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.
More in Gaming
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Epic Games Store
3 ExtractionPC storefront and launcher competing on cuts and exclusives—better for devs in spots, still a platform tax and account wall for players.
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Xbox (Microsoft)
2 Lock-inConsole ecosystem with Game Pass value—great until subscriptions, store rules, and account lock-in define what “ownership” means.