[2025] FCA 901
General information, not legal advice.
Federal Court of Australia
2025-08-12
Beach J
Original judgment source is linked above.
Australian Competition and Consumer Commission v Air New Zealand Ltd [2014] FCA 1157; (2014) 319 ALR 388
Australian Competition and Consumer Commission v Metcash Trading Ltd (2011) 198 FCR 297
Australian Competition and Consumer Commission v Pacific National Pty Ltd [2020] FCAFC 77;
Australian Competition and Consumer Commission v Pacific National Pty Ltd (No 2) [2019] FCA 669; (2019) ATPR 42-633
Australian Competition and Consumer Commission v P T Garuda Indonesia Ltd [2016] FCAFC 42; (2016) 244 FCR 190
Epic Games Inc v. Apple Inc 67 F.4th 946 (2023) (9th Circuit, Court of Appeals)
Federal Trade Commission v. Advocate Health Care Network 841 F.3d 460 (2016) (7th Circuit, Court of Appeals)
Fe_deral Trade Commission v. Penn State Hershey Medical Centre_ 838 F.3d 327 (2016) (3rd Circuit, Court of Appeals)
Federal Trade Commission v Tenet Health Care [1999] USCA8 618; 186 F.3d 1045 (1999) (8th Circuit, Court of Appeals)
Re Duke Eastern Gas Pipeline Pty Ltd [2001] ACompT 2; (2001) 162 FLR 1
Re Fortescue Metals Group Ltd [2010] ACompT 2; (2010) 271 ALR 256
Re Southeastern Milk Antitrust Litigation 739 F.3d 262 (2014) (6th Circuit, Court of Appeals)
United States v. American Express Company 838 F.3d 179 (2016) (2nd Circuit, Court of Appeals)
Athey S, Chetty R, Imbens G and Kang H, "The Surrogate Index: Combining Short-Term Proxies to Estimate Long-Term Treatment Effects More Rapidly and Precisely" (2019, Working Paper, National Bureau of Economic Research)
Cameron A and Trivedi P, Microeconometrics: Methods and Applications (Cambridge University Press, 2005)
Chandar B et al, "The Drivers of Social Preferences: Evidence from a Nationwide Tipping Field Experiment" (2019, Working Paper, National Bureau of Economic Research)
Davis P and Garcés E, Quantitative Techniques for Competition and Antitrust Analysis (2009, Princeton University Press)
Decarolis F, Li M and Paternollo F, "Competition and Defaults in Online Search" (2023, Discussion Paper, Centre for Economic Policy Research)
Evans D and Salinger M, "The Role of Cost in Determining When Firms Offer Bundles" (2008) 56(1) The Journal of Industrial Economics 143
Felt A et al, "Improving SSL Warnings: Comprehension and Adherence" (2015, Conference Paper, CHI 2015 Crossings, Korea)
Filistrucchi L, "A SSNIP Test for Two-sided Markets: The Case of Media" (2008, NET Institute Working Paper)
Filistrucchi L et al, "Market Definition in Two-Sided Markets: Theory and Practice" (2014) 10(2) Journal of Competition Law & Economics 293
Gneezy U and List J, The Why Axis: Hidden Motives and the Undiscovered Economics of Everyday Life (2013, Public Affairs)
Haggag K and Paci G, "Default Tips" (2014) 6(3) American Economic Journal 1
Hovenkamp H, The Antitrust Enterprise: Principle and Execution (Harvard University Press, 2005)
Katz M and Shapiro C, "Critical Loss: Let's Tell the Whole Story" (2003) 17(2) Antitrust 49
Kotzias P et al, "How Did That Get In My Phone? Unwanted App Distribution on Android Devices" (2021) (Published at the 42nd IEEE Symposium on Security and Privacy, California)
Lindenberg E and Ross S, "Tobin's q Ratio and Industrial Organization" (1981) 54(1) Journal of Business 1
Mayrhofer R et al, "The Android Platform Security Model" (2021) 24(3) ACM Transactions on Privacy and Security
Salinger M, "A Graphical Analysis of Bundling" (1995) 68(1) Journal of Business 85
Smitizsky G, Liu W and Gneezy U, "The endowment effect: Loss aversion or a buy-sell discrepancy?" (2021) 150(9) Journal of Experimental Psychology: General 1890
15, 18 to 21, 25 to 28 March, 2 to 4, 8 to 11, 15 to 18, 22 to 24, 29, 30 April, 1, 2, 6 to 9, 13 to 16, 20 to 23, 27 to 30 May, 3 to 7, 11 to 14, 17 to 20, 24 to 28 June, 1 to 5 July 2024
Dr R C A Higgins SC, Mr T O Prince, Mr A d'Arville,
Counsel for the Respondents (confidentiality issues only):
Counsel for the Respondents (Apple parties) in NSD 1236 of 2020 and VID 341 of 2022:
Solicitor for the Respondents (Apple parties) in NSD 1236 of 2020 and VID 341 of 2022:
Counsel for the Applicants in VID 341 of 2022 and VID 342 of 2022 (class actions):
Mr A J L Bannon SC, Mr N De Young KC, Ms K Burke, Mr D Preston, Mr B Ryde and Dr S Chordia
Solicitors for the Applicants in VID 341 of 2022 and VID 342 of 2022 (class actions):
Note: Entry of orders is dealt with in Rule 39.32 of the Federal Court Rules 2011.
