The steam platform economy
From retail to player-driven economies
Dados Bibliográficos
| ID | 12656945 |
|---|---|
| Autores | Anne Mette Thorhauge (0000-0002-5100-5587, University of Copenhagen, autor correspondente) |
| Ano | 2022 |
| Volume | 26 |
| Fascículo | 4 |
| Páginas | 1963-1983 |
| Data de publicação | 2022-03-07 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | New Media & Society (JOURNAL) |
| Identificadores do periódico | ISSN: 1461-4448 • E-ISSN: 1461-7315 |
| Editora | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/14614448221081401 |
| OpenAlex | W4220652555 |
| Idioma | EN |
| Citações recebidas | 4 |
| Referências citadas | 23 |
In this article, I analyse the Steam platform as a configuration of several market contexts. I argue that Valve, the owner of Steam, maintains a classical retail market catering to large game publishers, while the emphasis of Valve’s own game titles is in alternative market contexts based on player-driven economies. I first discuss Steam as a distinct type of platform economy due to its roots in player-driven game economies. I then introduce the notion of ‘markets as fields’ as my analytical framework. Based on this framework, I describe three different contexts of economic transaction: the Steam Game Store, the Steam Community Workshop and the Steam Community Market. I analyse how the approximately 46,500 game titles published on the platform are distributed across these contexts and how these games can be ranked with regard to current player numbers, and discuss Valve’s position as combined platform owner, game developer and game publisher
Business · Commerce · Database transaction · Economics · Economy · Game theory · Industrial organization · Microeconomics · Business Strategy and Innovation · Computer Science · Digital Games and Media · Digital Platforms and Economics
The Architecture of Markets
The Platform Society
Architecture of Markets
Markets as Politics
Economic Action and Social Structure
Speculating on Steam
Battle pass capitalism
Epic, Steam, and the role of skin-betting in game (platform) economies
Betting on Dota 2’s Battle Pass
The mod industries? The industrial logic of non-market game production
Disrupting video game distribution
The politics of 'platforms
Platform Practices in the Cultural Industries
The Platformization of the Web
Does Streaming Esports Affect Players' Behavior and Performance
The Discourse of Digital Dispossession
Making', 'taking' and the material political economy of algorithmic trading
| Obras citantes distintas | 4 |
|---|---|
| Citações por ano | 2 |
| Intervalo de citações | 2024 - 2026 (3) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 4 |