The Federal Trade Commission (FTC) filed an administrative complaint to block Microsoft Corporation’s (Microsoft’s) nearly $70 billion acquisition of Activision Blizzard, Inc. (Activision), the largest video game acquisition in history.1 The complaint alleges harm in three distinct markets: (1) high-performance consoles (i.e., Xbox and PlayStation); (2) multi-game content library subscription services; and (3) cloud gaming subscription services. The FTC voted 3–1 to issue the complaint, with Commissioner Christine Wilson dissenting from the decision.
Microsoft develops and sells Xbox gaming consoles, publishes popular in-house gaming titles such as Halo, and offers the subscription service Game Pass, which some industry observers label as the “Netflix of Games.” Game Pass allows a gamer to pay a monthly subscription fee for access to hundreds of games on Xbox and PC. A premium version of Game Pass also provides “cloud gaming” functionality, which allows consumers to stream games from off-site servers over the cloud to their consoles, PCs, mobile phones, and other devices—allowing high-performance gaming without the need for a high-performance gaming PC or console. Activision is one of the largest independent producers of “AAA” video games, especially Call of Duty, which the FTC alleges “has achieved sustained dominance over the past decade, with Call of Duty titles comprising 10 of the top 15 console games sold between 2010–2019.” Activision itself has noted that Call of Duty is “one of the most successful entertainment franchises of all time.” Activision’s Blizzard subsidiary also produces the popular AAA titles Diablo and Overwatch.
The FTC’s challenge to Microsoft/Activision is purely vertical, meaning that the government is not concerned about diminished competition between gaming titles such as Microsoft’s Halo and Activision’s Call of Duty, but rather Microsoft’s incentive and ability to harm competition by withholding, frustrating, or degrading competitors’ access to Activision titles. Vertical cases are always challenging for the government, and the recent precedent of the Department of Justice’s failed attempt to enjoin AT&T’s acquisition of Time Warner provides some doubt as to whether content can be “must-have” such that a competing distributor would not be able to compete without access to the content.2 However, there are three important distinctions in the FTC’s challenge to Microsoft/Activision that may affect the analysis:
Whatever the result in the litigation, this challenge shows that video game developers should prepare for enhanced antitrust scrutiny of deals in the video game industry, as the FTC continues to be troubled by what it views as a “trend towards vertical integration and consolidation” in this space.
For more information about this litigation or other issues related to the intersection of gaming and antitrust, please contact Michelle Hale, Beau Buffier, Brendan Coffman, or another member of the firm’s antitrust and competition practice.
[1] Complaint, In the Matter of Microsoft Corp./Activision Blizzard, Inc. (Dec. 8, 2022), https://www.ftc.gov/system/files/ftc_gov/pdf/D09412MicrosoftActivisionAdministrativeComplaintPublicVersionFinal.pdf.
[2] U.S. v. AT&T Inc., et al, 916 F.3d 1029 (D.C. Cir. 2019).