
Valve ended up issuing a rare statement afterwards, saying that pro CS:GO players shouldn't gamble or associate with any gambling entities or provide information that might influence CS:GO betting. At one point, Valve banned seven players for intentionally losing a match in order to win thousands of dollars worth of CS:GO skins.

One possible explanation behind Valve's choice to ban NFTs and cryptocurrencies is the legal trouble the company got into in 2016 for failing to curb gambling on CS:GO skins. Valve's attempt at building an economy in the trading card game Artifact failed, with the game launching in late 2018 and going free to play in early 2021, but it wasn't far off from the visions being presented by NFT evangelists today. In CS:GO, weapon skins sold by players can go for thousands of dollars. For years, Steam has let users collect digital cards by completing certain challenges in numerous games, and then sell them to other users for Steam Wallet funds. Even then, though, Steam is all about users buying and selling digital collectibles for real money. If the rule about items that have monetary value exists, presumably it only refers to items that retain monetary value once owned by a player, since tons of items are sold as DLC on Steam. On September 30, the CEO of Satoshis Games said that their blockchain-based game Light Nite was pulled from Steam, but didn't elaborate on why except to say that Steam "will not be shipping crypto or NFTs games."

Valve hasn't made a statement clarifying its reason (and hasn't responded to a request for comment), and we haven't found a ban on items with real-world value written out anywhere.
