Most business advice assumes you're playing one game.
But you're almost always playing one of two:
A one-shot game: you deliver value once, the relationship ends, and you hope for a referral.
A repeated game: you deliver value in cycles, and the relationship continues until it doesn't.
That distinction sounds academic—until you realize it changes everything about how you design work, measure success, price, hire, and grow.
In Deliberate Work language, the test is simple:
Does the cycle of Engagement, Retention, Revenue, and Referral (ERRR) happen more than once inside the offering?
If no → AAERRR (linear)
If yes → AA(ERRR) (loop)
And here's the game theory parallel:
AAERRR is a one-shot interaction.
AA(ERRR) is an iterated (repeated) interaction.
That one shift—from one-shot to repeated—is the difference between "optimize the transaction" and "design the relationship."
The Hidden Game Inside Every Offering
Game theory's core move is simple: your outcome depends on other people's choices, and their outcome depends on yours.
In business, that's not a metaphor. It's literal:
- You choose how to deliver value (invest vs. skim).
- Customers choose how to respond (adopt vs. ignore, renew vs. churn, refer vs. stay silent).
- Competitors, partners, employees, and regulators do the same.
A Nash equilibrium is a state where no player can improve their outcome by changing strategy unilaterally. In plain English: stable behavior patterns emerge—not because everyone loves each other, but because changing alone doesn't pay.
Here's the practical connection:
In AAERRR, stability comes from execution: deliver once, deliver well, capture referral at peak satisfaction.
In AA(ERRR), stability comes from designing incentives so that continuing the relationship is rational for both sides, cycle after cycle.
That's repeated-game territory.
AAERRR: The One-Shot Game (Throughput Wins)
A roof installation runs ERRR once. A consulting project with a defined endpoint runs it once. A one-time implementation runs it once.
In a one-shot game, there's no future round to "make it right."
So you optimize for:
- Throughput (how quickly and reliably work moves through the value stream)
- Quality at delivery
- Capturing the referral at the moment of peak value
That "last mile" matters because you often don't get another chance.
This is why project-based businesses tend to be operationally focused. The game rewards finishing well. And this is why so many companies struggle when they try to accidentally behave like subscription businesses (or vice versa). The game changed, but the operating system didn't.
AA(ERRR): The Repeated Game (The Loop Wins)
A SaaS subscription runs ERRR every billing period. So do retainers, maintenance contracts, memberships, and many "ongoing service" relationships.
In recurring models, Engagement isn't just a stage—it's a container for a loop.
That's not just semantics. It changes the strategy.
Why repeated games behave differently
In a one-shot Prisoner's Dilemma, defection is the rational choice. In repeated versions, cooperation can emerge because future consequences change incentives.
The Stanford Encyclopedia of Philosophy puts it plainly: in repeated games, players can punish defection in later rounds, which can sustain cooperation—but the details matter (like uncertainty about when the game ends).
That's exactly what recurring business is:
Each renewal is another round.
Each billing cycle is another move.
Each customer relationship is a long-run interaction with memory.
So AA(ERRR) offerings must be optimized for the loop, not the handoff.
The Customer Relationship Is a Prisoner's Dilemma (Whether You Like It or Not)
Let's name the awkward truth: many recurring businesses accidentally create a Prisoner's Dilemma with their customers.
Each cycle, both sides face temptation:
Company temptation
Cut service, hide value delivered, extract maximum while delivering minimum.
Customer temptation
Don't adopt, don't engage, treat it as a line item, cancel at the first inconvenience.
Mutual cooperation looks like: Company delivers real value and surfaces it. Customer uses it, renews, and refers.
Mutual defection looks like: Company hides behind "features" while shipping low outcomes. Customer disengages, churns, and tells nobody.
This is why "Retention" can't be passive. In the loop, retention is the deliberate act of communicating value delivered—so the renewal decision remains rational.
And this is why, in the ERRR loop, Revenue is a renewal decision, not just a transaction.
What Great Recurring Businesses Do (Game Theory Edition)
Repeated-game theory doesn't say "be nice." It says: design incentives so cooperation is stable.
Here's what that looks like—straight out of the game theory playbook.
1) Make cooperation the obvious best response
If customers can't visibly win by using you, you're asking them to cooperate on faith.
So you build: usage summaries, outcome reporting, progress milestones, "here's what you accomplished this month" retention mechanisms.