The joint trial and these reasons - structural aspects
(a) The Google entities and background matters - [97] to [148].
(b) Epic, Google and the Play Store - [149] to [191].
(c) The OEM restrictive conduct and the OEM agreements - [192] to [367].
(d) App developer restrictive conduct and the developer distribution agreements - [368] to [545].
(e) Mobile OS licensing and Android mobile app distribution markets - s 46 - [546] to [594].
(f) In app payment solutions restrictive conduct - [595] to [642].
(g) The Android in app payment solutions market - s 46 - [643] to [687].
(h) Google's lay evidence - [688] to [766].
(i) Market definition concerning Android mobile app distribution - the parties' cases - [767] to [861].
(j) Some relevant concepts debated by the economic experts - [862] to [1095].
(k) Epic's posited Android mobile app distribution market - what is the correct focal product? - [1096] to [1280].
(l) The experts' approaches to HMT quantitative and qualitative analysis - [1281] to [1444].
(m) Fortnite removal event and diversion ratios - [1445] to [1816].
(n) Logit demand model, transition probability analysis and counting of diversion estimates - [1817] to [2017].
(o) Critical loss analysis including the Lerner index - [2018] to [2402].
(p) What are the close substitutes, if any? - [2403] to [2650].
(q) Is there any competitive tension between Google and Apple? - [2651] to [2789].
(r) Market power - Android mobile app distribution - [2790] to [3162].
(s) Market definition and market power concerning the mobile OS licensing market - [3163] to [3376].
(t) The MADAs including questions of anti-competitive purpose and anti-competitive effect - [3377] to [3584].
(u) The revenue share agreements including the RSA3s and MIAs - anti-competitive purpose and anti-competitive effect of the RSA3s - [3585] to [3918].
(v) Project Banyan and Project Hug - purpose and effect of Project Hug and the GVPs - [3919] to [4280].
(w) Clause 4.5 of the DDA - prohibiting the distribution of rival app stores - [4281] to [4406].
(x) Android ecosystem security including Google Play Protect - [4407] to [4596].
(y) Behavioural economics evidence - [4597] to [4716].
(z) The technical restrictions - [4717] to [4815].
(aa) Real world impact of installation frictions - [4816] to [5178].
(bb) The technical restrictions - purpose and effect of SLC - [5179] to [5346].
(cc) Epic's s 46 case - Android in app payment solutions, contracts and mechanisms - [5347] to [5567].
(dd) In-app payments - some technical evidence - [5568] to [5687].
(ee) Android in-app payment solutions - market definition, market power, purpose and effect of SLC - [5688] to [6057].
(ff) Overall purpose and effect of Google's conduct - Android mobile app distribution - [6058] to [6128].
(gg) The effect of Google's conduct on Epic and Fortnite - [6129] to [6221].
(hh) Epic's claims for breach of ss 45, 46 and 47 and for unconscionable conduct - [6222] to [6345].
(ii) Relief and conclusion - [6346] to [6370].
(jj) Schedule of abbreviations and acronyms, dramatis personae of witnesses and other individuals, and other annexures.
The OEM restrictive conduct and the OEM agreements
Anti-fragmentation agreements and Android compatibility commitments
Revenue sharing agreements and mobile incentive agreements
App developer restrictive conduct and the developer distribution agreements
Service Fee for developers under special programs
30%, then 15% for automatically renewing subscriptions
15% or 30%, then 15% for automatically renewing subscriptions
The service fee reduction for small developers and a further subscription pricing change in 2021
- Ÿ Should we be REQUIRED to adjust our service fee, we would need to re-imagine the store promotional strategy and GPB strategy.
- If government mandated requirement to make play billing optional, we respond with aggressive store changes and perhaps lower service fee ...
- Ÿ We c/should VOLUNTARILY adjust our service fee now to improve optics, align value delivered with fees charged, and reduce agitation --
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We recommend the first magical bridge option (30% for the first year after user purchase, 15% thereafter) ...
...
Match Apple's discount for small developers and perhaps be more aggressive by tiering it lower in emerging markets.
...
Waiting for Apple to make the first move has been our plan. Our strategy has been to wait to make any public revenue share changes until Apple moved first. We did not want to move downward on rev share while Apple stayed at 30%, nor did we want to give them the opportunity to "one-up" any announcement we made and cause us to need to react again.
We have a very similar program scoped out...
We will take the next several weeks to gain more feedback on how Apple's changes landed. The benefit of going second here is we have the opportunity to be more thoughtful and take into account the reaction. ...
Defuse immediate regulatory pressure
Be seen as helping people build their business...
Reduce the new perceived gap between Apple and Play's billing policies
Continue to allow Apple to make first moves on service fee structure changes
... we need a headline PR/reg message - esp given that the message is the primary goal in this effort ... Arguably the most believable, as well as most helpful reason is competitive pressure/response...Helpful to our case - if we're trying to create the meme intense competitive pressure.
