Skip to main content Accessibility help
×
Hostname: page-component-7479d7b7d-qlrfm Total loading time: 0 Render date: 2024-07-11T23:25:13.350Z Has data issue: false hasContentIssue false

5 - Steam's Business Model

Published online by Cambridge University Press:  23 January 2024

Anne Mette Thorhauge
Affiliation:
Københavns Universitet, Denmark
Get access

Summary

In this chapter, I will describe and discuss the gradual development of the Steam platform's business model from a classic retail or multi-sided market to distinct ways of monetizing user participation that set it apart from other platforms. Gaming platforms such as PlayStation Store, Xbox Market, and Epic Games Store rely primarily on retail, and major media platforms such as YouTube rest on a relatively classic advertisement-based business model, where content is offered to users and advertisement space is sold to advertisers (Caraway, 2011). The primary difference between these platforms and traditional commercial media is the extensive collection of user data that enables a more granulated analysis and classification of user segments (Fourcade and Healy, 2017; Van Dijck et al, 2018) and the scope of commodification (Ørmen and Gregersen, 2022). Steam, on the contrary, denounces advertising as a way of monetizing games on the platform. That is, the platform does not offer a system for integrating ads with content as a way of monetizing users like the one featured by YouTube (see Ørmen and Gregersen, 2022) or the App Store, and the active participation of players on the platform is monetized in ways that differ considerably from the advertisement business model. On the one hand, passive and active player contributions are used to augment and further the effectiveness of the Steam store, that is, to offer ‘value-added services’ (Jöckel et al, 2008) on the platform. On the other hand, the scope of economic transactions is extended to turn players’ economic action into a source of revenue in addition to retail.

In this chapter, I will describe the way Steam's business model has developed throughout the platform's lifetime and argue that the monetization of its social connectedness is based on shaping and reorganizing social interactions as market interactions. That is, by ‘disembedding’ players’ economic action from the player-driven economies and gaming communities in which they originate, and reorganizing them as market interactions, the Steam platform converts the affective value players generate through their gameplay into market value that can be exchanged and put to use elsewhere. In the following, I will firstly provide a little more context of the Steam platform. After this, I will revisit the concept of embeddedness of economic action put forward in Chapter 3 and introduce the concepts of affective value and affective economies.

Type
Chapter
Information
Games in the Platform Economy
Steam's Tangled Markets
, pp. 63 - 78
Publisher: Bristol University Press
Print publication year: 2023

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×