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Valve released numbers about Steam growth - 30M active accounts

Valve released numbers about Steam growth - 30M active accounts


Steam Surpasses 30 Million Account Mark

Press Releases - Valve
08:00
Leading Platform for PC & Mac Games Continues Massive Growth

October 18, 2010 - Valve® today announced the latest growth data for Steam, a leading platform for PC & Mac games and digital entertainment, revealing new account growth of 178%, sales growth of over 200%, over 200 Steamworks games shipped to date, and more.

During the past 12 months the platform had year-over-year new user growth of 178%, pushing the total number of active accounts to over 30 million, with over 1,200 games now offered. Peak simultaneous player numbers were also up to over three million, with over six million unique gamers accessing Steam each day.

In addition to new user growth, Steam sales during the trailing 12 months increased by more than 200%, putting it on track for a sixth straight year of realizing over 100% year-over-year growth in unit sales. To meet this demand, the Steam infrastructure has been increased and now has ability to run at 400Gps, enough bandwidth to ship a digitized version of the Oxford English Dictionary 92.6 times per second.

The period also realized continued adoption of the Steamworks suite of publishing services in tangible and electronic versions of today's popular games. Included in many of the year's biggest releases -- such as Sid Meier's Civilization V, Just Cause 2, and R.U.S.E., with more to come during the holiday season -- Steamworks has now shipped in over 200 since the suite of services was released two years ago. In addition, the Steam Cloud (introduced in Spring 2008) has surpassed the 100 million files saved milestone.

"Steam is on track to record the biggest year in its six year history," said Gabe Newell, president of Valve. "The year has marked major development advances to the platform with the introduction of support for Mac titles, the Steam Wallet and in-game item buying support, and more. We believe the growth in accounts, sales, and player numbers is completely tied to this work and we plan to continue to develop the platform to offer more marketing, sales, and design tools for developers and publishers of games and digital entertainment"

For more information, please visit www.steampowered.com

About Valve
Valve is an entertainment software and technology company founded in 1996 and based in Bellevue, Washington. The company's portfolio of entertainment properties includes Half-Life®, Counter-Strike®, Day of Defeat®, Team Fortress®, PortalTM and Left 4 DeadTM. Valve's catalog of products accounts for over 35 million retail units sold worldwide, and over 80% of PC online action gameplay. In addition, Valve is a developer of leading-edge technologies, such as the Source game engine and Steam, a broadband platform for the delivery and management of digital content. For more information, please visit www.valvesoftware.com.
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* Active account is account which was online in last 30 days

I am very impressed - I expected this only after Xmax sale. Does Impulse release any  such data?
354,405 views 137 replies
Reply #126 Top

Quoting <span>Alstein</span>, reply 123

True, large corporations are by their nature risk-averse, and publicly traded corps are by their nature short-sighted.  It's pretty much a standard theory of economics, though I'm unsure how exactly it's handled quantitatively.

That said, the smaller companies  will take the risks, then the bigger companies will catch up.  Invasive DRM will disappear by the end of this decade in the PC market, in the markets that prove such DRM isn't profitable.  Hopefully the PC market is one of those markets. 

Which economic theory are you referring to?

Reply #127 Top

Unsure if it has an actual name.  I do know that this was stated as fact as an inefficiency in several econ classes I took.  I believe it's based on discount rates.

 

 

 

 

Reply #128 Top

Quoting Alstein, reply 127
Unsure if it has an actual name.  I do know that this was stated as fact as an inefficiency in several econ classes I took.  I believe it's based on discount rates.

 

 

 

 

If it's a "standard" economic theory, it would have a name.

Reply #130 Top

At this point, competing with Steam is like competing with Walmart. You can do it, but you'll never get there.

I gave up on the whole anti Steam thing a long time ago.

Reply #131 Top

Quoting Polynomial, reply 130
At this point, competing with Steam is like competing with Walmart. You can do it, but you'll never get there.

I gave up on the whole anti Steam thing a long time ago.

 

Meh depends on what you mean by anti-steam. If your referring to actively seeking information about games then choosing not purchasing games which require it then i'm still anti steam. If your referring to attempting to sway others opinions or purchasing habits.. i never really was anti-steam. B)

Reply #132 Top

In my opinion, this is a farce.  Of course they have "Oongo-bagillion" accounts; you are forced to use them by various games now.

 

FORCED!!!

 

I just bought Fallout New Vegas, not realizing I would have to use Steam to activate it, and it installed to the Steam files I already have (never given an option, it just did it to those folders).

It seems to me that this is akin to forcing a million people to eat spaghetti (by force, no less), and then claiming your spaghetti sauce is the best because over a million people use it.

All this does is further my hate towards steam.   Half-life is probably the best game I've ever played.  I've owned Half-life 2 for years, and have never played it due to my disgust form Steam and their "what we say!" attitude.  I've even heard HL2 is better than HL1, but I still cannot get past their obnoxious arrogance of superiority.

In case it wasn't plain;  I dislike, and have no respect, for Steam! (the above just being proof of their idiotic arrogance)...of course you have 30 million accounts;  many people HAVE to make an account simply to play a game they alread paid $50 for and were never given a chance to play it WITHOUT Steam.  I think having that option would significantly decrease their numbers, as there is no way I would have a Steam account if I could avoid it.

Reply #133 Top

Quoting Alstein, reply 129
Ah, there's no real name, it's just called Risk Aversion theory. 

 

http://en.wikipedia.org/wiki/Expected_utility_hypothesis

 

This sounds like part of it also.

 

Okay I see what you were getting at. Of course I know about risk aversion, but I've never heard professor or an economist generalize "large" corporations like you were mentioning. It sounded to me more like something you might hear in a business course than an econ one as I am pretty familiar with economic theories (not all of course).

I mean we know some large corporations will take very big gambles right... just look at the mess that almost brought the financial industry to its knees. I do think you are right though, the bigger names seem less inclined to take a risk on say new and untried experiments although, as I mentioned before, Nintendo certainly took a very big risk by selling a console with very little power compared to the others in the same generation. It can happen.

As for the DRM issue, there are too many people running around "proving" DRM is profitable compared to those who say clearly it isn't, as in a costly attempt that doesn't actually work.

Reply #134 Top

Quoting Polynomial, reply 130
At this point, competing with Steam is like competing with Walmart. You can do it, but you'll never get there.

I gave up on the whole anti Steam thing a long time ago.

You don't have to be Pepsi to Valve's coke, but you need to at least be its Cheerwine.

As long as most companies are willing to make money by putting games on your service, you'll get something.  Also, Steam may massively screw up at some point.

 

 

Reply #135 Top

Steam MAY screw up is not a good argument >.>

Reply #136 Top

It is when you're still making money regardless.

 

 

Reply #137 Top

X may do Y is never a good argument -_-