iceberg187
Regular
From Idas at Resetera about the detailed response from Chile
Decision from Fiscalía Nacional Económica (FNE) in Chile regarding the acquisition of ABK by MS: approved without remedies.
From their own perspective, it takes into account arguments used by the CMA or the FTC about the acquistion.
SUMMARY:
Jurisdictions reviewing the deal (page 2)
Australia, New Zealand, China, Japan, South Korea, Turkey, South Africa, Canada, the United Kingdom, the European Union and the United States.
Transaction has been approved in Brazil, Serbia, Saudi Arabia (and Chile).
So I guess that numbers 16 and 17 will be Israel, Colombia, Mexico, Argentina or India (but only if the deal goes through).
Third parties contacted during the review process (page 2)
- Local video game development companies (IguanaBee, Critical Failure, Smarto Club)
- Sony Interactive Entertainment
- Electronic Arts
- Ubisoft
- Wild Fi to Trade
- Chilean Association of Professional Video Game Developers
- Nexoplay
- Chilean Association of Video Game Developers
Survey to Chilean players (page 2)
The FNE conducted a survey to gather information on preferences and consumption patterns of Chilean video game players with the goal to analyze the effects of the transaction on competition.
The Survey was carried out in order to obtain information related to ABK's most popular franchise, Call of Duty. As the Division has done in previous investigations, in the preparation and implementation of the Survey, the guidelines of the Competition and Markets Authority of the United Kingdom were followed, as established in its guide of May 2018, on "Good practice in the design and presentation of customer survey evidence in merger cases". In light of the above, the questionnaire included in the Survey was previously shared with the Parties to the Transaction. The Survey was conducted online, through the Zoho Survey platform and was answered by 667 players.
Relevant markets (pages 5 - 14)
The FNE considers that it's better to analyse video game development and publishing as different activities to not dilute the presence that large publishers have in the development process.
Segmentation by platform: mobile, computer and consoles. In any case, the effects of the transaction were also be analysed considering computers and consoles together.
Segmentation by video game genre: in an expected turn of events, the FNE adopted the narrowest plausible market segmentation that could maximise the effects of the transaction, and analysed its effects on competition based on the distinction by video game genre (remember this paper from the early days of the OT? ).
Segmentation by type of video game: for example, premium or "AAA", casual, stand-alone, browser, free-to-play, freemium and on social networks. The FNE says that this categorisation is not commonly used in the industry and has not been used in comparative jurisprudence to determine plausible alternatives for the relevant product market. Additionally, in this particular case, most of the games of the shooter genre considered important correspond to the AAA type, adding nothing to the definition of the market.
Therefore, this segmentation is not used (this segmentation was used by the FTC).
Latin American region (without Brazil) was considered as the relevant geographic market.
Distribution of video games: without segmenting between physical and digital distribution, but considering, separately, the distribution for each
type of device (mobile, computer and console).
Latin American region (without Brazil) was considered as the relevant geographic market.
Video game hardware: computers, consoles or mobile devices. In any case, although the differences between video games for computers and consoles have been blurring, some differentiation persists that could indicate that they constitute separate markets. Therefore, all the alternatives were analysed, leaving the definition of the market for the product open.
Latin American region (without Brazil) was considered as the relevant geographic market.
Sale of merchandising: only the merchandising segment linked to video games.
Chile was considered as the relevant geographic market.
Digital graphic advertising: the advertising incorporated within video games or in-game is not distinguishable from other forms of digital display advertising. Therefore, the relevant market was considered digital display advertising, but leaving the definition open, as it didn't affect its conclusions.
Chile was considered as the relevant geographic market.
Cloud gaming from MS not coming any time soon to Chile (page 8)
However, according to what was declared by the Parties, cloud gaming is not available in Chile, nor is it projected to be available in the term.
Additionally, of the documents reviewed during the Investigation, number XXX follows that [Confidential].
Latin American market (excluding Brazil and Mexico) likes RTS, RPG and PVP (pages 12-13)
In LATAM (excluding Brazil and Mexico), players favor video games for mobile devices, with the most popular games being those of the midcore type and belonging to the RTS & RPG genres. It is also identified that players from said region have a great affinity for midcore games that contain relevant competitive elements of the player vs. player type. All of this differs from the specific patterns and trends identified for other geographic areas.
Shooter and sports are the the two genres with the highest profits in Latin American market (excluding Brazil) (page 13)
In Latin America, without considering Brazil, the two genres with the highest profits are shooter and sports. The Shooter genre represented [30%-40%] of revenue in Latam in 2020, followed by the Sports genre with [20%-30%].
In Asia, the Shooter genre represents [30%-40%] of revenue followed by Action Adventure with [20%-30%]. The RPG genre accounts for [10%-20%] of revenue in the Asia region. This genre represents less than [0%-10%] of income in the rest of the regions.
Finally, in the Oceania region, the Shooter genre represents [40%-50%] of the revenue for 2020, followed by Action Adventure with [20%-30%].
Source: Nielsen database.
The importance of Call of Duty in LATAM vs the rest of the world, by monthly active users (page 13)
In the LATAM (without Brazil), within the top 20 most played video games, there is only one Call of Duty title, positioned in sixth place on the list. Then, in Latin America considering Brazil, within the top 20 most played games, two Call of Duty titles appear, which are positioned in first and sixteenth place on the list for that region.
In contrast, in Europe and North America three Call of Duty titles appear in the top 20 games with the highest number of monthly active users. In fact, in North America, Call of Duty franchise titles rank first and second as the video games with the highest average monthly active users for the year 2020.
In short, it is clear that, for example, the franchise titles Call of Duty are much more popular in regions like Europe and North America, compared to Latin America. See Nielsen Base.
