`
`
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`Joseph M. Alioto (State Bar No 42680)
`Tatiana V. Wallace (SBN 233939)
`ALIOTO LAW FIRM
`One Sansome Street, 35th Floor
`San Francisco, CA 94104
`Telephone:
`(415) 434-8900
`Facsimile:
`(415) 434-9200
`Email:
`jmalioto@aliotolaw.com
`
`
`Joseph R. Saveri (State Bar No. 130064)
`Steven N. Williams (State Bar No. 175489)
`Cadio Zirpoli (State Bar No. 179108)
`Elissa Buchanan (State Bar No. 249996)
`David H. Seidel (State Bar No. 307135)
`JOSEPH SAVERI LAW FIRM, LLP
`601 California Street, Suite 1000
`San Francisco, California 94108
`Telephone:
`(415) 500-6800
`Facsimile:
`(415) 395-9940
`Email:
`jsaveri@saverilawfirm.com
`swilliams@saverilawfirm.com
`czirpoli@saverilawfirm.com
`eabuchanan@saverilawfirm.com
`dseidel@saverilawfirm.com
`
`Counsel for Plaintiffs
`
`
`
`
`UNITED STATES DISTRICT COURT
`
`NORTHERN DISTRICT OF CALIFORNIA
`
`DANTE DEMARTINI, CURTIS BURNS JR.,
`NICHOLAS ELDEN, JESSIE GALVAN,
`CHRISTOPHER JOSEPH GIDDINGS-LAFAYE,
`STEVE HERRERA, HUNTER JOSEPH
`JAKUPKO, DANIEL DERMOT ALFRED
`LOFTUS, BEOWULF EDWARD OWEN, and
`IVAN CALVO-PÉREZ,
`
`
`Plaintiffs,
`
`Case No.
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`COMPLAINT TO PROHIBIT THE
`ACQUISITION OF ACTIVISION
`BLIZZARD BY MICROSOFT
`CORPORATION IN VIOLATION OF
`SECTION 7 OF THE CLAYTON
`ANTITRUST ACT, 15 U.S.C. § 18
`
`
`Defendant.
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`MICROSOFT CORPORATION, a Washington
`corporation,
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`v.
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 2 of 45
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`
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`TABLE OF CONTENTS
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`INTRODUCTION ....................................................................................................................... 1
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`JURISDICTION AND VENUE................................................................................................... 3
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`DIVISIONAL ASSIGNMENT .................................................................................................... 3
`
`PARTIES ...................................................................................................................................... 3
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`Plaintiffs ............................................................................................................................ 3
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`Microsoft Corporation ...................................................................................................... 5
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`BACKGROUND .......................................................................................................................... 7
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`Activision Blizzard ............................................................................................................ 8
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`Video Game Platforms .................................................................................................... 10
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`a)
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`b)
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`c)
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`d)
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`Console Gaming ...................................................................................... 10
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`PC Gaming .............................................................................................. 12
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`Mobile Gaming ......................................................................................... 13
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`Cloud-Based Gaming Services ................................................................. 14
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`Gaming Content .............................................................................................................. 14
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`a)
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`b)
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`c)
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`Video Game Developers ........................................................................... 15
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`Video Game Publishers ............................................................................. 15
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`Video Game Distributors .......................................................................... 15
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`RELEVANT PRODUCT MARKETS ........................................................................................ 16
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`GEOGRAPHIC MARKET ........................................................................................................ 24
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`The Merger May Substantially Lessen Competition or Tend to Create a Monopoly ................... 26
`
`The Video Game Industry Is Characterized by Significant Network Effects and Barriers to
`Entry ............................................................................................................................... 29
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`Microsoft Directly Competes with Activision Blizzard in Game Development for the Console and
`PC Gaming Markets ......................................................................................................... 31
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`Microsoft Directly Competes with Activision Blizzard in Game Publishing for the Console and
`PC Gaming Markets ........................................................................................................ 32
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`Microsoft Directly Competes with Activision Blizzard in Game Distribution for the Console and
`PC Gaming Markets ........................................................................................................ 33
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`The Proposed Consolidation May Substantially Lessen Current Competition in the Video Game
`Development, Publishing, and Distribution Markets ....................................................... 33
`
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 3 of 45
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`The Proposed Consolidation May Substantially Lessen Competition in the Labor Market ......... 34
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`The Proposed Consolidation May Give Microsoft Outsized Market Power and the Ability to
`Further Harm Competition by Foreclosing Inputs to Rivals in the Relevant Markets ..... 34
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`PRAYER FOR RELIEF .............................................................................................................. 40
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 4 of 45
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`
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`INTRODUCTION
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`1.