Google Play Billing - the DDA and the payments policy
The mobile OS licensing and Android mobile app distribution markets - section 46
The purpose of Google's conduct in the Android mobile app distribution market
The effect of Google's conduct on the Android mobile app distribution market
Cross-effect of conduct in the mobile OS licensing and Android mobile app distribution markets
The Android in-app payment solutions market - section 46
Google's power in the Android in-app payment solutions market
The purpose of Google's conduct in the Australian Android in-app payment solutions market
The effect of Google's conduct in the Android in-app payment solutions market
... caught up with Don briefly after the Spotify call - his concerns are less about the commercial terms and more about implications of the product path we are picking. Let me ping you in a bit ... It's best to discuss this live.
Market definition concerning Android mobile app distribution - the parties' cases
Some relevant concepts debated by the economic experts
Hypothetical monopolist test - general themes
Elasticities, diversion ratios, multi-homing and switching
User spending or actual usage? What is the relevant metric?
The themes of "device first" and "clicks are costly"
The "hypothetical monopolist" test or what is sometimes known as the "SSNIP" test can be used to assess substitution possibilities on the demand side. The question posed is whether a hypothetical monopolist supplier could profitably impose a small but significant non-transitory increase in price (so the SSNIP acronym) say between 5-10%, for the supply of the relevant product or service, but holding constant the terms of sale of all other products and services. The SSNIP being considered is relative to the prices that would prevail but for the merger. The thought experiment, whether built upon detailed data of the relevant variables or assessed more qualitatively, starts with the hypothetical monopolist supplier and the product or service in issue to define the product and geographic market; the test does not assist concerning defining the functional dimension. The question is then posed as to whether a SSNIP could be profitably imposed. If not, the next best substitute on the demand side is added to the market definition. The new market is then tested with the SSNIP test. If a SSNIP could be profitably imposed, then you have your market definition. If not, you again add the next best substitute to your market definition and test again, and so on. The idea is to find the smallest area (product and geographic) over which the hypothetical monopoly supplier can impose the SSNIP which then provides the boundaries of the market as Yates J discusses in Australian Competition and Consumer Commission v Metcash Trading Ltd (2011) 198 FCR 297 at [247] to [251].
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Second, as the ACCC correctly points out, the first of PN's proposed preconditions, that the hypothetical monopolist is able to identify the customers to whom price can be increased, is not to be confused with the hypothetical monopolist test. As I have said, that test can be used in the analysis of demand-side substitution that is undertaken for the purpose of product market definition. Contrastingly, PN's first proposed precondition is a simple question as to the feasibility of identification of the relevant users. But the hypothetical monopolist test asks whether a hypothetical monopolist who supplied the particular service at issue would find it profitable to impose a SSNIP in the order of 5 to 10% in relation to that service. If, in response to the price rise, customers would switch to acquiring other services in sufficient numbers so as to render the price increase unprofitable, those other services ought to be included in the relevant market. But this test assumes that the hypothetical monopolist could apply a SSNIP to the relevant users in relation to the relevant services, and asks whether that SSNIP would be profitable. Moreover, satisfaction of the hypothetical monopolist test does not require me to be satisfied that PN could have in the past, or could at present, implement a SSNIP to the relevant users. PN has not been in the past, and is not at present, a monopolist supplier of Rail Services in any of the relevant markets. As such, its past and present experiences have no bearing on the hypothetical monopolist test, notwithstanding that they are relevant to the analysis of whether the relevant conduct would substantially lessen competition.
...Where the available competitive alternatives vary systematically as between customer types, the area over which a hypothetical monopolist may profitably impose a small but significant and non-transitory increase in price (referred to as the "SSNIP test") will be determined by reference to customer type, provided that the hypothetical monopolist is able to engage in price discrimination between the various customer groups.
...The small but significant, non-transitory increase in price analysis tests substitutability by asking whether a firm would gain or lose by attempting to impose a small but significant, nontransitory increase in price on its own product or service.
... Through the lens of the HMT the relevant product market was generally the smallest collection of products or services such that a hypothetical monopolist over those products would find it profit maximising to impose a small but significant and non-transitory increase in price (a SSNIP) on at least one of the products or services.
His Honour explained the SSNIP at [220]. His explanation of the concept was not in dispute. In 1977, Professor (now Justice) Breyer summarised an early version of what is now the SSNIP test as "the notion of drawing a circle around a set of sales. Within the circle one should find sales with the following characteristic: were all those sales in the hands of a single seller, that seller would have the power to raise price significantly above the competitive level [and maximise profits]": Breyer S, "Five Questions About Australian Antitrust Law" (1977) 51 Australian Law Journal 28 at 34. The SSNIP approach has been traced to the United States Justice Department 1892 Merger Guidelines, based on the work of Mr Werden. It has not been without controversy: Stigler GJ and Sherwin RA, "The Extent of the Market" (1985) 28(3) Journal of Law and Economics 555; Harris RG and Jorde TM, "Market Definition in the Merger Guidelines: Implications for Antitrust Enforcement" (1983) 71(2) California Law Review 464 cited in Re Fortescue Metals Group Ltd [2010] ACompT 2; (2010) 242 FLR 136; 271 ALR 256 at [1033] (Full Tribunal).
