A Fortnite and odd days: the console wars

Main Article Content

Alba Ribera Martínez
http://orcid.org/0000-0002-9152-0030

Abstract

The videogames industry is called to play a key role in the development and design of the future digital arena, ranging from the up-and-coming metaverse to the digital platforms’ future innovation. At this point, projections show that video gaming can surpass $220 billion in revenue in 2024, whereas the entertainment industry’s revenues are rapidly decreasing. Still, the video gaming sector has gone largely unnoticed by competition law authorities. A few skewed and inconsistent decisions have tried to set out the relevant product and geographical markets. However, the subsequent developments over the years do not show a linear sequence of events. Instead, several breakthroughs such as introducing cloud gaming and subscription video gaming services have contributed to blurring the lines of market delineation altogether. The European Commission’s approach through merger control has been instrumental to provide some guidance on the subject, although its Vivendi/Activision, Activision Blizzard/King and Microsoft/ZeniMax have not paid attention to the special characteristics of video gaming, namely differences between user experience when playing different game genres and when playing across platforms. Given the foregoing, we will first address the videogame market’s economic conditions and particularities overlooked by competition authorities when performing their analysis, namely in the preliminary stage of market definition. Based on these findings, the article builds on the calls for intervention with regard to the Microsoft/Activision Blizzard4 operation and instrumentalises it as a yardstick to measure the wider impact of acquisitions within the video gaming market.

Keywords: Videogames, Consoles, Market definition, Ecosystems, Interoperability

Downloads

Download data is not yet available.

References

Activision Blizzard. “2021 Annual Report”. 2022. https://investor.activision.com/static-files/d7b4f08d-213b-4bd5-a41b-7497baa9c106.

“Activision Blizzard stockholders approve proposed Microsoft transaction”, Investor Activision. https://investor.activision.com/news-releases/news-release-details/activision-blizzardstockholders-approve-proposed-microsoft.

“Activision Blizzard to acquire King Digital Entertainment for $5.9 billion”. Activision Blizzard. https://investor.activision.com/news-releases/news-release-details/activision-blizzard-acquire-king-digital-entertainment-59.

Alsop, Thomas. “Current-gen video game console unit sales worldwide 2017-2021”. Statista. March 17, 2022. https://www.statista.com/statistics/276768/global-unit-sales-of-video-game-consoles/.

Amore, Samson. “Why antitrust concerns won’t block Microsoft Activision acquisition”. Dot.LA. January 24, 2022. https://dot.la/activision-microsoft-antitrust-2656470772.html.

“Antitrust: Commission fines Valve and five publishers of PC video games €7.8 million for ‘geo-blocking’ practices”. European Commission. https://ec.europa.eu/commission/presscorner/detail/en/ip_21_170.

Arsenault, Dominic. “Video game genre, evolution and innovation”. Journal for Computer Game Culture 3, no. 2 (2009): 149-176.

Ashworth, Mack. “PS exclusives in 2022: The biggest PlayStation-only launches”. PlayStationLifestyle. January 7, 2022. https://www.playstationlifestyle.net/2022/01/07/all-ps5-exclusives-2022-list-only-on-playstation/.

Australian Competition & Consumer Commission. Market enquiries letter (Microsoft’s proposed acquisition of Activision Blizzard). June 20, 2022. https://www.accc.gov.au/system/files/public-registers/documents/Microsoft_Activision%20-%20MI%20letter%20%2020%20June%202022.pdf.

Bastidas Venegas, Vladimir. “Consumer inertia, the new economy and EU competition law”. Market and Competition Law Review 11, no. 1 (2018): 47-73.

Beckwith, Michael. “Minecraft more popular than ever at 141 million players a month still dwarfed by Roblox”. Metro. October 18, 2021. https://metro.co.uk/2021/10/18/minecraft-more-popular-than-ever-at-141-million-players-a-month-15441710/.

Bevan, Rhiannon. “Microsoft reveals PS4 sold over double the Xbox One, admits defeat in the ‘console wars’”. TheGamer. August 15, 2022. https://www.thegamer.com/ps4-sold-over-double-xbox-one-console-wars/.

Browne, Ryan. “Sony launches new PlayStation gaming subscription service to take on Microsoft”. CNBC. March 29, 2022. https://www.cnbc.com/2022/03/29/sonylaunches-new-playstation-plus-subscription-service-to-take-on-microsoft.html.

