Steam, every mention

16 scenes, the whole family · ← back to Steam

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every year anyone Kyle Russell 5Chris Dixon 5Steve Zhao 4Seth Sivak 3Justin Bailey 3Herman Narula 2Andrew Chen 2Robert Stromberg 1Benedict Evans 1

Verbatim, from the transcripts: the passages where Steam comes up

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The Challenge of Replicating Reality with Steve Zhao from SandboxVR Feb 22, 2023 · 2 mentions

  • ▶ 14:51 Steve Zhao Uh, we went through Steam, and we got an incredible exposure on Steam, and we put our game on 2 times in the scene

From Unknown Title to Viral Game: 12 Growth Lessons From Spellbreak Sep 2, 2020 · 3 mentions

  • ▶ 12:19 Seth Sivak So inside of the discord, we, if you were an actual tester, we had this discord bot set up where you would send the discord bot your key, the actual like string, um, from steam or what, um, you know, we went through a couple of different… 2 times in the scene
  • ▶ 26:07 Seth Sivak Or, you know, if all of your, all of your community is just going to the steam forums, for example, or something like that, like that's like, you, you want to be, be thoughtful on where you want to send your community and pick a place…

How Gaming is Changing the Media Landscape Mar 16, 2020 · 2 mentions

  • ▶ 29:09 Andrew Chen You have, um, you know, Valve, which has the, the Steam, uh, store to, to let you also download, you know, games there. 2 times in the scene

Founding Stories: Sandbox VR May 4, 2019 · 2 mentions

a16z Podcast | Building Crypto, from Vision to Reality Jan 2, 2019 · 1 mention

  • ▶ 22:57 Chris Dixon Thanks to Apple and Android and things, and then also innovation that happened on the PC side, like Steam, you saw the kind of micropayment model, right?

a16z Podcast | When Is VR's iPhone Moment? Jan 2, 2019 · 1 mention

  • ▶ 17:02 Chris Dixon If you just look at the data for Steam and League of Legends, there's, you know, a hundred million plus people who really want intense, you know, virtual experiences, and have disposable income, and a bunch of other things.

a16z Podcast | Building Worlds with VR, Art, and Narrative Jan 2, 2019 · 1 mention

  • ▶ 31:02 Robert Stromberg Initially where you, you know, um, when you have sites like Steam and you, you know, Oculus site and all these, these will be the first places that you're able to sort of download, but I can see very clearly, uh, a time when you will have…

a16z Podcast | Truce for Mobile, Battle for VR Jan 2, 2019 · 5 mentions

  • ▶ 16:53 Kyle Russell I would not underestimate the world of Steam. 3 times in the scene
  • ▶ 26:30 Kyle Russell It goes back to the Steam and PlayStation and Xbox monthly active users, which is, if that's several hundred million people, and it's only gaming for the next three years, like, that could be an incredibly large market before it's…
  • ▶ 30:35 Kyle Russell I think it's more of a, like, Valve already has what's called the Steam Link, which effectively does the same, same thing, but with a less difficult problem of streaming your gaming PC to your TV at 60 frames per second.

a16z Podcast | The Year Mobile Began to Truly Dominate Tech Jan 2, 2019 · 1 mention

  • ▶ 4:23 Benedict Evans Yes, you could write a Windows application that connects to the internet, and yes, there was Steam and so on, but basically the internet experience was in the browser, and on the smartphone it's on the operating system, and you target, you…

a16z Podcast | Tech Trends Changing Gaming Jan 2, 2019 · 5 mentions

  • ▶ 9:22 Herman Narula And one of the requirements was to download the game from Steam in order to interact with it. 2 times in the scene
  • ▶ 14:28 Justin Bailey That's another thing I just love on the business side, so a little bit of a tangent here, but if you went to Steam, which you talked about earlier, and how, um, so DayZ is probably, uh, 3 times in the scene

a16z Podcast | Virtual Reality v Augmented Reality, and What's Next Jan 2, 2019 · 2 mentions

  • ▶ 27:34 Chris Dixon I think people underestimate the size of the, for example, the Steam PC gaming community. 2 times in the scene

Marc Andreessen and Chris Dixon Jul 15, 2017 · 1 mention

  • ▶ 39:48 Chris Dixon You know, the reality is twenty million is enough to get a very interesting company built, and then to do, you know, and, and what happens with a lot of these new platforms, you need enough people to kind of get to critical mass, to get…
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