Free Essay

Steam and Valve

In:

Submitted By clement869
Words 4003
Pages 17
E-Business
Valve Corporation and Steam
Chédiny Clément
International Business School 5

Content Summary

Executive summary: 3

Introduction: 5 Company background: 6 Innovative strategy: 8 Business processes: 10 Business model: 11 Technologies adopted: 15 Conclusion: 17 Sources: 18

Executive summary:

It is clearly going to be “cliché”, but as most part of guys, I like Video Games. Being a soldier, killing the bad guys, or being the new star of European soccer fields scoring in the final of the UEFA Champions League, every men “normally” constituted has dreamed at least once to be in that situation, and video games can procure that kind of excitement.
This is the reason why I choose to make my final e-business assignment on video games.
Concerning my choice for the company, for me it was obvious to choose Steam. In my point of view, they have been the precursor of many things in e-business, or at least they were one of the first that used “e-novations”.
Through the years, they have succeeded in being one of the most important company in this sector.
Many factors have to be pointed out.
First, the fact that they have created one of the best games ever made which is Half-Life. It allows them to have a world-wide recognition.
Secondly, the Valve platforms, with its large numbre of games available, the exchange of data and information between players and users, have made them the first online retailer for video games.
But Steam is not only benefic for players and users. It is also a way for small companies, small producers and developers to launch their game. The process is simple, quick, and less expensive than other distribution channel. In effect, they don’t have to produced CDs, they don’t have the transportation costs to pay, they don’t have the same taxes and they enjoy the Steam’s recognition being on their platform.
To be always on top and keep this advantage against their competitors, Valve is always trying to be one of the first using new technologies. Cloud computing is the perfect example.
But listening to the consumer is also important for them. This is why they are now openings their range of product allowing non video games software to be present on the platform as the users asked it.
Through this assignment I try to describe the Business model of Valve and show how they succeed in this rough sector, always evolving, with rough competitors such as Electronic Arts, and I will finished it by talking about possible evolutions of the company and the market.

Introduction:

According to Anita Frazier (2012) “when the industry started it was all about, games that were sold were made for consumers characterized as hardcore gamer, like a young man or a teenager, sitting in his parents basements, playing games for hours on in”, but now it has changed and “we have more casual gamers, that plays during 10 or 15 minutes, and it has changed the way that games are distributed. It used to be all about what was sold on retail, but now games are digitally downloaded, you can play on your smartphone on your computer on social network game, they are all kinds of ways that the consumer can game and that are gaming.”
This described perfectly the new situation and what it is actually.
Touching and having more targets, this is the new trend for video games. For example, the new PC game, “League of Legends” created by Riot games, which is only playable online, and which has already attracted 70 million players, 32 million active users during a month. It has become in only 2 years the most played Free 2 Play game.
It the very beginning I wanted to make on this new game and the Riot company, but I thought there was not enough innovation and it doesn’t have enough specificity. Has a strong player and user of steam, it is naturally that I decided to make my assignment on it.
Through this assignment I will analyse and make a study on the company’s back ground, on what is realy innovative in Steam, but also on what is their business process and model an in a conclusion, I will talked about some future trends for their market.

Company background:

Valve Corporation a computer game development company was founded in 1996 by Gabe Newell and Mike Harrigton. Both of them were former Microsoft employees. Rapidly, they knew the success through the “Half-Life” game which received about 50 Game of the Year Award, but also thanks to other famous games such as Team Fortress, Portal or Left 4 Dead.

It’s in 2002, that “Game Developer's Conference in San Jose, California, Newell, the founder and managing director of Valve Software, formally announced Steam, a method for buying and downloading games online” (Case, L. (2002). Valve Steams Ahead. Computer Gaming World, (2515), 38).
Nowadays, Steam is considered as “the leading platform for PC and Mac games and digital entertainment, serving over 1500 games to over 35 million active users worldwide” (CA-GamersFirst-APB,2011).
This success is due I think, because of the recognition of Valve. In effect, at the very beginning, consumers can only buy Half-life, Left 4 Dead, Portal and team Fortress, and the biggest success of valve Counter Strike, which is played by thousands of players.

