The steam platform economy: From retail to player-driven economies
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The steam platform economy : From retail to player-driven economies. / Thorhauge, Anne Mette.
I: New Media and Society, Bind 26, Nr. 4, 2024, s. 1963-1983.Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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TY - JOUR
T1 - The steam platform economy
T2 - From retail to player-driven economies
AU - Thorhauge, Anne Mette
N1 - Publisher Copyright: © The Author(s) 2022.
PY - 2024
Y1 - 2024
N2 - 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.
AB - 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.
KW - Digital markets
KW - online gaming
KW - platform economies
KW - player-driven economies
KW - sociology of markets
UR - http://www.scopus.com/inward/record.url?scp=85125811091&partnerID=8YFLogxK
U2 - 10.1177/14614448221081401
DO - 10.1177/14614448221081401
M3 - Journal article
AN - SCOPUS:85125811091
VL - 26
SP - 1963
EP - 1983
JO - New Media & Society
JF - New Media & Society
SN - 1461-4448
IS - 4
ER -
ID: 302052307