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`This is a private antitrust action seeking an order of the Court prohibiting the
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`proposed acquisition of Activision Blizzard, Inc. by Microsoft Corporation as a violation of Section
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`7 of the Clayton Antitrust Act (15 U.S.C. § 18). The threatened loss or damage to the Plaintiffs and
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`to the public at-large by the merging of two giants in the video game industry is extensive and broad.
`2.
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`On January 18, 2022, Microsoft announced plans to acquire Activision Blizzard.
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`Microsoft agreed to pay $68.7 billion ($68,700,000,000), or approximately $95 per share in an
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`all-cash transaction. Under the proposed terms of the merger, Microsoft would acquire all the
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`outstanding stock of Activision Blizzard. Upon completion of the deal, Activision Blizzard would
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`be wholly owned by Microsoft.
`3.
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`The proposed acquisition price of $68.7 billion in cash demonstrates the merger is
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`significant and non-trivial. Indeed, if the acquisition is allowed to proceed, it would be the largest
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`merger of technologies companies ever.
`4.
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`Microsoft and Activision Blizzard are each significant rivals in the video game
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`development, publishing, and distribution markets.
`5.
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`Microsoft and Activision Blizzard both develop, publish, and distribute gaming
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`content for purchase by consumers, and they directly compete in this market.
`6.
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`Microsoft and Activision Blizzard are two of the largest gaming corporations in the
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`United States with significant market share in the video game markets for developing, publishing
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`and distributing video games.
`7.
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`Microsoft owns and sells the Xbox gaming consoles and the Windows operating
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`system, two of the primary platforms on which games are played.
`8.
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`The development and publishing of video games for these and other platforms are
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`critical inputs to the popularity and continued viability of gaming platforms.
`9.
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`The development and publishing of video games are also critical inputs to new
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`gaming platforms and distribution methods, such as multi-game subscription services and cloud-
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`based gaming.
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`1
`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 5 of 45
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`10.
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`In addition to the elimination of a significant rival, the proposed acquisition may
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`give Microsoft far-outsized market power in the video game industry and may enable Microsoft to
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`foreclose rivals to critical inputs and important markets.
`11.
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`The current trend toward concentration, the lessening of competition, and the
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`tendency to create a monopoly in the video game industry was already harming competition at an
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`alarming rate before the proposed acquisition was announced. Both companies are the products
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`of substantial campaigns to acquire, merge with, and consolidate numerous video game
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`companies to achieve their current stature in the video game industry.
`12.
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`If Microsoft’s proposed acquisition of Activision Blizzard is allowed to proceed,
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`the video game industry may lose substantial competition, and Microsoft may have far-outsized
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`market power, with the ability to foreclose rivals, limit output, reduce consumer choice, raise
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`prices, and further inhibit competition.
`13.
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`The proposed acquisition is a violation of Section 7 of the Clayton Antitrust Act
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`(15 U.S.C. § 18) in that the effect of the potential consolidation “may be substantially to lessen
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`competition or tend to create a monopoly” in various markets in the video game industry.
`14.
