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dotmoovs (MOOV)

1.7/10

Move-to-earn sports app using AI motion analysis — freestyle football, dance, fitness challenges. Launched during the M2E hype but effectively dead. App abandoned, community gone, token worthless.

Updated: February 16, 2026AI Model: claude-4-opusVersion 1

Overview

dotmoovs launched in 2021 as a move-to-earn platform that used smartphone camera AI to analyze physical movements — primarily freestyle football skills, but later expanding to dance and general fitness. The concept was novel: users would record themselves performing sports activities, AI algorithms would judge their performance, and they could compete against other users for MOOV token rewards.

The project was part of the broader move-to-earn wave that included STEPN, Sweat Economy, and others. dotmoovs differentiated itself by focusing on skill-based sports competitions rather than simple step counting. The AI motion analysis technology was the core value proposition — turning any smartphone into a sports judging system.

dotmoovs secured partnerships with football clubs and sports personalities to boost credibility, including associations with Sporting CP and other football entities. However, the move-to-earn sector experienced a brutal collapse in 2022-2023, and dotmoovs was among the casualties. The app has been effectively abandoned — no meaningful updates, social media silence, and community channels are ghost towns.

Gameplay

The core gameplay loop involved recording sports activities through the smartphone camera, receiving AI-scored performance ratings, and competing in head-to-head or tournament-style challenges. Freestyle football was the flagship activity — users performed tricks and the AI assessed complexity, execution, and style.

The concept was genuinely interesting compared to passive step-counting M2E apps. However, execution was limited — AI accuracy was inconsistent, the range of supported activities was narrow, and the competitive matchmaking was plagued by low player counts. The gameplay experience was functional but rough, feeling more like a tech demo than a polished gaming product. Without a critical mass of active players, the competitive element — the main draw — could not function.

Technology

The AI motion analysis technology was dotmoovs' most interesting asset. Using smartphone cameras and computer vision algorithms to judge athletic performance in real-time is technically ambitious. The technology showed promise in controlled demos but struggled with real-world conditions — lighting variations, camera angles, body types, and movement complexity all affected accuracy.

The blockchain integration was built on BNB Smart Chain and later Polygon. Smart contracts handled token rewards, NFT athlete avatars, and tournament entry fees. The technical architecture was standard for GameFi projects of its era — nothing innovative on the blockchain side.

Economy

The economy is collapsed. MOOV token has lost over 99% of its value from all-time highs. The token was meant to power a circular economy — players earn MOOV through competitions, spend MOOV on NFT upgrades and tournament entries, and the economy grows with user adoption. This model required sustained user growth that never materialized.

NFT athlete avatars were required to participate in earning activities, creating a buy-in barrier. Early NFT purchasers lost virtually their entire investment. The economic model was entirely dependent on new user inflows — a characteristic of unsustainable tokenized systems.

Adoption

Adoption is effectively zero. The app had a brief period of moderate downloads during the M2E hype of early 2022, but active users have declined to negligible levels. Social media accounts are inactive. Community Discord and Telegram channels are abandoned. No new partnerships or integrations have been announced in over two years.

The move-to-earn sector as a whole contracted severely, but even within that declining market, dotmoovs performed worse than peers like STEPN and Sweat Economy that at least maintained some user base. dotmoovs lacked the simplicity of step-counting apps and the depth of proper sports games.

Tokenomics

MOOV token was launched as a BEP-20 token with a total supply of 1 billion tokens. Distribution included team allocation, ecosystem rewards, marketing, and liquidity provisions. The token had staking mechanisms and was used for tournament entries, NFT purchases, and governance voting.

With the platform effectively dead, all token utility is destroyed. MOOV still trades on minor exchanges with minimal liquidity, but there is no functional use case. The team allocation and vesting schedules are irrelevant for a project with no active development.

Risk Factors

  • Project effectively dead: No development activity, no community, no updates for years
  • Token has lost 99%+ value: MOOV is virtually worthless with no recovery catalyst
  • Move-to-earn sector collapse: The entire M2E category proved unsustainable
  • AI technology never matured: Motion analysis accuracy was inconsistent
  • Zero active users: No player base to sustain competitive gameplay
  • NFT holders wiped out: Athlete NFTs worthless with no functional platform
  • Team accountability unclear: Status of the development team is unknown

Conclusion

dotmoovs had a genuinely interesting concept — using AI to gamify real-world sports activities is more compelling than most move-to-earn approaches. However, interesting concepts do not survive without execution, sustainable economics, and user retention. The project launched into a hype wave, failed to achieve the critical mass needed for its competitive model, and died when the M2E bubble burst.

The 1.7 score reflects an innovative idea that was poorly executed and is now effectively defunct. The AI motion analysis technology was the one asset with potential value, but with the project abandoned, that potential is unrealized. MOOV should be considered a dead token with no investment thesis.

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