To define the relevant market, this Court often applies a "hypothetical monopolist test" ("HMT") asking whether a hypothetical monopolist acting within the proposed market "would be 'substantially constrain[ed]' from increasing prices by the ability of customers to switch to other producers." Todd, 275 F.3d at 202 (alteration in original) (quoting AD/SAT, Div. of Skylight, Inc. v. Associated Press, [1999] USCA2 277; 181 F.3d 216, 228 (2d Cir. 1999)). Under the HMT, "'[a] market is any grouping of sales whose sellers, if unified by a hypothetical cartel or merger, could profitably raise prices significantly above the competitive level. If the sales of other producers substantially constrain the price-increasing ability of the hypothetical cartel, these others are part of the market.'" AD/SAT, 181 F.3d at 228 ...
The Court implements the HMT by imagining that a hypothetical monopolist has imposed a small but significant nontransitory increase in price ("SSNIP") within the proposed market. If the hypothetical monopolist can impose this SSNIP without losing so many sales to other products as to render the SSNIP unprofitable, then the proposed market is the relevant market. By contrast, if consumers are able and inclined to switch away from the products in the proposed market in sufficiently high numbers to render the SSNIP unprofitable, then the proposed market definition is likely too narrow and should be expanded.
A common method employed by courts and the FTC to determine the relevant geographic market is the hypothetical monopolist test. Under the Horizontal Merger Guidelines issued by the U.S. Department of Justice's Antitrust Division and the FTC, if a hypothetical monopolist could impose a small but significant non-transitory increase in price ("SSNIP") in the proposed market, the market is properly defined. Merger Guidelines, s 4, at 7-8. If, however, consumers would respond to a SSNIP by purchasing the product from outside the proposed market, thereby making the SSNIP unprofitable, the proposed market definition is too narrow. ... Important for our purposes, both the Government and the Hospitals agree that this test should govern the instant appeal. See Gov't Br. 25; Hosps. Br. 17-20.
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... In determining the relevant market, we "look[ ] not to the contractual restraints assumed by a particular plaintiff," id. but instead, we answer whether a hypothetical monopolist could profitably impose a SSNIP.
The court also heard testimony from several economic experts, including Dr. Tenn. He used the "hypothetical monopolist test" to identify the geographic market relevant to the case. That test asks whether a single firm controlling all output of a product within a given region would be able to raise prices profitably a bit above competitive levels. Economists and antitrust cognoscenti refer to such a price increase as a "SSNIP," a "small but significant [usually five percent] and non-transitory increase in price." U.S. Dep't of Justice & Federal Trade Comm'n, Horizontal Merger Guidelines 9 (2010). ...
A market comprises "any grouping of sales whose sellers, if unified by a monopolist or a hypothetical cartel" could profitably raise prices above a competitive level. Rebel Oil Co., Inc. v. Atl. Richfield Co.[1995] USCA9 1077; , 51 F.3d 1421, 1434 (9th Cir. 1995). If the "sales of other producers [could] substantially constrain the price-increasing ability of the monopolist or hypothetical cartel, these other producers must be included in the market." ...
Often, this inquiry involves empirical evidence in the form of a "SSNIP" analysis. That analysis echoes Rebel Oil and uses past consumer-demand data and/or consumer-survey responses to determine whether a hypothetical monopolist could profitably impose a Small, Significant, Non-transitory Increase in Price above a competitive level.
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In Kodak, the Supreme Court considered the question of whether a lack of market power in the foremarket (photocopier machines, generally) categorically precludes a finding of market power in the aftermarket (replacement parts for and servicing of Kodak-brand photocopiers), which Kodak had allegedly achieved by contractually limiting customers to Kodak-provided parts and services. 504 U.S. at 455, 466[1992] USSC 73; , 112 S.Ct. 2072. ... The Supreme Court thus folded aftermarkets into the framework for assessing markets generally, evaluating cross-elasticity of demand to determine whether a hypothetical monopolist could profitably charge a supracompetitive price. See id. at 469[1992] USSC 73; , 112 S.Ct. 2072. ...
... Using the hypothetical monopolist as an entity that controls all the suppliers in a proposed market, a question is posed: could a monopolist profit if it imposed a "small but significant non-transitory increase in price" ("SSNIP")? Id. Typically, the increase that is posited is five percent. Ky. Speedway, 588 F.3d at 918. If buyers in a defined area would respond to a small, lasting increase in price - a SSNIP - by purchasing from another supplier, rendering the SSNIP unprofitable, the market has been too narrowly defined. See FTC v. Tenet Health Care Corp.[1999] USCA8 618; , 186 F.3d 1045, 1053, n. 11 (8th Cir.1999) (citing Merger Guidelines s 1.21). ...
Tenet argues that the evidence relating to "marginal consumers" shows that the merged entity would be unable to raise prices without causing the "critical loss" of enough patients to make the increase unprofitable. This "critical loss" approach is in fact employed by the FTC in its own Horizontal Merger Guidelines which are used by the FTC to ascertain a relevant geographic market in exercising its prosecutorial discretion to challenge a merger. See Department of Justice, Federal Trade Commission, Antitrust Division, 1992 Horizontal Merger Guidelines, 57 Fed.Reg. 41552 s 1.21.