Cai, Xiaowei, José Javier Cebollada Calvo and Mónica Cortiñas. “Complementarity or substitutability between traditional and mobile gaming. An empirical study among players of traditional gaming in China”. 2020. https://dx.doi.org/10.2139/ssrn.3475523.

Candil, A.P. “Microsoft-ZeniMax deal draws scrutiny in Brazil over vertical integration concerns”. MLex. December 11, 2020. https://mlexmarketinsight.com/news/insight/microsoft-zenimax-deal-draws-scrutiny-in-brazil-over-vertical-integrationconcerns.

Carless, Simon. “Sony acquires Guerrilla Games”. Game Developer. December 7, 2005. https://www.gamedeveloper.com/pc/sony-acquires-guerrilla-games.

Cheung, Brian. “Microsoft-Activision merger: ‘I think this deal closes’, analyst says”. Yahoo!Finance. August 2, 2022. https://news.yahoo.com/microsoft-activisionmerger-think-deal-191911381.html?guccounter=1&guce_referrer=aHR0cHM6Ly93d3cud2luZG93c2NlbnRyYWwuY29tLw&guce_referrer_sig=AQAAADzoRVvV6TzV74OrJUOco61lujTWCGlsrJF24Z4OkpnL6sqxtux8fl3qTFZKEVF0BzTPPOS7_vE32tcc5cH1nAr_fNnWPIyIjn3mUCrcLIGeggbn7I5XflSIlfGfjHPqaM6OI-DmKolxVCKjri5plzV1wbhbtFCU-LVD-FrWNmsh.

Clement, J. “Activision Blizzard (ABK) net revenue 2014-2021, by composition”. Statista. February 15, 2022. https://www.statista.com/statistics/1208560/activision-blizzardsrevenue-by-composition/#:~:text=Activision%20Blizzard%20(ABK)%20net%20revenue%202014%2D2021%2C%20by%20composition&text=In%202021%2C%20Activision%20Blizzard%20generated,franchises%2C%20and%20other%20miscellaneous%20revenues.

Clement, J. “Fortnite player count 2017-2020”. Statista. February 21, 2022. https://www.statista.com/statistics/746230/fortnite-players/.

Clement, J. “Global game developers working on projects for selected platforms 2022”. Statista. February 4, 2022. https://www.statista.com/statistics/504192/game-developers-work-projects-selected-platforms-global/.

Clement, J. “Leading gaming markets worldwide 2020, by revenue”. Statista. February 28, 2022. https://www.statista.com/statistics/308454/gaming-revenue-countries/.

Clement, J. “Nintendo gaming software sales revenues worldwide 2012-2025, by type”. Statista. September 7, 2021. https://www.statista.com/statistics/206881/nintendo-software-revenue-by-type/.

Commerce Commission New Zealand, Statement of Preliminary Issues (Microsoft/Activision). July 13, 2022. https://comcom.govt.nz/__data/assets/pdf_file/0029/287534/Microsoft-Corporation-and-Activision-Blizzard-Inc-Statement-of Preliminary-Issues-13-July-2022.pdf.

Competition and Markets Authority. “CMA welcomes Sony and Nintendo’s gaming subscription improvements”. Gov.uk. April 13, 2022. https://www.gov.uk/government/news/cma-welcomes-sony-and-nintendo-s-gaming-subscription-improvements.

Conselho Administrativo de Defesa Econômica, “Pesquisa processual”, 2022. https://sei.cade.gov.br/sei/modulos/pesquisa/md_pesq_processo_exibir.php?1MQnTNkPQ_sX_bghfgNtnzTLgP9Ehbk5UOJvmzyesnbE-Rf6Pd6hBcedDS_xdwMQMK6_PgwPd2GFLljH0OLyFX6gl2sGKAL6BCs1NvfGDcTA25PStaVelgicwm5iRue6.

“Console operating system market share worldwide”. Statcounter Global Stats. https://gs.statcounter.com/os-market-share/console/worldwide.

Corden, Jez. “Xbox Game Pass: Price, features, and everything you need to know”. WindowsCentral. July 28, 2022. https://www.windowscentral.com/xbox-game-pass-faq.

Corts, Kenneth S. and Mara Lederman. “Software exclusivity and the scope of indirect network effects in the U.S. home video game market”. International Journal of Industrial Organization 27, no. 2 (2009): 121-136.

