Zhanqi (Kei) Li Tencent App Store Reactivation

PM Portfolio · Case study · Tencent

Tencent App Store: three months to plan and launch a churned game-player reactivation system

Tencent App Store needed a new way to bring churned game players back before a return attribution policy took effect. I led the reactivation strategy, product design, and cross-team delivery, launching the system in three months.

Timeline Q4 2023 → launched Jan 1, 2024
My role Product lead — strategy through launch
Team mobilized 10+ people across data, design, engineering, and operations
First-month scale 30+ major games joined the shared game-player reactivation system
Associated payment flow Six-figure RMB daily GMV associated with returning game players— not measured as incremental revenue
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Tencent App StoreSearch games & apps
FeaturedWelcome BackAppsGames
Welcome-back gift Your reward is issued — sign in to a game to claim it
Game AInstall › Sign in Install
Game BDownload › Install › Sign in Download
Game CUpdate › Sign in Update
One-tap install all
More weekly tasksResets in 23:12:54
Reactivation zone recreated from the launched product

01 · Product & project background

Game-player growth drives Tencent App Store revenue.

Tencent App Store distributes both apps and games, but game players are the main source of revenue. Game purchases make up the large majority of the division's revenue. My team was responsible for game-player retention, reactivation, and revenue growth across membership, in-store product surfaces, and the download-to-activation funnel.

9:41
FeaturedWelcome BackAppsGames
Trending games
Tencent App Store home recreated for this case study

02 · The challenge

A new attribution policy put game-player retention and revenue at risk.

In Q4 2023, major game developers announced a return attribution policy effective January 1, 2024. A game player inactive for 30 days would be considered churned. When the player returned, future revenue would be attributed to the app store that brought them back. Tencent App Store therefore needed a systematic way to re-engage churned game players and support long-term game-player growth.

03 · My role

As project lead, I had 90 days to turn the attribution-policy threat into a scalable reactivation system — owning the strategy, the product design, and delivery across data, engineering, design, and operations.

Strategy 1 · why personalize

Personalize reactivation tasks by a game player's likelihood to return and long-term value.

Three patterns in game-player behavior supported a personalized reactivation strategy:

1

Game players often return through a convenient app store

Churned game players often choose whichever app store is easiest to access when they decide to return. A timely task or incentive can encourage them to return through Tencent App Store.

2

Game-player value varies significantly

A small cohort of high-value players contributed most game revenue. Offering every player the same incentive would allocate the reactivation budget inefficiently.

3

Return incentives can influence app-store choice

A previous first-purchase rebate pilot showed that rewards could influence which app store game players used. This provided evidence for using personalized incentives to support reactivation.

Strategy 1 · how it works

Three factors determine each game player's reactivation task and incentive.

For each churned game player, we estimated the likelihood of return, the difficulty of the return path, and the player's value. Multiplied together, these factors set the task and the incentive.

Personalized incentive — the task and reward each churned player sees

This case shows the decision framework. Internal scoring rules, task branches, and incentive levels are omitted.

Strategy 1 · in practice

The same formula, two different players, two different incentives.

A worked illustration of how the three factors combine into one decision. Factor levels and reward tiers below are illustrative — the real scoring and reward amounts are internal.

Player ARecently churned, still engaged
  • Likelihood to returnHighwas active last cycle
  • Return difficultyLowgame still installed
  • Game-player valueLowlittle past spend
Resulting incentiveStandard reward
Player BHigh-value, harder to win back
  • Likelihood to returnMediumchurned longer ago
  • Return difficultyHighuninstalled, older version
  • Game-player valueHighlarge past spend
Resulting incentivePremium reward

Strategy 2

Create a permanent reactivation entry point, not a one-time campaign.

The team chose a permanent entry point for game-player reactivation for three reasons:

1

Churned game players need a consistent return path

Game players may decide to return at different times. A permanent entry gives them a consistent place to find their return incentives and resume reactivation tasks.

2

Game players may churn and return repeatedly

Game players can go through multiple churn-and-return cycles. A permanent entry point allows Tencent App Store to re-engage them whenever they become eligible.

3

Campaign placements cannot provide a stable entry

Shared campaign placements are temporary and schedule-dependent. Game players could not reliably find or return to them after leaving the app.

04 · User experience

A four-step game-player journey from re-engagement to verified return.

The experience connects four steps: re-engage a churned game player on the home page, show personalized return tasks, save progress between sessions, and issue a reward after the game verifies the player's return.

9:41
FeaturedWelcome BackApps
Sign in after download — claim a rewardMore tasks ›
Game AUpdate › Install › Sign in Claim
1 · Home reminder cardRe-engages churned game players on the home page and directs them to the reactivation zone
9:41
FeaturedWelcome BackApps
Welcome-back gift Reward issued — sign in to claim
Game AInstall › Sign in Install
Game BUpdate › Sign in Update
One-tap install all
2 · The reactivation zoneGives each game player personalized return tasks and incentives through a permanent entry point
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Return progress3 / 5

Long downloads are fine — leave and come back, progress is held.

Download the channel package
Install the game
Open from our platform
4Sign in to the game
5Claim your reward
3 · Resumable progressShows each return step and saves the game player's progress between sessions
9:41
Claimed successfully Your reward is in your account — verified return confirmed Got it
4 · Verified rewardIssues the incentive after the game verifies the player's return

Screens recreated from the launched product. Game names and reward amounts are placeholders.

05 · Technical infrastructure

Led the 0-to-1 build of the personalized reactivation infrastructure.

The reactivation system connects the frontend, backend, data pipeline, game developers, and operations tools. Together, they identify eligible churned game players, assign personalized return tasks, verify game activity, and issue incentives.

The diagram shows the system at a high level. Detailed attribution and verification rules are omitted.

06 · Results · Jan 1–30, 2024

Led the compared internal channels, at six-figure daily GMV with a positive modeled direction.

Six-figure RMB daily GMV associated with newly attributed returning game players — payment volume, not platform revenue or incremental profit
30+ major games on the shared reactivation and verification system in month one — each new game was configuration, not a rebuild
Highest returning game-player scale among three internal channels Returning game players and associated GMV · January 1–17

This comparison covers three internal channels over a limited period. It is a benchmark, not a control-group analysis. Bar heights are illustrative.

Daily returning game players reached six figures and grew 20% in the first month Daily newly attributed returning game players
Jan 1Week 2Week 3Week 4

This is an observed post-launch trend. The axis is omitted, and there was no untreated control group.

Modeled revenue impact exceeded program cost Pre/post modeled revenue and cost
With activity (est.)Without (est.)Cost

Incremental ROI could not be measured because payment data could not be matched to segmentation devices. The model indicated a positive direction under its assumptions; the curves are illustrative.

These results cover the first month after launch (January 1–30, 2024). They show observed growth, associated payment volume, game adoption, and modeled impact — not results from a randomized experiment.