... To do this, the HMT assumes that all products within the proposed market definition are owned by one single producer which sets each of their prices in an attempt to maximize the total profits derived from them. If the hypothetical monopolist finds it profitable to increase prices, we will have found that constraints from goods outside the proposed market definition are not a sufficient constraint on producers within the market to render a price rise unprofitable. In other words, prices were kept down by the competition within the market. In practice, to operationalize this idea we must, among other things, be a little more precise about exactly what we mean by a "price rise." To that end most jurisdictions apply the "SSNIP" lest, which looks at whether a "small but significant nontransitory increase in prices" would be profitable for the hypothetical monopolist. Usually, "small but significant nontransitory" is assumed to mean 5-10% for a year.
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... We then need to evaluate whether a monopolist of this product could profitably raise prices by 5-10% for a year. If so, that single product will then constitute our antitrust market. If not, we must include the "closest" substitute, that product which provides the best alternative to consumers facing the price increase. We then assume again a hypothetical monopolist, this time of each of the products in our newly expanded set of products in our candidate market and we repeat our question, will a 5-10% price increase for a year be profitable?" ...
The HMT determines the smallest area in product and geographic space within which a hypothetical current and future profit-maximising monopolist could effectively exercise market power. In general, the exercise of market power by the hypothetical monopolist is characterised by the imposition of a small but significant and nontransitory increase in price (SSNIP) above the price level that would prevail without the merger, assuming the terms of sale of all other products are held constant.
The process of applying the HMT starts with one of the products and geographic areas supplied by one or both of the merger parties. If a hypothetical monopolist supplier of this product cannot profitably institute a SSNIP because of customers switching to alternative products, the next closest demand substitute is added. If a hypothetical monopolist supplier of this extended group of products cannot profitably institute such a price increase because of customers switching to alternative products, the next best substitute is added. The collection of products is expanded until a hypothetical monopoly supplier of all those products could profitably institute a SSNIP.
Epic's posited Android mobile app distribution market - what is the correct focal product?
Products are displayed to users at prices You establish in Your sole discretion. If You utilize Google Play's billing system or the Play Console to control settings related to any taxes (including taxes, fees, or surcharges that are outside the scope of this Agreement) on the sale of Products, or if Google believes that Taxes may be owed by You or Google on the sale of Products, You grant Google permission to charge, collect, and discharge any such taxes as required in accordance with applicable law. ...
... A "Service Fee", as set forth here and as may be revised by Google from time to time with notice to You as described in Section 15, will be calculated and charged on the sales price. ...
The service fee supports our investments across Android and Google Play, reflects the value provided by Android and Google Play, enables us to deliver an affordable and innovative user experience, helps developers reach users and build sustainable businesses, and keeps the platform safe and secure.
HIS HONOUR: I'm just trying to work out - there are two ways to look at it. You look at the conduct and then work out what market definition best conceptually explains the conduct and its competitive nature, and if you start from the other end of trying to work out the competitive nature and retrofit that back to the conduct and try and fit the conduct back into that.
PROFESSOR ASKER: So I think - - -
Q: Are you saying the latter or the former?
A: I'm saying somewhere between the two, in the sense that if I might suggest, if we were doing a merger between Ford and Toyota, we wouldn't spend an enormous amount of time on exactly how, potentially, car dealers work. But if we were doing a case relating to the vertical arrangements between Ford and car dealers, that would be entirely sensible.
Play benefits from network effects.
Users come to Play because we have by far the most compelling catalogue of apps / games
Developers come to Play because that's where the users are.
2. App and game developers
The app and game ecosystem is a virtuous circle: better apps and games make Android more attractive to users, while more users increases the attractiveness to developers for investing in Android. To keep the virtuous circle, we need to continue supporting developers, with the goal of making Android the most profitable platform for their apps / games.
The experts' approaches to HMT quantitative and qualitative analysis
What is preferable? A levels analysis or a percent approach?
What is the relevant period for a proper analysis?
Logit demand model, transition probability analysis and counting of diversion estimates

where sj represents the choice share of good j and α is the same parameter from the utility function defined above.




, the normalised diversion ratio from i to j as:

where (ES__PS) is the expenditure share of the Play Store (PS) and (Es__i) is the expenditure share of platform i.
As an extreme example, the conditional probability of commute by car given commute by car or red bus is assumed [under IIA] to be independent of whether commuting by blue bus is an option. However, in practice we would expect introduction of a blue bus, which is the same as a red bus in every aspect except color, to have little impact on car use and to halve use of the red bus, leading to an increase in the conditional probability of car use given commute by car or red bus.
This weakness ... is known in the literature as the red bus-blue bus problem, or more formally as the assumption of independence of irrelevant alternatives. It can be tested by a Hausman test (see Hausman and McFadden, 1984). ...
Hence, at this conservative set of inputs, 70% of available estimates indicates that Ms Edwards-Warren's Android mobile app distributions market fails the HMT.
What this tells me is regardless of the inputs chosen ... the weight of evidence on diversion from the Play Store indicates that the Android mobile app distribution market is too narrow. ...
Hence, the weight of evidence in this case points to the Android mobile app distribution market failing the HMT.
Critical loss analysis including the Lerner index
Given the pre-merger gross margin M, calculate the critical loss associated with a 10 percent price increase. If and only if the aggregate diversion ratio associated with a group of products is at least as large as the critical loss, then this group of products forms a relevant market using a 5 percent price increase threshold.
