Mid Game Server -- hosts up to two concurrent titles. Distinct from a plain server: install a game, start a hosted session, and it starts pulling in real players instead of just sitting there powered on.
10W typical draw is trivial -- the real resource this device consumes is storage, not power. Player counts fluctuate over time, and each active player grows the game's storage footprint on whatever NAS share backs it.
Real revenue only flows while a game is actually installed and a hosted session is active -- an idle, un-configured Game Server earns nothing no matter how long it's powered on.
This is the clearest example of the Power -> Network -> Storage -> Money chain in the whole roster: no power, no boot; no IP, no players finding it; no free NAS share space, no new players joining; only with all three does revenue actually show up.
Full storage forces player drop-off -- if the backing share fills up, active players start leaving rather than the game silently failing, which shows up as revenue quietly declining rather than an obvious fault.
Tip: watch the backing NAS share's free space the same way you'd watch a PDU's load bar -- it's the resource that actually gates this device's income, not power or uptime.
See also: the Active Services Monitor for live player count and revenue at a glance.