Dream11
Social Gameplay

Designing how social behaviour could become part of the fantasy sports experience.

My role

Design Lead

Team

4 Product Designers
1 Researcher

Duration

Dec 18’ – Jul 23’

Four people around a phone showing the Dream11 feed, with follow and chat cues around them

Context

Dream11 in 2018

India’s largest daily fantasy sports platform.

45M+Registered users

~95%Of India’s fantasy market

CricketThe sport that mattered

IPLWhere the year peaked

A crowd of Dream11 players The Dream11 home screen in 2018, with the sport selector and upcoming matches

Daily fantasy sports - cricket

How it works?

1Select a match.

The match list on the Dream11 home screen

2Pick 11 players from both teams.

Choosing eleven players across both sides

3Join a contest and pay an entry fee.

The contest list with entry fees and prize pools

4Player performance determines your rank.

The live leaderboard with ranks and points

The ask

‘Social’ as Dream11’s competitive moat

The challenge

Competition was growing
New entrants backed by significant funding.

The opportunity

An expanding market
Fantasy sports was growing rapidly across India.

The idea

Build a social layer that would make Dream11 harder to replicate.

The starting advantage

45M+ people
Already played on Dream11.

Use the existing player network as the foundation for social gameplay.

Our approach

Build, test and learn

Why start this way?

A short timeline
Launch the first social experience by IPL 2019.

An established mental model
Users already understood feeds, messaging and social networks.

Existing player behaviour
Build on years of Dream11 usage data and behavioural learning.

Building on 3 key tenets

Create communities

Connect with friends, colleagues and people with shared interests.

Build social equity

Share knowledge, winnings and content to build recognition.

Enhance gameplay and trust

Learn from others, challenge friends and build social proof.

Three illustrations: connecting with friends, building social equity, and playing together

What we built

Feed: test the social network model

The Dream11 feed with posts from people you follow A daily poll and quiz card in the feed

What we learned

Follower farming shifted activity to YouTube and Telegram.

Teams became something users promoted and sold.

There was limited original user-generated content.

Moderation and service costs were high.

What worked

Daily engagement increased.

Private contests increased participation.

Polls and quizzes were popular.

Feed drove engagement, but had limited impact on gameplay and long-term retention.

What we built

Chat: bring social closer to gameplay

The old Dream11 chat list A Dream11 group chat thread

What we learned

Conversations were limited.

There was no strong reason to return.

Too many private contests created confusion.

Only 8% of users posted; most consumed.

What worked

Large private contests performed well.

Private contest fill rates improved.

Creation and sharing of private contests increased.

Early signs showed growth in mid-sized and large local groups, with slight retention increase ~1.5% post IPL.

What we built

Winners: test social proof

What we learned

Winners were hesitant to share videos, identities and stories.

The experience required manual moderation.

Profiles lacked complete gameplay statistics.

What worked

Users actively searched for recent Mega Contest winners.

Video testimonials and state-level segmentation worked.

Mega Contest participation increased among new users.

~12% reduction in trust-related complaints
8% WoW retention boost among users engaging 3+ times

We now had real data on user behaviour, not just assumptions.

We needed to understand the ‘why’ behind the ‘what’.

User research

Understanding the behaviour behind the data

Contextual inquiry and behavioural research helped us understand how people actually wanted to play together.

Contextual inquiry, behavioural study

32Users interviewed

8User groups

6States

Quantitative research

10+Surveys

100,000+Responses

What were players actually looking for?

I want playing fantasy sports to be fun and exciting.

‘I want to earn from my sports knowledge.’

Learn from experts.
Get help from friends.
Improve my teams.
Share knowledge.

‘I want to connect and play with like-minded people.’

Build recognition.
Compete with others.
Discuss sports and strategy.

‘I want to have fun while playing with others.’

Play with friends.
Have fun with other Dream11 users.

‘I want to collaborate with friends and win more.’

What the research found

Five archetypes, two ways of playing.

Anonymous Gamer

“I want to keep playing solo.”

Collaborative Gamer

“We don’t play against each other. We don’t take each other’s money.”

Collaborative Influencer

“What’s there to hide from friends? I share my strategy so they can improve.”

Monetising Influencer

“If people I know find out, my followers go up.”

Competitive Gamer

“Winnings turn into a party. Beating my friends is the thrill.”

Won’t play against people they know

COLLABORATIVE GAMEPLAY

They play with people they know, not against them.

COMPETITIVE GAMEPLAY

Beating someone they know is the point.

Plays against people they know

They did not want another social network.
They wanted to play together.

The pivot

Gameplay was the product.
Social behaviour worked when it helped people play, compete or collaborate.

We had to build
Social Network Gameplay.

Turning research into a roadmap

Ideation, prioritisation and roadmap creation

Discover user problems

Prioritise problems

Ideate

Prioritise solutions

Build the roadmap

The prioritisation board, problem statements scored and ranked

Each problem was prioritised against:

User value

How much the problem actually hurts the player.