Critical loss analysis for a platform - Professor Asker's approach
(a) the increase in price (in percent terms) is defined as:
(b) the decrease in quantity (in percent terms and in absolute value) is defined as:





(d) the increase in the service fee in percent terms is defined as:
(e) the increase in the platform's marginal revenue (in percent terms) is defined as:
(f) the decrease in quantity, in percent terms and in absolute value, is defined as:
(g) the initial gross margin for the product is defined as:













is the set of digital content that is distributed via the platform, which are indexed by k. τ is the platform's service fee. is the platform's marginal cost for distributing digital content. _p_k is the price set by the developer for content k. _q_k is the quantity sold of content k.



(h) TR = τpq is the total revenue of the platform.
(i) TVC = cq is the total variable cost of the platform.



... In these cases, the Lerner index is inadequate in explaining market power because it does not recognize that some of the deviation of [price] from [marginal cost] comes from either efficient use of scale or the need to cover fixed costs and does not contribute to market value in excess of replacement cost. ...
The actual losses as compared with the critical loss threshold
... the critical loss analysis that I conduct indicates it is not profitable for a hypothetical monopolist of Android app stores to raise prices by 10 percent, but it is profitable for them to do so by 5 percent under the conservative assumptions embodied in the critical loss test I evaluate... ...because my specific application of critical loss analysis is conservative... ...I do not view a critical loss analysis with a 5 percent threshold as dispositive for market definition.
The concentrated nature of the Play Store's revenue
Is there any competitive tension between Google and Apple?
As you've seen today apple made their announcement about 15% for devs making $1m or less
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Do we need to follow suit with a change and how quickly? My sense is we will have pressure from these same sized devs and thus need to do something. But we shouldn't necessarily do the exact same thing as our challenges are different. For example, I could see us going to zero percent for devs less than $100k and then 15% up to $1m and then 30%.
...
As you've seen today apple made their announcement about 15% for devs making $1m or less
...
Do we need to follow suit with a change and how quickly? My sense is we will have pressure from these same sized devs and thus need to do something. But we shouldn't necessarily do the exact same thing as our challenges are different. For example, I could see us going to zero percent for devs less than $100k and then 15% up to $1m and then 30%. ...
...
... offer discounts to their largest customers on the supplier side given these suppliers may be in a better position to switch their business to competitors if they do not get a discount.
... even if there is some competition between the iOS and Android ecosystems as a whole, and benchmarking of specific components within each ecosystem, this does not imply that Android Smart Mobile Device users would view the Apple App Store as a viable alternative to the Play Store (or other Android app stores) in response to a small increase in app distribution service fees.
3rd-party app store strategy was based on competing on completeness, but suffered from chicken-and-egg problem: Not enough eyeballs to get the catalog, didn't have the catalog to get the eyeballs.
Does Google have a large market share and if so what is its relevance?
Is there any meaningful or significant countervailing power of users and developers?
(4) In determining for the purposes of this section the degree of power that a body corporate or bodies corporate have in a market:
(a) regard must be had to the extent to which the conduct of the body corporate or of any of those bodies corporate in that market is constrained by the conduct of:
(i) competitors, or potential competitors, of the body corporate or of any of those bodies corporate in that market; or
(ii) persons to whom or from whom the body corporate or any of those bodies corporate supplies or acquires goods or services in that market; and
(b) regard may be had to the power the body corporate or bodies corporate have in that market that results from:
(i) any contracts, arrangements or understandings that the body corporate or bodies corporate have with another party or other parties; or
(ii) any proposed contracts, arrangements or understandings that the body corporate or bodies corporate may have with another party or other parties.
(6) Subsections (4) and (5) do not limit the matters to which regard may be had in determining, for the purposes of this section, the degree of power that a body corporate or bodies corporate has or have in a market.
Service Fee for developers under special programs
30%, then 15% for automatically renewing subscriptions
15% or 30%, then 15% for automatically renewing subscriptions
- Ÿ Should we be REQUIRED to adjust our service fee, we would need to re-imagine the store promotional strategy and GPB strategy.
- If government mandated requirement to make play billing optional, we respond with aggressive store changes and perhaps lower service fee ...
- Ÿ We c/should VOLUNTARILY adjust our service fee now to improve optics, align value delivered with fees charged, and reduce agitation --
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We recommend the first magical bridge option (30% for the first year after user purchase, 15% thereafter) ...
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Match Apple's discount for small developers and perhaps be more aggressive by tiering it lower in emerging markets.
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Waiting for Apple to make the first move has been our plan. Our strategy has been to wait to make any public revenue share changes until Apple moved first. We did not want to move downward on rev share while Apple stayed at 30%, nor did we want to give them the opportunity to "one-up" any announcement we made and cause us to need to react again.
We have a very similar program scoped out...
We will take the next several weeks to gain more feedback on how Apple's changes landed. The benefit of going second here is we have the opportunity to be more thoughtful and take into account the reaction. ...
Defuse immediate regulatory pressure
Be seen as helping people build their business...
Reduce the new perceived gap between Apple and Play's billing policies
Continue to allow Apple to make first moves on service fee structure changes
... we need a headline PR/reg message - esp given that the message is the primary goal in this effort ... Arguably the most believable, as well as most helpful reason is competitive pressure/response...Helpful to our case - if we're trying to create the meme intense competitive pressure.