This allowed steam to create a real community inside it and around the different games.
The large number of games shows that the business model of steam is a real success. The number of games available on steam has increased rapidly, and more and more people choose this way of purchase than the classic one. But even if this is increasing, the online purchase still fares away behind the classic retail discs market.
This allows Valve to dominate the digital sales channel since 2003. Nowadays, with the lack of competition, Steam reaches the 80% of market share.
But larger companies are starting to understand that digital sales are becoming important. As we can see for the video on demand. People prefer buying the use of the product than the product itself. This why competition is starting to come on the market, and EA developed its own platform named Origin. But they still have some delay looking to Valve and steam.
They are only present on windows and Mac OSX whereas Steam as a major advantage is adapted to several platforms, as Microsoft Windows, Mac, Sony Playstation 3, Apple IOS and Android which allows them to reach more people, because is not restricted to one specific games console, moreover, with only 21 publisher partnership compared to the 50 that Valve has created they still really fare away from Steam. but the major point of difference, is the number of games they offers to the consumer. Steam sales more than 1 800 games against only 100 for Electronic Arts. This is mainly due to the fact that Electronic Arts sells only their games, so even if they produced a lot of games for different kinds of targets this is not enough to touch the maximum of customers.

In 2011, the total revenues of Valve Corp. are about $1.44 billion, which makes it the second most important actor of this sector just behind Electronic Arts which have $3.87 billion.

Innovative strategy:
But clearly what Steam can offer you!?
As I said previously, Steam is 50 major publisher partnerships, which offers you 1800 different games that you can play in almost all the different platforms existing nowadays.
40 million people are registered and have an account at steam.
We can say that Steam, it’s a kind of cloud computing for games. The installation of steam is free. You downloaded it on internet and install it on your computer or game console and you have access to many things.
The main point of steam is that you have a direct access to a lot of games. The consumer doesn’t need to go on the street find its game store, expecting that they still have the game in stock, because in general for games such as Call of Duty or Fifa, the interest of consumer is such important that all the products are sell the first day. With Steam you don’t have this problem, you just have to stay home, order it and pay it through the Steam interface. The large range of product you can find, allows them to target many different kind of customers.
Steam is also a huge community. 40 million people are registered on steam. You can creates groups, you can form teams, chat with people. You can also create a group of friends, which allows you when you want to join them and their party and play with them. The interaction is a key issue for Steam. They have done everything possible to make people talk with each other. This is why they have reached an agreement with the program Skype and create a partnership, in aim to make communications between players much easier. They are using the Skype’s SILK Codec since last year.
But Steam and communities is not only about video games. You can also find groups where people exchange their opinion about things of life, where they can post concept art, announce news…

As I said just before, Steam, is kind of the cloud computing for video games. I can say that because, once you have our account you can go on every computer you want in the world if you have downloaded Steam on it, you just have to connect you to your session and you will have access to all the things you had on your personal computer. It means, the game you’ve bought, but also all your personalized settings like your mouse, your gamepad configurations etc… And an amazing thing that makes Steam more different from its competitors is that you can also buy a gift to a friend directly from your personal account, he will received it on its own. Share with people and a mostly friend is one of the major value of Steam.
I think this part is very important for Steam, because nowadays, (as we have seen in class) cloud computing is part of this new generation of e-business, it becomes very important for people and Steam is one of the precursor of that new way of sharing. Since the very beginning, they have been working with that system and it gives them a huge advantage compared to other competitors.
And finally one of the latest characteristic of Steam, as we talked a little at the beginning is the fact that you can have it on several platforms, like PC or Mac, or even your mobile phone and your television. With the development of new technologies such as Iphone or Ipad, Steam had to follows the trend. This is why they are always trying to improve things, and as an example, recently they are trying to adapt Steam to Linux and make bigger their possible targets.

Business processes:
To reach this perfection, Valve had to create a good synergy between lots of different parties. At the very beginning, it was very easy, because only Valve’s games were sold through Steam. Nowadays, the business process is divided in three parts. We have got on one hand Valve Games, which is in charge of the development of games such as Half-Life, Portal, Team Fortress… On another hand we have got the Social Entertainment Platform,which Steam and that allows consumers to benefits of a lot of games and a huge community. And finally there is the technological part, which is “Source”. “Source” is their game engine which allows them to create those famous games. Actually, Source is considered as the most powerful, comprehensive and flexible game development environment.
But Valve is also acting in B 2 B sector.
In effect, Valve, through Steam is able to sell other game’s companies, and this is not the only situation in which they will work with companies like Cybercafe.
In aim to be highly productive with those companies, Valve is divided in 4 sections.
The first one is called Steam Works. It is dedicated to companies that want to sell their games on the Steam’s Platform offering them a lot of services.
The second one is Steam Distribution, which as indicated is in charge of the whole distribution of the products.
The third one is called Source. Source is in fact a website, where you can find “The Source” engine, which is used to support Valve’s games. The engine is available for other developers. They in fact sell their knowledge to other companies. This is mainly done for small companies, small producers, which have a lack of resources or knowledge is this sector. And with the law prices of the Steam’s Platform, Steam is a really good thing to develop, produce and sell its product. But don’t be blind, doing this, Valve has a huge control on the game, because they are at the beginning (the creation and production of the game) and at the end also (with the Steam’s platform on which the sell the product).
And finally, the last section, Valve official Cybercafe is dedicated to Cybercafe as indicated in the name provides companies a large range of the most popular games, additional promotional materials and marketing support, but they can also support tournaments created by the Cybercafe and they finally provides a specific forum made for the café.
Once they have agreed with the producers of the game that it will be present on Steam, it is up to the consumer to buy the product or not. And it is here that the chain ends, with the final consumer, which can buy the games he wants, having access to a large range of product, a strong community of gamers and others non-gaming software with the famous cloud computing.

