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Steam重大更新 避免特定语言用户集中差评造成问题
猿大侠· 2025-08-23 06:37
以下文章来源于蓝点网 ,作者山外的鸭子哥 按照语言进行分区后带来的好处是显而易见的,特定语言用户的差评不会影响游戏在其他语言用户中的评价,使用这些语言的用户可以看到正常的评论和评 分避免被特定语言的评论和评分干扰。 然而 Valve 也意识到按照不同语言的分区系统可能会引发审查,为了避免这方面的争议, Steam 允许用户禁用按照语言进行分区,禁用后 Steam 账户 将会恢复为显示所有语言版本的 Steam 评论的总体评分。 目前 Valve 已经将新的评论 / 评价系统向所有用户推出,接下来 Steam 用户查看游戏评价时都将主要看到自己使用的语言的评论,而不是综合显示各种 语言的评论。 蓝点网 . 科技资讯、软件工具、技术教程,尽在蓝点网。蓝点网,给你感兴趣的内容 知名游戏平台 Steam 日前宣布调整用户评论系统,调整的主要内容是根据不同语言提供不同的评论体系,然后按照不同语言显示对应的游戏评分。 这项策略的主要目的是综合考虑不同文化背景的用户对游戏的态度可能不同,例如特定语言用户认为某个游戏存在冒犯行为,因此可能存在集中涌入进行差 评的情况,而其他语言用户可能没有这种感觉。 一句话总结: --- 未 ...
Consolidated Edison Q2 Earnings Beat Estimates, Revenues Rise Y/Y
ZACKS· 2025-08-08 15:10
Core Insights - Consolidated Edison, Inc. (ED) reported second-quarter 2025 adjusted earnings of 67 cents per share, exceeding the Zacks Consensus Estimate of 66 cents by 1.5% and improving 13.6% from 59 cents in the prior-year quarter [1][9] - Total operating revenues for the quarter reached $3.60 billion, surpassing the Zacks Consensus Estimate of $3.39 billion by 6.2% and increasing 11.6% from $3.22 billion in the year-ago quarter [3][9] Revenue Breakdown - Electric revenues totaled $2.78 billion, an increase of 8.9% from $2.55 billion in the prior-year quarter [3] - Gas revenues amounted to $711 million, surging 22.2% from $582 million in the year-ago quarter [4] - Steam revenues reached $106 million, rising 20.5% from $88 million in the prior-year quarter [4] - Non-utility revenues were $1 million, compared to none in the year-earlier quarter [4] Operating Performance - Total operating expenses increased 11.7% year over year to $3.24 billion [5] - Operating income for the second quarter rose 10.9% year over year to $355 million [6] Financial Position - Cash and temporary cash investments as of June 30, 2025, were $1.51 billion, up from $1.32 billion as of December 31, 2024 [7] - Long-term debt stood at $24.66 billion as of June 30, 2025, slightly up from $24.65 billion at the end of 2024 [7] - Cash from operating activities for the first six months of 2025 was $2.82 billion, compared to $1.91 billion in the prior year [7] Guidance - Consolidated Edison reaffirmed its 2025 EPS guidance in the range of $5.50-$5.70, aligning with the prior forecast [10]
日经Gaming精选:比肩Apple、Google的游戏商店--Epic Games CEO专访
日经中文网· 2025-08-06 03:01
Core Viewpoint - Epic Games is expanding its Epic Games Store to mobile platforms, particularly targeting the Japanese iOS market by 2025, amidst ongoing disputes with app stores like Apple and Google [4][6]. Group 1: Competitive Advantages - Epic Games Store has a competitive edge in social features and cross-platform compatibility [6]. - The user base for PC on Epic Games Store is projected to reach 295 million by the end of 2024, with an average monthly active user count of 67.2 million, making it the second-largest PC game store after Valve's Steam [6]. Group 2: Developer Support - The fee structure for game sales on Epic Games Store ranges from 0% to 12%, significantly lower than the typical 30% charged by competitors, which encourages more developers and publishers to join the platform [6]. - Since its launch, Epic Games Store has reportedly paid over $2.1 billion to developers and publishers [6]. Group 3: Market Expansion - Epic Games is planning to open iOS stores in Japan, the UK, and Brazil, indicating a strategic move to increase its presence in mobile gaming [7].