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`This private action is authorized under Section 16 of the Clayton Antitrust Act (15
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`U.S.C. § 26), which provides in relevant part that “any person…shall be entitled to sue and have
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`injunctive relief …against threatened loss or damage by a violation of the antitrust laws.” The
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`remedy afforded to private plaintiffs includes injunctive relief prohibiting any potential unlawful
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`acquisition as well as divestiture.
`15.
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`The Clayton Act codifies Congress’ “intent to encourage vigorous private
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`litigation against anticompetitive mergers” that may substantially lessen competition. California
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`v. Am. Stores Co., 495 U.S. 271, 284 (1990).
`16.
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`Plaintiffs bring this action under the authority of Section 16 of the Clayton
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`Antitrust Act and allege that the proposed acquisition of Activision Blizzard by Microsoft
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`constitutes a substantial threat of injury to the Plaintiffs and the public because the acquisition
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`2
`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 6 of 45
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`may have the effect of substantially lessening competition and may tend to create a monopoly in
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`various markets in violation of Section 7 of the Clayton Antitrust Act.
`17.
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`Competition rather than combination is the rule of trade in the United States so
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`that these Plaintiffs, and the public at large, may enjoy the benefits and innovations that come
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`from competition, including, among others, improved quality and increased choices at the lowest
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`possible prices.
`18.
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`Vigorous enforcement of the antitrust laws by private persons is an essential part
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`of the congressional plan to ensure that competition rather than monopoly is, and remains, the
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`rule of trade in the United States, including in the video game industry.
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`JURISDICTION AND VENUE
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`19.
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`The proposed acquisition is in and substantially affects the interstate and foreign
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`commerce of the United States in that video game consoles, personal computers, smartphones,
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`and the video games that are played on those platforms, including cloud-gaming services, are sold
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`throughout the United States.
`20.
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`This Court has jurisdiction over this action pursuant to 28 U.S.C. §§ 1331, 1337(a)
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`and Sections 7 and 16 of the Clayton Act (15 U.S.C. §§ 18 and 26).
`21.
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`Jurisdiction and venue are proper in this judicial district pursuant to 15 U.S.C.
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`§§15, 22, 26, and 28 U.S.C. § 1391.
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`DIVISIONAL ASSIGNMENT
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`22.
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`Pursuant to Civil Local Rule 3-5.(b), assignment of this case to the San Francisco
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`Division is proper because a substantial number of the Plaintiffs reside in and practice gaming in
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`San Francisco.
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`PARTIES
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`Plaintiffs
`23.
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`The Plaintiffs named below are individual citizens of the cities and states listed.
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`Each Plaintiff is a consumer of video games, all with the express interest and intent in ensuring
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`that the industry remains competitive, with the utmost innovation, output, choice, and price
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`3
`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 7 of 45
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`constraints, now and in the future. The potential acquisition of Activision Blizzard by Microsoft
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`threatens loss and harm to the Plaintiffs, and to the public at large, of the salutary benefits of
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`substantial competition within the video game industry.
`24. Dante DeMartini is a video gamer located in San Francisco, California. Mr.
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`DeMartini plays video games on the PlayStation console and on his personal computer using
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`Windows OS. Mr. DeMartini plays or has purchased titles from Activision Blizzard, including
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`multiple versions of Call of Duty, World of Warcraft, Overwatch, Overwatch 2, Starcraft II, Diablo
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`III, and Hearthstone.
`25.
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`Curtis Burns Jr. is a video gamer located in San Francisco, California. Mr. Burns
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`plays video games on the PlayStation console. Mr. Burns plays or has purchased titles from
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`Activision Blizzard, including Call of Duty.
`26. Nicholas Elden is a video gamer located in Hoboken, New Jersey. Mr. Elden plays
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`video games on Xbox, PlayStation, Nintendo Switch, and on mobile devices. Mr. Elden plays or
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`has purchased titles from Activision Blizzard, including Call of Duty, Diablo, Tony Hawk, and
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`others.
`27.
