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Customer Retention in a Product Platform World
Gil Appel
Michael Haenlein
Barak Libai
Eitan Muller
December 2017
Gil Appel is Assistant Professor of Marketing, Marshall School of Business, University of Southern California, Los Angeles, 90007, [email protected]
Michael Haenlein is Professor in the Marketing Group at ESCP Europe, 79 Avenue de la République, F-75011 Paris, France, [email protected]
Barak Libai is Professor in the Marketing Group at the Arison School of Business, Interdisciplinary Center, Herzliya, Israel, [email protected].
Eitan Muller is Research Professor of Marketing, Stern School of Business, New York University, New York, NY, 10012; and Professor of Marketing, Arison School of Business, Interdisciplinary Center, Herzliya, Israel, [email protected]
The authors wish to thank the seminar participants at HEC Paris and the University of Maryland for their helpful comments.
Abstract
In mobile digital environments, we observe increasing use of cross-promotion activities in which firms proactively churn their customers toward other products. This practice may appear to challenge the conventional wisdom of the importance of customer retention, in particular of high-value customers. Yet past work in this area has largely focused on the case of a single product, while firms are increasingly advised to manage their offerings as “product platforms” that consist of families of products with a common underlying logic. Taking a product platform view, when a new product enters the market, users of current products may be good candidates for acquisition efforts toward the new offering. Applying a customer lifetime value (CLV) approach and using the digital gaming industry as an example, we show that when customer engagement declines over time, it should be in the firm’s interest to use cross promotion to churn even its best customers from current products and transfer them to a newer product. We examine the factors that affect the profitability of moving from a single product lifetime value to product platform lifetime value; consider the possible impact of other factors such as social influence on other customers; demonstrate sensitivity analysis of customer transferal for the case of a mobile gaming company; and discuss the implications for the results on the management of customers in the contemporary market environment.
1
One of the most interesting developments in the digital space in recent years is the rise of
cross promotion as a strategic tool for the transfer of customers among products. Cross
promotion, which occurs when customers of one product are targeted with a promotion for a
related product, is not a new phenomenon: It has long been known that brands can take
advantage of other brands to access potential customers or to reach new markets in a cost-
efficient manner (Gruner 1997; Thota and Biswas 2009). Yet in recent years, cross promotion
has become more than just one among many tools in the marketing mix, as a rising number of
markets have been transformed into “product platforms” comprised of interconnected products
(Sviokla and Paoni 2005). In such markets, various products affect each other’s acquisition and
retention to maximize overall customer equity, consistent with the logic underlying cross
promotion.
While the emergence of product platforms is most prominent in the digital sphere, the
underlying phenomenon has wide-ranging implications for market management in general. In
what follows, we use the term “product platform” in a broad sense, not limited to two-sided
markets as it has occasionally been applied in prior literature (Landsman and Stremersch 2011).
Our aim is to explore the customer management implications of this phenomenon. We hereby
specifically focus on how and when cross promotion should take place; and how industry views
on customer retention and customer lifetime value should be updated to the reality of customer
transferal in product platforms.
We illustrate our approach in the context of the digital gaming industry, in particular
mobile gaming. The gaming industry is notable for its scope and fundamental effects on digital
markets. Its worth is projected to reach $110 billion in 2017 (with mobile games representing
42% of that figure), far higher than industries such as motion pictures and music (McDonald
2
2017). In 2017, 65% of U.S. households were home to at least one member who played three or
more hours of video games a week, attracting both genders (women representing 31%) with an
average player age of 35 (Entertainment Software Association 2017).
A notable characteristic of the (mobile) gaming industry is a sharp decline in engagement
over time, resulting from the natural exhaustion that occurs after playing a game for a certain
duration. An illustration of this can be found when looking at the time spent with a game per day,
which tends to decrease dramatically within the first two weeks of playing (Adjust.com 2016).
This declining engagement results in an environment comparable to the one encountered by
many FMCG manufacturers, where consumers are affected by variety seeking and are constantly
driven to try new products (Kahn 1995). Much work has examined optimal firm behavior in such
markets, and focused on questions of pricing, positioning, and promotions (Kim 2013; Sajeesh
and Raju 2010; Seetharaman and Che 2009).
Given these similarities, game publishers apply similar strategies to those of FMCG
companies to address the issue. A near-ubiquitous approach in this context is to release an
increasing number of games into the market (many of which are short term in nature) to capture
customers’ engagement early on (Perez 2016). In May 2016, for example, the games category
alone accounted for 43% of new apps in the Apple Store, with the next category (education)
accounting for about 5% (Nelson 2016). In addition, the ability to follow and manage customers
allows the industry to bring individual customer management approaches to markets
characterized by variety seeking. As firms are increasingly able to conduct customer
management in markets that were historically product based only (Kumar and Shah 2015), we
believe our insights from the gaming industry will become even more relevant to various variety-
seeking markets beyond gaming in the near future.
3
To manage the platform of games that results from such sequential releases, firms apply
two different kinds of cross-promotion strategies. The first one is external cross promotion, in
which game publishers encourage customers to move to a game of a different brand, in exchange
for acquiring new customers from other publishers at the same time. The second strategy, and
our focus herein, is internal cross promotion, where publishers create a portfolio of games that
push each other’s growth via cross promotion within the brand (Chupa Team 2015; Vaghari
2017). Internal cross promotion is commonly applied by larger firms in the mobile gaming
industry, such as Disney (Wong 2016) and Ketchapp (Chupa Team 2015).
An intriguing aspect of internal cross promotion is that it requires taking a fresh look at
customer retention. The idea that a firm may want to actively churn a product’s profitable
customers from one product to another appears to turn the conventional wisdom of customer
management on its head. For more than two decades, marketers’ attention has been drawn to the
importance of customer retention and the need to achieve “zero defections” (Reichheld and
Sasser 1990). While it is generally accepted that the firm may not want to retain some less
profitable customers (Haenlein and Kaplan 2009; Haenlein, Kaplan, and Schoder 2006; Shin,
Sudhir, and Yoon 2012), the importance of customer retention has been cited consistently and
extensively. In that vein, research has demonstrated its effect on the bottom line, developed
methods to reduce churn, and considered the tradeoff of investment between retention and
acquisition (Ascarza et al. 2017).
A shortcoming in this approach, however, is that it largely reflects a single-product view,
and that recent efforts have focused more on a product-level analysis and less on the
management of individual customers and their profitability across products. Moving from a
single-product mindset to a product platform view can have game-changing effects on basic
4
principles of customer management. In a platform world, the best potential customers of a new
product might be current users of an existing product. Firms may therefore want to proactively
churn a given product’s customers by encouraging them to transfer their engagement to another
product. In fact, we will show that it may actually be the product’s best customers that the firm
would want to churn. Insights on acquisition and retention that were formed in a single-product
context therefore need to be fundamentally reexamined in a world when one product’s churn is
another product’s acquisition.
