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In-Game NFTs

Play to Earn NFT Games: Current Trends in Asset Liquidity

The central problem facing play to earn NFT games is no longer whether a digital item can be minted, traded or displayed.

Play to Earn NFT Games: Current Trends in Asset Liquidity

It is whether that item can retain a functioning market once the initial attention has moved elsewhere.

The distinction matters. A game can report millions of daily active wallets and still offer players a thin, unstable market for its weapons, land parcels or character assets. A collection can have a visible floor price and still be effectively illiquid if most holders are unwilling to sell, buyers are concentrated among a few large wallets, and the item has little use beyond speculation. In 2025, this gap between activity and economic durability became harder to ignore. Blockchain games recorded an average of 4.66 million daily active wallets in the third quarter, representing 25% of all Web3 wallet activity. At the same time, 97% of Web3 gaming token launches reportedly underperformed market expectations.

These figures describe an industry with substantial participation but weak value retention. The current direction of travel is therefore away from the short-lived NFT mint and toward more deliberate systems for in-game NFT liquidity: marketplace infrastructure, utility-based assets, automated market makers and forms of interoperability that may allow digital identity and ownership to persist beyond a single product cycle.

The liquidity paradox: activity does not guarantee a market

The language of liquidity is often borrowed from financial markets, but in games it describes a more complicated social system. A liquid market requires buyers, sellers, discoverable prices and enough transaction volume for an owner to exit without significantly moving the price. In-game assets add another condition: the item must remain meaningful to the people who might buy it.

A weapon skin with no competitive advantage can still have a market if it carries status, scarcity or cultural recognition. A plot of virtual land can retain demand if it offers land utility through access, production, events or social infrastructure. A character NFT may be valuable because it unlocks content, but its value can also fall sharply if the developer changes the rules or introduces a cheaper substitute.

This is why a marketplace filled with listed assets does not necessarily indicate healthy in-game NFT liquidity. Listings show supply. They do not prove that buyers are present at the prices sellers expect.

The market for play-to-earn assets has also inherited a structural tension from the first wave of P2E design. Players were encouraged to think of game activity as a source of income, while the underlying economy often depended on a growing population of new participants. As long as new demand arrived, early assets could appear to appreciate. Once player growth slowed, the same assets became difficult to sell without accepting a loss.

The market’s scale is not trivial. The global play-to-earn market reached a reported $6.2 billion in 2025. Role-playing games accounted for the largest share, at 31.2%, while the Asia-Pacific region represented 45.3% of revenue. Those numbers show where the commercial weight sits, but they do not tell us whether individual players are earning crypto in games consistently or whether the value is being distributed broadly across the community.

In practice, the answer depends on who controls the assets, who provides liquidity and who bears depreciation when demand weakens.

A large wallet count can show that people are present in a game. It cannot show that the game has a durable economy.

From speculative mints to utility-driven economies

The NFT mint was once treated as the economic event around which a game could be organized. A limited collection created scarcity, scarcity created attention, and attention was expected to create a secondary market. This model was efficient at producing launches. It was much less reliable at producing long-term communities.

The more durable projects are now trying to make ownership consequential inside the game rather than merely visible on a marketplace. This does not mean every NFT must provide a financial return. It means the item needs a role in the social and technical architecture of the game.

Several forms of utility are becoming more important:

  • Functional utility: the NFT affects gameplay, access, crafting, progression or resource production. Its value depends on how often players use those functions and whether the developer keeps them relevant.
  • Status utility: the asset communicates achievement, affiliation or taste. This is common with rare cosmetics and virtual weapon skins, where the owner is buying recognition rather than mechanical power.
  • Access utility: the asset grants entry to events, communities, tournaments or restricted environments. Its market value is tied to the quality and scarcity of that access.
  • Interoperability utility: the asset can move between compatible games or services without losing its identity. This remains technically and commercially difficult, because visual portability does not guarantee functional portability.
  • Land utility: virtual land provides a site for commerce, social activity, production or user-generated content rather than functioning only as a speculative parcel.