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`Jessie Galvan is a video gamer located in San Francisco, California. Mr. Galvan
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`plays video games on the PlayStation 5 console. Mr. Galvan plays or has purchased titles from
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`Activision Blizzard, including Call of Duty.
`28.
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`Christopher Joseph Giddings-LaFaye is a video gamer located in San Rafael,
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`California. Mr. Giddings plays video games on his personal computer using Windows OS. Mr.
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`Giddings plays or has purchased titles from Activision Blizzard, including Call of Duty and
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`Overwatch.
`29.
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`Steve Herrera is a video gamer located in Oakland, California. Mr. Herrera plays
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`video games on PlayStation consoles and the Nintendo Switch. Mr. Herrera plays or has
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`purchased titles from Activision Blizzard, including Call of Duty titles, Overwatch, Overwatch 2,
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`Crash Bandicoot, and Marvel Ultimate Alliance.
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`4
`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 8 of 45
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`30. Hunter Joseph Jakupko is a video gamer located in Los Angeles, California.
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`Hunter Joseph Jakupko plays video games on Xbox and PlayStation consoles as well as his
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`personal computer using Apple OS. Mr. Jakupko plays or has purchased titles from Activision
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`Blizzard, including Call of Duty: Modern Warfare 2, Call of Duty: Warzone 2, World of Warcraft,
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`and Overwatch 2.
`31. Daniel Dermot Alfred Loftus is a video gamer located in San Rafael, California.
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`Mr. Loftus plays video games on PlayStation consoles. Mr. Loftus plays or has purchased titles
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`from Activision Blizzard, including Call of Duty and Overwatch.
`32.
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`Beowulf Edward Owen is a video gamer located in Las Cruces, New Mexico. Mr.
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`Owen plays video games on his personal computer using the Windows operating system and Xbox
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`consoles. Mr. Owen plays or has purchased titles from Activision Blizzard including Call of Duty
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`and Overwatch.
`33.
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`Ivan Calvo-Perez is a video gamer located in San Francisco, California. Mr. Calvo-
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`Perez plays video games on the PlayStation consoles and on his personal computer using
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`Windows OS. Mr. Calvo-Perez plays or has purchased titles from Activision Blizzard, including
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`Call of Duty, Diablo, Starcraft, and Warcraft 3.
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`Microsoft Corporation
`34. Defendant Microsoft Corporation is a corporation incorporated under the laws of
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`the State of Washington with its principal place of business in Redmond, Washington. Microsoft
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`is a global technology company.
`35. Microsoft manufactures and sells the Xbox gaming console, a gaming platform
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`capable of processing video games developed for the platform and offers for sale related services.
`36.
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`For the most recent generation of Xbox consoles Microsoft sold 7.47 million units
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`by July 2022, nearly the same number as its closest competitor, the Sony PlayStation.
`37.
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` Microsoft CEO Satya Nadella announced that the company was “the market
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`leader in North America for three quarters in a row among next gen consoles,” in a July 26, 2022
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`earnings call.
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`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 9 of 45
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`38. Microsoft owns and develops the Windows operating system. Windows is the
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`primary computer operating system for which computer video games are developed.
`39. Microsoft’s Windows’ market share of computer operating systems is roughly 70–
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`80% worldwide. For computer gaming, that share is roughly 90%.
`40.
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`This market share is also reflected in the number of games developed and available
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`for the Microsoft Windows operating system compared to other operating systems.
`41. Microsoft is a developer, publisher, and distributor of video games for consoles,
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`PCs, and mobile devices.
`42. Microsoft owns 23 different game development studios, including some of the
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`largest. According to Microsoft, Microsoft is “responsible for developing and publishing some of
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`the biggest video game franchises in history,” including Age of Empires, Forza, Gears of War, Halo,
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`Minecraft, Fallout, Microsoft Flight Simulator, DOOM, The Elder Scrolls, and many more.
