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Playbook · Mature to Stalled / declining

Mature and Stalled × Start

A large base brings very different newcomers. Split onboarding by segment, rescue high-value accounts with a person before their churn point, and re-mine the Habit Path, which drifts as the product changes.

M4-M5 ×Start2 lead moves
M4 Mature
Can we deepen and protect the habit?
M5 Stalled / declining
Is this a discovery collapse, an endgame collapse or novelty decay?
Start
Do new users reach their first big win fast, and feel smart doing it?

M4-M5 × Start

The playbook

Goal. Each important segment gets a first session built for it.

Moves. Onboarding per segment, using data-driven segments rather than player types OCT-M09 (Actionable Gamification Ch.3, p.42); a human mentor before the churn point for high-value accounts GT#61 (Actionable Gamification Ch.9, p.196); re-mine the Habit Path on recent cohorts HK-T13 (Hooked Ch.3); at Stalled, remove features new users no longer need HK-ACT43 (Hooked Ch.8).

Lead with these moves

  • TechniqueEvidence grade D. Practitioner framework or anecdote: plausible, untested.

    Onboarding by segment: Level III (OCT-M09)

    separate journeys for different user groups

    Map where each user segment's motivation breaks across the four phases, then give each segment its own first steps and route to progress: admins and end users, new and returning users, creators and viewers. Chou's warning case is a product where only the most aggressive users stay.

  • TechniqueEvidence grade D. Practitioner framework or anecdote: plausible, untested.

    Mentorship: newcomer rescue (GT#61)

    veteran guide before the drop-off point

    Connect new users with an experienced user or a real person just before the point where newcomers usually quit. Chou's own story: about 40 minutes into a game he meant to try briefly, a mentor appeared, gave him a strong item and fought beside him, and he kept playing for two months.

Not now

  • Content re-skinsA new coat of paint fades faster than the content it covers.
  • Urgency and loss pushes on a tired basePressure on a tired base speeds up the exits it is meant to stop.

Limits

What we don’t claim

Sources

  • Hooked · Nir Eyal

    Ch.3 · Ch.8

  • Actionable Gamification · Yu-kai Chou

    Ch.3, p.42 · Ch.9, p.196

Source IDs: OCT-M09GT#61HK-T13HK-ACT43

Book content is paraphrased, never quoted at length. Last verified October 24, 2026.

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