Below is more about the decision from Brazil. After reading, I can definitely see this deal going through without any concessions or problems worldwide. It's pretty lengthy but good read.
EXCLUSIVITY
The Applicants argue that such a vertical relationship would not entail risks associated with the possibility of closing the upstream and downstream markets, since, even in a hypothetical post-Operation scenario: (i) on the one hand, "
[a] Microsoft will not have the capacity or incentives to harm rival consoles by preventing them from accessing Activision Blizzard games "; (ii) on the other, "
Microsoft will have no ability or incentive to harm rival publishers of console games by preventing them from accessing the Xbox Store (or other Xbox-specific digital stores) "; and (iii) among all the segmentations considered in this analysis for the relevant vertically related markets, the only market segment in which the
market shareof the Applicants would exceed the level of 30% would be the digital distribution of games for consoles.
However, despite what is alleged by the Parties, what is observed in practice is that, in general, the concerns expressed by market agents consulted by SG/Cade regarding the proposed Transaction refer precisely to the vertical integration in question.
It can be seen, therefore, that the concerns raised by the aforementioned
players boil down to two main points: (i) if Activision Blizzard games – and especially the titles of the popular
Call of Duty series – become exclusive to the Xbox ecosystem ( consoles, digital stores, subscription services) upon completion of the Transaction, such a condition could give Microsoft a considerable competitive advantage over rivals, harming competition in the digital distribution and game console markets; and (ii) with the Transaction, Microsoft would significantly expand the size and variety of its
first-party game backlog.(which would include, in addition to games developed by Microsoft's own studios and the recently acquired Zenimax, also the successful franchises from Activision Blizzard), which could reduce its demand for third-party content in its ecosystem - and therefore , reduce distribution channels available to other game publishers.
The information presented above shows that the combined
share of the Parties in the
upstream market is less than 20% in all scenarios evaluated, not reaching the minimum percentage defined in article 36, § 2 of Law No. 12,529/2011 for the purpose of presumption of possible dominant position.
Therefore, despite the popularity that Microsoft or Activision Blizzard titles may have among the gaming public, the fact is that there is no indication that the Claimants have market power in the electronic game publishing segment, nor that the Transaction could create or strengthen a dominant position on the market in question.
The evolution shown in the tables and graphs presented shows that, although Microsoft has a relevant market
share - more precisely, [ 30-40]% [
RESTRICTED ACCESS TO CADE AND APPLICANTS] worldwide and [30-40]%
[RESTRICTED ACCESS TO CADE AND APPLICANTS] in Brazil in 2021 –, its share is still lower than that of the leader Sony, which accounts for [50-60]%
[RESTRICTED ACCESS TO CADE AND APPLICANTS] of the global market and [ 5 0 -60]%
[RESTRICTED ACCESS TO CADE AND APPLICANTS] of the Brazilian market.
Also noteworthy is the fact that, concomitantly with the growth of Nintendo's share in this segment in recent years – possibly motivated by the commercial success of the Nintendo Switch console – Microsoft lost a significant portion of its
market share . Indeed, while Nintendo's worldwide market share has increased from [0-10]%
[RESTRICTED ACCESS TO CADE AND CLAIMS] in 2017 to [10-20]%
[RESTRICTED ACCESS TO CADE AND CLAIMS] in 2021, the Microsoft's share dropped from [40-50]%
[RESTRICTED ACCESS TO CADE AND PLAINTIFF] to [ 30-40 ]%
[RESTRICTED ACCESS TO CADE AND PLAINTIFF]in the same period. Sony, meanwhile, has seen its market share fluctuate from [ 50-60 ]%
[RESTRICTED ACCESS TO CADE AND APPLICANTS] in 2017 to [ 50-60 ]%
[RESTRICTED ACCESS TO CADE AND APPLICANTS] in 2021.
In the present case, the closing of the
game publishing market would occur in the event that Microsoft has market power and has incentives to acquire content primarily from Activision Blizzard, in order to make it difficult, or even prevent, the access of other game publishers to the its
digital game distribution platforms .
More precisely, as pointed out
[RESTRICTED ACCESS TO CADE] in its manifestation in the file, there would be a theoretical risk that Microsoft, having enough
first-party content in its ecosystem, could reduce its demand for third-party games for its consoles, digital stores and subscription services, and with that, decided to "close" the Xbox ecosystem to
third-party content.
As seen earlier, the only downstream market segment in which Microsoft's
market share slightly exceeds the 30% threshold - minimum percentage considered for the purpose of presumption of the possibility of closing the market, as defined in article 8, IV of CADE Resolution nº 33/2022 – is the
digital distribution of games for consoles , in the world and national scenarios. It can be inferred, in this sense, that the vertical integrations generated by the Transaction do not give rise to the risk of closing the
upstream markets for publishing games for
PCs and
mobile devices , since Microsoft does not hold a dominant position in the
downstream markets.relating to the distribution of games to such devices. It follows, therefore, that the present analysis concerns especially the vertical relationship between the publishing and distribution segments of games for
consoles.
