Player economy
An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.
Assessed with methodology module 0.2. The dimensions are independent and do not produce a single score.
The whole game
Outside the game onlyresearch draft · methodology 0.2 · September 2, 2026 · This assessment is limited to default as represented by the cited official material and observed on 2026-09-02; unsupported product states were not inferred.
Official material documents marketable Dota 2 cosmetics that players can purchase from one another through the Steam platform layer. Under methodology section 12.8 this is external_only and does not create built-in economy Depth.
Assessment scope
- Access cost:
- Unknown
- Product horizon:
- Unknown
Independent dimensions
- Depth:
- Not applicable
- Core experience relevance:
- Not applicable
- Observed adoption:
- Not applicable— Reach is not assessed for an external platform-market contour; unique participants and the eligible audience were not established.
- Structural expectation:
- Not applicable
- Player dependency:
- Not applicable
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- High— Valve's Dota 2 page and Steam Community Market identify player purchases and Dota 2 listings on the platform layer. Internal player-economy Depth is not claimed.
Module fields
- Market type:
- External exchange only
- Player influence on supply and price:
- Unknown— Player influence is not assessed for this external-only Steam market contour.
- Developer control:
- Unknown— Developer control is not assessed beyond identifying the external Steam platform contour.
Evidence
- axis · adoption_reach
Qualifies · Catalog mechanics research · Publisher: Valve · Accessed September 2, 2026
All items are immediately marketable and you can purchase them from other players directly from the client!
Adoption reach is not applicable to the built-in module because this card records an external-only platform contour.
https://www.dota2.com/diretide - axis · core_relevance
Qualifies · Catalog mechanics research · Publisher: Valve · Accessed September 2, 2026
All items are immediately marketable and you can purchase them from other players directly from the client!
Core relevance is not applicable because this card records an external-only Steam market contour, not a built-in player economy.
https://www.dota2.com/diretide - axis · dependency
Qualifies · Catalog mechanics research · Publisher: Valve · Accessed September 2, 2026
All items are immediately marketable and you can purchase them from other players directly from the client!
Dependency is not applicable to the built-in module because no internal economy implementation is claimed.
https://www.dota2.com/diretide - axis · structural_expectation
Qualifies · Catalog mechanics research · Publisher: Valve · Accessed September 2, 2026
All items are immediately marketable and you can purchase them from other players directly from the client!
Structural expectation is not applicable to the built-in module because the exchange is recorded as an external platform layer.
https://www.dota2.com/diretide - field · market_type
Qualifies · Catalog mechanics research · Publisher: Valve · Accessed September 2, 2026
Treasure chest […] Bundle […] Taunt […] Wearable […] weapon […] Dota 2
The Steam Community Market listing identifies the Dota 2 item contour on the platform layer; market_type=external_only records that boundary without deriving internal Depth.
https://steamcommunity.com/market/search?appid=570 - presence
Qualifies · Catalog mechanics research · Publisher: Valve · Accessed September 2, 2026
All items are immediately marketable and you can purchase them from other players directly from the client!
The excerpt establishes player purchases of marketable cosmetics from the client, but the transaction contour is the Steam platform market. It is classified external_only under methodology section 12.8.
https://www.dota2.com/diretide
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