Decision from Fiscalía Nacional Económica (FNE) in Chile regarding the acquisition of ABK by MS: approved without remedies.
From their own perspective, it takes into account arguments used by the CMA or the FTC about the acquistion.
SUMMARY:
Jurisdictions reviewing the deal (page 2)
Australia, New Zealand, China, Japan, South Korea, Turkey, South Africa, Canada, the United Kingdom, the European Union and the United States.
Transaction has been approved in Brazil, Serbia, Saudi Arabia (and Chile).
So I guess that numbers 16 and 17 will be Israel, Colombia, Mexico, Argentina or India (but only if the deal goes through).
Third parties contacted during the review process (page 2)
- Local video game development companies (IguanaBee, Critical Failure, Smarto Club)
- Sony Interactive Entertainment
- Electronic Arts
- Ubisoft
- Wild Fi to Trade
- Chilean Association of Professional Video Game Developers
- Nexoplay
- Chilean Association of Video Game Developers
Survey to Chilean players (page 2)
The FNE conducted a survey to gather information on preferences and consumption patterns of Chilean video game players with the goal to analyze the effects of the transaction on competition.
The Survey was carried out in order to obtain information related to ABK's most popular franchise, Call of Duty. As the Division has done in previous investigations, in the preparation and implementation of the Survey, the guidelines of the Competition and Markets Authority of the United Kingdom were followed, as established in its guide of May 2018, on "Good practice in the design and presentation of customer survey evidence in merger cases". In light of the above, the questionnaire included in the Survey was previously shared with the Parties to the Transaction. The Survey was conducted online, through the Zoho Survey platform and was answered by 667 players.
Relevant markets (pages 5 - 14)
The FNE considers that it's better to analyse video game development and publishing as different activities to not dilute the presence that large publishers have in the development process.
Segmentation by platform: mobile, computer and consoles. In any case, the effects of the transaction were also be analysed considering computers and consoles together.
Segmentation by video game genre: in an expected turn of events, the FNE adopted the narrowest plausible market segmentation that could maximise the effects of the transaction, and analysed its effects on competition based on the distinction by video game genre (remember this paper from the early days of the OT? ).
Segmentation by type of video game: for example, premium or "AAA", casual, stand-alone, browser, free-to-play, freemium and on social networks. The FNE says that this categorisation is not commonly used in the industry and has not been used in comparative jurisprudence to determine plausible alternatives for the relevant product market. Additionally, in this particular case, most of the games of the shooter genre considered important correspond to the AAA type, adding nothing to the definition of the market.
Therefore, this segmentation is not used (this segmentation was used by the FTC).
Latin American region (without Brazil) was considered as the relevant geographic market.
Distribution of video games: without segmenting between physical and digital distribution, but considering, separately, the distribution for each
type of device (mobile, computer and console).
Latin American region (without Brazil) was considered as the relevant geographic market.
Video game hardware: computers, consoles or mobile devices. In any case, although the differences between video games for computers and consoles have been blurring, some differentiation persists that could indicate that they constitute separate markets. Therefore, all the alternatives were analysed, leaving the definition of the market for the product open.
Latin American region (without Brazil) was considered as the relevant geographic market.
Sale of merchandising: only the merchandising segment linked to video games.
Chile was considered as the relevant geographic market.
Digital graphic advertising: the advertising incorporated within video games or in-game is not distinguishable from other forms of digital display advertising. Therefore, the relevant market was considered digital display advertising, but leaving the definition open, as it didn't affect its conclusions.
Chile was considered as the relevant geographic market.
Cloud gaming from MS not coming any time soon to Chile (page 8)
However, according to what was declared by the Parties, cloud gaming is not available in Chile, nor is it projected to be available in the term.
Additionally, of the documents reviewed during the Investigation, number XXX follows that [Confidential].
Latin American market (excluding Brazil and Mexico) likes RTS, RPG and PVP (pages 12-13)
In LATAM (excluding Brazil and Mexico), players favor video games for mobile devices, with the most popular games being those of the midcore type and belonging to the RTS & RPG genres. It is also identified that players from said region have a great affinity for midcore games that contain relevant competitive elements of the player vs. player type. All of this differs from the specific patterns and trends identified for other geographic areas.
Shooter and sports are the the two genres with the highest profits in Latin American market (excluding Brazil) (page 13)
In Latin America, without considering Brazil, the two genres with the highest profits are shooter and sports. The Shooter genre represented [30%-40%] of revenue in Latam in 2020, followed by the Sports genre with [20%-30%].
In Asia, the Shooter genre represents [30%-40%] of revenue followed by Action Adventure with [20%-30%]. The RPG genre accounts for [10%-20%] of revenue in the Asia region. This genre represents less than [0%-10%] of income in the rest of the regions.
Finally, in the Oceania region, the Shooter genre represents [40%-50%] of the revenue for 2020, followed by Action Adventure with [20%-30%].
Source: Nielsen database.
The importance of Call of Duty in LATAM vs the rest of the world, by monthly active users (page 13)
In the LATAM (without Brazil), within the top 20 most played video games, there is only one Call of Duty title, positioned in sixth place on the list. Then, in Latin America considering Brazil, within the top 20 most played games, two Call of Duty titles appear, which are positioned in first and sixteenth place on the list for that region.
In contrast, in Europe and North America three Call of Duty titles appear in the top 20 games with the highest number of monthly active users. In fact, in North America, Call of Duty franchise titles rank first and second as the video games with the highest average monthly active users for the year 2020.
In short, it is clear that, for example, the franchise titles Call of Duty are much more popular in regions like Europe and North America, compared to Latin America. See Nielsen Base.