Coulson, Josh. “Gamers still spend more time playing offline than online, according to Sony”. The Gamer. December 1, 2020. https://www.thegamer.com/playstation-more-offline-than-online/.

Crecente, Brian. “Ubisoft believes next gen is the last for consoles as Microsoft looks beyond platforms”. Variety. June 6, 2018. https://variety.com/2018/gaming/features/death-of-the-console-1202833926/.

“Crossplay and cross-progression in Call of Duty: Modern warfare”. ActivisionSupport. August 9, 2022. https://support.activision.com/uk/en/modern-warfare/articles/crossplay-and-cross-progression-in-call-of-duty-modern-warfare.

Curry, David. “Candy Crush revenue and usage statistics (2022). BusinessofApps. July 29, 2022. https://www.businessofapps.com/data/candy-crush-statistics/.

De Leon, Nicholas. “Best video game subscription and streaming services”. ConsumerReports. June 26, 2022. https://www.consumerreports.org/gaming/best-video-game-subscription-streaming-services-a5008588137/.

Deshmukh, Anshool. “Visualizing the biggest gaming company acquisitions of all-time”. VisualCapitalist. February 3, 2022. https://www.visualcapitalist.com/visualizing-the-biggest-gaming-company-acquisitions-of-all-time/.

“Digital content evolution 2021-2025”. Telecoming. https://www.telecoming.com/wpcontent/uploads/2021/12/20211223-PAPER-DIGITAL-CONTENT-MARKET20212026-EN-DIGITAL-LOW-2.pdf.

Dring, Christopher. “Is Sony right to be worried about Call of Duty?”. Gamesindustry.biz. August 10, 2022. https://www.gamesindustry.biz/is-sony-right-to-be-worried-about-call-of-duty.

Elliot, Phil. “Sony acquires Media Molecule”. gamesindustry.biz. March 2, 2010. https://www.gamesindustry.biz/articles/sony-acquires-media-molecule-article.

Elliott, Rhys. “Insights into American gamers: Favorite franchises, motivations to play, and brand attitudes”. NewZoo. October 28, 2021. https://newzoo.com/insights/articles/insights-into-gamers-in-america-favorite-games-motivations-to-play-andbrand-attitudes/.

European Commission. Commission Notice on the definition of relevant market for the purposes of Community competition law. December 9, 1997. https://eur-lex.europa.eu/legal-content/EN/TXT/PDF/?uri=CELEX:31997Y1209(01)&from=EN.

European Commission. Decision declaring a concentration to be compatible with the common market (Case No COMP/M.10001 – MICROSOFT / ZENIMAX) according to Council Regulation (EC) No 139/2004. March 5, 2021. https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX%3A32021M10001.

European Commission. Decision declaring a concentration to be compatible with the common market (Case No COMP/M.7866 – ACTIVISION BLIZZARD / KING) according to Council Regulation (EC) No 139/2004. February 12, 2016. https://eur-lex.europa.eu/legal-content/EN/ALL/?uri=CELEX%3A32016M7866.

European Commission, Decision declaring a concentration to be compatible with the common market (Case No COMP/M.8090 – TENCENT HOLDINGS LIMITED/SUPERCELL OY) according to Council Regulation (EC) No 139/2004. July 20, 2016. https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX%3A32016M8090.

European Commission. Decision declaring a concentration to be compatible with the common market (Case No COMP/M.5008 – VIVENDI/ACTIVISION) according to Council Regulation (EC) No 139/2004. April 16, 2008. https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32008M5008.

European Commission. Decision relating to a proceeding pursuant to Article 81 of the EC Treaty and Article 53 of the EEA Agreement (COMP/35.587 PO Video Games, COMP/35.706 PO Nintendo Distribution and COMP/36.321 Omega — Nintendo). October 30, 2002. https://eur-lex.europa.eu/legal-content/EN/ALL/?uri=CELEX%3A32003D0675.

European Commission. Guidelines on the assessment of horizontal mergers under the Council Regulation on the control of concentrations between undertakings. February 5, 2004. https://eur-lex.europa.eu/legal-content/EN/ALL/?uri=celex%3A52004XC0205%2802%29.

European Commission. Guidelines on the assessment of non-horizontal mergers under the Council Regulation on the control of concentrations between undertakings. October 10, 2008. https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX%3A52008XC1018%2803%29.

