Game assets can be resold, but does that make things more convenient for players—or give them one more thing to monitor for price changes? The key isn’t whether they can be traded, but whether trading solves a specific problem: Is it easier to find the items you want? Are the rules easy to understand? Does the game still stand on its own beyond trading? Giving assets another way to circulate doesn’t automatically make a game more fun, or mean players will stick around.

Over the past 24 hours: $IMX -3.59%. Over the past 24 hours: $GALA -4.03%. Over the past 24 hours: $AXS -5.34%. These are price changes for three different spot assets—not player counts, game revenue, or demand for items. The fact that all three fell doesn’t prove players are leaving, let alone that the games in question are facing the same problem.

I’d look at “fun” and “making money” separately: If you don’t trade or chase rewards, are the goals and gameplay still appealing? Do the items have a practical use in the game? If every decision requires calculating costs and returns first, the game can easily start to feel like a second job. Conversely, having trading features doesn’t mean players are only there to make a profit.

There’s no verifiable application news this time that would tell us about recent updates, engagement, or revenue for the games in question, so I won’t make up achievements for them. Coin prices alone can’t explain why players stay. Rewards can bring people through the door, and assets can find a new home; once the rewards fade, whether players want to come back is ultimately up to the gameplay itself.