Utility changes the basis of demand, but it does not eliminate risk. A game developer controls much of the context that gives an NFT meaning. If a reward system is rebalanced, a marketplace is closed, a blockchain bridge is disabled or a game loses its audience, the asset’s practical value may disappear even if ownership remains recorded on-chain.

This is the difference between ownership and power. A player may own a token in the strict technical sense while having little influence over the rules that determine what the token can do. Governance can address part of this imbalance, but token-based voting is not automatically representative. Large holders may have more voting power, while ordinary players contribute time, attention and social labor that are harder to measure.

The shift toward utility-driven economies is therefore also a shift in the politics of virtual worlds. Developers are deciding which assets matter. Marketplaces are deciding how they are priced and surfaced. Players are deciding whether ownership is worth the cost of participation. The smart contract may establish the record of ownership, but the community determines whether that record remains socially valuable.

Why AMMs are entering the in-game NFT conversation

Automated market makers are one of the main infrastructure responses to the liquidity problem. Instead of matching every buyer with a specific seller through an order book, an AMM uses liquidity pools that allow users to trade against a reserve of assets. In the context of Web3 gaming, this can make it easier to swap earned P2E assets into tradable cryptocurrencies outside the native game ecosystem.

That connection is significant. An item that can only be exchanged within a game is exposed entirely to that game’s player base and economic design. An item linked to broader liquidity venues may have more exit routes. It may also be easier to price, hedge or use as part of a wider portfolio of digital assets.

The benefits are not automatic. Pool design matters, and so does the quality of the assets placed in the pool. A shallow pool can produce substantial price impact, meaning a player receives considerably less value when selling a larger position. Volatility can also make the apparent liquidity misleading. An asset may be technically tradable while experiencing sharp price movement with each transaction.

There are further complications specific to NFTs. Fungible tokens can be exchanged in a relatively standardized way, but individual NFTs differ in rarity, attributes, history and utility. A rare weapon skin is not economically identical to a common skin from the same collection. Pooling them together may simplify trading while obscuring the differences that players actually care about.

The most credible use of AMMs in gaming may therefore involve narrower asset classes, curated pools and clear links between market price and in-game function. A pool for a standardized crafting resource is easier to understand than a pool containing thousands of unique land parcels. The former has a more legible use case; the latter combines speculation, geography, governance and social prestige.

AMMs can also change who participates in the economy. Players who do not wish to trade actively may still be exposed to market-making incentives, token emissions or impermanent loss through the structure of the pool. The technical system may increase available liquidity while transferring risk to users who do not fully understand it.

The point is not that AMMs are a solution in themselves. They are a financial layer. Whether that layer stabilizes an economy depends on the design of the game above it, the behavior of the community and the incentives attached to liquidity provision.

Liquidity is not the same as price stability

A market can become easier to enter and exit without becoming less volatile. These are separate properties.

AMMs may improve access to trading, but they cannot create organic demand for an asset whose utility has collapsed. They can make a transaction possible; they cannot make the transaction economically attractive. If a game’s player retention is weak, deeper liquidity may simply allow depreciation to happen more efficiently.

Monthly player retention across Web3 gaming was observed at around 35% in 2025. Retention is an imperfect measure of economic health, but it points to the same issue: assets require recurring human activity. Without players returning to use, display or discuss them, even technically sophisticated marketplaces struggle to support lasting value.

The empirical reality: concentrated ownership and negative returns

The ownership structure of NFT games complicates the idea that these economies distribute value broadly. An empirical measurement study of 12 NFT games on Ethereum found that a small number of top wallets controlled a disproportionately high share of NFTs. Most wallets owned only one or two NFTs and did not trade actively.

This pattern is familiar from other digital economies, but it has specific consequences in games. A concentrated group can influence scarcity, floor prices and the availability of key assets. It may also have greater influence over governance if voting power is connected to token or NFT ownership. The majority of players may form the active social base of the game while holding little economic leverage.

The same study found that players who traded NFTs in nine of the twelve games experienced a negative profit on average. This is a critical counterweight to the language of earning crypto in games. The existence of an exchange mechanism does not turn gameplay into reliable income, and a tradable NFT is not necessarily an appreciating asset.