Business model:

In 2010, “Valve’s Steam service took almost $1billion in revenue and has quickly approaching the size of some declining retail markets” (VGCharte Ltd, 2010).
In effect, as we have seen previously a lot of game producer companies are attracted by Steam, and this for many reasons. The first one is that there is no production cost. I mean, that they don’t have to produce all the CDs and all the supports they need to sale their products in physical stores. In addition, they don’t have any transportation costs, because again there is no product to deliver to stores and everything happen through computers.
And another major point for game producers is that they don’t need to make a lot of advertising. They can use the brand image of Valve & Steam, which have a worldwide recognition, but I think the most efficient advertising for those companies is the word of mouth, made by users of the game. People can share with their friends all their games information’s, all their results, they also can post screenshots. They have notification when a friend buys a game, and this is very important because information goes very quickly with internet which is a great benefit for producers. And if game producers can reduce their expenses, this means for Valve & Steam that they can buy their products shipper than the physical retailers. And is they buy it shipper, this means that they can sells games shipper than the physical retailers do. But the most surprising point in all of that is that Steam succeeds in having a margin more than 2 times superior to the physical retailers. The percentage is about 70% (Tom’s Hardware, 2010), because they are excluding intermediaries.
An anti-cheat system has also been integrated in the platform, in aim to avoid cheaters and make that the game plays as the company was hopping to.

But Steam is also a lot of advantages for consumers which allow them to reach more people.
As I said previously, people don’t have to go on the street and the stores to find the latest and best games. They can stay at home, look for the game they are looking for, without the bad surprise we all had, when the store tells you that they don’t have the game in stock and that you waked up for nothing…
Buying games on internet at home is not the only major point that leads the customer to buy through Steam.
The community aspect is very important. Thanks to the internet, now people can play with their friends from their home. They can share their results, see at which game they are playing and join them during the party.
Forums are also important and people can share their ideas, the things they liked or disliked, the new trends, the new games…

This is a good way to make promotion for games. If you see that a friend is playing a game every day for 3 weeks, and that you don’t have this game, you will think of buying this game, or if you have good comments on a forum concerning a game that you don’t have, you will do the same and buy this game. It is the “word of mouth” of the internet. We could call it “the word of mouse”.
Other services are making Steam as a very interesting retailer for customers. Like in 2011 when they integrated the codec SILK produced by Skype. It facilitates communication between gamers. Like during online tournaments, people from the same team can talk with their teammate.
And Last but not Least, point is that they are always making promotions. Every time you go on the Steam store, you can find discounts as seen in the picture below:

More of that in general discounts are very attractive, and it pushes the consumer to makes impulse purchases. When you find the game (as shown on the picture) the game Grand Theft Auto: Vice City which is very famous all around the world at 2.49€, you are more or less obliged to buy it.

Thanks to that, in 2010, Steam earned $910 million of revenues with 85 million units sold, which was representing more or less 80% of the total PC digital market. (Pete Davison, Computerworld, 21.03.2011).

Technologies adopted:

I think Steam is a combination of different technologies.
The main one is the use of the cloud computing. According to Dr. Ellas A. Hadzillas (2012), “cloud computing is a model for enabling ubiquitous, convenient, on-demand network access to a shared pool of configurable computing resources, that can be rapidly provisioned and released with minimal management effort or service provider interaction.” This is exactly what happened with Steam. No matters where you are, if you have a computer and you have installed Steam, you will find all the information you have registered previously and all the games you bought.
I already talked about the Skype technology SILK which allowed people to talk between each other’s.
As all online retailers, they are different ways to pay your product.
You have got the easiest ones, paying with “carte bleue”, Visa, Master Card, American express, Dicover card or JCB card. But you will find also other ways, to pay. You can pay with “WebMoney”, “Paysafecard”, “clickandbuy” or “moneybookers”. All those kinds of payments are accounts that you have created on their own websites. On those accounts you deposit money and through Steam when you want to pay, you are redirected to those secure accounts where you can finally pay. And this is very important for the loyalty of the consumer. If he knows that he is not going to have any problems, he will certainly come back and buy you other products.
In my point of view, the newest and maybe the smartest things that Steam have done recently is creating the Steam Greenlight.