`43. Microsoft is one of the only game developers and publishers that can afford to
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`invest the time, funding, and human resources required to develop and sustain top game
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`franchises like Minecraft or Halo.
`44.
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`According to a report by the Congressional Research Service, Microsoft is the
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`largest single video game publisher in the United States by market share.
`45. Microsoft distributes games through the Microsoft Store, which sells Xbox and
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`Windows PC games.
`46. Microsoft also distributes games through its Game Pass subscription services that
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`allow consumers to pay a monthly fee to have access to an entire library of games on either Xbox
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`or Windows PC or both.
`47.
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`In March of 2022, Game Pass accounted for about 60% of the video game
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`subscription market already.
`48. Microsoft offers cloud gaming through its Xbox Cloud Gaming service.
`49.
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`Cloud-based gaming is a new model of gaming in which users connect to remote
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`gaming servers through the internet.
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`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 10 of 45
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`50. Microsoft operates cloud-based gaming servers at data centers located throughout
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`the world. Microsoft hosts games on these servers and streams them to a user’s devices.
`51.
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`The server runs the game and processes gamer inputs in real-time, replicating the
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`experience of playing games natively.
`52.
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`Since the video games are processed on the server and not the user’s device,
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`cloud-based gaming allows users to play video games on virtually any device, so long as it has a
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`sufficiently fast internet connection.
`53. Microsoft also owns and runs its Azure cloud services.
`54.
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`Azure is used primarily for enterprise and business server solutions, but it is also
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`used as a backend platform for hosting and supporting live games, called Azure PlayFab, which
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`supports live multiplayer games such as Microsoft’s Minecraft. Microsoft also uses its Azure
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`cloud services for cloud-based gaming.
`55.
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`PlayFab is a complete server-side platform to create, manage and run real-time
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`games. Microsoft launched this backend development solution in 2014.
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`56.
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`industry.
`57.
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`BACKGROUND
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`The video game industry is a fast-evolving, and quickly growing modern
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`Revenue in the video game industry is projected to reach $197 billion this
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`year, with an annual growth rate of 7.67%, reaching $285 billion by 2027.
`58.
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`In 2021, there were an estimated 3.24 billion consumers of video games
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`globally (roughly half the world’s population), with 226.6 million gamers in the United
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`States alone.
`59.
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`That equates to roughly 68% of the U.S. population playing some form of
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`video games, after a 30% increase during the Covid-19 pandemic in 2020.
`60.
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`As with many other tech industries, the video game industry changes rapidly with
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`technological advances and creative innovation. The industry has changed dramatically from its
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`humble beginnings roughly 50 years ago, when Pong was released in 1972.
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`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 11 of 45
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`61.
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`In recent years, the trend towards concentration of power in the video game
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`industry has increased dramatically.
`62.
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`In 2021 alone, there were 1,159 mergers worth a total of $85.4 billion, the highest
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`in history and over three times the deal value of mergers in the video game industry in 2020.
`63.
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`That number was quickly surpassed just six months into 2022, which saw $107
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`billion spent on acquisitions across 651 transactions.
`64.
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`The rapid concentration of the video game industry has not escaped notice by
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`industry participants and consumers. Nathan Brown, a game consultant and industry author,
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`suggested that the video game industry is “concentrating power overwhelmingly in the hands of .
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`. . [a] small number of corporations.”
`65.
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`On January 18, 2022, Microsoft announced plans to acquire Activision Blizzard.
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`Microsoft agreed to pay $68.7 billion ($68,700,000,000.00) in an all-cash transaction. Under the
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`proposed terms of the merger, Microsoft would acquire all the outstanding stock of Activision
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`Blizzard. Upon completion of the deal, Activision Blizzard would be wholly owned by Microsoft.
`66.
