BetMGM
Case Study
Free Spins

Flow overview

Four ways a player meets Free Spins

I mapped each flow as a product behaviour, not just a screen journey. Each one connects what the player is trying to do with the business outcome, the risk to manage and the metric I would use to validate success.

Player behaviour

What the player notices, understands and decides during the reward journey.

Product outcome

How the flow supports activation, completion, retention or reduced confusion.

Validation

Which metric would show whether the flow is working after launch.

01

Minimised component creates reward awareness during play

02

Player notices Free Spins without leaving the game

03

Player opens the component to understand eligibility and value

04

Player taps Start Free Spins from the expanded state

05

Active state confirms progress, remaining spins and winnings

01Prototype flow

In-game discovery

The default path. The player notices, opens, understands and activates the reward.

Player behaviour

The player notices an available reward during the current session and understands that it can be used now.

Product outcome

Increase Free Spins discovery and activation while reducing the chance of the player using their own money by mistake.

Success metrics

Discovery rateActivation rateBonus completion rate

Design decision

The component needs to be present without getting in the way. It sits at the bottom of the screen, with a fallback for providers that already use that area.

01

Player taps the gift icon in the top menu

02

Rewards panel shows available Free Spins and eligible games

03

Player understands where the reward can be used

04

Player enters an eligible game from the reward journey

05

The in-game component appears when the game loads

02

Gift icon entry

The player actively looks for rewards, then moves from the rewards area into an eligible game.

Player behaviour

The player uses the existing reward mental model to find Free Spins and move into an eligible game.

Product outcome

Connect the in-game component to the wider rewards ecosystem and support return-to-game behaviour.

Success metrics

Eligible game entry rateReward engagementSession return rate

Design decision

Some players look for rewards in the gift icon, not inside the game. Both entry points should connect to the same reward journey.

01

Error is visible from the minimised state

02

Player opens the component to understand what changed

03

Clear CTA explains the rule: Adjust bet to £2.00 or less

04

Player lowers the bet and stays in the journey

05

Component returns to available and the player can continue

03Prototype flow

Error recovery

The player is blocked by a rule, but the component explains the issue and helps them recover.

Player behaviour

The player understands why they are blocked and can fix the issue without abandoning the reward.

Product outcome

Reduce frustration, bonus abandonment and support contacts caused by unclear bonus restrictions.

Success metrics

Error recovery rateSupport contact reductionAbandonment rate

Design decision

The error should say what went wrong and what to do about it. It should solve the problem, not just describe it.

01

Expiry threshold triggers a softer warning state

02

Amber chip and clear copy explain the time left

03

Player can choose to act, dismiss or continue playing

04

Expiry messaging remains factual and transparent

05

The state updates calmly if the reward expires

04

Expiring soon

The player receives clear expiry information without pressure or manipulative urgency.

Player behaviour

The player understands the reward is close to expiry and can make an informed choice.

Product outcome

Support reward completion without creating pressure, dark patterns or irresponsible urgency.

Success metrics

Expired bonus rateCompletion rateDismissal rate

Design decision

Responsible gaming lives inside the interaction and copy, not as a disclaimer at the bottom. The UI should inform, not push.