NFTs in Gaming: Play-to-Earn and Virtual Economies
How play-to-earn gaming and NFT virtual economies actually work, what went wrong with Axie Infinity, and what UK players need to know.
A friend’s teenager spent three months grinding a play-to-earn game last year, convinced he’d found a way to fund his gap year. He made about £40 total, after gas fees ate most of it. That gap between the promise and the payout defines most of this space.
What “Play-to-Earn” Actually Means
Play-to-earn games let players own in-game items as NFTs — tokens on a blockchain proving you hold a specific sword, character, or plot of virtual land. Those items can then be sold for real money on an open marketplace.
The pitch sounds simple: play a game, earn assets, cash out. The reality involves volatile token economies, upfront costs to even start playing, and markets that can collapse the value of your earnings overnight.
Traditional games let you buy skins with real money that stay locked to your account forever. Play-to-earn flips that arrangement — items become tradeable assets with a price that moves independently of the game itself.
Not every title calling itself play-to-earn actually delivers earnings. Many launched with the label purely for marketing, then quietly dropped the earning mechanics once regulatory scrutiny increased through 2025.
How In-Game NFTs Work
Each NFT is a unique token recorded on a blockchain, usually Ethereum, Polygon, or a game-specific chain built for lower transaction fees. Owning the token means owning that specific in-game asset outright.
Games mint new NFTs as rewards for playing, or sell them directly at launch. Players trade them on marketplaces like OpenSea or game-specific exchanges, setting whatever price the market will bear.
Scarcity drives value here, same as any collectible. A rare weapon skin used by only 200 players will trade differently than one held by 200,000. Supply and demand, dressed up in gaming language.
Some games add extra utility beyond cosmetics, letting a rare NFT grant faster crafting speeds or exclusive access to certain areas. That functional layer makes valuation genuinely harder than pricing a simple skin.
Axie Infinity: The Rise and the Reckoning
Axie Infinity became the poster child for play-to-earn in 2021, with players in the Philippines reportedly earning more from the game than local minimum wage. It felt like a genuine economic breakthrough at the time.
The model relied on new players constantly buying in, funding rewards for existing players — structurally similar to schemes that need endless growth to survive long-term. When new player growth slowed in 2022, token prices collapsed over 90%.
Axie’s developer, Sky Mavis, also suffered a $625 million hack of its Ronin bridge in March 2022, one of the largest crypto thefts ever recorded at that point. The combination gutted user trust the game never fully rebuilt.
Sky Mavis has spent the years since trying to rebuild credibility, launching new titles under the Axie brand with far more conservative token economics. Player numbers remain a fraction of the 2021 peak.
Virtual Economies: Who Actually Makes Money
Early adopters and the game’s own developers tend to capture most of the value in these economies. Late arrivals buying in near the peak usually absorb the losses when momentum eventually fades.
Guilds emerged to bridge this gap — organisations that buy expensive starter NFTs and lend them to players who can’t afford entry, splitting the earnings between both parties. Yield Guild Games became one of the largest, managing thousands of “scholars” across multiple games.
This scholarship model raises its own questions. Scholars do the actual grinding for a cut of proceeds while guild owners hold the appreciating assets. It resembles gig work more than gaming, dressed in blockchain terminology.
Guild owners face their own risk too. A game’s token collapsing wipes out the value of every scholarship they’ve built, regardless of how many scholars were actively grinding at the time.
The UK Gambling Commission Angle
UK regulators have started scrutinising whether certain play-to-earn mechanics count as gambling. Loot boxes with randomised NFT rewards sit uncomfortably close to a slot machine, structurally speaking, once real money is involved.
The Gambling Commission hasn’t issued a blanket ruling on NFT-based games specifically. Individual titles get assessed case by case, based on whether outcomes are genuinely random and whether real money changes hands for a chance-based reward.
This matters practically. A UK-based play-to-earn game found to meet the legal definition of gambling would need a full gambling licence, changing its entire business model overnight and its tax treatment along with it.
Why Big Studios Are Cautious
Major publishers tested the waters in 2022, then largely retreated. Ubisoft’s NFT experiment drew such strong player backlash that most quietly dropped further plans within a year of launch.