Our aim is to understand under which conditions cross promotion is profitable, and which
factors affect this profitability. To do so, we rely on a customer lifetime value (CLV) analysis
that has become the cornerstone of customer management thinking in recent years (Gupta et al.
2006; Kumar and Shah 2015). In this framework, we examine how the CLV of a customer
changes if the firm moves from a single-product environment to a product platform environment.
Our results show that in a world where customer engagement is declining over time, the CLV of
a customer within a platform is higher than the CLV of a single product, which helps to explain
the fundamental motivation for cross promotion. In addition, we show that the firm’s incentive to
conduct cross promotion increases when customers’ organic tendencies to move to the next
product is stronger; when customers’ tendency to churn the platform is stronger; and when
customer per-period profitability is higher.
What these results imply is that it can be in the firm’s interest to churn a product’s best
customers in order to move them to the next product, which intuitively contradicts basic CRM
thinking (Haenlein 2017). We demonstrate the scope of these effects in an empirical dataset of a
platform containing four gaming apps. Our results also shed light on the motivation for external
cross promotion, where customers come and go between brands. We further show how the social
5
influence aspects of cross promotion – which are not explicitly captured in the CLV framework
we apply – only strengthen the motivation for cross promotion that we identify here.
Related Literature
Our study is related to and draws from three different research streams: work on product
platforms, customer retention, and cross-selling. We now discuss each of these research streams
and its relationship to cross promotion in more detail.
Product Platforms
The term “platform” has been used in various ways in prior research, including but not
limited to organizational platforms, market intermediary platforms, platform ecosystems, and
product family platforms (Thomas, Autio, and Gann 2014). Our work is focused on the latter –
product family platforms – by looking at firm decisions in the context of a portfolio of substitute
products. While studies in the strategy and new product domains have analyzed platforms from
the perspective of design commonalities and resource allocation among products (Klingebiel and
Rammer 2014), we focus on the inter-product effect on customer management.
By taking a multi-product view, our work addresses marketing efforts such as the
analysis of how complementary products and categories affect other products’ adoption
decisions (Sriram, Chintagunta, and Agarwal 2010); how movie sequels create profitability
(Dhar, Sun, and Weinberg 2012); and how products’ values are affected by how they receive and
send customers to each other (Oestreicher-Singer et al. 2013). We diverge from these efforts by
taking an individual customer view, and by focusing on CLV rather than product profitability as
the main dependent variable.
6
Platform issues also arise in the diffusion of innovation literature, specifically studies
aimed at understanding how technological generations substitute each other (Norton and Bass
1987). These studies have been devoted to understanding whether the pace of growth changes
between generations (Peres, Muller, and Mahajan 2010), as well as decisions on optimal pricing
(Danaher, Hardie, and Putsis 2001) or optimal introduction time (Mahajan and Muller 1996). In
contrast to our approach, this avenue of research has relied on aggregate product diffusion type
approaches, and did not expand upon individual customer profitability issues.
Customer Retention
Classic CRM thinking by both practitioners and academics has cited the importance of
customer retention for profitability and the need to prevent and predict customer churn (Ascarza,
Iyengar, and Schleicher 2016; Ascarza et al. 2017; Gupta, Lehmann, and Stuart 2004; Reichheld
and Sasser 1990). Consistent with these findings, our work does not question the need to retain
customers. Instead, we argue that retention needs to be analyzed in a larger context, not focused
on the single product, but rather on the platform as a whole.
This shift in perspective has implications for various aspects of customer management.
For example, when looking at the tradeoff between customer acquisition and customer retention,
prior research examined issues such as the differing cost structure of acquisition and retention
activities (Min et al. 2016), the scope of responsiveness to CRM efforts (Musalem and Joshi
2009), or the relationship between time to acquisition and retention (Schweidel, Fader, and
Bradlow 2008). Moving from a single product to a platform view naturally extends our
understanding of these tradeoffs. It also has implications for the measurement of CLV, where
retention plays a fundamental role (Kumar and Pansari 2015; Kumar et al. 2008), as prior
research in this area has generally been conducted by using a single product as the unit of
7
analysis (Gupta et al. 2006). We extend CLV research by explicitly modeling the tradeoffs
involved in multi-product management.
Cross selling
In its essence, the decision to transfer a customer from one product to another can be
considered cross-selling. Work in this area has focused on issues such as identifying the best
next product to offer, which customers are more tractable to cross selling, or the optimal timing
and use of communication channels (Knott, Hayes, and Neslin 2002; Li, Sun, and Montgomery
2011; Prins and Verhoef 2007; Schmitz, Lee, and Lilien 2014). While it has generally been
accepted that cross selling results in an increase in CLV (Kumar, George, and Pancras 2008), it
has been argued that cross selling to unprofitable customers can have negative effects on
profitability (Shah et al. 2012). We add to this literature the need to analyze the tradeoff created
in product platforms where cross selling can result in loss of CLV in the current products while
increasing overall customer equity.
How Cross Promotion Impacts CLV in a Product Platform
Types of Cross Promotion
Before we present our analysis, it is important to clarify the typology of cross promotion
activities. Interviews we conducted with managers in the gaming industry, as well as a review of
the related business literature, suggest the appropriateness of a 2x2 matrix to characterize the
cross-promotion business scenario (see Table 1).
8
Table 1: Types of Cross-Promotion Strategies
Create Direct Engagement (Customer Lifetime Value)
Create Indirect Engagement (Customer Social Value)
Internal Cross Promotion Direct – Internal(our focus)
Indirect – Internal
External Cross Promotion Direct – External Indirect – External
Beyond the two basic type of cross promotion (i.e., internal and external), consider the
motivation for cross promotion, specifically the creation of direct or indirect engagement. Direct
engagement aims at enhancing the CLV of customers who are being transferred, or acquiring
other customers with higher CLVs. Indirect engagement takes into account the fact that
customers can affect the CLV of other customers via social influence, and aims to use cross
promotion to maximize this social influence. An example of an indirect engagement motivation
can be found in the mobile gaming industry, where rankings in popularity charts have a strong
effect on demand. The transferal of a sufficient number of customers to a game early on in its life
cycle can improve ranking positions favorably, and in turn have a strong influence on the ability
to acquire other customers (Chupa Team 2015). While our focus is mostly on the direct –
internal case (“northeast” quadrant, Table 1), we will later discuss our results in the context of
the other quadrants as well. In managerial practice, firms may combine multiple motivations and
types in employing cross promotion.