Service fees - their comparability with "competitors"
An alternative to dropping the rev share here could be a one time commitment to go-marketing funds for 2017 to help drive growth in exchange for them getting onto play billing. This would cost us quite a bit in 2017 but could make us more money in the medium term. Once we go to 15% right off the bat there is no coming back and it puts pressure for us to do the same on other verticals.
ios's billing isn't 15% in the first year -- it's 30% then 15%, yes? Do we need to go right to 15% here? I think a longer term view here might be helpful -- I think the product team and bd should sit down and think this through a bit. For example, if we put in place a promotions and loyalty system that developers can implement in their app to help subscription based services retain and reengagement consumers across ad networks and via play store / play marketing channels we could do something clever in the future and say:
It's 30% for subs in year 1. But 50% of that we hold in an account for you to use our promotion systems to retain subs -- our goal is to help you build a long term business with loyal users. Any sub that makes it to the 1 year renewal point billing drops to 15%.
If we go to 15% right now in year 1 there is no way to go back and implement these kinds of things so it is really important to think through where we want to go.
Also, you mentioned in your summary Brandon "undetermined platform value". Are these dating companies all in the US? Do they have plans to go international? Does our billing perform worse for all of them? I have some trouble believing that because a lot these companies are smaller and unlikely to have developed sophisticated declines / involuntary chum efforts. Although I could be surprised by how bad we are at this perhaps.
Also, PaulF: I think all this 30%, 15% stuff is pretty arbitrary. The cost should be a function of the LTV and cost of acquisition in the category. Not to make things too complicated, but in the retail world Amazon marketplace charges a variable rate per category based on the underlying margin and cost structure of those goods. It shows respect for the partners business to understand things at this level -- and provides flexibility to be able to adjust as needed. In the case of Play the reality is each partner would likely just have one rate they'd need to deal with (vs. retailers who sell across categories quite often). Any thoughts on this?
(My emphasis)
Problem
Developers build apps & games to delight their users. They stick around if they're able to build sustainable businesses. From Fortune 500 companies to hobbyists, sustainable user engagement and revenue drives whether they invest or divest. Without engaging and innovative apps & games, a user's Android phone is less compelling. Without delighted users, Android isn't sustainable as a developer platform. And hence the ecosystem symbiosis (or potential lack thereof) continues...
We've come a long way since Android Market launched in 2008. With availability in 220+ countries and 50+ forms of payment accepted, Google Play as a distribution platform is compelling to developers. However, only a small % of developers choose Google Play as a payments provider. Based on our research (include link), this is largely because the fees are nonviable for the vast majority of developers (big and small).
So despite building tools which are meant to enable seamless billing capabilities, we've inadvertently enabled some of the largest companies to bypass our system and made it harder for less resourced developers to sustain businesses on Android. Let's call this the In-App Billing Paradox.
Why is this important? Why now?
This paradox results in a cascade of less meaningful outcomes for users, developers, and Android as a platform. Less consistent purchasing experiences increase user frustration and churn ("you want me to enter 12 fields of data with my fingers to subscribe?!?"). Which limits sufficient monetization to the most established/largest developers who have built strong enough inelasticity to encourage sufficient paying user bases. Which results in less diversity for users and Android.
Wait, what about iOS?
Apple pioneered the 30% revenue share as a relic of the music industry royalties business model. Their revenue mostly comes from hardware margins so they have less incentive to change the model. It's also not particularly Googley to follow the precedent without deep thought.
(My emphasis)
- Ÿ Value delivered to developers by Google Play is not aligned with how much developers pay
- Some devs pay too much. Some pay too little.
- Some categories of apps pay nothing at all. (In fact, most apps pay nothing at all)
- The value provided from Play changes over an app's lifecycle (at the start, Play helps them a lot, but over time as they build brand, infrastructure and have already acquired a loyal core user base Play's value declines)
- Ÿ The pricing (30% rev share on in app purchases) feels arbitrary and high to developers
...
In the case of in-app purchases and subscriptions, it is reasonably fair to say that developers feel the price they pay is less fair over time as their app and brand becomes bigger and they have acquired their user base.
A better model would be one that takes these existing approaches and adjusts them, rigorously with data, to ensure a more sustainable value exchange.
Specifically:
In categories where in app purchasing for digital goods (subscriptions, or in app items) is present, Play could employ a per app category rate card structure (e.g. Games has a different rate than Fitness or Music).
That rate card should reflect two elements:
· As apps get large, have established user bases, and monetize effectively the value of Play goes down and thus revenue share should also go down.
· Geographic presence. The rates paid should be judged at a country by country level as opposed to globally. This solves for two problems (a) developers might be local to one country but value delivered to them declines from Play as they grow to be large and have an established user base and (b) when they expand to another country Play often adds a lot of value.
...
Play is one of the world's largest commerce platforms with >250M people transacting in an year, and also one of the most profitable businesses (>60% margin) and a key contributor to the Alphabet P/L.
Can any conclusions be drawn from the Play Store's profitability in an accounting sense?
Market definition - the mobile OS licensing market
Is the decision in Metcash of any assistance to market definition in the present context?
