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Audience, Journey & Measurement

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Audience, Journey & Measurement

The six segments (Module 03)

SegmentOne-liner
New / NoviceLearning the basics — teach how the game works
RecreationalCasual and fine — keep it light, keep it useful
EnthusiastHigh knowledge, high engagement — go deeper, not louder
At-RiskBehavioral warning signs — tool visibility, not lectures
In-CrisisActively seeking help — immediate, frictionless support
Friends & FamilyNot a player — separate entry point, conversation starters

Segments are relationship-based, product-contextual, and dynamic — the same player can be Recreational in casino and New/Novice in sports. Overlay the five verticals (Sports, Casino, Lottery, Poker, Bingo) independently. Adapt the lens, never the fact.


The five journey stages (Module 04)

  1. Awareness — not signed up yet; Playbook as companion brand, teaching how games work
  2. New Player — just signed up; myth-busting and game education
  3. Active Player — engaged; entertainment literacy, strategy, quizzes
  4. Regular — established; introduce self-management tools as feature upgrades
  5. Support Seeking — available at every stage, one tap away

It’s not a funnel. Most players never leave Stage 2 — that’s the design working. Education first, tools later, support always.


Scorecard: ship, diagnose, or revise? (Module 05)

Anchor metric: NPS — “How likely would you recommend this material to a friend who gambles?” Five semantic pairs: Forgettable–Memorable, Boring–Engaging, Preachy–Respectful, Confusing–Clear, Generic–Made for me.

ResultCall
NPS 30+ and all pairs 4.0+Ship
NPS 0–29 or any pair below 4.0Diagnose — run the Full survey
NPS below 0 or Preachy–Respectful below 3.0Revise

Brand DNA Alarm: Preachy–Respectful below 4.0 is an automatic hold, regardless of the other scores. Total effort: 3–4 hours per launch. Pulse every launch, Full for diagnostics, Recall at 7–14 days.

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