The context: A two-product platform
Our objective is to compare the CLV of a customer consuming a single product (Product 1)
with the CLV of a customer in a platform who is cross promoted from one product to another
(from Product 1 to Product 2). While we use the market for mobile digital games as a context,
our analysis is relevant to platforms in general. Therefore, we use the words “product” and
9
“game” interchangeably. For expositional simplicity, we focus on the case of two successive and
similar products. As we will discuss later, the fundamental insights from such a two-product
scenario extend to larger, multi-product platforms.
One point that requires clarification is the concept of “similarity” between products: Our
analysis considers two products to be similar if they are comparable in their drivers of
profitability (i.e., gross profit per period and retention). We do not require similarity in specific
product characteristics (e.g., game features). It is therefore immediately intuitive that cross
promotion can create profit if products are non-similar (e.g., if one product generates a higher
CLV than the other). Yet our analysis shows that even when products are similar in terms of their
profitability drivers, firms may still have a motivation to transfer customers.
A Platform Benefit Model
We use a fundamental approach to CLV modeling, where the CLV of an individual can
be represented as
(1) CLV=∑t=0
T r t ∙ P(1+d)t+1 ,
which in the case of infinite horizon, sums to
(2) CLV =CLV ∞=P
1+d−r .
Whereby r is the individual-level retention probability per period t; P is a fixed gross
profit per period; and d is the discount rate (Kumar and Pansari 2015; Kumar, Ramani, and
Bohling 2004). We consider a two-product platform in which Product 1 is introduced at Period 1
and continues after the introduction of Product 2 that occurs at Period T+1. Thus, before Period
T, only one product is available that belongs to the platform, while from Period T+1 onwards,
two products are available (see Figure 1).
10
Figure 1: Product Platform with two Games
0 1 2 … T T+1 …
Game 1
Game 2
We assume that between t = 1 and t = T, customers of Product 1 can churn only externally
(out of the platform), while from period t = T+1 onwards, customers of Product 1 can churn
externally (out of the platform) and internally (to Product 2). Customers of Product 2 can churn
externally only, as we do not include a third product in the platform. That being said, it is
straightforward to construct a multi-product platform along the same lines mutatis mutandis –
see our empirical illustration below. In this setting, we need to distinguish two types of
individual-level retention probabilities:
ro is the probability of remaining in the platform (outside retention). Thus 1−ro is the probability of churning externally (out of the platform). We assume that both churn and revenue realization occur at the end of each period. This assumption can easily be changed and results in a straightforward modification of our results.
ri is the probability of remaining with Product 1 and not moving to Product 2, given that the consumer has not exited the platform (internal retention). Therefore 1−r i is the probability of churning internally or transferring from Product 1 to Product 2. We assume customer transferal occurs at the beginning of the period.
Looking at ri, note that internal retention is influenced not only by the firm’s cross-
promotion activities, as customers can also organically move among products without firm
intervention. Cross promotion aims to reduce any organic internal retention by actively
11
transferring customers to another product. The question we focus on is whether and when a firm
should actively conduct such activities.
We assume that consumers can consume only one product at any given time and do not
consume both products simultaneously. It is obvious that in a case where the consumption of
Product 2 simply adds to that of Product 1, cross promotion is beneficial. This is, however, not a
realistic assumption, as many products compete for users’ time. In the mobile world, for
example, consumers may download a large number of apps but in fact only use a small subset of
them (Luckerson 2015). In addition, consumers usually do not play much more than one game
per day (Hwong 2016). Thus, even if they may have a short period of simultaneous playing, we
assume that successful cross promotion results in churn from the first one.
The case of constant gross profit per period
Given these assumptions, Table 2 shows the value created by a consumer who adopts
Product 1 at Period 1, and then retains Product 1 after Period T+1 with probability ri(per period).
Note that up to Period T, the value created precisely follows a conventional CLV creation, while
beginning at Period T+1, the consumer has two retention probabilities:ro (the probability of
staying within the platform), and ri (the probability of staying within the product and not
transferring from Product1 to Product 2).
12
Table 2: Value Created by a Consumer of Product 1 (Constant Per-Period Profit)
Period 1 2 3 T
Product 1 P 11+d P
ro
(1+d )2P
r o2
(1+d )3P
roT −1
(1+d )T
Period T + 1 T + 2 T + k
Product 1P ri
roT
(1+d )T +1 P ri2 ro
T +1
(1+d )T +2 P r ik ro
T +k−1
(1+d )T +k
Product 2P (1−r i )
r oT
(1+d )T +1 P(1−r i2)
r oT +1
(1+d )T +2 P(1−r ik)
roT + k−1
(1+d )T +k
Product 1 +
Product 2P
roT
(1+d )T +1 Pr o
T+1
(1+d )T +2 Pro
T +k−1
(1+d )T +k
Observe Period T+2 in Table 2 for an illustration. The probability that the customer is still
active at T+2 (i.e., has not yet left the platform) is roT +1. During T+2, the customer can either be a
user of Product 1, which implies that she remained with Product 1 for two periods (T+1 and
T+2), an event that occurs with probability ri2. Or, the customer can be a user of Product 2. This
can happen either because she already adopted Product 2 in Period T+1 with probability 1−r i, or
because she adopted Product 2 in Period T+1 with probability ri(1−r i). The total probability of
being a user of Product 2 is then 1−ri+ri (1−r i )=1−r i2. In both cases, the gross profit per period
generated in T+2 is P, which needs to be discounted accordingly.
The last row of Table 2 sums the value created in the platform by both products. The exact
set of transferal and retention events from one product to the next is detailed in Appendix A.
Given that the gross profit per period is constant over time and identical for both products, it is
easy to show that summing up the value created by both products from Period 1 to infinity
results in the standard CLV of formula (Equation 2) with retention rate ro. Specifically, the total
13
value does not depend upon the internal retention ri. For two similar products with constant and
identical gross profit per period, cross promotion that will result in customer transferal does not
create additional value.
The Case of Changing Gross Profit per Period
The aforementioned picture becomes more complex when customer profitability changes
over time. To better understand how such a change affects overall platform profitability, we first
need to look at the two factors that drive CLV – retention probability and per period profitability
– and how these factors may change over time.
To answer the question of a change in individual retention probability over time, it is
necessary to carefully distinguish between cohort and individual-level change. At the cohort
level, average retention rates will increase over time even if at the individual level, customer
retention remains stable. This is due to heterogeneity among customers in their retention rates
under which lower-retention customers leave early (Fader and Hardie 2010), pushing up the
average retention rate at the cohort level among the remaining customers. Consequently, a
potential increase in retention rates at the cohort level cannot be seen as an indication that
individual-level retention probabilities change over time.
