Compilation of data revealed in the MSFT/ATVI anti-trust investigations

enpleinjour

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The Brazil report had a trove of data never before seen, that has made me decided to make a dedicated thread. There's some data from the NZ and CMA report as well, which I will update in time.

Apple v Epic gave us insight to the industry like never before, if this does go to court, we may finally see the entire console business laid out bare.

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Thanks for the thread

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I wonder if Konami high share here is related to popularity of PES in Brazil ( thats 2021 so before PES went F2P )
 
It's worth noting all figures were supplied by Microsoft/ABK except Sony and Ubisoft who amended with their own numbers.
 
From the CMA Phase 1 report:

133. The Parties told the CMA that, in upstream game publishing, ABK had a share by
value across PC, console, and mobile in 2021 of just [5-10]% globally and [5-10]%
in the UK.130 The Parties noted that focusing on console only, ABK’s share remains
at just [5-10]% by value globally and [10-20]% in the UK.131 Combined console
shares would be [10-20]% globally and [10-20]% in the UK,

134. According to the Parties, ABK’s lack of market power upstream can be seen from its
share of console based on MAU. Based on 2021 data, the Parties estimate that
ABK has a share of MAU of only [10-20]% globally, whilst other publishers are of
equal or comparable scale, including EA (eg FIFA, Apex Legends, Star Wars) at
[10-20]% globally, Epic Games (eg Fortnite), with a share of [5-10]% globally and
Take-Two (eg Grand Theft Auto, Red Dead Redemption) with a share of [5-10]%
globally.

136. According to the Parties, an analysis of CoD’s presence on Xbox
shows that, whilst Fortnite and CoD account for a significant proportion of game-
time played on Xbox ([10-20]% and [10-20]% in 2021, respectively),

141. One ABK internal document shows that ABK has six franchises generating
revenues greater than [] based on owned IP across platforms and demos,
including CoD, Candy Crush, World of Warcraft, HearthStone, Overwatch, and
Diablo. 141 Of these, CoD was the number one console franchise globally for []
years.

143 b).Another ABK internal document shows that ABK’s content played a pivotal role
in the success of PlayStation and would continue to do so. The document
explains that a six-year CoD partnership between Sony and ABK helped to
increase PlayStation 4’s console share from [], and ABK’s content drove
around [] PlayStation Plus engagement since the launch of PlayStation 4.146
The document concludes that ABK can have a large impact on Sony’s gaming
business in the next generation.

148 c) The report goes on to explain that CoD: Modern Warfare had the biggest launch of
2019, earning over USD 600 million in just three days, marking the twelfth year
in a row that a CoD game ranked as the best-selling game in its launch
month.1

170. As for the Merged Entity’s ability to foreclose Sony, consistent with ABK’s internal
documents discussed above, the CMA has received evidence that CoD has higher
levels of user engagement and revenue spend on PlayStation than the Parties
estimated. SIE submitted that it has the highest awareness and ownership levels of
all third-party franchises.181 In addition, CoD plays an important role in attracting
high-value gamers to the platform.182 These CoD gamers spend considerable
amounts of money on other PlayStation games and hardware, which substantially
increases the revenue impact of having CoD on the platform.

173. Based on the above evidence, the CMA has found that:
(a) The Merged Entity would have significant upstream market power in publishing
of games for consoles, with a share of [10-20]% by revenue and [30-40]% by
minutes played on console in the UK.185 ABK has a particularly high share in
shooter games ([30-40]% in the UK),

175. In relation to the Parties’ submissions on Sony’s contractual protections, the CMA
notes that the proposal to extend ABK’s agreement with Sony beyond 2024 is yet to
be formally agreed (with the terms of the proposed agreement under continuing
discussions).

190.The evidence suggests that
Microsoft has shown itself to be willing to make losses in the short term in order to
build scale and increase its user base

202. The Parties provided the example of
Marvel’s Spiderman: Miles Morales, which outsold all Xbox titles combined in the
week that PlayStation 5 launched.222
The CMA further understands that in
the second week following the launch of PlayStation 5, the top selling game for
the system was CoD: Black Ops Cold War.223

210. The Parties submitted that Microsoft’s share of supply in multi-game subscription
services across all platforms in the UK was [50-60]% in 2021, with the share on
console being [50-60]% and PC being [60-70]%.

260. Microsoft owns Windows OS, which is the market leader in the supply of PC OSs.
According to the Parties, Microsoft had a share of supply of OSs of approximately
[70-80]% worldwide and [60-70]% in the UK in 2022.315 The CMA has seen
evidence that Microsoft’s hypothetical market share of OS software for personal
computers used for gaming is even higher than this, upwards of 95%.
 
