Jump.trade NFT gaming marketing case study
We sold NFTs to cricket fans, not to crypto traders.
Jump.trade's audience was not sitting in Discord waiting for the next mint. They were watching cricket. That changed the entire marketing problem, because nobody converts on a drop they do not understand, and no amount of reach fixes a wallet someone has never opened.
So the work started with education rather than hype. Creator interviews that explained play-to-earn in plain terms, cricket trivia that got people into the community before they owned anything, and contests that required an actual purchase to enter rather than a retweet. This case study covers the campaigns, the mechanics behind them and what the public record supports.
Project snapshot
Jump.trade
NFT marketplace and Web3 gaming
Jump.trade, the marketplace where every game's NFTs were sold, traded and rented
Meta Cricket League (MCL), cricket with playable player NFTs. RADDX Racing Metaverse, car NFTs and Digital Lands. Hurley Super Surfer, branded surf collectibles with game access.
Polygon, NEAR Protocol, Aptos, SKALE
Cricket and sports fans new to NFTs, NFT collectors and traders, racing-game players, gaming guilds, crypto-native communities, brand partners
Go-to-market strategy, creator and KOL marketing, community programming, contest and incentive design, referral programmes, ambassador programme, partner activations and AMAs, PR distribution, social media management
X, Discord, Telegram, Instagram, YouTube, Medium, Galxe