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`The unlawful acquisition agreement requires Microsoft to pay Activision Blizzard
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`a “reverse termination fee” if the merger is unable to proceed due to challenge under the
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`antitrust laws. The agreement provides that Microsoft will pay Activision Blizzard a reverse
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`termination fee of $2 billion if terminated prior to January 18, 2023, $2.5 billion if terminated
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`after January 18, 2023, or $3 billion if terminated after April 18, 2023.
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`Activision Blizzard
`67.
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`Activision Blizzard, Inc. is a corporation incorporated under the laws of the State
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`of Delaware with its headquarters and principal place of business in Santa Monica, California.
`68.
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`Activision Blizzard is a video game developer, publisher, and distributor. It creates,
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`publishes, and sells video games across multiple platforms, including Xbox, PlayStation,
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`Windows and Apple PCs, and mobile devices.
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 12 of 45
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`69.
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`Activision Blizzard has developed and published some of the most popular game
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`franchises in history, such as Call of Duty, World of Warcraft, StarCraft, Overwatch, Diablo, and
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`Candy Crush, among others.
`70.
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`Activision’s Call of Duty franchise is considered to be one of the most successful
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`and important gaming franchises in the console gaming market.
`71.
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`Call of Duty is currently one of the largest game franchises by user base and
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`revenue.
`72.
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`Call of Duty has ranked in the top games available on a console for many years and
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`has a high level of awareness amongst gamers and draws a large and loyal user base to the
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`platforms on which it is played. It has been consistently successful for nearly a decade.
`73.
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`There exist very few franchises that can be considered alternatives to Call of Duty
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`or match its level of success.
`74.
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`Activision Blizzard is one of the few game developers and publishers that can
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`afford to invest the time, funding, and human resources required to develop and sustain a game
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`franchise like Call of Duty or World of Warcraft.
`75.
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`Activision Blizzard is currently considered the second largest video game
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`publisher in the United States, with a market share of 10%, behind only Microsoft.
`76.
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`There are only several independent game publishers in the world that are capable
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`of making the highest production quality and most graphics-intensive video games that can be
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`mass marketed and are highly anticipated among gamers (generally referred to as “AAA” or
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`“Triple-A” games), including Activision Blizzard, Electronic Arts, Take-Two, and Ubisoft.
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`Microsoft and Sony are also Triple-A game publishers.
`77.
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`Activision Blizzard is also a video game distributor, selling its gaming content
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`through its digital store front, www.battle.net.
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`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 13 of 45
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`Video Game Platforms
`78.
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`Video games are developed and published for specific platforms that run the
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`gaming content. Video game platforms are generally any system—a combination of hardware and
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`software—that plays video game programs, or what is often referred to as “gaming content.”
`79.
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`Video game platforms process and run the gaming content developed for the
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`platform. Thus, all of the gaming content – the actual video games being played – come from the
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`development of the gaming content, not from the platform. Without video games developed for a
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`platform, a video game platform does not have any gaming content of its own.
`80.
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`Video game platforms are generally divided into four major categories: console
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`systems, personal computers, mobile devices, and cloud-based gaming services.
`a) Console Gaming
`81.
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`Console systems are hardware devices that connect directly to a TV or monitor
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`and allow users to play video games. The latest generation of consoles utilizing the latest
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`technology are referred to as “next gen” consoles. Next gen consoles generally cost around $500.
`82.
`83.
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`By using a console controller, a user plays games that are displayed typically on a
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`The console itself provides the processing function for game play.
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`television monitor.
`84.
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`Only games specifically designed and engineered for that console will play on the
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`console.
`85.
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`Some large franchises offer cross-platform interoperability, where the game allows
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`online play between players using different gaming consoles or platforms.
`86. Users must purchase the console system and must also purchase the gaming
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`content designed for that console.
`87.
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`For the past 20 years, there have only been three major manufacturers of gaming
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`consoles. Microsoft makes Xbox consoles, including the most recent Xbox Series X and Series S.