Steam Greenlight, is more or less like the crowdfounding already existing for future singer, but without the financial aspect. They allow developers and publisher, to put threw Steam Greenlight information about their game. Following this, the Steam users can vote and the one who gets the most part of votes have the right to see its game on Steam. This interaction with the consumers has always been important with the community and became over more important with this adaptation of crowdfounding.
“The 40 million gamers frequenting Steam are interested in more than playing games. They have told us they would like to have more of their software on Steam, so this expansion is in response to those customer requests” says Mark Richardson an employee of Valve Corporation. Here Mr. Richardson talks about the fact that Valve incorporated, in Steam, non-gaming products, as we can see on the picture.

They are opening the range of Businesses customers, opening the door to non-gaming developers which is very important for their future.

Conclusion:

I maybe haven’t approach all the points that characterized Valve Corporation, because is such a huge company that it is hard to talk about everything, but I am sure to have explained the major one.
If Valve Corp. and Steam, has succeeded in few years of being the most important computer games retailer, it is because of the combination of multiple tools and innovation.
Thanks to the synergy created between those tools, in 2010, they reached an incredible $910 million dollars of revenues, representing the 80% of the PC digital market.
But Steam, have to be careful. In effect, recently, in July 2012, Gabe Newell, the founder of valve and steam, announced that Steam was going to be developed for Linux. And the reason to this was because as he says: “working with a single distribution is critical when you are experimenting”. And with the launch of windows 8 adaptable with Xbox 360, the competition will be harder for Steam.
This kind of market is always evolving and for this reason they have to be aware of the new technologies as they have done with the cloud computing and crouwdfounding.
Listening to their customers has always been a major point for them, as we have seen with Steam Greenlight, they are always giving them more importance which is very benefic to them. Sources: * PR, N. (2011,December 6). APB Reloaded Joins Steam Network. PR Newswire US. * Case, L. (2002). Valve Steams Ahead. Computer Gaming World, (2515), 38 * Mlot, S. (2012). Valve: Steam for Linux Fueled by Windows 8 'Catastrophe'. PC Magazine, 1. * Lovell, N. (2010), The online games market was worth $15 billion in 2009, and will grow to $20 billion in 2010. Games brief. http://www.gamesbrief.com. * Brightman, J. (2010), Online Game Market to Surpass $15 Billion This Year, says Analyst. Industry gamers. http://www.industrygamers.com * Prigg, M. (2012), FIFA 13 fans hit out at 'rushed' game as freezes and server problems plague world's best selling sports title. Dailymail. http://www.dailymail.co.uk. * Valve.(2012), Valve launches Steam Greenlight. Valve News. http://www.valvesoftware.com * Store.steampowered.com/about/ * Valve, (2012), http://www.vavlesoftware/business/ * Davison,P (2011), Top Story: Video game Software sales top $33billion in 2010. GamePro. Computerworld. http://news.idg.no * Chartier,M (2011), Steam améliore son chat avec Skype. PC World. http://pcworld.fr * Valve, (2012), Official cyber café program. Valve Official cybercafe. https://cafe.steampowered.com * Valve, Business Solutions (2012), Welcome to Steamworks. http://www.steampowered.com/steamworks/ * Parrish,K. (2012), Blizzard and Valve at War Over Dota Name. Tom’s hardware. http://www.tomshardware.com * * Parrish, K (2012), It’s Official: Steam Expanding Beyond Gaming. Tom’s hardware. http://www.tomshardware.com * Rue des Joueurs, (2012), Click and Buy – Inscription, Utilisation et Conseils. http://www.ruedesjoueurs.com * Cochard, S. (2010), Le crowdfunding se décline à toutes les sauces. http://www.20minutes.fr * Steam & Game Stats, (2012) Current Steam Users. http://store.steampowered.com * Frazier,A (2012), Video Games Market Research. https://www.npd.com * Gaudiosi,J (2012), New Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017. http://www.forbes.com

Similar Documents

Premium Essay

Valve Steams Ahead

...Valve steams ahead Is it possible for a company to survive with no managers? Valve software, the maker of computer games classics such as Half Life, Portal, Team Fortress, Counter Strike and Left 4 Dead and the online game platform Steam, seems to prove that this is possible. In 2012 the company had about 300 employees, and although based in Bellevue, Washington, USA, the company jokingly claimed that up to half of employees were from Australia. So how does a company with no managers operate, and how does the company structure itself? The company describes its structure as organic and flat. Nobody “reports to” anybody else. They have a founder/president in Gabe Newell, but his role is not to serve as a manager. The company tries to keep its structure flat to remove or reduce barriers between the employee’s work and customers. Valve states that they are not averse to organisational structure, but they are averse to hierarchy or codified divisions of labour created by people other than team members or divisions that last for a long period of time. They believe that those structures become self-­‐serving and restrictive, thus limiting the innovation potential of talented staff. The company may not have an organisational chart, but they do have a new staff handbook. The ...

