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Kerbal Space Program

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Article

Why Educational Games Don’t Work on Steam

Educational games face significant commercial challenges on Steam, primarily because the platform’s demographic and environment are fundamentally misaligned with the needs of children and their parents.

  • Steam is an ineffective platform for educational games because its core audience does not align with the product, resulting in poor commercial performance for titles like 'Bluey: The Videogame' and a median revenue of only $827 for games tagged as 'Education'.
  • Successful educational game distribution requires choosing a platform where the target audience already congregates, such as the Scratch portal for school-aged children or proprietary platforms for parents seeking structured learning.
  • Building a proprietary educational platform allows for higher price points, such as the $12.99 monthly subscription model used by ABCMouse, which avoids the consumer pricing expectations and potential review-bombing associated with the Steam marketplace.
How To Market A GameDec 2023
Cover of Sons of the Forest: So Big It Broke Steam?
Article

Sons of the Forest: So Big It Broke Steam?

The late February 2023 gaming market was defined by a surge of high-performing PC debuts and the continued commercial dominance of major triple-A franchises.

  • Hogwarts Legacy dominated the global market with 12 million units sold and $850 million in revenue, leading download charts across PlayStation, Xbox, and the Epic Games Store.
  • Sons of the Forest achieved the year's second-largest Steam debut with 330,000 concurrent users, causing temporary storefront instability while maintaining an 88% positive rating.
  • Atomic Heart and Company of Heroes 3 saw moderate PC success with 38,500 and 36,600 concurrent users respectively, though the latter faced mixed reviews due to technical issues.
GameDiscoverCoFeb 2023
Cover of Take-Two Revenue Reaches $857.8 Million in FQ2 2019
Article

Take-Two Revenue Reaches $857.8 Million in FQ2 2019

Take-Two Interactive experienced significant financial growth during the second fiscal quarter of 2019, which concluded on September 30.

  • Take-Two reported $857.8 million in net revenue for the second fiscal quarter of 2019, representing a 74% increase compared to the same period in 2018.
  • Net bookings reached $950 million for the quarter, a 63% year-on-year increase driven primarily by the launches of Borderlands 3 and NBA 2K20.
  • Digital sales generated $695.3 million, accounting for 73% of total net revenue and marking a 63% increase over the prior year.
Game World ObserverNov 2019