Looking at per-period profitability, popular work done by Bain suggests that per-period
profit tends to increase over time (Reichheld and Sasser 1990; Reichheld and Schefter 2000). Yet
these generalizations have been challenged (Dowling 2002; Reinartz and Kumar 2000). Overall,
it has been argued that a change in customer profitability over time – be it an increase or a
decrease – may depend on the customer’s attitude toward the specific brand and her preference
for a relationship with it (Johnson, Herrmann, and Huber 2006; Umashankar, Bhagwat, and
Kumar 2017; Verhoef 2003). Individual per-period profitability may therefore differ
14
considerably among customer segments (Mark et al. 2013) and the answer is likely to be market
specific. As discussed above, a notable characteristic of the (mobile) gaming industry is a sharp
decline in engagement over time. In what follows, we therefore assume a declining expected
profit pattern in the form of δ t, where t is the period, and δ ≤ 1.
A potential decline in per-period profitability can be caused by two distinct processes:
product-related decline, which begins with the product’s introduction; and consumer-related
decline, which begins with the consumer’s adoption. The processes underlying these two types
of decline differ. Product-related decline might occur due to the product losing its appeal as it
ages. It occurs when the current and potential customers are looking for exciting new products,
and thus spend more time with new products than with old ones, regardless of the individual
customer’s time of adoption. On the other hand, consumer-related decline might occur due to
diminishing engagement of the individual customer with the product, regardless of competing
products.
In Appendix A, we formalize those two approaches, while here we discuss briefly their
implications. In the case of product-related decline, Product 2 begins with per-period profit of P
in Period T+1. In later periods, per-period profit declines at a rate of 1−δ per period. Thus, if a
given customer adopts in Period T + k, the per-period profit generated from this customer in this
period is P δ k−1, even though Period T + k represents her first period of using the product. In
consumer-related decline, per-period profit generated from the same customer at this period is P,
as decline only kicks in once the product has actually been adopted.
In the following sections, we focus on product-related decline due to its relative simplicity.
However, it can be shown that the CLV of a consumer under consumer-related decline is always
higher than the corresponding CLV under product-related decline (see Proposition A in
15
Appendix A). We therefore expect our results to be stronger in the case of consumer-related
decline. In reality, we should observe both declines, possibly at differing rates.
Table 3 mirrors Table 2 for the case of changing per-period profits with product-related
decline. Product 2 begins with a per-period profit of P in Period T+1, and then profit declines at
a rate of 1−δ per period. Note that our argument so far assumes decreasing per-period
profitability, yet the parameter δ can also capture a potential decline in retention. One could even
argue that any drop in engagement over time will be correlated with an associated decreasing
retention probability, yet evidence on this is not available. In addition, decreasing engagement
may be correlated with lower social influence on others. While we do not formally model this,
further on we discuss how this should also be consistent with our results.
Table 3: Value Created by a Consumer of Product 1 (Declining Per-Period Profit)
Period 1 2 3 T
Product 1 P 11+d Pδ
ro
(1+d )2P δ2 r o
2
(1+d )3P δT −1 r o
T−1
(1+d )T
Period T + 1 T + 2 T + k
Product 1P δT r i
r oT
(1+d )T +1 P δT +1 ri2 ro
T +1
(1+d )T +2 P δT + k−1 r ik ro
T +k−1
(1+d )T +k
Product 2P (1−r i )
r oT
(1+d )T +1 Pδ (1−ri2)
r oT +1
(1+d )T +2 P δ k−1(1−rik )
r oT +k−1
(1+d )T +k
Based on the pattern of value creation depicted in Table 3, it is possible to derive an
expression for the CLV of a customer within the platform. This CLV has three components: the
value from the consumption of Product 1 between Periods 1 and T; the value from the
consumption of Product 1 between T+1 and infinity; and the value from the consumption of
16
Product 2 between T+1 and infinity. The formal derivation is described in Appendix B and leads
to the following result reflecting the platform benefit:
(3) Platform Benefit ¿ P( ro
1+d )T
(1−δT )( 11+d−δ ro
−r i
1+d−δ ro ri)
It is obvious from Equation (1), that when per-period profit is flat (δ=1 ), or when there is
no consumer transfer between Product 1 and Product 2 (ri=1 ), the platform benefit is zero – with
the exception of the trivial cases P=0 and ro=0. We also see that no terms in Equation (3) can
be negative, with the exception of 1−δT . Therefore the platform benefit is indeed positive if and
only if 1−δT>0, or δ <1. If engagement increases over time, there is no benefit for customer
transferal among similar products.
When should firms cross promote to transfer their customers?
As aforementioned, the internal retention rate r iin Equation (3) is influenced by a
customer’s organic propensity to move among products, and by any firm cross-promotion
activities (as ri represents internal retention, cross-promotion is 1−r i). Under which conditions
does the firm have an incentive to further cross promote under declining per-period profit? To
examine this question, we look at the effect of change in 1−r ion platform benefit, which is the
partial derivative of the platform benefit with respect to 1−ri. It is straightforward to verify
(Appendix C – Part 1) that under declining engagement (δ ≤ 1), this partial derivative is always
positive. Thus, if the firm increases cross promotion, platform benefit will increase, which leads
to the following proposition:
Proposition 1: The firm benefits from cross promotion if engagement declines over time. Conversely, the firm loses from cross promotion if engagement increases.
17
Knowing that customer transferal may be beneficial, the question becomes which factors
affect this profitability, that is, how the rate of change in the impact of cross promotion on
platform benefit is affected by the parameters of the model. Answering this requires taking the
derivative of the platform benefits with respect to 1−ri(the rate of cross promotion) and
differentiating this term with respect to other characteristics of the platform. This analysis is
presented in Appendix C. Next, we discuss the results for the various aspects of the platform
characteristics.
Internal retention: When would cross promotion be more beneficial? When customers
tend to move among products on their own (low r i), or when they tend to stay with the current
product and are less prone to move to new ones (high ri)? The second derivative of platform
benefit with respect to cross promotion and r i shows that cross promotion is more beneficial
when the organic level of r iis higher (Appendix C – Part 2). To see that note that the lower the
organic retention (i.e., the higher the tendency customers will move among products on their
own) the higher the platform benefit (Appendix C – Part 1). The question is where the firm’s
efforts to cross promote would be most effective, given that. We see that when internal retention
is higher (i.e., platform benefit is lower) cross promotion will have the most impact as the
marginal effect in this situation is particularly high.
Outside retention: The level of outside retention may be a function of a specific product,
but also of the category as a whole. Industry reports suggest that there are a notable differences
among product categories in their respective tendencies to churn (Klotzbach 2016). At a first
glance, one could assume that a higher tendency to leave the platform should lead to a higher
benefit of cross promotion, since it may be better to transfer a customer to the next product
before she leaves altogether. However, note that in the case of similar products, the tendency to
18
leave the platform will transfer to the second product as well, so the transferal does not change
the situation per se. Indeed, our analysis (Appendix C – Part 3) shows the opposite to be true:
The higher the external retention rate, the more incentive the firm has to transfer customers
through cross promotion. Since in Product 2 engagement starts higher, more benefit is created.