Words: 1107 - Pages: 5

Free Essay

Valve Corporation Final Project

....………………………………………………………………………………………….. 12 Problems and Solutions …………………………………………………………………………………………… 12 Works Cited ………………………………………...…………………………………………………………………………... 14 Introduction Gabe Newell, a Harvard drop out, began working for Microsoft in 1983. Newell spent thirteen years at Microsoft and emerged as a “Microsoft Millionaire.” Newell and his co-worker Mike Harrington left Microsoft in 1996 to begin their own company. The inspiration came from another former Microsoft employee named Michael Abrash. Abrash departed Microsoft to assist in creating the video game Quake at ID Software. In 1996, Newell and Harrington signed an LLC contract and founded the private company, Valve Corporation. Valve started off as purely a video game development company. By 1998, Valve had completed their first game titled Half-Life. Half-Life won over 50 game of the year awards and is considered one of...

Words: 4205 - Pages: 17

Free Essay

Steam Business Report

...Business Report: Valve Corporation Executive Summary This report will be done on the business Valve Corporation. This report will talk about its nature of business, its operations, its marketing, its finance, its human resources and its ethical business behaviour. Valve Corp. is a national company, however it branches out to the world as it is mainly based on the World Wide Web. Nature of Business Valve Corp., which was formally known as Valve Software, commonly referred to as just Valve, is a private company which allows them complete freedom in their business actions, as well as boasting the fact that they have a relatively flat organisational structure; however there are some in that structure which have more say than others. Valve Corp. is ‘run’ by Gabe Newell, whom is the Managing Director of the company. Their headquarters are currently located in Bellevue, Washington, U.S. however they branch out to almost all countries as they are a very successful company. Stakeholders of the company include the employees of the business, the Managing Director of the business, competitors, and the largest stakeholder, online gamers. Products of the business include Team Fortress 1 and 2, Portal 1 and 2, Counter-Strike, Left 4 Dead 1 and 2, and Day of Defeat; all of which are very successful games. They also own a very successful gaming platform, steam. Operations of the Business One of the main products of Valve Corp. is Steam. Steam is a gaming hub which is one of the...

Words: 1301 - Pages: 6

Free Essay

Thermo

...ME  410L  –  Pressurized  Steam  Generator  (PSG)    -­‐    Instructor:  Reza  Baghaei  Lakeh   Thermal Science Laboratory ME410L Pressurized Steam Generator (PSG) Instructor: Reza Baghaei Lakeh Fall 2010 ME  410L  –  Pressurized  Steam  Generator  (PSG)    -­‐    Instructor:  Reza  Baghaei  Lakeh   Experimental Apparatus The   Armfield   Saturation   Pressure   Apparatus   has   been   designed   to   introduce   students   to   how   the   temperature   of   water   behaves   at   its   boiling   point   with   variation   in   the   absolute   pressure.   Saturation   curves   can  be  obtained  by  the  student  and  compared  with  published  steam  tables.  The  quality  of  steam  exiting  the   apparatus  can  be  determined  using  a  throttling  calorimeter  connected  at  the  point  of  discharge.   A   bench   top   unit   comprising   a   boiler   vessel   and   pipe   loop   with   a   pressure   relief   valve   to   limit   the   operating   pressure   to   8   bar   gauge.   A   sight   glass   on   the   front   of   the   boiler   allows   the   boiling  ...

Words: 1498 - Pages: 6

Free Essay

Locomotive Engine Design

...Tutor Date Steam engine design Steam engines powered a good number trains as of the early 1800s to the 1950s. Although the engines differed in size and complexity, their basic operation remained basic as illustrated in this paper. The engine is a double-acting steam engine since the valve lets high-pressure steam to function alternately on the two surfaces of the piston. The control rod for the valve is typically hooked into a connection attached to the cross-head; therefore, the movement of the cross-head slips the valve as well. On a steam engine, this connection in addition lets the engineer to set the train into reverse. The exhaust steam just escapes out into the air. On a steam locomotive, the cross-head typically connects to a drive rod, and from there to pairing rods that force the steam engine's wheels (Brain howstuffworks.com). In a steam train, the boiler which is fueled by wood, oil, or coal, constantly boils water in an enclosed compartment, creating high-pressure vapor. The cross-head is linked to a drive rod that attaches to one of drive wheels of the locomotive. The three wheels are linked using coupling rods thus they turn in harmony First stroke and exhaust Steam commencing from the boiler goes into the steam chestand is admitted to the front ending of the cylinder by way of a valve slide. The high pressure steam presses the piston to the back, forcing the locomotive wheels around single half turn.At the end of the piston stroke, the valve moves, permitting...