2) Punish defection—without becoming punitive
In repeated Prisoner's Dilemma, "tit-for-tat" is famous because it's simple: cooperate first, then mirror behavior.
In business, this isn't about revenge. It's about guardrails: tightening service levels when customers don't engage, constraining access when payments lapse, escalation policies that are predictable, not emotional. Predictability matters because it changes expectations—and expectations shape behavior.
3) Use commitments to change the game
Thomas Schelling showed how commitments can shift outcomes: sometimes you strengthen your position by restricting your own options, making your future behavior credible.
In business terms, commitments look like: SLAs you actually honor, transparent pricing that removes renegotiation games, product roadmaps tied to customer outcomes, guarantees that force you to deliver (and signal confidence). These aren't marketing flourishes. They're incentive design.
4) Treat partnerships as "co-opetition," not romance
Some of the highest-leverage business relationships are neither pure competition nor pure cooperation.
Brandenburger and Nalebuff popularized "co-opetition" as a strategy lens: competitors can be complements, partners can be rivals, and the goal is to change the game intelligently. If you have a platform, an ecosystem, a marketplace, or channel partners, you're in multiplayer game territory whether you admit it or not.
Don't Classify the Business. Classify the Offering.
This is where many operators get stuck: they try to label the company instead of the offering.
But companies can run both games at once:
A solar install (AAERRR) plus monitoring subscription (AA(ERRR)).
Tax prep (AAERRR) plus monthly bookkeeping (AA(ERRR)).
Same brand. Same customer. Two different games. Two different operating systems.
And the classification follows the designed work, not the pricing model, the contract term, or customer behavior.
Why This Matters: The Game Determines the System
Classification isn't an academic exercise. It determines what you build.
AAERRR offerings need systems that maximize completion: milestones, handoffs, quality gates, and a clear definition of "done."
AA(ERRR) offerings need systems that optimize continuity: value delivery + value recognition + renewal mechanics + repeatable referral moments.
If you use the wrong system, you get predictable pain:
"We have churn but customers love us."
"Customers say they love us but don't renew."
"We're always onboarding, never compounding."
"We keep shipping features, but retention doesn't move."
These aren't mysteries. They're symptoms of playing a repeated game with a one-shot operating system.
A Practical Way to Apply This
Take any offering you deliver and answer three questions:
1. Is this a one-shot game or a repeated game?
(Does ERRR cycle more than once?)
2. What does defection look like on each side?
Company defection: cutting value / hiding value / extracting value
Customer defection: non-adoption / non-renewal / silent dissatisfaction
3. What mechanisms make cooperation stable?
Value visibility (Retention as value communication)
Credible commitments (guarantees, SLAs, transparency)
Predictable consequences (not surprises)
If you can't answer these clearly, your offering isn't "bad." It's just underspecified as a game.
Final Thought
In recurring revenue, the real work isn't in the funnel. It's in the loop.
Game theory gives you a clean way to see why:
One-shot businesses win by finishing well.
Repeated-game businesses win by making cooperation stable.
Know which game you're playing—then design accordingly.
Sources & Further Reading
- Nash equilibrium (definition + intuition): Encyclopaedia Britannica — "Nash equilibrium"
- Game theory foundations in economics (Nobel press release, 1994): NobelPrize.org — "The Prize in Economics 1994 – Press release"
- Repeated games, cooperation, and tit-for-tat (authoritative overview): Stanford Encyclopedia of Philosophy — "Game Theory" and "Prisoner's Dilemma"
- Commitment, credibility, and conflict (Nobel press release, 2005): NobelPrize.org — "The Prize in Economic Sciences 2005 – Press release"
- Cooperation in repeated Prisoner's Dilemma: Axelrod, R. (1984). The Evolution of Cooperation. Basic Books.
- Game theory for business strategy: Dixit, A. & Nalebuff, B. Thinking Strategically. W.W. Norton.
- Co-opetition (competition + cooperation as strategy): Brandenburger, A. & Nalebuff, B. (1996). Co-opetition. Crown Business.
- Pirate Metrics origin (AARRR): McClure, D. (2007). "Startup Metrics for Pirates: AARRR!" 500hats.
- The Admiral's Framework: Minock, J. "The Admiral's Framework: AAERRR." Being Deliberate.