> For the complete documentation index, see [llms.txt](https://doc.torch.finance/telegram-usd/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://doc.torch.finance/telegram-usd/getting-started/ecosystem-challenges/limited-real-world-integration.md).

# Limited Real-World Integration

Blockchain technology has not yet seamlessly integrated into users’ everyday scenarios such as payments or gaming. For example, most mainstream crypto payments still rely on crypto credit cards. While this approach helps address the issue of merchants not accepting crypto, it essentially converts assets to fiat in real time, following the traditional payment process. It does not fundamentally reshape the payment architecture or fully leverage the advantages of blockchain.

Typical crypto card payments incur a **1–3% fee**, significantly higher than a direct **USDT transfer on TON**, which only costs about **$0.10–$0.30** and settles in just **10–15 seconds**, compared to the **1–2 day** settlement time of traditional systems.

The Tap-to-Earn model temporarily accelerated adoption across Telegram and the TON ecosystem. According to[ Animoca Research](https://docsend.com/view/cgyiwwpjqf94grqr), by **July 2024**, Telegram’s total monthly active users (MAU) reached **950 million**, fueled by GameFi airdrop campaigns. By **October 2024**, around **30 million users** (roughly **3%**) had entered the crypto ecosystem. However, these users did not stay after the airdrops ended.

Using **daily unique active wallets (UAW)** as a metric:

* Top-tier GameFi projects retained **\~60%** of users post-peak
* Second-tier projects retained **\~37%**
* Third-tier projects retained only **\~25%**

This sharp decline indicates that user engagement drops significantly once incentives end. Without real use cases to keep users engaged, blockchain has yet to become a part of daily life.

<figure><img src="/files/6nB1hEgV53TYLHxOdVJw" alt=""><figcaption><p>Figure 3: Post‑Peak Retention Rates of TON GameFi Projects</p></figcaption></figure>
