> For the complete documentation index, see [llms.txt](https://one-mint.gitbook.io/dynamic-nfts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://one-mint.gitbook.io/dynamic-nfts/3.-use-cases.md).

# 3. Use Cases

In the past decade, with the incorporation of app stores in game consoles and smartphones, the gaming industry has gradually evolved its simple buy-to-play business model, by adding subscription models and secondary sales funnels - such as paid skins marketplaces and loot boxes. \
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With the rise of Web3 and its various token standards, the gaming industry is setting its eyes on incorporating non-fungible tokens into its gaming mechanisms. Through emerging play-to-earn games, NFTs started to play a vital role in enhancing gaming experiences since, for the first time, gamers can convert their in-game assets and rewards into cash. The adoption of this technology stack has grown ever since.

Up until the launch of Dynamic NFTs by [One Mint](https://onemint.io/), the use cases have been very limited for the very same nature of NFTs - these would either represent a static character, an item, or a specific utility with no room for scalability. Dynamism has introduced the ability to create and update tokens for a personalized experience.\
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With this breakthrough, gaming companies may now create complete ecosystems using upgradable tokens. Here are some of the use cases:

1. [Gaming](/dynamic-nfts/3.-use-cases/3.1-gaming-industry.md)
2. [Events & Ticketing](/dynamic-nfts/3.-use-cases/3.2-events-and-ticketing.md)
