Nagendra Jaiswar
OTTConsumerGrowth

Launching MX Games to increase Ad-viewership

Designing an engaging casual-gaming environment that maximizes ad-watch without churn.

Role
Product Designer
Company
MX Player

Background

Low engagement and ad completion rate

Less than 2% of MX Player visitors were watching ads, limiting the platform’s primary revenue stream. Meanwhile, 98% of users were using MX Player primarily as a file manager, creating a major gap between user behavior and the product’s entertainment ecosystem.

Problem statement

Design an engaging casual-gaming environment that maximizes ad-watch without churn.

Goal

Use games to bring new and existing customers online?

Constraints

  • Can only offer basic casual games at best
  • Have limited dev-bandwidth (4 devs)
  • Limited time (1 month to launch)
MX Player — file manager, the app's dominant use case before MX Games
File manager

Research

Market research, user research & data analysis

Before designing anything, I needed a real read on why ad-watch was so low and whether a gaming layer could plausibly fix it — not just a hunch. That meant talking to actual users, running numbers on who was already on the platform, and checking what casual-gaming competitors were doing well.

01

1:1 Interviews

Took interviews with existing user including 5 MX Player OTT customers and 15+ casual mobile gamers via video calls and physical meetings.

02

Audio calls

Done a cold calling to 30+ new and repeat watch users.

03

Competitor analysis

Done a competitor audit of 20+ casual gaming apps on iOS and Android.

User persona

Primary target audience

Casual Gamer

Casual Gamer persona avatar
Age:
15-25
Occupation:
Students
Device:
Mid-range android
Data usage:
Limited/ Expensive

Habits

  • Plays games in short bursts during commutes or breaks (5-10 minutes)
  • Prefers quick and engaging games like Cricket, Ludo, and Puzzle games
  • Enjoys playing with friends and participating in social features like leaderboards and challenges

Research Insights

  • Users rarely play unless there’s a reward — “Why should I play? What do I get”
  • Too many ads will make them leave — “I am not watching a 30 second ad on game start”
  • Awareness is the key to scaling — “I didn’t know MX had anything other than file manager?”

Wireframes

To start with, we worked on initial wireframes

  • Basic Coin Economy
  • Simple Leaderboard
  • Few ad placements
Wireframe — file manager with folders and downloads badges
Wireframe — game tournaments feed with ad placements
Wireframe — Bubble Shooter tournament leaderboard, Join Now state
Wireframe — Bubble Shooter tournament leaderboard, Play Again state
Wireframe — Bubble Ultimate Tournament leaderboard with Play Again
Wireframe — Can Win reward tiers with join options
Wireframe — All Games categorized grid with category tabs
Wireframe — Coin Balance tooltip on the games home screen

Design

MVP launch in 1 month

  • Win real money
  • Cash in-out functionality
  • Convert coins to real cash
MVP — games home screen
MVP — gameplay screen
MVP — score and reward screen

Key learnings after release

  • Money is the biggest reward we can offer — People don’t want coupons, but even ₹1 is enough to engage for hours.
  • Competition is key to repeat engagement — Introduce new formats of competition, but with existing single-player games.
  • User want to play with their friends — Need to introduce or simulate real time multiplayer gaming.

Design

Cash economy introduced

  • Win real money
  • Cash in-out functionality
  • Convert coins to real cash
Cash economy — MX Rewards balance and Paytm withdrawal history

Design

Timed tournaments introduced

Multiple players play the same game and compete for the best score in a limited time

Metrics

Playtime, AdWatch time, CTR

Results

300%

Increase in playtime in less than 2 months, 40% higher CTR than normal game.

Timed tournaments — Tournament 1 detail page with prize pool and leaderboard

Design

Battle Mode introduced

Play against another players in real time to achieve consecutive wins

Metrics

Playtime, AdWatch time, CTR

Results

30%

share of total playtime — huge engagement increase.

Battle Mode — game discovery feed with 1v1 Battle Mode card
Battle Mode — Battle to Win Cash detail screen

Design

Offline users → Online

Bringing offline users to online by offering multiple nudges

Metrics

Playtime, AdWatch time, CTR, New Users

Results

Conversion

Increase in number of "never-online" users playing games

MX Games — offline home screen, go-online score screen, and nudge cards for tournaments, offline status, premium movies, and coupons

Design

Homepage evolution

Evolution of Game Homepage in 1 year

Games homepage — early iteration, tournament-focused hero with Win Up To banner
Games homepage — mid iteration, adds Recently Played and Your Tournaments rows
Games homepage — later iteration, adds New Release hero and Khelo Aur Jeeto rewards banner

Outcome

What MX Games changed in 1 year

0MMonthly Active Users
0MGames played/day
0%Revenue Contribution
0minstime spend/session
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