The most straightforward example here is the play-to-earn gaming movement kicked off by Axie Infinity. Axie is neither the most fun game in the world nor the highest-paying job in the world, but it was able to attract over a million players because it offered more money than the games they were used to playing, and more fun (and often money) than t... See more
I felt like a sucker, not just for playing someone else's game, but for playing it under the guise of making the world a better place. Not only had we not conceivably accomplished much of any good, we'd arguably made things worse in granting legitimacy to a crypto trading protocol that abetted financial mania. It's actually laughable in hindsight –... See more
In contrast to the current global 30-day retention rate of 3% of mobile games, we have seen some initial success with the first prominent P2E ecosystem: Axie Infinity — which has a D0-D90retention rate of 40%.