TAM

How many players it affects.

Business impact

What solving it moves for the business.

Resulted in

Social Gameplay as a core experience

Feed
Chat
Winners

The social gameplay map: collaborative play on one side, competitive on the other

Vision: Enhance Dream11’s fantasy gaming experience by bringing people together.

Collaborative Gameplay
Play together, not only against each other.

Competitive Gameplay
Play and compete against the people you know/your circle.

Privacy and controls at the core
Ability to control

Product features

Bringing social gameplay into Dream11

The home screen showing which people in your network have joined a match

Home - track network

Showed increase in
match joins when users had network
playing the match

Leaderboard - track network

Profile - stats focused

Deep dive

Chat Groups

It shipped as Chat in 2020.
We renamed it Groups as the experience evolved around gameplay, not just messaging.

New groups

How groups embodied the social gameplay approach

The old Dream11 chat list The old chat thread, message focused

The old model was chat-first

Message focused

Familiar chat patterns

Limited gameplay integration

Little unique value

Relied on user-initiated actions

New groups

What the users saw when they landed on Groups

The Groups zero state, nudging you to sync your phonebook

Groups - zero state

The Groups tab with requests, contest invites and channels

Groups - with multiple channels

The new model was gameplay-first

More gameplay focused

Groups and DMs

Quick actions

Privacy and controls

New groups

What new users saw when they landed on Groups

82%

began creating a group and never finished. 2.5M people.

Turn the zero state into a starting point.

The Groups zero state, offering phonebook sync and suggested people

Create a new channel

Phonebook sync
to find people you know

Suggested people
from affinity graphs and
common network

New groups

What new users saw when they landed on Groups

The Groups tab with DM requests, unread channels and the create button

DM requests

Unread channels

Create new channels

New groups

Put gameplay actions within reach

The Groups tab for a returning player
A match card with quick actions revealed by a long press

Long press for quick actions.

The challenge sheet, opened from the same card

Challenge from the match card.

Contest invites
grouped by upcoming match.

New groups

What changed after the redesign

The redesigned Groups tab

What we learned

Rate limits and controls reduced unwanted DM requests and invites.

Contest invites refreshed manually or on page load to reduce system load.

Larger lists increased scrolling for a small fraction of users.

Impact

Group and DM activity increased 4X during IPL 2021.

Contest joins increased 8%.

H2H challenges increased in dormant DMs.

The messaging pane

Where the action was happening

A group thread with a challenge, a leaderboard and shared teams

Make gameplay visible inside the conversation

No way to track group performance.

Groups went quiet.

Players missed matches.

Team sharing was cumbersome.

The messaging pane

Turn the conversation into a gameplay surface

A group thread with a challenge, a leaderboard and shared teams

Group leaderboard
and challenge history

Native
gameplay objects

Send challenges
from the thread

The messaging pane

Group leaderboard

A group thread with a challenge and a leaderboard The group leaderboard opened from the thread

Group leaderboard

The full group leaderboard with every participant

The messaging pane

DMs - playing history and controls

A direct message thread carrying the head to head record and past contests The head to head score bar at the top of the thread The sheet explaining how the head to head score is counted

Head-to-head history

A chat request with ignore, block and accept, and the safety notice above it The permissions and controls screen

Permissions and controls

The messaging pane

Make gameplay native to the conversation

Shared teams

A private contest card as a native object in the thread A shared team rendered as a native object

Native gameplay objects

A system message recapping the top rankers A nudge to create a contest for the next match A system message inviting a rematch

System messages and nudges

What groups did for the social gameplay ecosystem

What Social Gameplay changed

The Groups tab with requests, contest invites and group leaderboard bands A group thread carrying system messages and gameplay objects

Learnings

Surface-level interactions had limited impact.

Automatic contests felt like noise, so we staggered them.

The system needed to become a more active initiator.

Impact

26% of IPL playing users were in a group.

3 to 5% platform retention lift every IPL after 2020.

Message senders were 1.8X more likely to play private contests.

System messages helped sustain retention through the lean season.

Team sharing became the foundation for the Guru Teams marketplace.

Impact

What Social Gameplay added up to

+7%W4 retention for users who joined challenges, against other contests

45%of private contest joins came through groups and DMs

11% to 63%challenge conversion, once the follow model was decoupled

58%of users joined automatic contests in the first 8 hours itself

What it opened up

Clan Wars became the next direction. Around a third of players preferred playing with friends rather than against them.

Team sharing outgrew Groups and became the Guru Teams marketplace.

The principle we carried forward: the system starts the game.

In closing

Social worked when it became part of the game

40% of the app was social by 2023

What came next

Social Gameplay was a strategy project at scale, built into an existing product.

This next one is a zero-to-one build. A gaming ecosystem from scratch, across strategy, product thinking and visual craft.

DreamPlay, casual real money gaming app