🇬🇭 Ghana · Concept Testing · 2026 · Dexwin × MTN

MTN OneUp Gaming
Insights Dashboard

Strategic analysis of usability concept testing results for the unified MTN OneUp Gaming Platform across the Ghanaian market.

0
PARTICIPANTS
0
CORE THEMES TESTED
0min
SESSION DURATION
3.21/4
OVERALL RATING
Top Feature: Reward System 85%
Top Friction: Groups/Forums/Tribes Confusion 73%
Critical Issue: Gem value transparency
Primary Device: Android 92%
Preferred Payment: MOMO 80%
Participant Demographics
Profile breakdown across 40 participants — 100% Ghanaian-based
40 Participants
👥
40
Total Participants
▲ Ghana 2026
♀️
52%
Female Participants
Majority
♂️
48%
Male Participants
Near equal split
📱
92%
Primary: Android
Dominant device
Casual Players
40%
Moderate Gamers
25%
Competitive Players
20%
Non-Gamers
15%
Android
92%
Console (PS5)
5%
Desktop/PC
3%
Tablet
2%
Participant Profiles
Preferred platforms, discovery channels, genres and MTN game awareness
Friends & Word of Mouth
50%
App Store / Play Store
32.5%
Social Media Ads
22.5%
YouTube Videos / Reviews
10%
In-Game Ads
7.5%
Key Opportunity

Since 50% discover games through friends, the referral reward system should be the #1 growth lever for user acquisition.

Never heard of MTN Gaming
67.5%
Heard but never used
25%
Previously used
5%
Aware but not interested
2.5%
38%
Action / Shooting
Most popular genre
28%
Puzzle / Word
Strong female preference
18%
Strategy / Building
Growing segment
12%
Sports / Racing
Football missing!
Executive Summary
Top features loved and key friction points identified from usability testing
What Participants Loved
01 Reward System
85%
02 Simple Sign-Up
78%
03 Leaderboards
75%
04 No Download Required
72%
05 Flexible Payment
71%
06 Community Features
68%
⚠️
Friction Points
01 Groups/Forums/Tribes
73%
02 Icon-Content Mismatch
68%
03 No In-Game Tutorials
65%
04 Subscription Confusion
64%
05 Gem Conversion Rates
61%
06 Location Privacy
48%
Discoverability
First-impression & link testing — participants received platform link as if from a friend
2.9 ★★☆☆ /4
😊
49%
Positive / Intrigued
Clicked quickly
🤔
35%
Skeptical / Concerned
Security concerns
⚠️
22.5%
Cautious / Conditional
Needed validation
SENTIMENT
%Percentage
Core Motivation
Behavior
Positive
42.5%
Trusted Friend & Visual Appeal
Clicked quickly, low friction
Cautious
22.5%
Need context & Validation
Sought explanation before clicking
Skeptical
35%
Security concerns / Scam
Avoided external links
Conversion Opportunity

The 35% skeptical segment can be converted with MTN brand verification, clear safety signals, and demonstrated value upfront.

47.5%
Confused / Overwhelmed
35%
Asked for Tutorial
17.5%
Understood Quickly
Age GroupPercentageKey Behavioral Pattern
18–2440%Most understood the game quickly
25–3452%Felt overwhelmed / Asked for tutorial
35+68%Confused, high skepticism
⚠ Critical Insight

Game familiarity is a significant factor in initial experience success. New players — especially 35+ — require substantial in-game guidance. Without tutorials, onboarding fails for 82.5% of users.

The visuals look good, similar to Clash of Clans. I like that it didn't open as a website with a URL.

Participant A

I expected a list of games, but this shows friends online near me — a discovery page for who's online or to play with. The icon isn't what I expected; I'd prefer a list of games, not people.

Participant B
Personalization
Sign-in, preference selection, and avatar customization analysis
58% positive
Satisfied with page
57.5%
Not Satisfied
22.5%
Asked for More Features
20%
Key Satisfaction Drivers

✓ Minimal information required   ✓ Simple and straightforward   ✓ No excessive data collection   ✓ Fast process

3.3 ★★★☆
out of 4
Limited Customization Wanted
52.5%
Feminine Representation Needed
32.5%
Photo Upload Requested
20%
Camera Icon Clarity

Only 47.5% understood the camera icon clearly. 32.5% partially understood, 20% were confused — labels needed.

⚠ Key Insight — Gender Divide

Female players prioritize feminine customization (hair, jewelry, makeup, clothing) to feel represented, while male players prioritize combat/role-play items (weapons, boots). The current avatar system fails both demographics adequately.

Rewards & Loyalty
Gem wallet, earn more, spend gems — the platform's most compelling and most confusing feature
2.9 ★★☆☆ /4
💎
27.5%
Understood Gems Immediately
Only 1 in 4
🤷
42.5%
Partially Understood
Needs clarity
30%
Confused About Value
Trust barrier
🔴 10-Gem Paradox Conversion Blocker 15% impacted
🟡 Gem Value Opacity Trust Barrier 30% impacted
🔵 Value Proposition Existential Question 20% impacted
⚠ Critical Issue

Users receive 10 free gems but the minimum redemption is 100. This creates immediate frustration. No currency equivalent shown — users can't judge if 100 gems for 5GB is fair vs. direct purchase.

