
Dotmoovs is a Web3 platform in the Sport-to-Earn format, combining sports, artificial intelligence, and blockchain. The project was founded in 2021 by a team of entrepreneurs and engineers: Francisco Varela, Pedro Rente Lourenço, and Salomé Azevedo.
The original idea was to enable any user to prove their athletic skills in a digital environment using only a smartphone camera and AI algorithms to evaluate movements.
According to the latest available data, the platform has reached 80,000+ users across more than 190 countries, demonstrating global interest in digital sports competition formats.
As of 2026, exact public data on MAU (monthly active users) is not disclosed; however, the growing interest in Move-to-Earn and the expansion of the platform’s functionality indicate a gradual increase in both user base and engagement.

NFTs for Challenges, Tokens for Participation, and DeFi Integration
Dotmoovs builds its economy around the idea that sports challenges can be tokenized and turned into digital assets.
Each user’s participation in competitions, whether football tricks or dance movements, is recorded through AI evaluation and can be linked to NFT assets or rewards. This creates a transparent system where results depend not on subjective judging, but on algorithms.
Within the ecosystem, the MOOV token is used and serves multiple functions:
- access to competitions and challenges
- purchasing and upgrading NFT items
- participation in prize pools and events
- interaction with DeFi mechanics (e.g., staking)
This forms a loop:
participation → result → reward → repeated participation, which strengthens user engagement and retention.
AI Referee and Scaling Global Sports
The key difference between Dotmoovs and other Move-to-Earn projects is the use of computer vision as a “digital referee.”
AI analyzes user movements via video and evaluates their accuracy, speed, and alignment with the задание (task). This addresses one of the main challenges of digital sports, the lack of objective judging.
This approach enables:
- elimination of the human factor
- competitions between users from different countries
- scaling sports without physical infrastructure
In essence, Dotmoovs turns a smartphone into a universal sports arena where any user can compete on equal terms.
Why Skills Become an Asset in Web3
At the core of Dotmoovs’ strategy lies a deeper idea: transforming skills into a digital asset.
In traditional games and even most NFT projects, value is created through ownership of assets. In Dotmoovs, value is created through action and the user’s level of mastery.
This changes the economic model:
- users earn not for “entry,” but for results and performance quality
- player reputation is formed based on skills
- a new category emerges: the skill-based economy
This approach is closer to real-world sports than to traditional Play-to-Earn games, where capital plays the dominant role.
Model Limitations
Despite its innovative concept, Dotmoovs faces several systemic limitations that may hinder its long-term growth and scalability. The main challenges lie not so much in technology as in economics and user experience.
Key Weaknesses:
- Dependence on the MOOV token
The ecosystem is strongly tied to the token’s value. When it declines, the value of rewards decreases, directly impacting user motivation and platform activity. - Insufficient gameplay depth
Unlike full-scale gaming ecosystems, Dotmoovs currently has limited long-term retention mechanics. After the initial interest, users may lack progression and variety. - Weak role of NFTs in the ecosystem
NFTs are present but do not play a critical role in gameplay and do not always provide tangible value or advantage.
As a result of these factors, a broader issue emerges. In Move-to-Earn models, users often join for potential earnings rather than the experience itself. When economic incentives decline, interest in the product drops quickly.
Additional Limitations:
- High entry barrier (UX friction)
The need to record videos to participate in challenges makes the process more complex compared to simple fitness apps. - Dependence on AI evaluation
Errors in motion recognition or inaccuracies in algorithms can lead to user distrust. - Competitive pressure
The Move-to-Earn and fitness gamification market is saturated, and without strong differentiation, users can easily switch to alternatives.
Overall, these factors show that the key challenge for Dotmoovs is transitioning from an interesting idea to a sustainable model where technology, economics, and game design function as a unified system. Without this, even a strong concept of monetizing sports skills may remain a niche solution.
Conclusion
Dotmoovs is a truly interesting and unconventional project that stands out among classic Move-to-Earn solutions due to its use of AI and its focus on real athletic skills. However, at this stage, it appears more like an experimental model than a mass-market product.
Unlike projects such as STEPN or Walken, where user activity is built around simple and familiar actions like walking or running, Dotmoovs focuses on more complex and demanding exercises. Walken remains the closest to the mass-market segment in terms of concept, but even it maintains a significantly lower entry barrier.
This complexity becomes both the project’s key differentiator and its main limitation. The requirement to perform specific movements on camera, dependence on AI evaluation, and a higher level of user involvement make the product more niche and less accessible to a broad audience.
As a result, Dotmoovs currently lags behind competitors in scalability and mass adoption. However, its approach to turning skills into a digital asset remains unique and may find its place in Web3 more as a specialized platform for enthusiasts than as a mainstream fitness product.