European Commission. Staff Working Document Evaluation of the Commission Notice on the definition of relevant market for the purposes of Community competition law of 9 December 1997. July 12, 2021. https://eur-lex.europa.eu/legal-content/EN/ALL/?uri=celex%3A31997Y1209%2801%29.

Fogel, Stefanie. “New PlayStation chief still sees future in portable gaming”. Variety. May 23, 2018. https://variety.com/2018/gaming/news/playstation-john-kodera-portable-gaming-1202819761/.

Fruhlinger, Joshua. “Candy Crush addiction is real and can lead to destructive results”. Observer. February 10, 2019. https://observer.com/2019/02/candy -crush-addiction -real-problem/.

Ganos, Jason. “Guide: All the first party games coming to Nintendo Switch in 2022”. NintendoWire. December 28, 2021. https://nintendowire.com/guides/switch/2022-first-party-games/.

Georgiev, Deyan. “How many people play video games [video game statistics]”. Review 42 (January 20, 2022). https://review42.com/resources/video-gamestatistics/#:~:text=85%25%20of%20the%20video%20gaming,total%20revenue%20of%20%24151.9%20billion.

Gough, Christina. “Global eSports market share 2021, by company”. Statista. July 1, 2021. https://www.statista.com/statistics/1247892/esports-revenue-worldwide-by-company/.

Gurwin, Gabe and Joseph Yaden. “Xbox Series X vs. PS5”. Digital trends. February 20, 2022. https://www.digitaltrends.com/gaming/xbox-series-x-vs-ps5/.

Hackett, Mallory. “Digital neurology startup MindMaze looks to the global market with slew of new deal”. Mobihealth news, May 3, 2021. https://www.mobihealthnews.com/news/digital-neurology-startup-mindmaze-looks-global-market-slew-new-deals.

Hou, Ayus C.Y., Ching-Chin Chern, Houn-Gee Chen and Yu-Chen Chen. “’Migrating to a new virtual world’: Exploring MMORPG switching through human migration theory”. Computers in Human Behaviour 27 (June 2011): 1892-1903.

Hruska, Joel. “3 billion people worldwide are gamers, and nearly half play on PCs”. Extremetech. August 19, 2020. https://www.extremetech.com/gaming/314009-3-billion-people-worldwide-are-gamers-and-nearly-half-play-on-pcs.

Hub Research. “2021 videogame consoles report”. 2021. https://hubresearchllc.com/reports/?category=2021&title=2021-videogame-consoles.

Isaac, Mike and Kellen Browning. “Cyberpunk 2077 was supposed to be the biggest video game of the year. What happened?”. The New York Times, December 20, 2020. https://www.nytimes.com/2020/12/19/style/cyberpunk-2077-video-game-disaster.html#:text=the%20main%20story,Cyberpunk%202077%20Was%20Supposed%20to%20Be%20the%20Biggest%20Video%20Game,a%20possible%20class%2Daction%20lawsuit.&text=As%20a%20subscriber%2C%20you%20have,articles%20to%20give%20each%20month.

Ivy Clark, Rachel, Jin Ha Lee and Neils Clark. “Why video game genres fail: A classificatory analysis”. Games and Culture 12, no. 5 (2015): 445-465.

Iyengar, Rishi. “Google will stop making video games for its Stadia platform”. CNN Business. February 2, 2021. https://edition.cnn.com/2021/02/01/tech/google-stadiasge-shutdown/index.html.

Jang, Wooyoung and Kevin K. Byon. “Antecedents of esports gameplay intention: Genre as a moderator”. Computers in Human Behaviour 109 (2020): 106336.

Jones, Anthony. “Sony suspects Activision Blizzard Acquisition could make call of duty fans jump to Xbox, Microsoft defends buyout”. Mmobomb. August 2, 2022. https://www.mmobomb.com/news/sony-suspects-activision-blizzard-acquisition-couldmake-call-of-duty-fans-jump-to-xbox-microsoft-defends-buyout.

Khayyat, Mehrdad. “All Xbox exclusive games coming out in 2022”. DualShockers. 2022. https://www.dualshockers.com/all-xbox-exclusive-games-coming-out-in-2022/.

Kim, Antino, Rajib L. Saha, and Warut Khern-am-nuai. “Manufacturer’s 1-up from used games: Insights from the secondhand market for video games”. Information Systems Research 32, no. 4 (2021): 1173-1191.