The losses are not only the result of poor timing. Players face transaction costs, marketplace fees, changing token prices and the depreciation of items whose utility depends on a live game. Some may buy an NFT to participate rather than to speculate, but still experience a financial loss when they later exit. Others may receive rewards whose nominal value falls before they can convert them.

A game can be enjoyable while its assets depreciate. That distinction is frequently lost when player engagement, wallet activity and financial return are treated as interchangeable measures. A user may return because of friends, competition or progression, not because the underlying NFT has increased in value. Conversely, a wallet may interact with a contract without representing a committed player.

The social consequences are visible in how communities discuss fairness. When a game’s economy favors early entrants or large holders, later players can feel that the game’s rules are designed around extraction rather than participation. When developers alter reward rates to slow inflation, players who bought assets under earlier assumptions may regard the change as a breach of the informal contract between the studio and its community.

Governance mechanisms do not remove this tension. They can make decisions more transparent, but transparency is not the same as equality. A vote may be formally open to the community while remaining economically dominated by those with the largest positions.

Marketplaces are becoming economic infrastructure

In September 2025, Dapper Labs launched a specialized NFT marketplace for trading gaming assets, presenting a broader industry effort to improve digital asset liquidity. The significance of such platforms lies less in the existence of another trading venue than in the attempt to organize gaming NFTs as a distinct category.

General NFT marketplaces have often treated game items as one asset type among many. Specialized platforms can instead build around the information players need: rarity, historical use, compatibility, collection bonuses, current game utility and the relationship between an item and a particular ecosystem.

That information architecture matters. In a conventional art marketplace, provenance and creator identity may be central. In a gaming marketplace, the buyer may care more about whether a sword remains usable after a season update, whether a skin can be equipped across modes or whether an NFT’s licensing terms allow it to appear in another environment.

Marketplaces also mediate the relationship between intellectual property and digital ownership. An NFT may represent a license to use a branded item, but ownership of the token does not necessarily mean ownership of the underlying character, artwork or commercial rights. IP licensing can support stronger ecosystems when terms are clear. It can also produce confusion when players assume that possession of an NFT grants rights the contract does not provide.

Royalties remain part of the same debate. They can give creators or developers an ongoing share of secondary sales, helping fund maintenance and new content. But high or inconsistent royalty structures may reduce trading activity, particularly when players are already facing volatility and fees. There is no single uniform royalty percentage across gaming marketplaces, and the economic effect depends on how the fee is enforced and what value the marketplace provides in return.

Specialized marketplaces may eventually compete not only on transaction cost but on trust. Smart contract security, transparent metadata, custody practices and predictable settlement are central to whether players view a marketplace as infrastructure or merely as another speculative interface.

BNB Chain and the geography of gaming infrastructure

BNB Chain held the largest share of blockchain gaming platforms in 2025, at 36.4%. That position reflects the importance of network costs, transaction speed, developer tooling and existing user distribution in determining where games are built.

For in-game NFT markets, the choice of chain is practical rather than purely ideological. A player who is minting a low-value cosmetic item cannot tolerate fees that approach the value of the item itself. Developers also need predictable execution costs if every crafting action, upgrade or marketplace transaction is recorded on-chain.

Yet concentration on one network creates its own dependencies. If a large portion of games and assets are built around the same infrastructure, changes to fees, wallet access, ecosystem policy or technical standards can affect a broad segment of the market. Interoperability may reduce some of this dependence, but moving assets between chains introduces bridge risk, fragmented liquidity and new security assumptions.

The question is also cultural. Different chains can attract different developer communities, marketplace conventions and player demographics. Network architecture becomes part of the social geography of Web3 gaming. It influences which assets are visible, which wallets are convenient and which communities can participate without converting through several layers of infrastructure.

For players, this fragmentation is often experienced as friction. Digital identity may be portable at the wallet level, but the social meaning of an asset is rarely portable in the same way. A skin recognized in one game may be unreadable in another. Land utility is even more dependent on local rules: a parcel has value because a specific world acknowledges it.

