Adam and John Wright compare the current realities of mobile and Steam game publishing, with a focus on why the two markets demand very different strategies. They also dig into the biggest blind spot in current industry forecasts: direct-to-consumer revenue, which may be reshaping how investors and analysts read the gaming market.Speakers covered

  • John Wright — Explains how mobile publishing used to be more predictable, why that changed after ATT, and why Steam is not an easier substitute
  • Adam — Pushes on the market-size comparison, questions the shift from mobile to Steam, and raises concerns about missing revenue in industry forecasts

Key topics

  • Mobile and Steam are not interchangeable markets, even if they can look similar from the outside
  • Mobile publishing used to be driven by clearer KPIs, organic lift, and more calculable UA unit economics
  • Post-ATT mobile became harder to forecast, with fewer new breakout games and larger drop-off points in the funnel
  • Older games now make up a larger share of mobile revenue
  • More of the new game pipeline appears to be coming from APAC rather than the West
  • Steam is a different business, with premium pricing, heavier reliance on influencers, and far less visibility into its algorithm
  • Hoping for a Steam breakout is not a strategy because success there is less predictable and depends heavily on community momentum
  • Direct-to-consumer revenue may be missing from current market models and forecasts
  • Negative industry sentiment may partly result from data tools failing to capture DTC performance

• • Analysts and investors may be making decisions without full visibility into where gaming revenue comes from

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