Koetsier, John. “The top 50 mobile games of 2022 (so far)”. Singular. July 30, 2022. https://www.singular.net/blog/top-mobile-games/.

Krauss Whitbourne, Susan, Stacy Ellenberg and Kyoko Akimoto. “Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old”. Cyberpsychology, Behavior, and Social Networking 16, no. 12 (2013): 892-897.

Lee, Jonathan. “Microsoft and Sony clash over Call of Duty and Game Pass in legal docs”. Washington Post. August 11, 2022. https://www.washingtonpost.com/video-games/2022/08/11/xbox-sony-call-of-duty/.

Locknear, Francis. “Average cost of a gaming PC (2022)”. TheCostGuys. 2022. https://thecostguys.com/gaming/average-cost-of-a-gaming-pc.

Longan, Mitchell, Dimita, Gaetano, Michels, Johan David, Millard, Christopher. “Cloud gaming demystified: an introduction to the legal implications of cloud-based video games” Queen Mary Law Research Paper, No. 369/2021 (2021): 4-47.

Ma, Steven. “Video games’ future is more than the Metaverse: Let’s talk ‘hyper digital reality’”. GamesIndustry.biz, February 8, 2022. https://www.gamesindustry.biz/articles/2022-02-07-the-future-of-games-is-far-more-than-the-metaverse-lets-talk hyper-digital-reality.

Ma, Minhua, Andreas Oikonomou and Lakhmi C. Jain. Serious Games and Edutainment Applications. Springer, 2011.

Makuch, Eddie. “Here’s how many video games released in 2021 – And how few had physical editions”. Gamespot. January 4, 2022. https://www.gamespot.com/articles/heres-how-many-video-games-released-in-2021-and-how-few-had-physical-edi tions/1100-6499333/.

May, Ethan. “Streamlabs and Stream Hatchet Q2 live streaming industry report”. StreamLabs. January 28, 2022. https://streamlabs.com/content-hub/post/streamlabs -and-stream-hatchet-q2-live-streaming-industry-report.

McLaughlin, David. “Microsoft deal for Activision to be reviewed by FTC in U.S.” Bloomberg. February 1, 2022. https://www.bloomberg.com/news/articles/2022-02-01/microsoft-deal-for-activision-to-be-reviewed-by-ftc-in-u-s?srnd=premiumeurope&sref=y3YMCJ4e.

Miceli, Max. “Microsoft CEO confident Activision Blizzard acquisition won’t be blocked”. DOTESPORTS. February 4, 2022. https://dotesports.com/business/news/microsoft-ceo-confident-activision-blizzard-acquisition-wont-be-blocked.

Microsoft Corporation, Proxy Statement Pursuant to Section 14(a) of the Securities Exchange Act of 1934. January 19, 2022, https://www.sec.gov/Archives/edgar/data/1467858/000146785812000034/proxystatementform14-a.htm.

Microsoft Corporation and Activision Blizzard, Inc., Notice seeking clearance of a business acquisition pursuant to Section 66 of the Commerce Act 1986. June 13, 2022. https://comcom.govt.nz/__data/assets/pdf_file/0034/285739/Microsoft-Corporation andActivision-Blizzard-Inc-Clearance-application-15-June-2022.pdf.

“Microsoft to acquire Activision Blizzard to bring the joy and community of gaming to everyone, across every device”. Microsoft News Center. Accessed April 14, 2022. https://news.microsoft.com/2022/01/18/microsoft-to-acquire-activision-blizzard-tobring-the-joy-and-community-of-gaming-to-everyone-across-every-device/.

“Microsoft to acquire ZeniMax Media and its game publisher Bethesda Softworks”. Microsoft News. Accessed April 14, 2022. https://news.microsoft.com/2020/09/21/microsoft-to-acquire-zenimax-media-and-its-game-publisher-bethesda-softworks/.

Middler, Jordan. “FTC’s probe of Microsoft’s Activision acquisition will reportedly focus on consumer data, labour market”. Videogameschronicle. April 6, 2022. https://www.videogameschronicle.com/news/ftcs-probe-of-microsofts-activision-acquisition-will-focus-on-consumer-data-labour-market/.