Gear Up for Con Ed (ED) Q2 Earnings: Wall Street Estimates for Key Metrics
ZACKS· 2025-08-04 14:20
Core Insights - Wall Street analysts expect Consolidated Edison (ED) to report quarterly earnings of $0.66 per share, reflecting an 11.9% year-over-year increase, with revenues projected at $3.61 billion, up 12.2% from the previous year [1] Earnings Estimates - The consensus EPS estimate has been revised 3.7% lower in the last 30 days, indicating a reevaluation of initial estimates by analysts [1][2] - Analysts predict 'Operating revenues- CECONY' at $3.17 billion, showing a year-over-year increase of 5.9% [4] - 'Operating revenues- O&R' is expected to be $213.26 million, reflecting a decline of 4.8% year-over-year [4] - 'Operating revenues- O&R- Gas' is projected at $50.71 million, indicating a 15.3% increase year-over-year [4] Revenue Breakdown - 'Operating revenues- CECONY- Electric' is estimated at $2.51 billion, a 5.8% increase from the prior year [5] - 'Operating revenues- CECONY- Gas' is expected to reach $553.34 million, suggesting a 2.9% year-over-year change [5] - 'Operating revenues- CECONY- Steam' is projected at $97.89 million, indicating an 11.2% increase year-over-year [5] - 'Operating revenues- O&R- Electric' is estimated at $151.68 million, reflecting a 15.7% decline year-over-year [6] - 'Operating revenues- Gas' is expected to be $604.05 million, indicating a 12.3% increase from the previous year [6] - 'Operating revenues- Electric' is forecasted to reach $2.64 billion, reflecting an 11.3% increase year-over-year [6] Operating Income - 'Operating Income- CECONY' is expected to be $480.86 million, compared to $314.00 million in the same quarter last year [7] - 'Operating Income- O&R' is projected at $12.73 million, up from $9.00 million reported in the same quarter of the previous year [7] Stock Performance - Shares of Con Ed have increased by 4.1% over the past month, outperforming the Zacks S&P 500 composite, which moved up by 0.6% [8]
Steam对成人内容“动手”,是因为无奈?
虎嗅APP· 2025-07-29 09:23
Core Viewpoint - Valve's recent tightening of adult content regulations on Steam has raised concerns among players and developers about the platform's future content policies and the influence of payment processors [2][10][12]. Summary by Sections Recent Changes in Regulations - Valve updated the Steamworks developer platform documentation, adding a new rule that prohibits content that may violate payment processors' standards, particularly regarding adult content [2][4]. - Over 100 games were marked as "Retired" within two days of the announcement, many of which contained adult themes [4][10]. Payment Processor Influence - The primary reason for the new restrictions stems from pressure from payment processors like Visa and Mastercard, which have been increasingly cautious about servicing adult content-related businesses [7][10]. - Valve's actions are seen as a passive response to the risk of losing payment processing services if they do not comply with these pressures [10][12]. Implications for Content Ownership - The situation highlights the fragility of digital content ownership, as players may lose access to games they have purchased if the developers decide to remove them from the platform [15][16]. - The user agreement on Steam indicates that players do not own the games they purchase, raising concerns about the implications of such policies on digital rights [16][17]. Broader Trends in Content Regulation - The tightening of content regulations is not limited to Steam; similar pressures have been observed on platforms like OnlyFans and Patreon, where payment processors have influenced content policies [20][21]. - The trend suggests that payment processors may increasingly dictate what content can be sold on various platforms, leading to greater uncertainty for developers and players alike [24][25].
Steam对成人内容“动手”,是因为无奈?
Hu Xiu· 2025-07-29 00:19
Core Points - Valve has tightened its management of adult content on the Steam platform, leading to concerns among developers and players [2][3][5] - Over 100 games have been marked as "Retired" within two days due to violations related to adult content, with ongoing removals [5][6] - The pressure from payment processors, particularly Visa and Mastercard, is a significant factor behind these changes, as they have previously withdrawn services from adult content platforms [10][14][36] Summary by Sections Valve's Actions - Valve updated the Steamworks developer documentation to include stricter rules against adult content, specifically prohibiting content that violates payment processor standards [3][4] - The company stated that the removal of games was a response to notifications from payment processors regarding potential violations [5][9] Impact on Games - Many of the removed games featured controversial themes, raising concerns about the future of adult content on the platform [6][12] - The removals are not limited to specific regions but are a broader response to payment channel requirements [34][35] Industry Context - The actions taken by Valve reflect a wider trend in the industry where payment processors exert significant influence over content availability, as seen with platforms like OnlyFans and Patreon [27][38][40] - Organizations like Collective Shout have actively campaigned against adult content on platforms like Steam, further pressuring payment processors to withdraw services [17][18] User Reactions - Players have expressed dissatisfaction with Valve's decision, fearing it sets a precedent for further restrictions on content based on payment processor standards [25][26][37] - Concerns have been raised about the potential for a slippery slope, where more types of content could be targeted for removal in the future [26][39]
X @Decrypt
Decrypt· 2025-07-28 19:30
Cybersecurity Threat - A cybersecurity firm reported that the PC game Chemia was loaded with crypto-jacking malware [1] - The game Chemia has been removed from Steam [1]
3A大作登陆 macOS,硬件先天不足,苹果游戏梦难圆?