Thus, the higher the external retention rate, the higher the probability that this benefit will
continue.
Gross per-period profit: In our model, the parameter P represents the initial level of
customer profitability (which declines over time). If P is higher, the customer is more profitable
for the firm. Intuitively, we expect a higher level of P to increase the benefit of moving a
customer, as any difference in profit due to differential engagement will increase. Indeed, this is
what we see in our derivations (Appendix C – Part 4).
The above is summarized in the following proposition:
Proposition 2. The incentive of the firm to conduct cross promotion is increasing when (a) the organic tendency of customers to move to the next product is weaker; (b) customers’ tendencies to churn the platform are lower; and (c) per-period customer profitability is higher
Note that Proposition 2 does not include a sub-proposition expressing the potential
impact of engagement decline . The reason is that the relationship of cross-promotion benefit to
engagement decline is non-linear (Appendix C – Part 5). This may seem surprising, as
engagement decline is needed to create the platform benefit, so that one may expect a sharper
decline be to be associated with high cross-promotion benefit, as the difference between the two
products is larger. Yet a sharper engagement decline also reduces the CLV of the customers in
the second product post move. These competing effects create an inverted-U-shaped curve on the
relationship (see Appendix C – Part 5).
19
Data-Based Sensitivity Analysis
We augment our argument by providing an empirical illustration in which we estimate the
sensitivity of the platform benefit to changes in cross promotion in a real-world setting. The
measure of interest in this case is the percentage of improvement in the platform’s benefit if
cross promotion is increased by 1%.
To calibrate the relevant parameters, we obtained a dataset from an established publisher of
multiple mobile game apps, several of which reached the Top 100 in the major app stores in
recent years. Our dataset consists of data on the adoption and retention of four consecutive apps.
The lifetime of each app is typically less than three months, and thus the discount factor is
negligible. We therefore set d = 0 for simplicity. Each app was introduced one observation
period after the launch of the previous one, so T = 1 for our dataset. In addition, we set P = 1 as a
normalization constant. This choice has the additional benefit that the improvement due to the
existence of the platform is in percentages. Given these assumptions, Equation 3 transforms as
follows:
(4) Platform Benefit (d=0 ,T=1 , P=1 )=ro (1−δ )( 11−δ r o
−ri
1−δ ro ri)
Appendix D details the equations and method used to estimate values for ri, ro, and δ, and
Table 4 summarized these results.
Our estimation shows a substantively high ro of 99.7%, implying that the publisher is
successful at retaining its customers. There might be two reasons for such a large retention: First,
we removed the first week data point from the estimation, as many of these “weeks” were in
effect only partial weeks. Second, in most apps (as in our data), retention rates in the first days
20
are very low due to the fact that many people download yet in fact do not play, and retention
rates stabilize thereafter (Grennan 2016; Haslam 2016). This phenomenon may be associated
with the ease of downloading an app, leading to a natural selection of users who find the app less
relevant for them (Chen 2016).
Table 4: Platform benefit sensitivity analysis for mobile games
Android iOS
Outside retention (ro) 99.7%
Internal retention (ri) 83.5%
Cross-promotion rate (1−ri) 16.5%
Product-related decline per period (δ) 49.0% 39.5%
Platform benefit (Equation 4) 27.6% 24.4%
Elasticity: % improvement per 1% of increased cross promotion (1−ri) 1.4% 1.3%
Elasticity: % improvement per 1% of increased external retention (ro) 0.7% 0.5%
Change in platform benefit if cross promotion decreases from 16.5% to
10%-9.9% -9.0%
Change in platform benefit if cross promotion increases from 16.5% to 20% +5.0% +4.6%
Table 4 shows that the platform benefit equals 27.6% increase in CLV in Android devices,
and 24.4% increase in CLV in iOS devices. Furthermore, using Equation (C1), we can see that
by increasing the cross-promotion effort by 1% (thus decreasing r iby 1%), the platform benefit
increases by 1.4% for Android and 1.3% for iOS games. Comparably, the elasticity toward ro,
given in Equation (D6) is smaller: 0.7% for Android, and 0.5% for iOS games. This suggests that
the publisher would benefit from increasing cross promotion over external retention. Finally, we
examine what would happen if the internal retention levels (r i) increased to 90%, thereby
reducing cross promotion to 10%. In that case, the platform benefit would decrease by 9.9% in
21
Android, and 9.0% in iOS. Similarly, reducing rito 80%, (meaning that cross promotion
increases to 20%) will increase the platform benefit by 5.0% in Android, and 4.6% in iOS.
Note that such changes can have a substantial effect on the firm’s profitability. Gaming
firms are often characterized by a large number of customers with low profitability, where often
the lifetime value is not much higher than the customer acquisition cost. Therefore, enhancing
CLV even by a few percent can result in notable gains in overall customer equity.
Discussion
The idea that firms should manage their offerings as product platforms that consist of
families of products with a common underlying logic, instead of as a collection of single
unrelated entities (Sawhney 1998) has been advocated for a while. Such a platform view, which
focuses on the process of identifying and exploiting commonalities among a firm’s various
offerings, has been notable in areas such as in strategy, technology, and new product
management (Mäkinen, Seppänen, and Ortt 2014; Thomas, Autio, and Gann 2014). The
marketing literature took a de facto platform approach when looking at issues such as brand
architecture and extension (Aaker and Joachimsthaler 2000), technological generations (Norton
and Bass 1987), and new product cannibalization (Heerde, Srinivasan, and Dekimpe 2010).
However, the implications for customer management have yet to be explored. The importance of
digital environments in which products can be easily connected and customers can be
individually targeted make this a relevant and timely issue.
There are certainly straightforward reasons to conduct cross promotion in a platform. If
one can convince users to consume two products at the same time rather than one, the benefit is
obvious. The same applies if one can convince users to move from a product with lower CLV to
22
one that is by nature more profitable. What we demonstrate in our analysis is that even in non-
trivial environments of similar products, the mere fact that products are introduced sequentially
in an environment of declining engagement creates incentives for customer transferal.
A first question that emerges in this context is when a decline in engagement can be
expected. As aforementioned, such decline depends on the product or on the customer. The
gaming industry may be largely characterized by declining temporal engagement, yet even this
overall trend does not apply to all games in the same manner. Some games differ in this respect,
and may even exhibit increasing engagement over time, for example due to the formation of
clans and groups in multi-user games. In some games, there will be differing segments of
players, some with declining engagement, and some with increasing engagement. Given the
ability to follow individual customers, game publishers can decide whom to target for cross
promotion based on players’ patterns of temporal engagement.