Mineo, Joseph. “Console wars and software stores: Antitrust concerns in the world of video games”. JIPEL Blog. March 26, 2021. https://blog.jipel.law.nyu.edu/2021/03/console-wars-and-software-stores-antitrust-concerns-in-the-world-of-video-games/.

“Most played MMOs”. MMOpopulation. https://mmo-population.com/activity.

“Most Popular PC Games – Global”. Newzoo. https://newzoo.com/insights/rankings/top-20-pc-games.

“Most watched games on Twitch”. Twitch Tracker. https://twitchtracker.com/games#google_vignette.

Morgans, Matt. “More than 50% of people who own God of War have completed the game’s story”. VGR. June 23, 2018. https://www.vgr.com/people-god-war-completed-story/.

Nadella, Satya. “Annual report 2021: Shareholder letter”. Microsoft. 2022. https://www.microsoft.com/investor/reports/ar21/index.html.

Notis, Ari. “Game Pass finally gets its first Xbox exclusive of 2022”. Kotaku. July 18, 2022. https://kotaku.com/game-pass-finally-gets-its-first-xbox-exclusive-of-2022-1849190439.

Nylen, Leah. “FTC is scrutinizing labor impact of Microsoft-Activision merger”. Bloomberg. June 16, 2022. https://www.bloomberg.com/news/articles/2022-06-16/ftc-scrutinizing-labor-impact-of-microsoft-activision-merger.

Pales, Eli. “Microsoft and Activision-Blizzard: Examining the largest tech acquisition of all time”. 2022. https://dx.doi.org/10.2139/ssrn.4106912.

Partis, Danielle. “The Elder Scrolls 6 confirmed as Xbox and PC exclusive”. Gamesindustry.biz. November 16, 2021. https://www.gamesindustry.biz/the-elder-scrolls-6-confirmed-as-xbox-exclusive.

Porter, Matt. “How many people are playing Halo Infinite? 2022 player count”. Charlieintel. April 6, 2022. https://charlieintel.com/halo-infinite-player-count/155462/.

Puranam, Phanish and Ranjay Gulati. “Coordination in vertical relationships: The (un)importance of information flows”. 2008. https://dx.doi.org/10.2139/ssrn.1153119.

Rayna, Thierry and Ludmila Striukova. “’Few to many’: Change of business model paradigm in the video game industry”. Digiworld Economic Journal 94, no. 2 (2014): 60-75.

Redmond, Wash. “Microsoft to acquire Activision Blizzard to bring the joy and community of gaming to everyone, across every device”. Microsoft News Center. January 18, 2022. https://news.microsoft.com/2022/01/18/microsoft-to-acquire-activisionblizzard-to-bring-the-joy-and-community-of-gaming-to-everyone-across-everydevice/.

“Report: Gaming revenue to top $159B in 2020”. Reuters.. https://www.reuters.com/article/esports-business-gaming-revenues-idUSFLM8jkJMl.

Ryan, Jim. “Bungie to join the PlayStation family”. Sony Interactive Entertainment. January 31, 2022. https://www.sie.com/en/blog/bungie-to-join-the-playstation-family/.

Sanchez, Miranda. “List of Xbox First Party Studios”. IGN. January 18, 2022. https://www.ign.com/wikis/xbox-series-x/List_of_Xbox_First_Party_Studios.

Schullion, Chris. “Microsoft claims it ‘simply wouldn’t be profitable’ to make Call of Duty Xbox exclusive”. Videogameschronicle. August 10, 2022. https://www.videogameschronicle.com/news/microsoft-claims-it-wouldnt-be-profitable-to-make-call-of-duty-xbox-exclusive/.

Shearon, Andrea. “Sony acquires God of War Support Studio Valkyrie Entertainment”. Fanbyte. December 12, 2021. https://www.fanbyte.com/news/sony-acquires-god-of-warsupport-studio-valkyrie-entertainment/#:~:text=Valkyrie%20Entertainment%2C%20co%2Ddeveloper%20on,extends%20beyond%20just%20PlayStation%20titles.

Sisco, John and Samuel Stolton. “EU quizzes rivals over Microsoft-Activision access”. Politico. July 22, 2022. https://www.politico.eu/article/eu-regulator-scrutinizing-microsoft-activision-hear-competition-concern/.

“Sony may face class-action suit over PlayStation game exclusivity”. CPI International. https://www.competitionpolicyinternational.com/sony-may-face-class-action-suit-overplaystationgameexclusivity/.

