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2Binary Classification · IAP Conversion

In-App Purchase Prediction

Which players will make an in-app purchase?

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A real-world example

Which players will make an in-app purchase?

Only 2-5% of free-to-play players ever make a purchase. Showing the wrong offer at the wrong time trains players to ignore your store entirely. A game generating $30M in annual IAP revenue that improves conversion from 3% to 4% adds $10M. The signal is not in demographics alone; it is in the sequence of gameplay behaviors, social influences, and store browsing patterns that precede a first purchase.

Quick answer

The most effective way to predict IAP conversion is to connect store browsing behavior, level progression, session patterns, and social influence data in a graph-based ML model. Players who browse specific item categories after failing hard levels, while their guild mates have recently purchased, convert at 8x the base rate. SAP SALT benchmark shows relational graph ML achieves 91% accuracy vs 75% for XGBoost on flat tables.

Approaches compared

4 ways to solve this problem

1. Heuristic segmentation

Bucket players into segments (whale, dolphin, minnow, free) based on install cohort and early session behavior, then target each segment with pre-built offers.

Best for

Fast to implement. Works for broad-stroke monetization when you do not have a data science team.

Watch out for

Segments are static and miss individual timing. A player ready to buy right now gets the same treatment as one who will never spend.

2. Logistic regression on player features

Train a purchase propensity model on aggregated features like days since install, total sessions, and level reached.

Best for

Interpretable model that gives a directional read on which player attributes correlate with spending.

Watch out for

Cannot capture the temporal sequence of events leading to a purchase. The order of browsing, failing, and browsing again matters more than the totals.

3. Collaborative filtering

Recommend items based on what similar players purchased, using player-item interaction matrices.

Best for

Decent for item recommendation once a player has some purchase history to anchor similarity.

Watch out for

Cold-start problem is severe for first-purchase prediction. Most free players have zero purchase history, so there is nothing to collaborate on.

4. KumoRFM (relational graph ML)

Point Kumo at your players, sessions, store views, purchases, and level progress tables. The GNN learns the temporal, cross-table journey from install to first purchase.

Best for

Best accuracy for first-purchase prediction. Captures store browsing intent, progression frustration, and guild spending norms in a single model.

Watch out for

Requires normalized relational tables with clear foreign keys. Will not help if your monetization data is a single flattened event stream.

Key metric: SAP SALT benchmark: relational graph ML achieves 91% accuracy vs 75% for XGBoost on flat tables in purchase propensity tasks.

Why relational data changes the answer

The journey from free player to first purchase is not captured in any single table. The signal lives across store views (browsing frequency and categories), level progress (frustration from repeated failures), sessions (increasing engagement depth), and social connections (guild mates who recently purchased). A flat feature table reduces this rich behavioral sequence to static aggregates like 'total store views = 8,' destroying the temporal patterns that distinguish genuine purchase intent from idle curiosity.

Relational models connect these tables and learn sequences like 'player who failed level 28 seven times, then browsed the gem pack category three times in two days, while four of six guild members recently bought.' SAP SALT benchmark shows relational graph ML achieves 91% accuracy vs 75% for XGBoost on flat tables in propensity tasks. For a game with 2M DAU, that accuracy gap is the difference between a well-timed offer that converts and a generic pop-up that trains players to dismiss your store.

Predicting a first purchase from aggregated stats is like predicting a car sale from the number of times someone visited a dealership lot. You miss that they test-drove the specific model twice, asked about financing, and their neighbor just bought the same car. The purchase decision is a sequence of connected events across multiple touchpoints. Graph ML reads that entire sequence instead of counting lot visits.

How KumoRFM solves this

Graph-learned player intelligence across your entire game ecosystem

Kumo models the journey from install to first purchase as a relational graph connecting sessions, store views, level progress, and social connections. It learns that players who view a specific item category 3+ times after failing a hard level, while their guild mates have recently purchased, convert at 8x the base rate. The model distinguishes between curiosity browsing and purchase intent by analyzing temporal patterns across the player network.

From data to predictions

See the full pipeline in action

Connect your tables, write a PQL query, and get predictions with built-in explainability — all in minutes, not months.

