Steam

Dominant PC games client; strong library lock-in and social graph, still delivering real value to buyers.

Lock-in Stage 2

Users are retained through switching costs, data, network effects, or ecosystem dependency.

Valve’s storefront and client remain useful: reviews, workshops, and sales are genuine user surplus. The business model is mostly a cut of sales, not attention hijacking. Stage 2 fits: meaningful lock-in via your library and friends list, without the feed-manipulation playbook of ad platforms.

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