“South Korean Watchdog probes Microsoft takeover deal”. Competition Policy International. Accessed August 4, 2022. https://www.competitionpolicyinternational.com/south-korean-watchdog-probes-microsoft-takeover-deal/.

Strain, Jeff. “E3 2018: Undead Labs joining Microsoft Studios”. News Xbox. June 10, 2018. https://news.xbox.com/en-us/2018/06/10/e3-2018-undead-labs-joins-microsoft-studios/.

Strickland, Derek. “Call of Duty has made over $30 billion in total earnings”. TweakTown. June 8, 2022. https://www.tweaktown.com/news/86727/call-of-duty-has-made-over30-billion-in-total-earnings/index.html.

“Swrve finds 0,15% of mobile gamers contribute 50% of all in-game revenue”.Swrve. February 26, 2014. https://www.swrve.com/company/press/swrve-finds015-of-mobile-gamers-contribute-50-of-all-in-game-revenue#:~:text=THE%20PRESS%20RELEASE%20%C2%BB-,Swrve%20Finds%200.15%25%20of%20Mobile%20Gamers%20Contribute%2050,of%20All%20In%2DGame%20Revenue&text=San%20Francisco%2C%20Calif.,ever%20Mobile%20Games%20Monetization%20Report.

Tassi, Paul. “Just how badly did the PS4 and Switch outsell the Xbox One this generation”.

Forbes. May 5, 2020. https://www.forbes.com/sites/paultassi/2020/05/05/just-how-badlydid-the-ps4-and-switch-outsell-the-xbox-one-this-generation/?sh=34a9b65c5b0c.

“The 8 generations of video game consolers”. BBC Archive. https://www.bbc.co.uk/archive/the-8-generations-of-video-game-consoles/zvcjkty.

“The document reveals Sony’s opinion on Microsoft’s purchase of Activision Blizzard”. Newsfounded. https://newsfounded.com/brazileng/the-document-reveals-sonyopinion-on-microsofts-purchase-of-activision-blizzard/.

“The JFTC seeks information and comments from third parties concerning the proposed acquisition of Activision Blizzard, Inc. by Microsoft Corporation”. Japan Fair Trade Commission. https://www.jftc.go.jp/en/pressreleases/yearly-2022/June/220616_2.html.

Wheeler, CJ. “Microsoft defend Activision-Blizzard buyout by saying the company don’t make any ‘must have’ games”. Rockpapershotgun. August 4, 2022. https://www.rockpapershotgun.com/microsoft-defend-activision-blizzard-buyout-by-saying-thecompany-doesnt-make-any-must-have-games.

Whish, Richard and David Bailey. Competition Law. 17th ed. Oxford: Oxford University Press, 2012.

Wijman, Tom. “Global games market to generate $175.8 billion in 2021. Despite a slight decline, the market is on track to surpass $200 billion in 2023”. Newzoo. May 6, 2021. https://newzoo.com/insights/articles/global-games-market-to-generate-175-8-billion-in-2021-despite-a-slight-decline-the-market-is-on-track-to-surpass-200-billion-in-2023/.

Wijman, Tom. “The games market and beyond in 2021: The year in numbers”. Newzoo. December 22, 2021. https://newzoo.com/insights/articles/the-games-market-in-2021-the-year-in-numbers-esports-cloud-gaming.

Wijamn, Tom. “The games market’s bright future: Player numbers will soar past 3 billion towards 2024 as yearly revenues exceed $200 billion”. Newzoo. July 1, 2021. https://newzoo.com/insights/articles/the-games-markets-bright-future-player-numbers-willsoar-past-3-billion-towards-2024-as-yearly-revenues-exceed-200-billion.

“Xbox faces stiff competition from browsers if Amazon Luna sees success”. The Xbox Hub. https://www.thexboxhub.com/xbox-faces-stiff-competition-from-browsers-if-amazon-luna-sees-success/.

Yamaguchi, Shinichi, Kotaro Iyanaga, Hirohide Sakaguchi and Tatsuo Tanaka. “The substitution effect on mobile games on console games: An empirical analysis of the Japanese video game industry”. The Review of Socionetwork Strategies 11 (2017): 95-110.

Ziermann, Fabian. “Microsoft/Activision – market definition and theories of harm under EU competition law”. 2022. https://dx.doi.org/10.2139/ssrn.4142356.