Words: 460 - Pages: 2

Free Essay

Stg Starting Process

...STARTING PROCEDURE FOR 45 MW STEAM TURBINE UTRAN CCPP 1. ESTABLISH ACW SYSTEM 2. RUN ONE COOLING WATER PUMP AND ESTABLISH THE SYSTEM 3. RUN THE OIL PUMPS OF STEAM TURBINE 4HRS. BEFORE STARTING THE UNIT AND CHECK FOR ANY OIL LEAKAGES AND ATTEND ACCORDINGLY. 4. RUN ONE OIL VAPOUR EXHAUSTER FAN. STA 5. CHECK THE INTERLOCK AND PROTECTIONS IN OIL SYSTEM IF THE UNIT WAS UNDER LONG S/D. 6. PUT THE MACHINE ON BARRING GEAR AT LEAST 4 HRS. BEFORE STARTING THE UNIT AND OBSERVE FOR ANY RUBBING NOISE S. OBSERVE TURBOVISORY READINGS IN CONTROL ROOM. SWITCH ON SGC OIL SUPPLY. 7. DRAIN WATER IN THE DEARETOR AND MAKE UP LEVEL WITH FRESH DM WATER. OBTAIN CHEMIST’S CLEARANCE. 8. CHECK THE OIL LEVEL IN BFP LUB OIL TANK AND MAKE UP IF REQUIRED. 9. RUN OIL PUMP OF THE BFP AND CHECK FOR ANY LEAKAGES AND ATTAND THE SAME IF ANY CHECK THAT OIL IS COMING OUT IN THE DRAIN LINE AS VIEWED FROM THE SIDE GLASS, PROVIDED IN THE DRAIN LINE. 10. CLEAN THE STRAINERS IN THE BFP SUCTION LINE IF DP WAS GREATER THAN 0.5 KG/SQCM BEFORE STARTING THE HP AND LP BFPs. 11. CHECK INTERLOCK AND PROTECTIONS OF BOILER FEED PUMPS IF IT WAS LONG S/D. CHECK SEQUENCE OPERATION. 12. CHARGE ALL BFPs BY OPENING THE SUCTION VALVE VENT UP TO THE DISCHARGE VALVE. 13. CHARGE THE SEALING AND COOLING WATER TO THE BFP GLANDS. ENSURE WATER IN THE RETURN LINE BY VIEWING THRU THE SIGHT GLASS. 14. START BOILER FEED PUMPS AND MAKE UP DRUM LEVEL BOTH HP AND LP DRUM LEVEL. 15. MONITOR THE...

Words: 1457 - Pages: 6

Free Essay

Ford

...simplest, cheapest, most convenient way to sell games and has been possible for a decade. “Digital distribution accounts for 24% of [game] sales in the US, up from 20% in 2009” and is more profitable to game companies over physical sales (Okalow a, 2012). You may ask yourself: why are there still physical retailers if digital distribution is so much better? This is one of many problems in the current game retail industry we will be exploring. The Steam Client is a digital game retailer and a multiplayer and communications platform created by Valve Corporation in 2003. Steam has over 1500 games available and over 54 million active users and is estimated to control roughly 70% of the digital game market. Steam will be the future of game retail and it is positioning itself perfectly to do so. This paper will discuss the current state of the game industry and how and why it has gotten there. From there it will focus on how games are sold today and how retailers are positioning themselves for the future. Lastly the paper will dissect the Steam client and all it has to offer; specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that boxed retail will have declined from $29 billion in 2011 to $24 billion in 2016. Meanwhile...

Words: 2301 - Pages: 10

Free Essay

Valve Strategy

...simplest, cheapest, most convenient way to sell games and has been possible for a decade. “Digital distribution accounts for 24% of [game] sales in the US, up from 20% in 2009” and is more profitable to game companies over physical sales (Okalow a, 2012). You may ask yourself: why are there still physical retailers if digital distribution is so much better? This is one of many problems in the current game retail industry we will be exploring. The Steam Client is a digital game retailer and a multiplayer and communications platform created by Valve Corporation in 2003. Steam has over 1500 games available and over 54 million active users and is estimated to control roughly 70% of the digital game market. Steam will be the future of game retail and it is positioning itself perfectly to do so. This paper will discuss the current state of the game industry and how and why it has gotten there. From there it will focus on how games are sold today and how retailers are positioning themselves for the future. Lastly the paper will dissect the Steam client and all it has to offer; specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that boxed retail will have declined from $29 billion in 2011 to $24 billion in 2016. Meanwhile...