The value of Call of Duty depends on its community of gamers, the majority of whom are on PlayStation.

Confirms PS > XB+PC for COD?

PS:XB ratio is 15:9 or 62.5% PS. For PS to be >50%, the ratio would be 15:9:6.

With a primary focus on console gaming, Xbox has been the number three player behind Sony and Nintendo in each successive console generation, in what the gaming industry colloquially refers to as the “console wars”.

Confirms PS3 > 360?

in PC game distribution, with Microsoft sitting in seventh place globally, well behind
leading distributors of PC games.

Using the Brazil doc, this would place MS (which includes Bethesda and Minecraft):
  • NCSoft ~ $650M [FY report]
  • MS
  • Ubisoft ~ $425M [FY report]
Or if ATVI is in Top 6 (which it almost certainly is):
  • EA ~ $1.238B [FY report]
  • MS
  • Epic ~ $700M+ [EpicvApple leak]

The addition of Activision Blizzard titles, such as Call of Duty, to Game Pass is projected to increase the Game Pass subscriber base across console and PC by around [] million
subscribers worldwide in FY 2024 and [] million by FY 2032, as compared to the projected base without Activision Blizzard content.


Fourth, the Transaction will improve Microsoft’s ability to create a next generation game store which operates across a range of devices, including mobile as a result of the addition of Activision Blizzard’s content.17 Building on Activision Blizzard’s existing communities of gamers, Xbox will seek to scale the Xbox Store to mobile, attracting gamers to a new Xbox Mobile Platform.

Pretty big news. Since MS does not have a very popular platform like Apple, Google, Sony, Nintendo, they wish to create a separate Store and get it on all platforms via legislation.

Sony is the market leader for consoles and has been for over 20 years.

PlayStation has more than double the MAUs (close to 60 million more) of Xbox

PS MAU ~ 120M
Xbox MAU ~ 60M

These exclusive titles accounted for approximately 17% of consumer spend on PlayStation over the period 2019-2021.

Thread made on it. Would result in PS Studios bringing in on avg $2.19B a year.

Minecraft’s multi- platform strategy has been a significant financial success, with over 200 million copies sold by 2020, approximately a 300% increase in sales since its acquisition in 2014.

On a global basis, Xbox has a smaller share of supply in the segment by value than
Sony ([]% vs 38.2%).

Not sure what this refers to or how its accounted. From Brazil we know:
  • Xbox - $2.9B
  • Nintendo - $0.932B
  • EA - $0.356B
  • PS - $3.65B
In considering Theory of Harm 2, the CMA must recognise that cloud gaming
currently accounts for a de minimis proportion of consumer spend on gaming: just
[]% in 2021.
 
If PS Vita is inclued for Sony then 3DS should be inclued for Nintendo and including 3DS Sony is behind Nintendo (so Sony is not the largest) unlike what Microsoft say.
I'd need to see the context of that to affirm anything (Sony is the largest in multiple aspects like revenue, software sales, "last gen hardware", etc).

It's absolutely to Microsoft benefit that Nintendo is counted, but in case CMA decides to not count them (which is what happened in what looks a very superficial analysis from CMA) it's to their benefit to show Sony as very dominant. Trying to preemptively argue both of them is bound to create conflicting statements.

And considering the CMA affirms there are some MS documents about competition which didn't include Nintendo, sounds like what happened.
 
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MS Filing
- ATVI global share [10-20]%
- MAU global share [10-20]%
- Fortnite most played first game on Xbox. FIFA, GTA also high on the list
- Steam, [40-50]% digital share in the UK (PC)
- Game Pass accounted for ca. [0-5]% of digital distribution of gaming content globally
- MS < [5-10]% game publishing and storefront marketshare global PC
- ATVI 1H 2022, Mobile revenue >50%
- COD, WoW, Candy Crush >75% of revenue , >>75% profit
- X% cannibilization rate when adding games to GP

Most interesting here is Steam only having [40-50]% on the PC client side.
There's more in the report but Xbox GamePass has notable negative effects on software sales, cannabilization rate, and its a big reason ATVI/third parties tend not put games day 1 on third party services.

- Pub rankings 2021 console publishing
- Nintendo, EA, [MS+ATVI], T2, Sony, ATVI, Epic, Ubisoft, BN, SE, Embracer, Konami, Wargaming, CDPR, Roblox
- MS [10-20], Sony [40-50], Nintendo [30-40]
- Sony roughly equivalent to ATVI, double the size of Xbox

Made new thread

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We kind of already knew this but PS5 vs XBS sales is near 2:1 globally, and notably more than 2:1 in revenue due to Series S being a larger portion and lower price.