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`Sony Group Corporation (“Sony”) makes PlayStation consoles, including the most recent
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`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 14 of 45
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`PlayStation 5. Nintendo Co. Ltd. (“Nintendo”), makes various console systems, including the
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`most recent Nintendo Switch.
`88.
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`Console manufacturers produce new generations of their consoles roughly every
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`four to seven years. Each new generation of consoles generally features the latest technological
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`advances in console gaming, and allows users to play ever more graphically and computationally
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`advanced games.
`89.
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`Game designers and engineers design games to make use of such increased
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`processing power or new features.
`90. New games are ordinarily not backwards compatible with prior versions of
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`consoles.
`91. Users must purchase the latest-generation consoles in order to play the newest and
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`best games.
`92. Nintendo consoles, like the Nintendo Switch, are far less powerful than the
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`Microsoft Xbox Series X or the Sony PS5. Thus, Microsoft and Sony are the only two producers
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`of the high-performance segment of consoles that includes only the most technologically
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`advanced consoles, which can run the most graphically and computationally complex games at
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`the highest levels.
`93. Nintendo consoles and their games tend to cater to a younger and more casual
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`gaming audience.
`94.
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`As such, Xbox and PlayStation are much more similar and substitutable for one
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`another, whereas Nintendo has largely carved out a niche that does not compete as heavily with
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`Xbox or PlayStation.
`95. Most console games are developed in different versions to be played on different
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`consoles. Individual games will often have both an Xbox version, compatible with an Xbox
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`console, and a PlayStation version, compatible with a PlayStation console. Some games, however,
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`are exclusive titles, only able to be played on an Xbox, PlayStation, PC, or Nintendo console and
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`not the other systems.
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 15 of 45
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`b) PC Gaming
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`96.
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`Games can also be played on personal computers (“PC”),1 which provide the
`processing of gaming content.
`97. Most personal computers may be used to play video games. All personal
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`computers can run some video games in addition to their other uses, however, only computers
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`with sufficiently advanced graphical processors and other specifications are able to process and
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`run the most graphically advanced and latest gaming content.
`98.
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`Players utilizing a PC generally use their keyboard and mouse as opposed to a
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`specifically designed controller.
`99.
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`As the computing and graphics processing power of PCs increase, game
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`developers and publishers design games to make use of increased processing power.
`100. Each video game is programmed for a specific computer operating system, and
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`users purchase video games specifically programmed for the operating system of their personal
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`computer.
`101. PC games are generally programmed for either the Windows operating system or
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`Apple’s operating system, but gamers play on Windows PC much more than on Apple
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`computers. Windows makes up roughly 90% of the PC gaming market.
`102.
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`Just as with consoles, as PC technologies advance and more advanced video games
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`are developed, users must occasionally upgrade the graphical and computational processing
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`power of their PCs to play the most technologically advanced games.
`103. PCs are primarily used for personal and business functionality rather than playing
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`video games.
`104. PCs are largely produced and marketed to consumers for use irrespective of their
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`video-game-playing potential.
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`1 Although the term “PC” means personal computer, the term “PC” is often used to mean
`specifically a Windows or non-Apple computer. This complaint uses the term PC to mean any
`computer, including Apple computers. However, given that roughly 90% of computer gaming
`occurs on Windows computers, the two meanings of the term are largely interchangeable with
`respect to PC-gaming
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`COMPLAINT
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`Case 3:22-cv-08991-JCS Document 1 Filed 12/20/22 Page 16 of 45
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`105. Similarly, the operating systems of PCs are primarily designed for broad
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`functionality, and not solely for gaming.
`106. However, because of the popularity of gaming on PCs, the ability of the operating
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`system and the hardware specifications of a PC to be able to run games is an important factor in
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`consumer choice.
`107. Another important factor is the quality and quantity of the games programed for
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`that type of device.
`108. Most console games are also developed to be played on personal computers.
`109. Most popular games can be purchased for use on a console (Microsoft Xbox or
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`Sony PlayStation