Words: 2303 - Pages: 10

Free Essay

Court Visit

...Study of Manufacturing of Turbine Blades A Summer Internship Project Report Abstract Steam Turbine is a prime mover which converts the energy associated with the steam into mechanical energy which results in the rotation of the turbine rotor. It is nearly an ideal working device among all heat engines and prime movers and widely used in Power plants and in all industries to generate power because of its greater thermal efficiency and higher power-to-weight ratio. Presently, 80% of all electricity is generated by using steam turbines alone. In this project report, I have mainly concentrated on the turbine-rotor-blades. Because, the rotor is the heart of the turbine and it affects (i.e. blading of rotor) the efficiency of the steam turbine. In this manufacturing of blades is widely focused. Key Words: Steam Turbine, Blades, Rotor BY k.sai sailender Summer Internship Program 2015 ACKNOWLEDGEMENT I would like to express my deepest appreciation to all those who provided me the possibility to complete this report. A special gratitude I give to Prof. V.Srinivas, Head of the Department of Mechanical Engineering, GIT-GITAM, Visakhapatnam. Furthermore I would also like to acknowledge with much appreciation the crucial role of the staff of BHEL Hyderabad, who gave the permission to use all required equipment and the necessary materials to complete the task “ASSEMBLY OF STEAM TURBINES” Last but not least, many thanks go to the guide of the project, Mr.VIVEKANADA MANDAL...

Words: 6878 - Pages: 28

Premium Essay

Steam

...AGREEMENT, PLEASE DO NOT INSTALL THIS SOFTWARE PROGRAM. The software application(s) (the “Program”), and any and all copies of the Program are the copyrighted work of Valve Corporation (“Valve”) or its suppliers. All rights reserved, except as expressly stated herein. The Program is provided solely for installation by end users according to the terms of this License Agreement. All use of the Program is governed by the terms of the Steam Agreement as described below. Any use, reproduction or redistribution of the Program not in accordance with the terms of the License Agreement and the Steam Agreement is expressly prohibited. LICENSE AGREEMENT 1. Limited Installation License. A. Valve hereby grants, and by installing the Program you thereby accept, a limited, non-exclusive license and right to install one (1) copy of the Program on a computer. In order to use the Program you will have to obtain an account with the Steam service and accept the terms of the Steam subscriber agreement (“Steam Agreement”). By installing the Program, you agree that your future use of the Program will be subject to the terms of the Steam Agreement. A copy of the Steam Agreement is available at www.steampowered.com/agreement. The Steam Agreement will be displayed to you when you obtain an account with the Steam service. The Program is licensed, not sold. Your license confers no title or ownership in the Program or copies thereof. B. You may not, in whole or in part: copy, photocopy...

Words: 1371 - Pages: 6

Free Essay

Valve

...INTRODUCTION Valve Corporation (formerly Valve Software, commonly referred to as Valve and sometimes stylized as VALVᴇ) is an American video game development and digital distribution company headquartered in Bellevue, Washington, United States. Its European-based office opened in 2012 in Luxembourg. Founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington, Valve developed critically acclaimed video game series Half-Life, Counter-Strike, Portal, Left 4 Dead, Dota 2, and Team Fortress 2. It also developed and maintains the Source engine on which most of its games run, and the software distribution platform Steam, which has led to the Steam Machine, a line of pre-built gaming computers running SteamOS. History: Founding and incorporation Valve was founded by longtime Microsoft employees Gabe Newell and Mike Harrington on August 24, 1996, as Valve Software LLC based in Kirkland, Washington on the Seattle Eastside. After incorporation in April 2003, it moved from its original location to Bellevue, Washington, the same city in which their original publisher, Sierra On-Line, Inc., was based. Half-Life After securing a license to the Quake engine in late 1996, Newell and Harrington began working on Half-Life. Originally planned for release in late 1997, Half-Life launched on November 19, 1998. Valve acquired TF Software PTY Ltd, the makers of the Team Fortress mod for Quake, in May 1998 with the intent to create a standalone Team Fortress game. ...

Words: 366 - Pages: 2

Premium Essay

Stengiunes

...MOTHERFUCKING STEAM ENGINES BITCH TOP INTRO Brief History of the Steam Engine One of the most significant industrial challenges of the 1700's was the removal of water from mines. Steam power was used to pump the water from the mines. Now, this might seem to have very little to do with modern steam-powered electrical power plants. However, one of the fundamental principles used in the development of steam-based power is the principle that condensation of water vapour can create a vacuum. This brief history discusses how condensation was used to create vacuum for operation of early steam-based pumps, and how James Watt invented the separate condenser. Although the cyclic processes presented in this history are not used in today's continuous flow steam turbines, current systems use separate condensers operating at sub-atmospheric pressure, adapting the principles explained here. Also, the stories of the inventors and their inventions offer insight into the process of technological discovery. One of the most important principles applied in the operation of steam power is the creation of vacuum by condensation. Savery Pump In the early days, one common way of removing the water was to use a series of buckets on a pulley system operated by horses. This was slow and expensive since the animals required feeding, veterinary care, and housing. The use of steam to pump water was patented by Thomas Savery in 1698, and in his words provided an "engine to raise water by fire". Savery's...