As popular and commercially successful as Activision Blizzard and Microsoft games may be, both Parties' 2021 sales represented a combined
share of approximately [10-20]%
[RESTRICTED ACCESS TO CADE] in the worldwide gaming market. publishing games for consoles, and only about [0-10] %
[RESTRICTED ACCESS TO CADE] on the national scene. From another angle, it can be seen that almost [90-100]%
[RESTRICTED ACCESS TO CADE] of the total revenue generated from the activity of publishing games for consoles in 2021, worldwide, does not refer to the content of the Claimants. So, if Microsoft chose to market only
first-party contenton the
Xbox Store after the eventual conclusion of the Transaction, or to market
third-party content under less favorable conditions than those practiced in other stores/platforms, this would likely imply a drastic reduction in the quantity and variety of games available for Xbox, reducing the attractiveness of the console and its ecosystem to consumers.
Console Exclusivity
On
consoles , as already seen, there are currently only three stores that distribute digital game content, each one exclusively linked to a manufacturer/console: (i) the
Xbox Store , from Microsoft Xbox; (ii) Sony PlayStation's
PlayStation Store ; and (iii) the
Nintendo eShop for Nintendo Switch. In the current market context, the only way for a game publisher to digitally distribute its content to users of a given console is through the official store of the respective manufacturer/console. It follows that, in practice, competition in the segment of digital distribution of games for consoles takes place only between different devices (or "
interconsoles ")."), so it reflects, to some extent, the competitive dynamics of the console market itself.
In this specific segment, therefore, the possibility of closing the downstream market would occur in the event that Microsoft starts to concentrate the distribution of Activision Blizzard games on the
Xbox Store after the Transaction, in order to make difficult, or even prevent, the distribution of these titles on the
PlayStation Store and
Nintendo eShop – and, of course, as long as such games represent relevant inputs so that Microsoft's rival stores can continue to compete in the market.
In consultation with Nintendo's official website in Brazil, this SG/Cade found that only some games and content from the
Crash Bandicoot ,
Diablo ,
Overwatch and
Tony Hawk's Pro Skater series by Activision Blizzard are for sale on the official Nintendo Switch digital store, not there being a single
Call of Duty title available for the platform
[153]. The list of best-selling games released on the store itself reveals that, currently, no Activision Blizzard game is among the
92 (ninety-two) best-selling Nintendo Switch titles
[154]. Another list available on Wikipedia, which lists the best-selling games for the Nintendo Switch since its launch in 2017, does not mention a single Activision Blizzard game in
the rankingof titles that have sold more than 1 million copies on the console.
Taken together, these elements show that the relevance of Activision Blizzard games to the Nintendo Switch and
Nintendo eShop is minimal, so their eventual withdrawal from this ecosystem would likely not have any significant impact on Nintendo's game distribution business.
As for Sony, on the other hand, it turns out that all major Activision Blizzard titles for consoles are available on PlayStation, including games in the
Call of Duty series . In fact, as informed by the Plaintiffs, Sony is currently responsible for
[RESTRICTED ACCESS TO CADE AND PLAINTIFF] of the revenue earned by Activision Blizzard from the sale of games and game content for consoles worldwide, also representing
[RESTRICTED ACCESS TO CADE AND THE APPLICANTS] of such sales under the national scenario. It follows, therefore, that Sony is the only
playerof the game distribution market for consoles that could, in theory, be harmed by Microsoft's eventual exclusivity over the distribution of Activision Blizzard content.
Despite this, this SG/Cade considers that, in light of the elements available in the records, there is no evidence that Activision Blizzard games actually represent an indispensable asset for Sony's competitive performance in the digital distribution market.
In its response to a letter sent by SG, Sony reported that in the year 2021, Activision Blizzard accounted for
[CADE RESTRICTED ACCESS] of total consumer spending on games and add-ons (
"add-ons" ) in the PlayStation ecosystem at the global, and only
Call of Duty responded for
[CADE RESTRICTED ACCESS] . Such percentages, although they are quite expressive, do not seem to reflect values whose loss could effectively limit the ability of the leading company in the console market to compete in the digital distribution segment, and are certainly not sufficiently representative to the point of, by themselves, characterize Activision Blizzard content as an "essential input" to Sony's business.
Furthermore, as already shown in Table 5, it is observed that no Activision Blizzard game released for the PlayStation 4 was among the 10 best-selling games on the Brazilian
PlayStation Store in the last 5 years, despite the company having published several titles for that console between 2017 and 2021 – including, among them, at least five games in the
Call of Duty series . It is quite true that the PlayStation
Store rankingmay not accurately reflect PlayStation 4 game sales in their entirety, as they do not include games sold on physical media; nevertheless, it is still a reasonable indication that, for most Brazilian users of the console, the Activision Blizzard games catalog is less attractive and relevant than that of other major
publishers such as Electronic Arts, Take-Two Interactive, Sony and Ubisoft, which are better positioned on the list.
