Rank system: definition and use in IZI
Client rank system in IZI
Section titled “Client rank system in IZI”The rank system — client levels automatically assigned based on accumulated metrics (gaming hours or total spending). Each level provides certain privileges and creates visible progress for the player.
Definition
Section titled “Definition”The rank system is a “status ladder” in the club’s loyalty program. Every new player starts at the base rank. As they accumulate hours or spending they climb the levels, receiving increasingly significant privileges.
Unlike one-time promotions or top-up bonuses (which work at the single transaction level), the rank system is about long-term relationships: the longer and more actively a player visits, the higher their permanent status.
Three effects of the rank system:
- Progress — the player sees “X hours to the next rank,” motivating more frequent visits
- Cost of leaving — a high rank = accumulated status that is lost when switching clubs
- Segmentation — ranks automatically divide the base into cohorts of different value
Where it is used in IZI
Section titled “Where it is used in IZI”In IZI the rank system is configured in the Player groups or Loyalty program section (depending on version):
- Assignment criterion — gaming hours, total spending or top-ups, or a combination
- Thresholds — values for each level (e.g.: 0–20h = Newcomer, 20–100h = Regular, 100–300h = Veteran, 300+h = Legend)
- Rank privileges — higher bonus percentage on top-ups, access to specific zones, multipass discount, queue priority
- Automatic update — IZI recalculates the rank each time player metrics are updated
The player’s current rank is visible on their customer card and (if configured) in the IZI mobile app.
How to build a rank system
Section titled “How to build a rank system”Step 1. Define the criterion. Hours are more transparent for the player (“play 100 hours”). Spending correlates better with actual club value. You can combine both.
Step 2. Set thresholds. Target: first rank — 1–2 months of active visits (≈ 8–12 visits of 2–3 hours); top rank — 9–12 months of consistent attendance. Thresholds should feel achievable but require effort.
Step 3. Assign privileges. A privilege must be meaningful for the player and economically justified for the club. Typical options:
| Rank | Example privilege |
|---|---|
| Base | Standard top-up bonus percentage |
| Regular | +2–3 p.p. to bonus percentage |
| Veteran | Free hour on birthday, VIP access during off-peak hours |
| Legend | Maximum bonus, named account, priority booking |
Step 4. Ensure visibility. The player must know their rank, current privileges, and how far to the next level. This is the key condition — without visible progress the system does not work as a motivator.
Connection to other tools
Section titled “Connection to other tools”The rank system is most effective combined with other IZI mechanics:
- Top-up bonuses: rank affects the base bonus percentage → the higher the rank, the more rewarding it is to top up → AOV and ARPU grow automatically
- Multipass: a multipass discount for high ranks encourages switching to package consumption
- RFM segmentation: rank is one of the proxy parameters for M and F in RFM; players with a high rank almost always fall in the “champions” segment
Common mistakes
Section titled “Common mistakes”- Too many levels — 8 ranks confuse the player; the optimum is 3–5
- Privileges without real value — “3% discount for Veterans” does not motivate; the privilege must be noticeable
- Rank demotion for inactivity — if the club demotes a rank after a missed month, the player feels it is unfair; use this mechanic cautiously
- Ranks without visible progress — if the player does not know they are a “Regular” or how far they are from “Veteran,” the system does not work
Related
Section titled “Related”- Player groups — the segmentation mechanism on which ranks are built
- Top-up bonuses — a rank privilege often means a higher bonus percentage
- LTV — the rank system directly works to increase customer lifetime
- Churn — a high rank creates a barrier to churn
- RFM segmentation — ranks and RFM complement each other in base segmentation
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Frequently asked questions
What is the client rank system in IZI?
The rank system — levels assigned to players based on accumulated gaming hours or total spending. Each rank can provide privileges: a higher bonus percentage on top-ups, access to specific zones, discounts on multipass.
By what parameters are ranks assigned?
In IZI a rank can be assigned based on: accumulated gaming hours, total top-ups or spending over all time, or a combination of parameters. Configured by the club owner according to their loyalty model.
How does the rank system differ from a top-up bonus program?
Top-up bonuses are a one-time mechanic: top up → receive a bonus. The rank system is cumulative: the more a player contributes overall, the higher their rank and the more permanent their privileges. Both tools work together: rank affects the base bonus percentage on top-ups.
How does the rank system affect customer retention?
Ranks create a 'status ladder' — the player sees their progress and how many hours remain until the next level. This motivates more frequent visits to reach the next rank. In addition, a high rank increases the cost of leaving: switching to a competitor means losing accumulated status.
How many levels should a rank system have?
Optimally 3–5 levels. Fewer gives no sense of progress; more causes disorientation. Ranks must be achievable: the first rank within 1–2 months of active visits, the top rank after 6–12 months.