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I am writing a research report on the Steam Deck and its effect on the Market Growth of Steam. A heavy emphasis on the 21 million to 33 million jump as seen from the Year in Reviews of 2021 and 2022 respectively. It primarily focuses on the Creativity and is a Business Management project. When doing the Statistical overview, I wish to explain the dip in user percentage seen twice this year despite the trend. Could someone explain me to the factors behind it and how the spike in Simplified Chinese as a language affects it. Any other input on the innovation of the Steam Deck and its market would be extremely beneficial.
Yours Sincerely,
An inexperienced techie who wishes to be a game dev
You do get some extra insight into the Chinese market in those months where Valve are double-counting Chinese machines: older hardware, older Windows, Intel/Nvidia rather than AMD... and no Linux. Which is understandable: pirated Windows gets support from game developers in the way that Linux doesn't.
They haven't sold 12 million Decks, if that's what you're thinking.
No no, I was referring to the concurrent users, not the Steam Deck as the question primarily revolves around the market growth of Steam.
The Deck is 0.70% of the Steam hardware.
Does it make good headlines? Yes. Is it a great Linux gaming demonstration device for those that would never install an OS? Absolutely. Is it a nudge to game developers to consider lower-spec hardware, lower resolutions, and Steam Input? Yes, yes, and yes. Does it change the types of games that are played, and the times that they are played? Yes - Valve have given figures for the proportion of people that have switched to the Deck as their primary gaming device once they've got a Deck.
Is it a market mover by itself? No - there just aren't enough of them out there, and it's only available in certain regions. Explosive growth for Steam has been happening regardless of the Deck. You can see that tracked over the last decade by the number of games released on Steam, and the Internet traffic of Steam.
But it's your thesis to explore.
That besides, is it really that inconsequential. With an Estimated 1.6 million sales in 2022, it isn't really negligible and I'm pretty sure its already passed the 3 million Omdia predicted.
It's not really "getting away with it" if you're citing your sources and explaining your reasoning that leads you to your conclusions.
Personally, I would expect that there's interesting stuff to look at with how the Deck has affected the perception of Linux as a gaming platform, how it's affected the handheld PC market, and where competitors are succeeding or failing against it. But I'm not in school and don't need to do any assignments.
Steam is huge. Next to the 132 million monthly active Steam users, or even the 40 million PS5s out there, a couple of million Decks isn't that big of a deal in absolute terms. It's what every handheld will be compared to - pretty much indefinitely, or at least until there's a Deck 2 - and in the niche of Linux gaming it's overtaken "Other" as the most-used distro on Steam. Those are still pretty nice achievements.
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This! The PR value of the Deck is also very profitable to Valve. Now it's in the same articles and sentences as other major handhelds, even those that have nothing to do with PC gaming.
This is also really important. It's basically the same strategy Microsoft and Bill Gates are quoted in using above. It's a common strategy used allover... Once someone is a customer, it's much much easier to retain them in terms of cost to the company, so, in the long run, lowering the barrier to entry for the customer benefits the company, wether it's tolerating some piracy, selling hardware/software at a loss, etc.
I wouldn't use Mr. Gates' term of "addicted"; perhaps "brand loyal" or "locked-in to the experience" (I'm sure there's a more appropriate term out there). But the general assessment is not wrong.
Every Deck they sell is likely a future Deck 2 sale (In addition to game sales).
The issue is it's due tomorrow and I need to like re-write the whole thing to incorporate your advice and I have no issue doing so. I'd love it if I could possibly interview Liam for the same assignment and include it.