Why CRM Fails in Gaming (And What We Should Be Doing Instead)
- Ryan Pierce
- Apr 10
- 3 min read
Let’s be honest—CRM in the gaming industry is broken, and it’s costing studios both engagement and revenue.
Not because the tools aren’t powerful. Not because the players don’t want personalized experiences. And definitely not because there’s a lack of data. It’s broken because somewhere along the way, we started thinking of CRM as a box to check, not a lever for growth.
And that’s a problem. Because in an industry where attention is fleeting and competition is ruthless, how we manage our player relationships can make or break a game’s long-term success.
We Built the Stack, But Not the Strategy
Every studio I’ve worked with has a CRM stack. That’s never the issue. The problem is that we treat CRM like a toolset, not a mindset. Campaigns become a checklist—Day 1 push, Day 7 offer, re-engage after 30 days. Rinse and repeat.
But real CRM is about understanding people. Why they play. Why they stop. What makes them feel connected to your game, your studio, your community. And that doesn’t live in your ESP or your automation flows—it lives in how you think.
Data-Rich, Insight-Poor
Let’s talk about data. Gaming studios are sitting on behavioral goldmines—session logs, purchase events, progression milestones. But most CRM teams I’ve seen can’t touch half of it without weeks of engineering work. So they default to vanity segmentation: active vs. lapsed, spender vs. non-spender.
It’s no surprise our messages end up feeling irrelevant. We have the data to be deeply personal, but not the access, the alignment, or frankly, the internal clout to use it effectively.
The studios getting this right? They treat CRM and data as two sides of the same coin. And they bring them into the same room—literally.
Creative That Feels Robotic
Another place we go wrong is creative. Let’s not sugarcoat it—most CRM creative in gaming is lazy. Same promo banner, different emoji. Messages that could be for any game, any genre, any audience.
And it’s a shame, because the game itself is often rich with story, art, emotion. If your CRM doesn’t reflect the soul of the game, it’s a missed opportunity. You're not just sending messages—you’re extending the experience.
The best CRM I’ve seen makes the message feel like gameplay. It uses voice, visuals, and timing that feel like they belong in the player’s journey—not like they were pulled from a campaign calendar.
The CRM–Product Disconnect
Here’s the elephant in the room: most CRM teams are downstream from decisions.
By the time product has defined the roadmap, and engineering has scoped it, CRM is brought in to “support the launch.” But by then, it’s too late to do anything meaningful. You’re left hacking together flows with what’s already tracked and already approved.
But what if CRM was upstream? What if it was involved in the design of the player experience, not just the follow-up messaging?
The teams winning long-term player loyalty are the ones where CRM is seen as a strategic function—not a service org.
So, What Should We Be Doing Instead?
Here’s the shift we need:
From touchpoints to journeys. Stop planning emails. Start planning experiences.
From generic to relevant. If your campaign could be sent to any game, don’t send it.
From reactive to embedded. Make CRM a core part of product and data conversations.
From “what can we send?” to “why would the player care?” That’s the north star.
CRM has the potential to be a true driver of retention, LTV, and brand love in gaming. But only if we treat it with the same care, curiosity, and creativity we put into our games.
🎯 Want to see how your CRM stacks up?
Check out our CRM Health Checks designed specifically for mobile gaming studios. We’ll help you assess gaps, unlock quick wins, and build a player-first roadmap that actually delivers.
Want to build CRM that actually moves the needle?
I help studios rethink their approach to player engagement—from the ground up. If this hit a nerve, let’s talk.
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