A second question, which we did not address, relates to the cost of cross promotion. One
could argue that the firm could use the space devoted to cross promotion for other types of
advertising, thus there is an opportunity cost to be considered. Another type of cost is customer
annoyance with cross-promotion activities (Goldstein et al. 2014), which may negatively impact
platform retention. Our analysis of platform benefit can thus be seen as a ceiling on the cost of
cross promotion: Cross promotion only creates value if the associated costs are below the
platform benefit.
Do we need a platform?
Our formal analysis focuses on the benefit of cross promotion, which is reflected in a
change in the level of the internal retention rate. One could also ask whether a platform creates
benefits for the firm by its mere presence, beyond any potential cross-promotion activities. As
23
we see from the platform benefit equation (Equation 3), under declining engagement, a
customer’s tendency to move among products (i.e., an internal retention rate r i of less than one),
which is enabled through interproduct connectivity, creates lifetime value benefits. Thus, even
without explicit cross-promotion activities aimed at changing that rate, the firm has an incentive
to enable customers to move easily among products. Increasing product compatibility, for
example by lowering switching costs through cross-product learning or connecting products
through in-game experiences can therefore be beneficial.
The case of external cross promotion
Our analysis focuses on internal cross promotion within platforms. The case of external
cross promotion across platforms is more complex, as it involves an outside party. Such an
outside party can either be another firm with whom customers are exchanged directly, or a
platform that manages the exchange among many companies. Regardless, the dynamics
presented for the internal cross promotion case help us to assess the benefit of external cross
promotion as well. Consider a case in which a firm has two similar products with declining
engagement that are consecutively launched. Assume that this firm has a cross-promotion
agreement under which it sends and receives customers to and from a third party. In the absence
of additional knowledge on the characteristics of the incoming customers, we assume that the
average profitability of incoming customers is similar to that of outgoing customers.
In such a case, the dynamics are similar to what we saw in the case of internal promotion:
The firm should cross promote its own customers from the first product, but promote itself
within the third party for the second (newer) product. Although it is not the same customer that is
moved from product to product, but rather different ones, we still expect to obtain similar
benefits as in the case of internal cross promotion. Of course, if the firm can assess in advance
24
the profitability of incoming customers and specifically target those with higher profitability for
cross promotion, the benefits realized will be even larger.
The social implications of cross promotion
As depicted in Table 1, the motivation for cross promotion can be the desire to create
direct engagement (and by consequence CLV), or the desire to create indirect engagement of
social value (Haenlein and Libai 2017). This logic mirrors the consensus that customer
engagement is reflected both in direct engagement, which impacts the level of usage and
purchases, and in indirect engagement, which represents social influence activities that affect the
profitability of others (Pansari and Kumar 2017). The effect of timing in this respect is notable.
In the case of mobile gaming, managers we interviewed stressed the importance of the game’s
appearing as early as possible on the ranking tables in the app store. App producers therefore
have a short window of opportunity in which to generate attention that will get them onto the
charts in the app stores (Kimura 2014; Rice 2013). Moving customers via cross promotion to a
game in its first week may therefore create relatively high social value in this regard.
Yet this logic also applies to other industries, as the social advantage of early customer
adoption has been acknowledged in a wider sense. First, Hogan, Lemon, and Libai (2003), for
example, demonstrated that an early lifecycle customer is worth more, as s/he helps to initiate the
snowball effect of new product social influence. This finding has been supported by evidence on
the power of early adopters on the diffusion of new products (Catalini and Tucker 2017).
Second, word of mouth often occurs more in the beginning of the customer-product relationship,
when a customer is enthused about his or her choice, and less so later (Doorn et al. 2010). Third,
customers use the product less over time (due to declining direct engagement), which results in
less WOM engagement (Kumar et al. 2010). Overall, past research suggests that the pattern of
25
the indirect social effect should be consistent with the direct effect that is our current focus.
Transferring customers may thus result not only in a platform benefit due to the change in direct
engagement, but also in a stronger social influence, which will create an indirect platform benefit
by affecting customer equity.
Transferring the best customers
Our analysis raises an interesting issue of the type of customer to whom a firm may wish to
cross promote. On the one hand, and as indicated in Proposition 2, customers with higher per-
period profitability – also called revenue leaders (Haenlein and Libai 2013) – are those that
create the most platform benefit. On the other hand, to maximize social influence and indirect
engagement, it could be wise to target customers with many social connections, or so-called
opinion leaders, as their ability to affect multiple others may create more value if they are
transferred to the next product.
Overall, the move from a single product to a platform view has fundamental implications
for our thinking on customer retention. In a single-product case, firms will want to invest much
in retaining their best customers. In a platform world, the best customers (be those revenue
leaders or opinion leaders) may best be transferred early on to maximize their contribution to the
next product. Although conceptually straightforward, this may not be simple to implement, as
products are often managed by separate brand managers who consider the success of their
individual product and are evaluated thereby. Because of this attachment, and due to sentimental
and political reasons, brand managers may be reluctant to “kill” a brand, even when necessary
(Yohn 2015). Moving the best customers to another product may therefore create resistance. A
shift to a platform view and citing the associated platform benefit is essential in this regard.
26
The case of multiple products
Given that our analysis has focused on a two-product platform, it is sensible to ask whether
the basic rationale can be expected to change if the firm has multiple products in the market.
Under declining engagement, the answer is quite straightforward: If one assumes similar
products in terms of profitability and declining engagement, then the most recent product in the
market will always be the most appealing one to which to move customers. For this product, the
engagement difference would be maximal, and the social impact due to the early lifecycle effect
would be stronger. Interestingly, this is precisely the strategy of many multi-product firms that
we were able to observe: The priority of cross promotion is to transfer customers to the newest
game. If this is not possible, the next newest game is considered, and so on, as we discuss in the
sensitivity analysis section and in Appendix D.
The customer acquisition dilemma
Our analysis has focused on the case of the lifetime value of a single customer, assuming
that s/he has already been acquired for Product 1. We therefore have not addressed customer
acquisition costs. Theoretically, the question of customer acquisition is independent of the
platform benefit analysis we conduct. A firm’s decision to increase customer equity by shifting
other customers to Product 2 is independent of optimizing the value of the customer who already
consumes Product 1.
