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Move-to-Earn

Cryptocurrency and Digital AssetsUpdated 13 Nov 2026

Move-to-earn is a category of crypto applications that reward people with tokens for physical activity, such as walking, jogging or running, measured through a smartphone's GPS and motion sensors or a fitness wearable. Users typically earn a token they can sell, spend on in-app items or hold. Some apps require an upfront purchase of an NFT, such as a virtual pair of sneakers, before rewards begin; others are free to join.

The model is an offshoot of play-to-earn gaming and the wider GameFi trend, which mixes games with token rewards. It became prominent in 2022, when the Solana-based app STEPN attracted large numbers of users and saw its token prices soar and then collapse within months. Fitness-reward apps that existed before crypto, such as Sweatcoin, also launched tokens around the same time.

01

Move-to-earn in plain terms

Imagine a gym that pays members a few coupons for every kilometre they walk. The coupons can be swapped for real money with other people who want them. At first this looks like getting paid to exercise. But the coupons are only worth something if someone else wants to buy them, perhaps to upgrade their own gym kit or simply because they expect coupon prices to rise.

When lots of new members are joining and buying, coupon prices stay high and everyone feels rich. When new members stop arriving, there are far more coupons than buyers, and their value can fall close to zero. That is the central weakness of most move-to-earn schemes.

02

How move-to-earn apps work

  1. The user downloads the app and links a crypto wallet, often one built into the app.
  2. In NFT-based apps, the user buys or rents a digital item that determines how much they can earn, with rarer items earning more.
  3. The app tracks movement through GPS and sensors, applying limits on speed and daily energy to stop people earning without exercising.
  4. Rewards are paid in the app's token. Users may spend tokens to repair, upgrade or create new NFTs, which takes tokens out of circulation, or sell them on an exchange.
  5. Many apps use two tokens: one paid as rewards with no supply cap, and a separate governance token with a fixed supply.

These "sinks", where tokens are spent or burned, are meant to balance the steady issuance of rewards described under token emission.

03

Examples

  • STEPN. Launched in late 2021 on Solana, it required users to buy NFT sneakers and paid rewards in its GST token, with GMT as a governance token. It grew rapidly in early 2022 before token prices fell sharply from the middle of that year.
  • Sweatcoin. A step-counting app that began with an off-chain points currency and launched a crypto token, SWEAT, in 2022, without requiring an upfront NFT purchase.
  • Other apps. Numerous imitators appeared, many of which shut down or lost most of their users after the 2022 downturn.

The popularity of these apps in 2022 also produced side markets. Users rented out NFT sneakers to others in exchange for a share of rewards, and some groups organised players in lower-income countries, a pattern first seen in play-to-earn gaming. Marketplaces inside the apps charged fees on every NFT trade, which became a major source of revenue for developers while the boom lasted.

04

Risks and criticism

  • Unsustainable economics. Rewards are paid from token issuance and new users' purchases rather than from outside revenue, which critics compare to a reflexive Ponzi loop. When growth slows, token prices and earnings tend to collapse.
  • Upfront costs. In NFT-based apps, newcomers buying expensive items near the peak often lost most of their outlay.
  • Cheating. GPS spoofing, emulators and paying others to walk with phones undermine the link between exercise and reward.
  • Privacy. The apps collect detailed location and health data, raising questions about how it is stored and shared.
  • Regulation and tax. Rewards may count as taxable income, and the sale of in-app NFTs and tokens can raise consumer-protection and securities-law questions.

Supporters argue that the model can encourage healthier habits and that better-designed apps, funded by advertising, sponsorship or subscriptions rather than token inflation, could last. As of November 2026 the category is far smaller than at its 2022 peak, and it is often cited, alongside play-to-earn games such as Axie Infinity, as a lesson in how weak tokenomics can undermine an otherwise popular product. Users drawn mainly by rewards tend to behave as mercenary capital, leaving as soon as earnings fall.

Last updated 13 Nov 2026