Telegram-based tap-to-earn games emerged as significant winners in the cryptocurrency world in 2024. Hamster Kombat reached 300 million players before its recent AirDrop, while Notcoin launched with a market cap of approximately 3 billion dollars. These games attract users by allowing them to earn cryptocurrency through simple screen taps.
Popularity of the Tap-to-Earn Model
The tap-to-earn mechanism is a straightforward concept that has gained increasing popularity through various iterations and combinations. However, it remains uncertain whether this model has successfully overcome the issues faced by previous play-to-earn games or will face similar criticisms.
Economic Sustainability and User Engagement
Unlike play-to-earn models that require initial investment from players, tap-to-earn games aim to eliminate this requirement, targeting a broader user base. This significantly lowers the entry barrier for newcomers to the cryptocurrency space.
Expert Evaluations
Robbie Ferguson, CEO of Immutable, commented that “Tap-to-earn games are a promising development compared to traditional play-to-earn models due to their simplicity and accessibility.” Alena Shmalko, ecosystem leader at The TON Foundation, noted that if tap-to-earn fails to create new economic models, it might face the same fate as play-to-earn models.
Tap-to-earn games allow users to earn cryptocurrency by playing games on their phones. However, these games have limitations regarding depth and complexity. Andrew Saunders, head of marketing and growth at Skale Labs, expressed concerns about the inability of these games to maintain long-term user engagement.
Tap-to-earn models stand out with their economic structures based on advertising revenue. This could be a crucial step for ensuring the sustainability of games. Titles like Notcoin and Hamster Kombat are developing strategies to expand their ecosystems and retain users.
In conclusion, tap-to-earn games represent a new trend in the cryptocurrency gaming industry. Their user-friendly nature and low entry barriers offer great potential to reach wider audiences. However, questions remain regarding the long-term sustainability of these models and their ability to overcome the challenges faced by play-to-earn games.