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Also you could play with the market more if there was no transaction fee. It would make buying everything that is below average profitable. Now you need to buy 30% below average price to make profit using market.
Of course they can. I breathe because I can, but I also do it to survive. We do a lot of this because we are capable of doing them, but our reason for doing them is something else entirely.
An interesting thought, but we already have automated systems for people to trade stocks, commodities, and currencies in the ForEx. Even still, a 15% cut isn't going to dent anyone's drawers. Sure, it'll add up, but since it's already in place, people will likely be buying low, selling high anyway.
They do make money. Money isn't made out of thin air, it all comes from Steam customers.
Eg:
Fred charges his steam wallet by £10. Valve currently have money in their account making interest. But as of yet they don't "own" it, it is Freds until he spends it.
Steve sells a card in the market for £1 to Fred. Steve now has £0.85p in his wallet (his 85%), Fred now has £9.00, the remaining 0.15p (15% charge) has gone to Valve.
Don't forget that when you sell a card you only get 85% of what you sell it for. The more times a card sells, the more 15% that Valve can get. If the same card sells 10 times for £1 each, valve would make £1.50 in total. Times that by 4 million people...... it's pure profit!
In this case the value of your dollar is backed by the U.S. government (Or whatever government if you live somewhere else, I guess. I don't know), since you could spend your dollar to buy a game, or to put it into the steam wallet and buy a game for the same value, your steam wallet has the same value as a U.S. dollar. It just has a more limited range of items you can buy with it.
Steam makes money off your transactions because you are taking a portion of your money and then using it to pay them rather than buy a game. (They make money off of games too of course, but a large portion of it goes to the developer/publisher.) By doing so instead of paying say, 50 dollars for a game, and steam getting a % of that. You're now paying 50 dollars for a game + transaction fees on whatever you buy on the market.
Now, if you're wondering why you should HAVE to pay them a transaction fee in the first place, servers aren't cheap. Also for things like trading cards I believe a portion of that 15% goes to the developer/publisher (who spends the time and effort making those fancy little wallpapers and content you get for crafting a badge).
So yeah, that's basicly it.
Without the fee:
User A buys a card for 1$ from User B and B gets the 1$. B buys a card from C for 1$ and C gets 1$. C buys.. etc. So this 1$, User A put into his wallet, belongs to Valve.
With the fee:
User A buys a card for 1$ from User B and B gets 0.85$. B has not enough money in his wallet to get C's card for 1$, so loads his Wallet with another dollar (because there's a minimum). This means 2 Users put money (1$ each) into their wallet, which now belongs to Valve. This process can continue countless times.
The (hypothetical) result:
In the first scenario, Valve gets 1$ from an unlimited amount of transactions. But in the second scenario, Valve gets 1$ per transaction. So they do indeed make a profit by taking an additional fee, even though the initial money already belongs to them.
Adding money to your Steam wallet is a bit like turning on a tap. Say you add $1 to your wallet; you're putting $1 of water into the bath. Then there are sinks of money in the system, a bit like the drain in the bath. When you buy a game for, say, $5, then $5 is drained from the bath and some of it goes to the game publisher/developer, and some to Valve for their take. Similar principle with marketplace fees: Valve drain their 15% take from the bath, although the remainder stays in the bath in this case.
The sum of water (money) in the bath is held in trust by Valve in a bank account somewhere, but they can't count it as revenue until it's drained by a mechanism like the marketplace fee.
1) Ensures that users cannot directly exploit arbitage in the market. Since you always have to over come a specific % to be profitable
2) Gives an incentive for other developers to create content for their games, since they receive a % of proceeds from the Market
On the other hands though, Valve now has no incentive to take serious measures against bots since they actually make a decent profit off them.
If you put $100 into it, then yes -- Steam has $100. The thing with these $100, however, is that you can use them to buy games -- and when you do, Steam has to pay the publisher. So if you spend all those $100 on games, Steam will end up having only their usual sales-cut (no idea what that is -- 30%?), same as if you had not used the wallet at all (ignoring payment-provider fees here -- if you put $100 into your wallet, chances are the fees are lower than if you bought 10 games for $10 each, all in separate transactions).
However, in the case of market transactions, Steam simply reduces the amount of "wallet money" that's floating around: you can no longer use it to buy games, but Steam got 100% of what they took out of your wallet because they don't have to pay a publisher for your market transactions.
In other words: if you pay $10 for a game, Steam might end up having $3 (no idea what their share is). If you spend $10 on market transactions it may be the same to you, but Steam gets $10.
Industry standards for digital store margins is 30% (Apple set this prescendent and most other stores have followed)
Only the Humble store charges something reduclously small, like 5% or such.
I always try to purchase indie games that give out Steam keys via the Humble Store, or their Humble Widget so that the devs get more money.