watch your conversions soar.