3 6 Ke· 2025-07-28 09:49
Core Viewpoint - Apple is making efforts to enhance gaming on macOS to attract developers and improve the gaming experience on Mac, despite the platform's historical limitations in gaming performance and content availability [4][6][8]. Group 1: Apple's Gaming Strategy - Apple aims to showcase the capabilities of its M-series chips through gaming, as gaming performance is a direct indicator of hardware capability [8]. - The company is also motivated to retain gaming content within its ecosystem, as it has strict in-app purchase policies on iOS, and wants to prevent users from relying on external platforms like Steam and Epic [8][14]. - Despite the limited gaming market on Mac, Apple is pushing for more native game versions to create a viable gaming environment, even if the current offerings are sparse [8][17]. Group 2: Technical Limitations - The transition from Intel to Apple Silicon has created challenges for gaming on Mac, as many games are developed for Windows and do not have macOS versions [9][11]. - Hardware limitations, such as performance and power consumption issues, hinder the ability of Macs to run demanding games effectively [11][13]. - The unified memory architecture of Macs, while beneficial for certain tasks, may not meet the needs of high-performance gaming, as dedicated video memory is often preferred [13]. Group 3: Content Development Challenges - Apple's dual approach to gaming—offering services like Apple Arcade while also promoting high-profile games—creates a conflicting strategy that may confuse users [14][15]. - The lack of significant investment from developers in adapting games for macOS results in a limited selection of titles, which undermines the potential for a robust gaming ecosystem [17]. - The overall perception of Mac as a gaming platform remains skeptical, as developers are hesitant to invest in creating content specifically for macOS [17].
X @Bitget Wallet 🩵
Bitget Wallet 🩵· 2025-07-24 06:54
E-commerce Trends - The report highlights prominent e-commerce platforms like Nike, Amazon, Airbnb, IKEA, Sephora, and H&M [1] - Mobile app distribution is represented by the App Store and Google Play [1] Gaming Industry Overview - The document lists popular games across mobile and PC platforms, including Free Fire, Mobile Legends, PUBG, Minecraft, LoL, Valorant, Roblox, Fortnite, PlayStation, and Steam [1] Entertainment Consumption - Streaming and social platforms such as Netflix, Spotify, Twitch, and Discord are noted [1] Travel and Technology Convergence - The travel sector is represented by Entravel hotel bookings and Xpin global eSIM [1] Cryptocurrency Integration - Bitget Wallet promotes a "Shop with Crypto" zone, indicating a growing trend of cryptocurrency adoption in e-commerce [1]
Steam回应删除大量色情游戏:不想,但没办法
猿大侠· 2025-07-20 04:20
Core Viewpoint - Valve's decision to remove a significant number of adult or pornographic games from the Steam store was driven by pressure from payment channels, card organizations, and banks, rather than being the company's original intent [1][2][3]. Group 1: Valve's Response - Valve stated that they received notifications indicating that certain games on the Steam platform might violate the rules and standards set by their payment processors and related card organizations and banks [3]. - The company emphasized that the removal of these games was necessary to avoid losing payment methods, which would prevent customers from purchasing other games and content on Steam [3]. - Valve assured that affected developers would be directly notified and would receive application credits as compensation for future game distribution on the Steam store [3]. Group 2: Industry Context - The article draws parallels with PornHub, which faced payment service suspension due to the presence of unauthorized or underage content, leading to the removal of over 10 million videos and a shift to only allowing certified creators [4]. - Another example cited is Tumblr, which experienced a significant drop in traffic after attempting to ban adult content due to pressure from the payment industry, and continues to maintain this ban under the ownership of WordPress [4]. - The overall trend indicates that the payment industry's stance may lead to further removals or bans of adult or pornographic content across various platforms, reflecting a broader industry shift [4].