Analysis of the Adoption and Playing Time on STEAM

Summary

  • STEAM is not a platform only for collecting games as some assert. This impression may come from personal selective memory of such a behavior.
  • “DOTA 2” occupies around 28% of total playing time of STEAM users, which occupies the biggest share in our data.
  • Some titles such as “Counter-strike Global Offensive” has an extremely ‘long tail’ in the distribution of playing time.

STEAM: Platform only for collecting?

From time to time, I heard that STEAM is not a platform for playing games, but only for collecting." That is, they buy games at STEAM, but do not play most of the games adopted. I also have some collection in STEAM that has not been played for a single time. I wonder if this is really a general behavior among STEAM users? I found a related data set in Keggle. The data set may not be strongly reliable because details on data generation are not provided. For example, the observational range for the data is not specified. “Battle Ground”, recent one of the most popular titles, is not included in data. However, as of now, the data set is the best one that can be collected for me.

Basic stats

Before exploring the main question, data is reorganized by titles and by individual players.

By Titles

var n max min mean med sd
n_adopted 5153 4841.0 1 24.99534 5.0 101.4039
time 5153 981599.6 0 668.40827 3.8 14991.7028

The above table shows that distribution of sales and playing time by title is very skewed to 0. That is, a small number of titles occupy most of the adoption and playing time of users. Consult below two figures.

By individual players

var n max min mean med sd
n_adopted 12393 1068 1 10.393045 2.0000000 35.6350785
n_played 12393 462 0 4.839587 1.0000000 14.7400739
total_time 12393 11754 0 277.923650 13.4000000 760.1482409
sh_play 12393 1 0 0.618359 0.6666667 0.3879193

Adoption behavior of individual users is also skewed to 0.1 The distribution of playing time is somewhat uniformly distributed in log sense. That is, a considerable proportion of players, 29.3%, consumes time spent on games more than 100 hours. The above table shows that distribution of sales and playing time by title is very skewed to 0. That is, a small number of titles occupy most of the adoption and playing time of users.

Playing over adoption

To answer the earlier question on the identity of STEAM, the number of titles played over the adopted is calculated for each player. Below figures show that 42.3% of users play all of the games adopted. 65.6% of players play more than half of their adoption.

Correlation between adoption and share of play

If the size of adoption is correlated with the share of play, some group of users might consider STEAM as the collecting-only platform. To check this point, the size of adoption and the share of play are plotted. The left panel of the below is plotted to the adoption level of \(10^{1.5}(\approx 31.62)\) with some arbitrary noise. The right panel is plotted with the log-transformed adoption level.

In conclusion, STEAM as the platform only for collecting games is not an adequate statement for its users. This impression comes from the selective memory of players who have some of the unplayed titles.

The Pattern of Playing Time for Top Games

Distribution of playing time for the top 20 titles

In exploring data interesting one is found. For the top 20 adopted games, distribution of (log-transformed) playing time is plotted. Some games have an extremely long tail, which means that most or considerable proportion of their players play heavily. Specifically, “Counter-Strike: Global Offensive”, “The Elder Scrolls V Skyrim”, “Sid Meiser’s Civilization V” are among them.

Distribution of average playing time per title for users I

In a similar vein, the average playing time per title is examined by the top 20 users by adoption level. For some high-level adopting users such as 1, 7, 17, more than 3 hours are spent for many of adopted titles. A small fraction of games occupy most of playing time.

Distribution of average playing time per title for users II

For the average playing time per title, some users such as 8, 9, 15, and 17 spend hours heavily on a small number of titles. Contrastingly, some such as 1, 7, and 18 are serious explorers in that they spent considerable hours on many games.

Appendix

Tables for the top 20 titles and players are as follows:

Playing time by individual players

id n_adopted n_played total_time mean_time sh_play
1 1 1 11754.0 11754.00000 100.0%
2 257 165 11649.7 70.60424 64.2%
3 10 4 10853.2 2713.30000 40.0%
4 276 156 10468.1 67.10321 56.5%
5 2 1 9640.0 9640.00000 50.0%
6 169 115 9545.3 83.00261 68.0%
7 399 224 9426.2 42.08125 56.1%
8 27 25 9417.6 376.70400 92.6%
9 7 7 8172.9 1167.55714 100.0%
10 102 54 8137.1 150.68704 52.9%
11 27 5 7836.7 1567.34000 18.5%
12 6 3 7801.9 2600.63333 50.0%
13 32 16 7740.5 483.78125 50.0%
14 85 50 7188.4 143.76800 58.8%
15 24 17 7160.0 421.17647 70.8%
16 95 50 7152.1 143.04200 52.6%
17 18 14 7108.5 507.75000 77.8%
18 246 117 6928.9 59.22137 47.6%
19 474 255 6888.9 27.01529 53.8%
20 449 64 6886.0 107.59375 14.3%

Adoption by individual players

id n_adopted n_played total_time mean_time sh_play
1 1068 462 5710.8 12.361039 43.3%
2 776 128 2272.4 17.753125 16.5%
3 759 119 1217.7 10.232773 15.7%
4 666 149 1372.9 9.214094 22.4%
5 597 72 2729.3 37.906944 12.1%
6 592 88 1394.0 15.840909 14.9%
7 588 296 6003.9 20.283446 50.3%
8 584 98 1220.3 12.452041 16.8%
9 565 157 1456.8 9.278981 27.8%
10 554 224 4841.3 21.612946 40.4%
11 516 124 1456.8 11.748387 24.0%
12 505 145 1344.4 9.271724 28.7%
13 480 147 1225.2 8.334694 30.6%
14 474 255 6888.9 27.015294 53.8%
15 455 189 3941.2 20.852910 41.5%
16 449 64 6886.0 107.593750 14.3%
17 444 294 3009.2 10.235374 66.2%
18 429 160 3216.6 20.103750 37.3%
19 427 65 1029.1 15.832308 15.2%
20 416 106 3055.3 28.823585 25.5%

Play time by titles

title n_adopted n_played time sh_time
Dota 2 4841 4841 981599.6 28.5%
Counter-Strike Global Offensive 1412 1377 322762.6 9.4%
Team Fortress 2 2323 2323 173629.3 5.0%
Counter-Strike 856 568 134254.1 3.9%
Sid Meier’s Civilization V 596 554 99819.3 2.9%
Counter-Strike Source 978 715 96070.5 2.8%
The Elder Scrolls V Skyrim 717 677 70886.3 2.1%
Garry’s Mod 731 666 49721.3 1.4%
Call of Duty Modern Warfare 2 - Multiplayer 343 291 42007.9 1.2%
Left 4 Dead 2 951 801 33591.7 1.0%
Football Manager 2013 104 104 32308.6 0.9%
Football Manager 2012 80 79 30845.8 0.9%
Football Manager 2014 80 78 30574.8 0.9%
Terraria 496 460 29946.8 0.9%
Warframe 847 424 27068.6 0.8%
Football Manager 2015 79 77 24283.1 0.7%
Arma 3 161 157 24054.7 0.7%
Grand Theft Auto V 273 269 22956.7 0.7%
Borderlands 2 429 386 22665.9 0.7%
Empire Total War 263 214 21029.3 0.6%

  1. Instead of using term ‘purchasing,’ we use ‘adoption’ as users’ behavior to choose games with or without paying. As there are many free-to-play games in our data sample, adoption is more proper world for our discussion.

Jun-Sok Huhh  

2019-03-26 (current version in 2019-03-28)