1

Your data

The relational tables Kumo learns from

PLAYERS

player_idinstall_dateplatformtotal_spend
PLR1012025-02-01iOS$0.00
PLR1022025-01-15Android$0.00
PLR1032025-02-20iOS$4.99

SESSIONS

session_idplayer_idtimestampduration_minstore_visits
S101PLR1012025-03-02383
S102PLR1022025-03-01120
S103PLR1032025-03-02551

STORE_VIEWS

view_idplayer_iditem_idcategorytimestamp
SV01PLR101ITM_GEM500Currency2025-03-02
SV02PLR101ITM_SKIN_DRAGONCosmetic2025-03-02
SV03PLR102ITM_GEM100Currency2025-02-28

PURCHASES

purchase_idplayer_iditem_idamount_usdtimestamp
PUR101PLR103ITM_BATTLEPASS9.992025-02-25

LEVEL_PROGRESS

progress_idplayer_idlevelattemptscompleted
LP01PLR101287N
LP02PLR102122Y
LP03PLR103351Y
2

Write your PQL query

Describe what to predict in 2–3 lines — Kumo handles the rest

PQL
PREDICT BOOL(PURCHASES.*, 0, 7, days)
FOR EACH PLAYERS.PLAYER_ID
WHERE PLAYERS.TOTAL_SPEND = 0
3

Prediction output

Every entity gets a score, updated continuously

PLAYER_IDPLATFORMDAYS_SINCE_INSTALLIAP_PROB_7D
PLR101iOS290.68
PLR102Android450.09
4

Understand why

Every prediction includes feature attributions — no black boxes

Player PLR101 -- iOS, Day 29, $0 spend

Predicted: 68% IAP probability within 7 days

Top contributing features

Store views (last 3d)

8 views, 3 categories

30% attribution

Level fail-retry pattern

7 attempts on L28

25% attribution

Guild member purchase rate

4 of 6 purchased

19% attribution

Session duration trend

+15% last 7d

14% attribution

Cosmetic store dwell time

4.2 min avg

12% attribution

Feature attributions are computed automatically for every prediction. No separate tooling required. Learn more about Kumo explainability

Frequently asked questions

Common questions about in-app purchase prediction

How do you predict in-app purchase conversion in free-to-play games?

Connect store browsing data, level progression events, session patterns, and social graph data into a relational model. The strongest signals are temporal sequences: a player who fails a level repeatedly, then browses the store multiple times, while their friends have recently purchased, is showing genuine intent. Flat propensity models miss these cross-table sequences.

What data drives IAP prediction accuracy?

Four tables matter most: session logs (engagement depth), store interaction data (browsing frequency and categories), level progression (frustration signals), and social connections (spending norms within friend groups). Adding guild-level spending data alone can improve prediction accuracy by 10-15%.

How do you identify first-time buyers in mobile games?

First-time buyer signals are different from repeat-buyer signals. Look for convergence of store browsing acceleration, progression frustration, and social proof (guild mates purchasing). Relational models are especially strong here because collaborative filtering has no purchase history to work with for never-purchased players.

What conversion rate improvement can IAP prediction deliver?

Games that target offers based on graph ML purchase intent typically lift IAP conversion from 2-3% to 5-8% among targeted segments. For a game with 2M DAU generating $30M in annual IAP, improving overall conversion by 1 percentage point adds $10M in revenue.

Should you use collaborative filtering or ML for game monetization?

Collaborative filtering works for item recommendation among existing spenders, but fails for first-purchase prediction where the player has no purchase history. Graph ML on relational data solves both: it predicts who will buy and what they will buy by connecting behavioral sequences across sessions, progression, and social data.

Bottom line: A free-to-play game with 2M DAU that converts 1% more free players to payers adds $10M in annual IAP revenue. Kumo detects purchase intent signals across store behavior, progression frustration, and social influence that propensity models on flat feature tables cannot learn.

Topics covered

in-app purchase predictionIAP conversion AIgame monetization MLplayer spending modelARPDAU optimizationgraph neural network monetizationKumoRFM IAP predictionfreemium conversion modelmobile game revenue AI

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KumoRFM

Relational Foundation Model

Turn structured relational data into predictions in seconds. KumoRFM delivers zero-shot predictions that rival months of traditional data science. No training, feature engineering, or infrastructure required. Just connect your data and start predicting.

For critical use cases, fine-tune KumoRFM on your data using the Kumo platform and Research Agent for 30%+ higher accuracy than traditional models.

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