E.g., it is implied that consumers can postpone their purchase longer than the monopolist is willing to realize the profit. Is it the case here?
Or is there actually a game so durable that is not losing its appeal over time?
And is there a game which can be considered a monopoly (as an activity for spending free time)?
All of these points have to be fulfilled, none of them is, i.e., the conjecture simply doesn't apply.
Steam doesn't have actual monopoly. Their position is caused wholly by competition consistently shooting themselves in the foot by either offering inferior product or just annoy the customers
For example let's take EGS:
"We will take lower cut, buy from us!"
"Ok, so that means game will be cheaper right ?"
"Of course not! Just devs get that. Also we lied in marketing and compared our pre-transaction-fees cut to Steam's post transaction fees cut. Also we didn't mention Steam lowers their cut when games sell well, so the difference is far smaller in reality"
"Sigh, I guess I might try it for that reason, how does your service looks like"
"Well it has 1% of the features Steam has and about 20% of the features you actually use in Steam are here"
"...why the hell I'd buy at you?"
"Coz we paid devs of games you like to release exclusively at our platform?"
"How about fuck you I'd just get it on Steam".
About only competitor that tried was GOG but their "no DRMed games at all" motto meant that they just don't have games people wanted.
So, Steam enforces DRM while GOG doesn't? That's an improvement!
Actually no, Steam DRM is entirely opt in and devs don't need to use it at all.
So yeah. I do wait for deals sometimes but it would be silly to say that these two things have the same value in the eye of the consumer.
If that what it means, Steam would not apply, because games were by that definition very much not durable.
It's the same as watching a movie in cinema or following a series or watching it later.
This doesn't just apply to multiplayer games either. There is value in the active community conversation surrounding games like Expedition 33, Elden Ring, Baldur's Gate 3, etc.
> But in reality, customers are not 100% rational
Or they are, and assign higher value to having the product now, rather than in the future.
I can easily see that apply in the case of pharma, where paying $$$ now can be preferable even over getting the product for free a month from now, when you’re dead.
Consider e.g. Steam (digital video games): Prices are discounted over time because of "greed" (=> desire to sell the same product to customers that value it less than the first wave).
Customers do adapt to this, and expect future discounts (sales) at release date already, and defer their purchase accordingly (despite valueing it higher!).
But in reality, customers are not 100% rational, don't have perfect information (on seller strategy), and the product value (to buyers) changes over time too (typically mostly downward), so the base assumptions are difficult to find in reality.