That is why interoperability should be judged by use rather than by the mere ability to transfer a token. A technically transferable asset that loses its function, status or visual integrity after moving between platforms has achieved ownership portability without achieving meaningful interoperability.

What the next phase of P2E economics will measure

The industry is moving toward a less theatrical definition of success. Token launches and record-breaking mints are easy to publicize. Retention, repeat transactions and sustained asset use are harder to package, but they provide a better view of whether a virtual economy is working.

Developers are increasingly likely to focus on several connected indicators:

1. How often assets are used, not simply held. An NFT that appears in gameplay, social spaces or user-generated content has a stronger relationship with the community than one that remains in a wallet.

2. Whether secondary-market activity is organic. High volume generated by incentives can disappear when rewards end. A healthier market has transactions connected to play, progression and social demand.

3. How value is distributed. Wallet concentration, governance power and access to scarce items reveal whether an economy serves a broad player base or primarily rewards early capital.

4. Whether the game can survive lower speculation. If the economy collapses when new buyers stop arriving, it is not yet supported by durable utility.

5. How risk is communicated. Players need to understand token volatility, contract risk, royalties, licensing limits and the possibility of digital collectible depreciation before treating an NFT as an asset rather than an access ticket.

6. Whether the developer can change the rules responsibly. Live games must evolve, but every economic adjustment affects people who bought into earlier assumptions. Governance is credible only when those trade-offs are made visible.

Venture investment provides context but not proof of sustainability. Blockchain gaming projects attracted $1.8 billion in venture capital during 2024, yet capital inflows do not establish that players will remain active or that assets will hold value. Funding can support infrastructure and development; it can also extend the life of an economy that has not resolved its basic demand problem.

The same caution applies to market size. A $6.2 billion play-to-earn market indicates substantial commercial activity, but it does not reveal the median player’s outcome. Aggregate revenue can coexist with concentrated ownership, negative trading returns and a large population of low-activity holders.

The unresolved question of ownership

The most consequential change in play to earn NFT games may be the move from selling scarcity to managing participation. A digital collectible is no longer persuasive simply because it is limited. Players want to know what it does, who controls its rules, where it can travel and whether anyone will still care about it after the launch cycle ends.

AMMs, specialized marketplaces and chain-level infrastructure can improve the mechanics of exchange. They cannot settle the deeper question of who benefits from an open virtual economy. That depends on governance, retention, licensing, security and the distribution of economic power between developers, investors, large wallets and ordinary players.

The market’s next phase will therefore be less about proving that game assets can be traded and more about proving that trading is not the only reason they exist. If utility, interoperability and digital identity become durable parts of game design, NFT ownership may develop into a meaningful layer of participation. If not, better liquidity may simply make it easier to sell declining assets.

The open question is whether the industry can build economies that remain valuable when speculation cools—economies in which players return because the world is worth inhabiting, not because someone else might pay more for the item in their wallet.

FAQ

Why does high activity not guarantee liquidity in NFT games?
Millions of daily active wallets or many listed assets do not prove that buyers are available at sellers’ expected prices. A durable market also requires recurring player activity and assets that remain meaningful to users.
What makes an in-game NFT useful?
An NFT can provide functional, status, access, interoperability or land utility. Its value depends on how often players use those functions and whether the developer keeps them relevant.
Can automated market makers solve NFT liquidity problems in games?
AMMs can make trading easier by allowing users to trade against liquidity pools, but they cannot create organic demand for an asset whose utility has collapsed. Shallow pools and volatility can also cause significant price impact and losses.
Do players reliably earn money by trading NFTs in games?
No reliable income is established by the existence of an exchange mechanism. An empirical study of 12 NFT games on Ethereum found that players who traded NFTs in nine of them experienced negative average profits.
Why are specialized gaming NFT marketplaces important?
They can organize information that is especially relevant to game assets, including rarity, historical use, compatibility, collection bonuses and current utility. Their value also depends on security, metadata transparency, custody practices and predictable settlement.