Regardless, at least three issues should be taken into account: First, in practice, companies
have budget constraints that limit their spending decisions. Given that cross promotion is not
free, the cost and benefit of acquiring new customers vs. those acquired via cross promotion
should be compared. Second, firms often assess their investment in customer acquisition by
comparing it to the lifetime value of a customer. In a platform world, the probability of moving
27
among products and the extra lifetime value created needs to be taken into account. This leads to
more complex decision making in the acquisition-retention area, as there are two kinds of
retention investment (internal and outside) that have to be considered. Third, if the social benefits
of cross promotion are included, then customer acquisition efforts matter directly. The social
benefit of cross promotion stems from the effect of other customers, and in a social context, their
number matters greatly. One reason that early-on customers have a higher social value is that
there are few other customers (Hogan, Lemon, and Libai 2003). The more customers acquired
early on, the smaller the social contribution of cross promotion.
To appreciate the nature of managing customers in a product platform, one can look at the
situation of a game publisher that we interviewed for this research. This company introduces
dozens of games a year and depends heavily on cross promotion in which games push each
other. The firm actively builds on both direct and indirect cross-promotion effects, and thinks a
great deal about how to create cross-promotion activities among the products that are in the
market, and how much their effort should be divided among cross-promotion activities and new
customer acquisition. Our analysis is just one step in helping such managers to understand the
complex environment of multi-product platforms. Using a simple model, we highlight a number
of issues that can serve as a basis for further research. For a given firm, the best solution may be
to build a decision support agent-based model that will help to manage the market complexities
via simulations (Chica and Rand 2017). In a more general sense, more research is needed that is
aimed at adapting our knowledge from a single-product approach to that of a platform.
28
Appendix A: Retention and Upgrade Probabilities for Declining Profit
For simplicity, we assume T = 1, P = 1, and d = 0. This implies that at period T = 1, the
consumer is playing with Game 1, and Game 2 is introduced, and that there is no discounting.
We observe the transition probabilities from Game 1 to Game 2 as depicted in Table 3.
Table A1: Retention and Upgrade Probabilities (Constant Per-Period Profit)
Period (from T+1) 1 2 3
Game 1 ro r i ro2 r i r i ¿ ro
2 ri2 ro
3 r i2 ri=r o
3 r i3
Game 2 ro(1−r¿¿ i)¿ ro2 r i(1−r¿¿ i)¿ ro
3 r i2(1−r¿¿ i)¿
ro2(1−r¿¿ i)¿ ro
3 ri(1−r¿¿ i)¿
ro3(1−r¿¿ i)¿
Sum of Game 2
probabilitiesro
2(1−r¿¿ i)(1+r i )=¿¿
ro2(1−ri
2)
ro3(1−ri
3)
Table A2: Retention and Upgrade Probabilities (Product-related Decline)
Period (from T+1) 1 2 3
Game 1 ro r i δr o2 ri
2 δ 2r o3 r i
3
Game 2 ro(1−r¿¿ i)¿ δr o2 r i(1−r¿¿i)¿ δ 2r o
3 r i2(1−r¿¿ i)¿
δr o2(1−r¿¿ i)¿ δ 2r o
3 r i(1−r¿¿ i)¿
δ 2r o3 (1−r¿¿ i)¿
Sum of Game 2
probabilitiesδ ro
2(1−r i2) δ 2r o
3 (1−r i3)
29
Table A2: Retention and Upgrade Probabilities (Consumer-related Decline)
Period (from T+1) 1 2 3
Game 1 ro r i δr o2 ri
2 δ 2r o3 r i
3
Game 2 ro(1−r¿¿ i)¿ ro2 ri(1−r¿¿ i)¿ ro
3 r i2(1−r¿¿ i)¿
δr o2(1−r¿¿ i)¿ δr o
3 r i(1−r¿¿i)¿
δ 2r o3 (1−r¿¿ i)¿
Sum of Game 2
probabilitiesro
2(1−r¿¿ i)(δ+r i)¿ro3 (1−r i )(δ 2+δ ri+r i
2)
It follows that the value generated by Product 2 in Period T + k is equal to:
(A1) Value Product 2 (product-related decline | t = k) = δ k−1r ok (1−ri
k)
This is the same as the corresponding cell of Table 3 in the text, with d = 0 and T = P = 1.
Summing over k yields:
(A2) CLV Product 2 (product-related decline) = ∑k =1
∞
(1−rik) δ
k−1ro
k
On the other hand, with consumer-related decline, we have:
(A3) Value Product 2 (consumer-related decline | t = k) = rok (1−ri)∑
j=1
k
r ij−1 δk− j
Summing over k yields:
(A4) CLV Product 2 (consumer-related decline) = (1−ri)∑k=1
∞
∑j=1
k
rok ri
j−1δ k− j
We next show the following proposition:
Proposition A: CLV (consumer-related decline) is always greater than CLV (product-
related decline), if
In order to prove Proposition A, we will show that Value Product 2 (consumer-related decline | t
= k) is greater than Value Product 2 (product-related decline | t = k) if δ <1. As this holds for all
k, summing over k yields the proposition. To show this, observe the following strings of
equations, where the inequality results from the fact that δ <1:
30
CLV (consumer-related decline | t = k) = (1−ri )∑j=1
k
r0k r i
j−1 δk − j>¿
(1−ri )∑j=1
k
rok r i
j−1 δ k−1=rok δ k−1 (1−ri )∑
j=1
k
r ij−1=ro
k δk−1 [∑j=1
k
rij−1−r i∑
j=1
k
rij−1]=ro
k δ k−1(1−r ik ) = CLV
(product-related decline | t = k)
Appendix B: Calculating Platform Benefit
The CLV of a customer within a platform has three components: (1) the value from the
consumption of Product 1 between Period 1 and Period T; (2) the value from the consumption of
Product 1 between Period T+1 and infinity, and (3) the value from the consumption of Product 2
between Period T+1 and infinity.
The first component, value from consuming Product 1 between 1 and T, is equal to:
(B1) CLV 1 ,1 → T=P
1+d+Pδ
r o
(1+d )2+…+P δT −1 ro
T −1
(1+d )T
which can be simplified to:
(B2) CLV 1 ,1 → T=P
1+d
1−( δ ro
1+d )T
1−δ ro
1+d
= P1+d−δ ro [1−( δ r o
1+d )T ]
Note that this is the standard CLV of a product, adjusted for a finite horizon T.
