VR saw a huge increase in players last year too, in big part due to the release of Half-Life: Alyx. VR video game sales were up by 71% compared to 2019, with Half-Life: Alyx comprising 39% of those sales alone. That one isn’t a substantial surprise actually, Graham states it’s “the best standard ‘complete’ game yet made for VR” in his Half-Life: Alyx evaluation.
Some statistics I’m weirdly thinking about are the controller ones. In 2020, there were 1.68 billion video game sessions where a controller was used, up 66.6% from the 1.01 billion sessions in 2019. Great! Controllers are fantastic for sitting back and relaxing while you’re video gaming, it doesn’t need to be all keyboard and mouse all the time. Steam enhanced support for the elegant brand-new PS5 and Xbox Series X controllers just recently too.
Back in March in 2015, Steam made changes to its updates and downloads to assist maximize bandwidth with everybody suddenly stuck at home. It ends up that this was in reaction to “different nations’ government bodies” approaching them to see how they “could help mitigate the increase in global traffic that ISPs were seeing,” Valve states.
They end everything with a little bit of talk about their prepare for 2021, which consist of introducing Steam China early this year, in addition to enhancing game performance and compatibility on Linux. It seems like more Steam Labs experiments are on the way too, along with updates to existing ones like the one that’s introducing new ways to search video games.
, they include that Steam has seen a load of other record-breaking brand-new highs as well: with 62.6 million daily active gamers, 24.8 million peak concurrent users, 31.3 billion hours of playtime, and a 21.4% boost in number of games purchased over 2019. VR video game sales were up by 71% compared to 2019, with Half-Life: Alyx making up 39% of those sales alone. In 2020, there were 1.68 billion game sessions where a controller was used, up 66.6% from the 1.01 billion sessions in 2019. They end it all with a little bit of talk about their strategies for 2021, which consist of launching Steam China early this year, as well as enhancing game performance and compatibility on Linux.
In their article, they include that Steam has seen a load of other record-breaking new highs as well: with 62.6 million daily active gamers, 24.8 million peak concurrent users, 31.3 billion hours of playtime, and a 21.4% boost in variety of video games bought over 2019. Steam users playtime was up by 50.7% compared to 2019 too (though it isn’t clear if that’s speaking about a typical user’s playtime, or playtime of all Steam users integrated).
Valve have actually published their 2020 Year In Review for Steam, and I’m a little shocked at how significant a few of their stats are. Viewing as we experienced a global pandemic during which everyone locked themselves away in their homes, it may not come as a substantial surprise that more people took up video gaming to kill time. Valve state 2.6 million individuals bought games for the very first time on Steam each month, and Steam had 120.4 million month-to-month active users to boot (though they don’t discuss if these numbers are averages, or the real numbers from each month). I expected a lot, but wow.