I don&#x27;t think you quite understand what is written on wiki page. There is no &quot;currently&quot; active users, there are just 125M active users according to Valve&#x27;s definition of owning a product OR being logged in the last 90 days [1]. So the actual number of gaming PCs is less (I, for example, have two active accounts since I play PC games so rarely that I&#x27;ve lost credentials for the account I&#x27;ve created for Half-Life 2 and had to create a new one when somebody has given me a free game, not to mention incentives to have multiple accounts to collect badges and stuff) and is quite comparable to the numbers of a single platform in the previous gen consoles, which is so far is surpassed by the current when you compare sales relative to the launch.<p>&gt;It doesn&#x27;t matter if an individual does or doesn&#x27;t pay for a game on their phone. What matters is revenue. Worldwide iOS and Android games revenue has outgrown consoles: <a href="http:&#x2F;&#x2F;fortune.com&#x2F;2015&#x2F;01&#x2F;15&#x2F;mobile-console-game-revenues-2.." rel="nofollow">http:&#x2F;&#x2F;fortune.com&#x2F;2015&#x2F;01&#x2F;15&#x2F;mobile-console-game-revenues-2...</a>.<p>Do you have any better source than a mobile analytics firm speculation? I for one have no clue where to get console game sales and where that firm got them is a mystery.<p>1. <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Steam_(software)#cite_note-12" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Steam_(software)#cite_note-12</a>