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75% of Telegram Tap-to-earn Game Users See Positive Outlook Despite Low Engagement
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14 days ago

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Tap-to-earn games on Telegram blend casual gaming with cryptocurrency rewards, providing an accessible entry point into the crypto world. Their simplicity and low investment requirements have attracted hundreds of millions of users looking for quick opportunities to earn.

However, the number of daily active users for these games has been rapidly declining. To understand whether these games can still grow and capture new users, we surveyed 957 tap-to-earn players to gather insights on user engagement and experiences. Let's dive into the findings to uncover what the data reveals.

Key Findings

  • Only 15% of players engage with a tap-to-earn game daily.
  • 53% of players play for less than 15 minutes per session.
  • 50.6% of users play tap-to-earn games less frequently after the first airdrop.
  • 3 out of 4 players of tap-to-earn games are optimistic about the future of these projects.
  • About 74.1% of players are willing to invest in these games to unlock additional features and rewards.

Telegram Tap-to-earn Games Have Low User Engagement

Only 15% Of Players Engage With A Tap-To-Earn Game Daily

Out of the 957 responses, only 15% of tap-to-earn game players engage with the game daily. Many players prefer to dip in and out rather than commit to regular play. 

In fact, 37.2% of users report playing weekly, but only when they have spare time. Additionally, 19.3% say they only complete basic tasks, such as inviting friends, following the game’s social media accounts, or claiming daily login rewards, without actively engaging in the core gameplay.

This pattern of sporadic engagement is typical for games that require little effort or investment. Players often return only for special events or promotions, such as giveaways or airdrops, which can create temporary spikes in activity. In our survey, 28.4% of users said they only play during such events, highlighting that external rewards often serve as a stronger motivator than the gameplay itself.

53% Of Players Play For Less Than 15 Minutes Per Session

It's worth noting that tap-to-earn projects are primarily casual games designed for shorter sessions, which leads to lower engagement times. Of the players, 53% play for under 15 minutes, 35.1% play for 15 minutes to 1 hour, and only 11.9% play for more than an hour.

50.6% of Users Play Tap To Earn Games Less Frequently After First Airdrop

Our survey reveals that only 17.8% of tap-to-earn game users cease playing altogether after receiving their first airdrop. However, a significant portion of players—50.6%—experience a decline in activity, playing less frequently thereafter. In contrast, 31.7% of players maintain their level of engagement, continuing to play as they did before receiving the airdrop.

Factors Encouraging Continued Participation

Certain factors strongly influence continued participation. Approximately 52.6% of users remain active due to the anticipation of future airdrops, as seen in projects like Hamster Kombat (Airdrop Season 2) and Watcoin Part 2, which unlock after three months.

In addition to airdrops, 44% of users are motivated by extra incentives linked to games, such as Mystery Key Fragments to unlock Mystery Boxes in Pixel Heroes Adventure or the rewards from DOGS paired with Blum. 

Moreover, about 28.7% are drawn to the fun and new features, with titles like Hamster Kombat collaborating with exciting and easy-user games on IOS and Android to enhance their project and allow players to earn more.

Entertainment value also plays a key role, with 40% of users continuing to play simply because they enjoy the games. Additionally, around 38.4% of players are motivated by a competitive spirit, driven by leaderboards and rankings that foster competition among participants.

Factors Leading To Player Drop-Off 

We surveyed players who stopped playing tap-to-earn games to identify the top reasons for quitting. A significant 51.8% cited monotonous gameplay as the main issue, with repetitive tasks leading to frustration. Despite efforts by many projects to improve user experience, they often remain a casual game, with relatively simple mechanics.

Over 51% of players also pointed to large player bases in certain projects, which resulted in smaller airdrop allocations. This reduces the appeal of rewards and leaves players feeling their time and effort are not adequately compensated.

The problem is exacerbated by players using multiple accounts to maximize rewards. While this may offer short-term gains, it increases the risk of account bans or restrictions if the game detects multiple accounts linked to the same IP address. For example, Hamster Kombat banned 2.3 million accounts ahead of its first-season airdrop for this behavior.

Additionally, 35.9% of players were frustrated by difficulties in cashing out after investing time in the game, and 21.8% were concerned about cheating and hacking.

3 Out Of 4 Tap To Earn Game Players Are Optimistic About The Future Of These Games

Despite low engagement, three out of four tap-to-earn game users are optimistic about the future. Of these, 39% believe the games will evolve to lead players toward core games or apps. Major crypto exchanges are already adopting this model, with Binance launching Moonbix and OKX introducing OKX Racer. Additionally, 35.6% of users expect a wider variety of engaging games across different genres on Telegram.

However, 13% of users are pessimistic, believing these gaming trends will soon decline, while 12.4% remain uncertain. While most users are optimistic, some are cautious about the challenges that may lie ahead.

74.1% Of Players Of Tap-To-Earn Games Express A Willingness To Invest In These Projects

Investing in tap-to-earn games on Telegram may not be for everyone, but surprisingly, many users are open to the idea. 74.1% are willing to invest in these games to unlock additional features and rewards.

For example, in the Telegram game Catizen, players can purchase Autobots to enhance gameplay and earn more tokens. Similarly, in Kuroro Ranch, players can buy stars to trade for in-game items or purchase tickets for rewards.

However, 25.9% of users are unwilling to invest, likely due to concerns similar to those driving player drop-offs in these games.

Conclusion

In conclusion, our survey of 957 Telegram Tap-to-Earn game users shows that, despite low daily engagement, a majority remain optimistic about the future of these games. Rewards such as airdrops and additional incentives are key motivators for continued participation. However, challenges like large player bases, the use of automated tools, and difficulties in cashing out contribute to player drop-off.

The willingness of users to invest in these games for additional features, combined with the expectation of more engaging games across various genres, points to a promising future for Telegram Tap-to-Earn games.

Methodology

We surveyed 957 Tap-to-Earn game users to gather insights about their experiences with these games. In terms of age, 39.7% of our respondents are aged 12 to 27, which falls under Generation Z, while 47.1% are aged 28 to 43, representing the Millennial generation. Additionally, 11.5% are between 44 and 59 years old, known as Generation X, and 1.7% are over 60.

Regarding gender, 44.3% of the participants identify as female, 55.2% identify as male, and 0.5% prefer not to disclose their gender.

Geographically:

  • 5.5% are from the Americas (North, South, Central America, and the Caribbean)
  • 4.1% are from the Asia Pacific (Central & South Asia, Northeast and Southeast Asia, Australia, and Oceania)
  • 43.2% are from Europe
  • 47.2% are from the Middle East and Africa

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