Words: 5914 - Pages: 24

Free Essay

Valve Handbok

...knowing what to do when no one’s there telling you what to do FIRST EDITION 2012 Table of Contents Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii How to Use This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii Part 1: Welcome to Valve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Your First Day Valve Facts That Matter Welcome to Flatland Part 2: Settling In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Dedicated to the families of all Valve employees. Thank you for helping us make such an incredible place. Your First Month What to Work On Why do I need to pick my own projects?, But how do I decide which things to work on?, How do I find out what projects are under way?, Short-term vs. long term goals, What about all the things that I’m not getting done?, How does Valve decide what to work on? Can I be included the next time Valve is deciding X? Teams, Hours, and the Office Cabals, Team leads, Structure happens, Hours, The office Risks What if I screw up?, But what if we ALL screw up? Part 3: How Am I Doing? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Your Peers and Your Performance Peer reviews, Stack ranking (and compensation) ...

Words: 9956 - Pages: 40

Free Essay

Api 551

...Process Measurement Instrumentation API RECOMMENDED PRACTICE 551 FIRST EDITION, MAY 1993 American Petroleum Institute 1220 L Street, Northwest Washington, D.C. 20005 Process Measurement Instrumentation Manufacturing, Distribution and Marketing Department API RECOMMENDED PRACTICE 551 FIRST EDITION, MAY 1993 American Petroleum Institute SPECIAL NOTES 1. API PUBLICATIONS NECESSARILY ADDRESS PROBLEMS OF A GENERAL NATURE. WITH RESPECT TO PARTICULAR CIRCUMSTANCES, LOCAL, STATE, AND FEDERAL LAWS AND REGULATIONS SHOULD BE REVIEWED. 2. API IS NOT UNDERTAKING TO MEET THE DUTIES OF EMPLOYERS, MANUFACTURERS, OR SUPPLIERS TO WARN AND PROPERLY TRAIN AND EQUIP THEIR EMPLOYEES, AND OTHERS EXPOSED, CONCERNING HEALTH AND SAFETY RISKS AND PRECAUTIONS, NOR UNDERTAKING THEIR OBLIGATIONS UNDER LOCAL, STATE, OR FEDERAL LAWS. 3. INFORMATION CONCERNING SAFETY AND HEALTH RISKS AND PROPER PRECAUTIONS WITH RESPECT TO PARTICULAR MATERIALS AND CONDITIONS SHOULD BE OBTAINED FROM THE EMPLOYER, THE MANUFACTURER OR SUPPLIER OF THAT MATERIAL, OR THE MATERIAL SAFETY DATA SHEET. 4. NOTHING CONTAINED IN ANY API PUBLICATION IS TO BE CONSTRUED AS GRANTING ANY RIGHT, BY IMPLICATION OR OTHERWISE, FOR THE MANUFACTURE, SALE, OR USE OF ANY METHOD, APPARATUS, OR PRODUCT COVERED BY LETTERS PATENT. NEITHER SHOULD ANYTHING CONTAINED IN THE PUBLICATION BE CONSTRUED AS INSURING ANYONE AGAINST LIABILITY FOR INFRINGEMENT OF LETTERS PATENT. 5. GENERALLY, API STANDARDS ARE REVIEWED AND REVISED, REAFFIRMED, OR...

Words: 27566 - Pages: 111

Free Essay

Ethyl Acetate Production

...AN INDUSTRIAL TRAINING REPORT ON GODAVARI BIOREFINERIES LTD. SAKARWADI UNDER GUIDANCE OF MR. SACHIN SASKAR IN PARTIAL FULFILLMENT OF BE CHEMICAL DEGREE OF UNIVERSITY OF PUNE DEPARTMENT OF CHEMICAL ENGINEERING AISSMS COLLEGE OF ENGINEERING, PUNE -1 2012 – 13 SUBMITED BY |SR.NO |NAME OF STUDENTS | |1. |BADJATE ANIKET | |2. |BORKAR SWAPNIL | |3. |BHAVE VAIBHAV | |4. |KAMBLE ROHIT | |5. |JADHAV ABHISHEK | |6. |DATIR SANJAY | |7. |CHOUDHARI JIGAR ...

Words: 5045 - Pages: 21