- For example in 2020 Sony had 4 of the bestselling console titles worldwide exclusive to PlayStation (i.e., The Last of Us Part II, Ghost of Tsushima, Marvel's Spider-Man: Miles Morales and Final Fantasy VII Remake). In 2021, Sony had one of the bestselling console titles worldwide exclusive to PlayStation (i.e., Marvel's Spider-Man: Miles Morales). Microsoft does not have any top 20 titles which are exclusive to Xbox.
- There were over 280 exclusive first- and third-party titles on PlayStation in 2021, nearly five times as many as on Xbox
- Indeed, looking at the last 3 years, Sony (6 titles) and Nintendo (8 titles) have more titles in the list of UK top buy-to-play titles than Microsoft (0 titles) and Activision (3 titles).

- 2015-2019, Xbox maintained around [40-50]% of Call of Duty gamers,despite Activision’s efforts to promote PlayStation instead.
- In contrast, the equivalent figures for Microsoft’s Xbox in 2021 were only [0-10]% and [0-10]%, and over the period 2018-2021 exclusives accounted for [0-10]% of game sales and [0-10]% when including digital in-app purchases.

Interesting that MS claims COD marketing had little effect on their COD share, however the range is big. In the UK, there has been a slight shift (normalised with hardware install base changes) but its in the single digits.

- [60-70]% of gamers on Xbox did not play Call of Duty for more than 1 hour over the entire 2021 – [70-80]% played it for less than 5 hours in a whole year.
- Microsoft regularly procures third-party data from NPD on console cross-ownership in the USA. The latest available data from NPD shows that in the fall of 2020, ca. [20-30]% of PlayStation 5 users also owned an Xbox Series X/S whereas [10-20]% of Xbox Series X/S users also owned a PlayStation 5.
- Microsoft/ZeniMax, paragraph 120. The Best SEO Companies’ survey Generational Brand Loyalty, 13.11.2019(link available here), shows that approximately 40% of players are loyal users of Sony’s consoles, while approximately 31% of players are loyal to Microsoft’s consoles and 30% to Nintendo’s consoles.

- Microsoft’s internal documents also evidence the constraint of buy-to-play on subscription
- In any case, traditional buy-to-play is forecast to remain the primary payment model used by gamers to access gaming content in the foreseeable future. This is the case for both Microsoft’s internal forecasts as well as third-party market research companies. Microsoft estimates that by 2030, subscription revenue will account for []% of its total gaming-related revenue, and []% of its gaming-related transactions (e.g., game sales and in-game purchases).272 This is the exact same share it accounts for today.

More confirmation that sub services are not the future of game distribution, MS expects it to have a stagnant share versus the traditional platform model.

- 82% of Activision’s revenue is generated from just three titles (Call of Duty, World of Warcraft – which is only available on PC – and Candy Crush – not available on consoles).

~$1.47B ATVI revenue from other franchises. The big ones being:
  • THP, Crash, Overwatch, Heartstone, Diablo, maybe another King game
- Since its launch in 2017, Game Pass has gradually grown to approximately 25 million subscribers. As above, this is 10 million fewer subscribers (28%) than what was forecasted for Fiscal Year 2022.

Commented on the GP thread

- According to Gartner, Microsoft’s share of IaaS public cloud services is 21.1% in 2021
- Microsoft estimates that its share of cloud computing services in the gaming industry is less than [5-10]%.

Lines up with I think a EU report that AWS has 95% marketshare in the IaaS gaming world.
 
KFTC Decision doc:

Share of Blizzard's major games as a percentage of total sales in the console game market (2021)
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CODDiablo
WWKoreaWWKorea
6-8%0-2%0-2%0-2%

Marketshare based on game sales:
PS [70-80]%, Nintendo [10-20]%, Xbox [0-10]% (2021)
Ratio of Blizzard games to total console game sales by country (as of 2021)
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KoreaUKUSWW
COD0-2%8-10%10-12%6-8%
MSFT+ABK0-5%15-20%15-20%15-20%


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KoreaJapanUKUSEUWW
Xbox Console services5-10%0-5%40-45%40-45%15-20%30-35%
MSFT Cloud services60-70%5-10%60-70%NANA50-55%


Gaming market worlwide by device (millions USD)

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Mobile: $100.2B, 45.6%
Console: $55.1B, 25.1%
PC: $37.2B, 17%
Arcade: 27.1B, 12.3%

Top countries:

  1. US 22%
  2. China 20.4%
  3. Japan 10.3%
  4. Korea 7.6%
  5. UK 6.2%
  6. Germany 4.6%

Gaming market Korea by device (100 million KRW)
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Mobile: $9.2B, 57.9%
PC: $4.3B, 26.8%
Console: $0.8B, 5%
Arcade: $0.2B, 1.3%
 
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