I believe Steam did support bitcoin at one point but decided to end usage over because the price fluctuations made it to unpredictable on their end. Maybe the landscape has changed though.
Valve knew that there would be price fluctuations. Everyone knew that, and knew how to deal with it. They just priced the games in dollars, with a conversion to the Bitcoin value at the moment of sale.
But what Valve did NOT expect was that the Bitcoin blockchain would suddenly grow so popular and congested (which was a result of massive publicity from events such as Steam accepting Bitcoin). So suddenly, to Valve's surprise, the average fees to be sure that a payment would soon be processed on the blockchain fluctuated wildly upwards during that period, up to tens of dollars. The Blockchain congestion and high fees were exacerbated by technical and ideological arguments about how the Bitcoin network should function. The "small block" faction won, but Bitcoin quickly became a laughing stock as a method of payment, because second layer solutions to the network congestion weren't ready.
The high fees were a huge problem in themselves for Steam customers, and there were other support issues caused by Steam customer difficulty understanding how to use Bitcoin (and who can blame them?). Customers were angry because they had paid for a game, but their payments were delayed for days unless they paid an indeterminate Blockchain transaction fee which might be more than cost of the game they were trying to buy.
After a few months of that chaos, Steam dropped Bitcoin. So did many other retailers.
Ironic, Bitcoin payments work much better now and fees are lower, but it lost of a lot of goodwill from retailers like Steam during that period, and most of them have not come back.
I don't know. On the base layer, payments are all just transactions on the Blockchain, like any other. So it's not easy to see whether a transaction is a payment or an "investor" speculating, or something else. Then there's also other layers, like Lightning.
My guess is the relative percentage of retail Bitcoin payments, compared to speculative transactions, is now lower than 2017, when Steam accepted Bitcoin. I don't know if absolute amount of payments has reduced. Maybe?
You could look at historical charts of average Bitcoin fees[0], which gives you an idea when retail Bitcoin payments are practical, and when the fees are too damn high. Fees often got above $4, sometimes much higher, in 2024 for example, which would unacceptable for something like buying a game from Steam. Though, still, that doesn't show what impact Lighting is having on retail payments.
[0] https://bitinfocharts.com/comparison/bitcoin-transactionfees...
And for crypto they can just accept Monero. Steam accepted Bitcoin years ago, but stopped due to high fees and network congestion. Monero fixes that + makes it private like cash, and has been the de facto cryptocurrency for years now.[1]
[1] Random example https://xcancel.com/NanoGPTcom/status/1951300996329537625#m
This would be harder - it seems - for something like OnlyFans where payments and censorship are all one soup shared among all content.
So either those poor games need to be kicked out, or everyone has to switch to cash/app overnight. The transition process has to be easy enough that the dumbest addict you have seen in worst fast food restaurant place can complete in few clicks. That has proven difficult for many, and sadly the former options are usually taken.
Whether or not Valve would want to encourage people to pay with crypto and expose their customer base to its volatility is another matter.
https://steamcommunity.com/games/593110/announcements/detail...
There are plenty of chains that can confirm transactions in a couple seconds, and if you're concerned with volatility, just use USDC/USDT. There are crypto payment processors that handle all of this and allow payment across a range of chains and handle the volatility so that the merchant doesn't need to worry about anything crypto and just receives fiat.
Cash handling isn't really the problem with this suggestion
I don't think Valve could feasibly implement this at their scale - especially if this method was the _only_ way to acquire the games in question.
How it works is you purchase a product online and it gives you a barcode that can be scanned at any major convenience store. You go to the store, scan the code, hand over cash, and the content you bought is instantly unlocked once the payment is confirmed.