The second component, value from Product 1 between T+1 and infinity, is:
(B3) CLV 1 ,T +1 → ∞=P δ T roT r i
(1+d )T +1 +P δT +1 roT +1r i
2
(1+d )T +2 +…
which can be simplified to:
(B4) CLV 1 ,T +1 → ∞=P δT roT r i
(1+d )T +11
1−δ r or i
1+d
=P( δ ro
1+d )T ri
1+d−δ ro r i
The third term, value from Product 2 between T+1 and infinity, is:
(B5) CLV 2 , T+1 → ∞=P¿¿¿
Breaking down each term (1−rik) into its two parts (1 and −ri
k), this can be simplified to:
(B6) CLV 2 , T+1 → ∞=P( ro
1+d )T
( 11+d−δ ro
−ri
1+d−δ r o ri)
31
Summing up Equations (B2), (B4), and (B6) leads to the CLV of a customer within the platform:
(B7) CLV 1+2=P
1+d−δ r o+P( ro
1+d )T
( 1−δ T )( 11+d−δ ro
−r i
1+d−δ ro ri)
It is straightforward to see from Equation (B7) that the CLV of a customer within the platform is
equal to the CLV from the consumption of Product 1 between Period 1 and infinity (first term)
plus the gain that stems from the platform (second term). We therefore define the net benefit of
the platform as the second term in Equation (B7), which is given in Equation (3) in the text.
32
Appendix C: The Value of Cross Promotion
Since r i represents internal retention rate, cross-promotion is equivalent to 1−ri.
Derivative of Platform Benefit with respect to cross promotion 1−ri
(C1)∂ PB
∂(1−ri)=−∂ PB
∂ r i=P ( r o
1+d )T
(1−δ T ) 1+d(1+d−δ ro ri )
2 ≥ 0 if δ ≤ 1.
Derivative of ∂ PB /∂(1−ri) with respect to r i, ro, P, and δ
(C2)∂2 PB
∂(1−ri)∂ ri=P( r o
1+d )T
(1−δT ) 2(1+d )δ ro
(1+d−δ ro r i )3 ≥ 0 if δ ,r i , ro ≤1.
(C3)∂2 PB
∂(1−ri)∂ ro=P( ro
1+d )T −1
(1−δT ) T (1+d−δ ro ri)+2δ r o ri
(1+d−δ ro r i )3 ≥ 0 if δ ,r i , ro ≤1.
(C4)∂2 PB
∂(1−ri)∂ P=( ro
1+d )T
(1−δT ) 1+d(1+d−δ r ori )
2 ≥0 if δ ≤ 1.
(C5) ∂2 PB∂(1−ri)∂ δ
=−P ( r o
1+d )T
(1+d )[ (1+d ) T δT−δ (2+(T−2 ) δ T )ri ro]
δ(1+d−δ ri ro)3
For Equation C5, it is straightforward to numerically demonstrate the inverse-U-shape of this
function.
33
Appendix D: Details on the Data-Based Sensitivity Analysis
We use the data from the publisher to get a measure for two of our parameters: ro, and ri. We
examine the first cohort of each app, i.e., we follow the retention of those who adopted App1 on
the day it was launched (T = 1). We denote x¿ as the number of users at Period t in App i (i:1, 2,
3, 4), and use the number of users that organically adopted App1 in the first week as a constant
(x11). In the second week (or T+1 for the following apps), in App1, x1o∙ro∙ri, users remain, as
x1o∙(1-ro) have left the publisher completely and x1o∙(1-ri) left for App2. This dynamic is similar to
the one shown in Game 1 dynamics of Table A1 that present the retention probabilities in the
periods following the initial adoption. Similarly, x1t, the number of users in the first app in Period
t, can be modeled as:
(D1) x1 t=x11 rot−1ri
t −1
The second app starts at the second period, and some users, denoted asx2o, have adopted
organically, regardless of how many App1 users are cross promoted. Furthermore, another share
of users has arrived, via cross promotion from the first app (x1 o(1−ri)ro, in a manner similar to
Game 2 dynamics shown in Table A1, so that the observed number of users of App2 in Period 2
(the first period of App2) is:
(D2) x22=x2o+ x11 (1−r i)ro
In a similar manner, the observed number of users of App3 and App4 in their first relative
periods (Period 3 and Period 4 respectively), are driven by both organic and cross-promotion
adoptions. The number of organic adopters, i.e., those who arrive to the app in the first respective
period, are denoted as x io. Thus, the total number of users of App i in its introduction period,
Period i (e.g., Period 3 for App 3, Period 4 for App 4), can be denoted as xii.
(D3) x33=x3o+x22 (1−r i ) r o+x11 (1−ri ) r ir o
2
(D4) x44=x4o+x33 (1−r i ) ro+x22 (1−ri ) r i ro
2+x11( 1−ri ) r i2 ro
3
Note that in Equations (D3) and (D4), we assume that when there are more than two apps in the
market, the cross promotion is always directed at the most recent app to have entered the market.
This assumption fits the actual strategy that the publisher took in introducing these apps, but
could easily be adapted to any other mixture of app cross promotion.
Now we can write the general form for the number of adopters of App i in Period t:
34
(D5) x¿= xii rot−i ri
t−i
In the dataset, x11 is exogenous, yet we need to estimate x2o, x3
o, x4o, r i ,and ro. To do so, we
minimize the sum-of-squares difference, using the simulated annealing method for our parameter
evaluations, fitted via the GenSA function in the GenSA R package (Xiang et al. 2013). We
remove the first week data point from the estimation, as in most apps (as in our data), there is a
sharp drop in retention rates in the first week, and the retention rates stabilize thereafter (Grennan
2016; Haslam 2016). This phenomenon may be associated with the ease of download of an app,
leading to a natural selection of users who find the app less relevant for them (Chen 2016). R2
values are high and ranged from 93.3% in App1 to 96.4% in App3. The estimated values were ro
= 0.997 and ri = 0.835 (average values of goodness of fit across apps were: R2 = 94.6%, RMSE =
10,122, MAPE = 17.2%).
One more measure we are missing is the estimation of the product-related decline (δ). As the
publisher’s data are aggregate and do not include any information on the actual time each user
spent on the apps, but rather only the number of users per period, we turn to an external source to
evaluate δ. Fortunately, in 2016, Adjust, a mobile marketing research firm, released various key
performance indices of mobile apps (Adjust.com 2016). This report also included the average
time spent per user in an app over the first 30 days of the app’s life per category. To keep the
periods similar, we consider the usage levels in the same periods as in the publisher’s data.
We then estimate a simple decline model, following the dynamic from Table A2, where in each
period, usage declines by δ, with a functional power form of ut, and usage at Period t equals
ut=u1 δt−1. The estimated values were δAndroid = 0.49 (R2 = 89%, RMSE = 0.1, MAPE = 32.4%),
and δiOS = 0.40 (R2 = 92%, RMSE = 0.09, MAPE = 41.3%).
Finally, to compare the elasticity of (1-ri) and ro, we calculate the partial derivative of the
platform benefit with respect to the external retention rate. This is a relatively complex
expression, which we report in Equation (D6) below for reference only:
(D6)
∂ PB∂ ro
=P (1−δT )( ro
1+d )T [δ(( 1
1+d−δ r o )2
−( r i
1+d−δ r or i)
2
)+ Tro
( 11+d−δ r o
−r i
1+d−δ r ori) ]
35
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