For all of the foregoing, although it is recognized that an eventual exclusivity over the distribution of Activision Blizzard's content may give Microsoft a competitive advantage, there is no evidence that such an advantage can, by itself, harm the performance of third parties to the point of limit competition in the market for digital distribution of electronic games.
CALL OF DUTY
The information presented seems to corroborate the allegations made by some of the
players consulted by SG/Cade throughout the procedural instruction, who cited the
Call of Duty franchise as Activision Blizzard's most important asset in the video game market for PC and consoles. So important that, in Sony's understanding, such a franchise could stand out "
as a category of games in itself".
As can be seen, no less than 10 of the 20 best-selling games in the US in the last decade are Call of Duty , with 7 titles in the franchise among the top 10. It is also noted that 14 of the 20 games on the list belong to the "first-person shooter" genre, which seems to indicate a certain predilection of the American consumer for this type of game. Although it refers only to the US market, it is possible that the ranking presented is also representative, to some extent, of the preferences of players worldwide, given the relevance of such a country in the global context of the sector. According to estimates by Newzoo, the United States constitutes the
[RESTRICTED ACCESS TO CADE AND CLAIMANTS]The largest market in the gaming industry in terms of revenue generation (
[RESTRICTED ACCESS TO CADE AND PLAINTIFF] ), with
[RESTRICTED ACCESS TO CADE AND PLAINTIFF] being for the specific console segment.
Despite the undeniable popularity of
Call of Duty , the series' dominance in the best-selling video game list is not, in itself, an indication that Activision Blizzard holds a dominant position in the game publishing market. In 2021, as already seen, the company's games catalog earned it, worldwide, a
market share of [0-10]%
[RESTRICTED ACCESS TO CADE] in the PC games segment and of [0-10] %
[RESTRICTED ACCESS TO CADE]in console games – percentages that, although they are quite expressive when compared to the shares held by most competitors, seem insufficient to give Activision Blizzard a leadership position. In Brazil, in turn, the company's
share in the game publishing market is even less representative, reaching [0-10] %
[RESTRICTED ACCESS TO CADE] on PCs and [0-10] %
[RESTRICTED ACCESS TO CADE] on consoles in 2021. In fact, from a Brazilian consumer perspective, Activision Blizzard games for PC and consoles seem to have less relevance than
publisher titlescompetitors such as Take-Two Interactive, Electronic Arts, Sony, Tencent and Valve, among others, as evidenced in the offer structures presented in tables 7 and 8 above.
The information presented shows that neither
Call of Duty , nor any other Activision Blizzard title for PlayStation 4 appeared on the list of best-selling games on the Brazilian PlayStation Store in the years 2017 to 2021, despite the company having published several games for the console. Sony (the most popular console in Brazil) in the period – among them, at least five titles from the
Call of Duty series. Although the
rankingof the PlayStation Store may not accurately reflect the sales of games for the PlayStation 4 as a whole, as it does not include games sold on physical media, it still constitutes a reasonable indication that, for the majority of Brazilian users of such console , Activision Blizzard's games catalog is less attractive than that of
publishers such as Electronic Arts, Take-Two Interactive, Sony and Ubisoft (whose games are also sold in physical media in Brazil), which are better positioned on the list.
It should also be noted that it is not only in Brazil and other Latin American countries that
Call of Duty seems to be less popular and relevant than in the United States, but also in the Japanese market.
Based on all the above, it is possible to observe that the Activision Blizzard catalog, and in particular the
Call of Duty series , are very important assets in the general context of the video game industry, being among the most successful games in terms of sales and audience. Nevertheless, this SG/Cade considers that, from the perspective of the Brazilian consumer,
Call of Duty represents one among several highly successful game franchises, while Activision Blizzard, although it is among the largest
publishers of games for consoles in the national scenario, is not the most relevant among them.
It is also necessary to consider that, as
Call of Duty is an "essential" game, as defended by Sony, then the
Nintendo Switch would probably not be able to compete effectively in the market, since no title in the franchise was released for the platform ( until the moment). What can be observed, however, is that the Nintendo console has been showing a good sales performance since its launch in 2017, having even surpassed the numbers of the recently launched PlayStation 5 and Xbox Series X|S in 2021, according to estimates.
Furthermore, it is important to bear in mind that the game development and publishing market is quite dispersed and open to innovation, and that consumer tastes and preferences can vary significantly over time. That said, a video game does not necessarily need to have a multi-million budget to obtain recognition and commercial success. As an emblematic example of such a statement, it should be noted that the initial version of the
Minecraft game – today
[RESTRICTED ACCESS TO CADE AND CLAIMANTS] , usually referred to as the best-selling game of all time – was created and published in a independently by a single developer.
In light of all the above, what can be observed is that, despite the fact that Activision Blizzard is the owner of some of the most popular game franchises today, there is no evidence in the file that the company has market power in the publishing segment. of games, or that their titles can be considered indispensable for the commercial success of a given console or digital game distribution platform – especially from the perspective of the Brazilian consumer, which is what is effectively of interest to the present analysis.