Game assets can be traded, giving players more options when handling items; but that’s a separate question from whether a game is fun. Rewards can attract people to give it a try, but they can’t prove the gameplay is enjoyable. Whether players will still want to come back after the rewards are gone is the harder question to answer. Without verifiable news about the app or retention data, I won’t claim the project is doing well or pretend I’ve played it myself.

First, let’s separate prices from product performance: Over the past 24 hours, $IMX -1.25%. Over the past 24 hours, $GALA -2.37%. Over the past 24 hours, $AXS -3.15%. These figures show only how the respective spot prices changed over the past 24 hours. They don’t indicate corresponding changes in player numbers, game revenue, or demand for items, and there’s no evidence that the declines were caused by the same thing.

“Can be sold” doesn’t mean “people keep buying,” much less that an item remains useful in gameplay. The convenience of transferring assets can’t answer why players should open the game again tomorrow; conversely, the lack of retention data doesn’t prove that nobody is playing—it only means whether players stick around remains unverified.

What I’d rather ask is: without rewards, what reason does a game give people to open it again tomorrow? Fun and profit aren’t measured by the same yardstick, and asset trading isn’t a retention report card. What we can confirm for now is that three spot prices have changed; whether the product can keep players coming back still depends on its gameplay and verifiable usage data.