Player sentiment matters more than the technology here. Surveys consistently show most gamers view NFTs as a way to extract money from a hobby they already pay for, not an exciting new feature worth embracing.
Square Enix pushed harder than most, continuing NFT-focused releases through 2025. Reception stayed lukewarm at best, and sales figures for these titles trailed the studio’s traditional releases by a wide margin.
EA and Activision Blizzard both explored blockchain gaming internally, according to leaked strategy documents, then shelved the projects before any public launch went ahead.
What’s Actually Working in 2026
The projects still standing have shifted away from pure earning promises toward genuine ownership and interoperability instead. Games where NFTs represent cosmetic items with real gameplay value, not speculative income streams.
Parallel, a sci-fi trading card game, built a sustainable model around actual card game mechanics rather than pure yield farming. Gods Unchained similarly leans on strategy gameplay first, NFT ownership second.
The pattern holds across the survivors: games that were fun before anyone added blockchain elements tend to keep players. Games built purely around the earning mechanic mostly haven’t lasted beyond their first hype cycle.
The Environmental Question
Early play-to-earn games ran on Ethereum before its move to proof-of-stake, drawing criticism for the energy cost of every single NFT minted or traded on the network.
Most gaming NFTs now mint on lower-energy chains like Polygon or dedicated gaming sidechains, cutting the environmental footprint dramatically compared to 2021-era titles.
This shift happened partly from genuine concern and partly from cost — lower-energy chains also mean lower transaction fees, which matters enormously when a game needs thousands of cheap in-game trades every single day.
UK Tax Treatment of Gaming NFT Income
HMRC treats income from selling gaming NFTs similarly to other crypto disposals — subject to Capital Gains Tax if you’re an individual player, or Income Tax if HMRC deems your activity a trade.
Regular, organised selling — like running a guild scholarship operation — pushes you toward the trading classification, with different tax obligations and allowable expenses than occasional personal disposals.
Keep records of every NFT’s acquisition cost and disposal value in GBP. Gas fees paid along the way count as allowable costs, so track those separately rather than losing the receipts.
The Interoperability Dream vs Reality
Blockchain gaming’s original pitch included carrying an NFT sword from one game into a completely different title, building a persistent digital inventory across an entire ecosystem of games.
That vision hasn’t materialised much in practice. Studios building competing games rarely want to support each other’s assets, since doing so hands value to a rival’s ecosystem rather than their own.
A handful of smaller studios have experimented with shared asset standards, but no major publisher has committed to genuine cross-game interoperability at any meaningful scale yet. Progress here has been slower than most 2021-era whitepapers predicted.
UK Player Numbers and Awareness
Survey data from 2025 suggested only a small minority of UK gamers had ever bought an NFT-based in-game item, well behind adoption rates seen in South East Asia and parts of Latin America.
Cultural attitudes toward gaming purchases differ too. UK players raised on subscription services and loot box controversies tend to view NFT pricing models with more scepticism than newer markets do.
That scepticism has arguably protected UK players from some of the worst losses seen elsewhere, even if it also means slower adoption of any genuine improvements the technology eventually delivers.
How to Evaluate a Play-to-Earn Game
A few questions cut through the marketing before you spend real money on any title:
- Would the game be fun with zero earning potential attached?
- Does the token economy rely on constant new player growth to function?
- Are reward mechanics random enough to raise gambling concerns?
- How large is the existing player base, and is it actually growing?
- What blockchain does it run on, and what are typical transaction fees?
- Has the studio survived a full market downturn before?
Games failing most of these questions rarely last long once the initial hype fades and speculative buyers move on to the next thing entirely.
What This Means for You
If you’re drawn to play-to-earn gaming, treat any potential earnings as a bonus on a game you’d enjoy anyway — never as a reliable income plan you can count on.
Check whether a game’s reward mechanics could count as gambling under UK rules before spending real money on randomised NFT drops. Regulatory clarity is still catching up with the technology itself.
The sector has learned hard lessons since Axie’s collapse. What survives now looks more like genuine gaming with digital ownership attached, less like a guaranteed income scheme dressed up as entertainment.
This article is for educational purposes only and does not constitute financial advice. Cryptocurrency investments involve significant risk. Always do your own research.
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