100 💎
5 GB Data
Anytime data
25 💎
Play 5 Games
Achievement reward
25 💎
Invite to Battle
Social referral
1000 💎
GameWorld Pass
Premium access
Recommendation — Gem Transparency

Show "100 gems = 5GB data (GHS 15 value)" · Display currency equivalent for all rewards · Show comparison to direct purchase price · Implementing this would increase rating from 2.9/4 → 3.3/4 immediately, and to 3.8/4 fully.

10 gems should secure something. Minimum option should start at 5-10 gems, not just 100. Need to know 10 gems can buy something basic, otherwise offering 10 gems free is pointless.

Participant A

I wonder what makes this different from going to the Play Store, downloading, and playing games for free instead of paying. I don't really know.

Participant B
Community & Engagement
Chat, groups, forums, tribes, leaderboards and battle royale analysis
3.0 ★★★☆ /4
Text Chat / Messaging
70%
Competitive Battles
55%
Leaderboard Competition
50%
Forum Discussions
25%
In-Game Spectating
20%
FeatureUnderstoodConfused
Chat80%5%
Groups45%12%
Forums27.5%18%
Friend Invitations/Referrals
47.5%
Voice Chat / Calling
45%
Cooperative Play
40%
Tribe / Clan Membership
35%
Section Interest
Friends Leaderboard
85%
Groups Leaderboard
79%
Africa Leaderboard
35%
Area Leaderboard
20%
Section Clarity
Friends
89%
Groups
76%
Area
42%
Africa
10%
39%
Highly Competitive
40%
Casual Gamers
21%
Social Gamers
🏕️
Tribes Section — Major Confusion
Unclear vs Friends
44%
Didn't understand purpose
37%
Thought tribes were repetitive
22%
Unclear vs Groups
20%
Implement shared rewards
40%
Consolidate Groups/Forums
30%
Want better naming
27%
Shared Tribe Rewards
24%
⚠ Key Insight

Users didn't understand what "tribe" means in a gaming context. Unclear if it's different from "clan," "group," or "community." Recommend: rename Forums to "Game Discussions," make pre-created only, add clear labeling, and consolidate tribe/group concept.

Payment Options
Subscription plans, payment method preferences and trust levels in Ghana
3.5 ★★★½ /4
Key Insight

Monthly (44%) + Weekly (29%) = 73% of preferences. Remove daily subscriptions (only 5%). Add yearly — 17% requested it for maximum value.

📱
MOMO
80%
Confidence: 4.0/4
★★★★
📶
Airtime
15%
Confidence: 3.2/4
★★★☆
💳
Bank Card
5%
Confidence: 2.3/4
★★☆☆
⚠ Ghana-Specific Issue

Despite 80% confidence in MOMO and 85% of Ghanaians preferring it, about 90% of Ghanaians do not currently use MOMO. Auto-fill phone number for MOMO is critical. Bank cards face trust issues with recurring charges and auto-renewal.

If using Momo and my number is automatically filled in, I don't have to enter details like with bank cards. With Momo, autofilling my number would make it simpler. Should enable payment via mobile money wallets.

Participant A

Momo first, airtime second, credit card last. Momo is straightforward — just PIN confirmation. Airtime is similar to Momo. Credit card requires multiple steps like finding the card and typing numbers and expiry.

Participant B
Strategic Recommendations
How do we turn a 3.21 rating into a 4.0? Comprehensive adjustments for acquisition, retention & monetization.
80%
Focusing on the 5 strategic areas below addresses 80% of all negative user feedback
"Users here don't just want a game; they want a utility that helps them offset their daily data costs."
🔴 Tier 1: Mission-Critical UX Fixes (Immediate)
🎮
Add In-Game Tutorials
Implement step-by-step onboarding for first-time players. 82.5% of users needed guidance — especially 35+ age group (68% confused).
🎯
Clear Call-to-Action
Make it obvious what users should do next. Reveal features gradually — don't overwhelm on first launch. Progressive disclosure.
📋
Set Expectations Upfront
Show a brief intro explaining the no-download, instant-play concept. 35% avoided clicking due to scam concerns — brand verification critical.
💎
Fix Gem Transparency
Show "100 gems = 5GB (GHS 15 value)". Lower minimum redemption to 10 gems. Display currency equivalent for all rewards in real-time.
🟡 Tier 2: Engagement Enhancements
🏆
Geo-Localized Competition
Launch "Area Legends" localized leaderboards to spark neighborhood rivalries. Build competitive engine leveraging local community networks.
🔀
Adaptive Experience Paths
Implement tailored user journeys — 'Professional Mode' vs 'Student Mode' — to match varied daily routines and engagement patterns.
📣
Aggressive Marketing Campaign
With 67.5% unaware, there's significant room for awareness-building through social media ads and influencer partnerships.
👥
Leverage Friend Referrals
Since 50% discover games through friends, heavily promote the referral reward system. Make sharing frictionless with deep links.
🟢 Tier 3: Long-Term Platform Strategy
🗂️
Simplify Community Architecture
Consolidate Groups/Forums/Tribes into 2 clear concepts. Rename Forums to "Game Discussions." 73% confused by current structure.
📅
Restructure Subscriptions
Remove daily plan (5% preference). Keep weekly + monthly. Add yearly option (17% requested). Bundle value must be clear upfront.
🎨
Expand Avatar Customization
Add gender-specific accessories: hair/jewelry for female players, weapons/combat gear for male players. 52.5% want more customization options.
📍
Optional Location Sharing
Make "Near Me" location access optional, not mandatory. 48% raised privacy concerns. Opt-in with clear privacy messaging.