MR MOORE: Epic makes, we say, the same mistake made by the ACCC in the Metcash case. In that case, Metcash was engaged in the wholesale supply of groceries to independent supermarkets. It was buying the Franklins business - one of the largest alternative wholesale suppliers to independent supermarkets - and if you focused on the product that Metcash was supplying, you would say that was a wholesale service and, indeed, it was going to become a virtual monopoly in the supply of that service, and that's how the ACCC put it. However, the court, at first instance and on appeal, held that the relevant market for analysis was the retail market, which included Coles and Woolworths. That was a market that Metcash did not even participate in directly. It supplied no services in that market. Nevertheless, it was held that the activity of Coles and Woolworths was a constraint on the ability of Metcash to set prices in its wholesale business and, therefore, was the relevant market for analysis.
Now, in the present case, Google's activity in licensing Android to OEMs is, we say, centrally directed to and constrained by competition in the sale of devices and at the ecosystem level more generally. The evidence makes plain that the whole of the economic activity is directed to that end point, including because it is, of course, the means by which Google makes money. And further, Google participates directly in that end market. Just to take an example of that, it pays Samsung an amount for each person who switches from iOS to Android and if it was simply participating in a licensing market, it would say, "There you go. We've licensed you the software. It's up to you what you want to do with it. We don't care what happens thereafter. Our participation is at the licensing level, and that's the end of it." But that's not the way that this market works. Google's licensing is directly relevant to its interest in the downstream market, and the success of that downstream market is how Google monetises its investment in Android.
HIS HONOUR: Now, we're going to have to break that down a bit. I know that you're proposing to do so.
MR MOORE: Yes.
HIS HONOUR: When you're dealing with functional levels - and you're right, Metcash makes very clear that you can collapse the functional levels, particularly if you're, say, at the wholesale level, and you want to collapse wholesale and retail levels, because there's such activity in the retail level which closely constrains the activity of the wholesale level.
MR MOORE: Yes.
HIS HONOUR: But superimposed on that is an analysis of vertically integrated operators, isn't it?
MR MOORE: Yes.
HIS HONOUR: If you've got vertically integrated operators, who operate at both the wholesale and the retail level, that can support the collapsing of the functional levels for obvious reasons.
MR MOORE: Yes.
HIS HONOUR: And you ask yourself here, well, is Google vertically integrated, and in relation to what? You might say it's vertically integrated in relation to the operating system and its apps and the Play Store and that sort of thing. So do you follow what I mean. So it's a very - it's a tricky thing to do. I mean, I can accept exactly what you say about there are obviously competitive constraints, ultimately coming from the sale of devices - Android devices - and the competition with Apple. I can accept that. But that's getting a bit more remote than the sort of justification used in Metcash for the collapsing of the two functional levels. Now, that's - as I say, there's a lot to unravel, isn't there, to see what analogy Metcash might be on the facts with the case that we have here, accepting that you're right and Metcash - it does justify you collapsing functional levels, and it's misconceived to talk about substitutability because the concept of substitutability applies to the product dimension of the market or the geographic dimension.
MR MOORE: Correct.
HIS HONOUR: But it makes a nonsense to talk about substitutability when you're talking about the functional question.
MR MOORE: Correct. And that - so that's the first reason why I mention it, just to say just answering the question what does Google supply doesn't answer the ultimate question.
HIS HONOUR: That's true.
MR MOORE: But secondly, we do say that Apple is vertically integrated. Apple does not separately license its software to manufacturers to manufacture devices in the market. It does the manufacturing itself. It has contractors who do it, but it's vertically integrated. So we are competing with a vertically integrated competitor.
HIS HONOUR: But you are vertically integrated in a different way on one view, or don't you accept that characterisation?
MR MOORE: Well, we have an aspect of vertical integration because we sell our own devices.
HIS HONOUR: Well, that's true. But that's pretty minor.
MR MOORE: And there's a little bit of that. That's pretty minor. Exactly.
HIS HONOUR: I wasn't thinking of that sort of integration. But you operate at different levels, don't you, in relation to the Android market, for want of a better expression, dealing with the licensing of the operating system, a premium version of that, for want of a better expression, plus you've got the Play Store.
MR MOORE: Correct. But that, in one sense, is the point. What we don't just do is license software to OEMs and wash our hands of it.
HIS HONOUR: True.
MR MOORE: We are competing with a vertically integrated supplier. Our interest, therefore, is well, what happens to our Android operating system in the device market or in the retail market? How successful is it? Including because - and this is significant - and unlike Metcash, so this case in one sense has factors that bring it even closer to a need to look at the integration, which is that we don't earn our money just from licensing our software. That's not how we monetise. We earn our money from activity in that downstream market. We directly invest in that downstream market. We provide incentives to the OEMs and the like to succeed. And then we, of course, earn money from Play Store revenue and search revenue in that downstream market, and so it's that downstream market that all of our economic endeavour is directed towards, and that's where we're constrained by iOS. That's the direct competition.
HIS HONOUR: So on the facts for Metcash, you were looking at wholesale pricing.
MR MOORE: Yes.
HIS HONOUR: And whether that was constrained by activity in the retail level.
MR MOORE: Yes.
HIS HONOUR: But here we're not talking about you in terms of pricing of the licensing of the operating system.
MR MOORE: Yes.
HIS HONOUR: So that's a - and, of course, the HMT analysis discussed in Metcash was looking at that question from the perspective of the wholesale prices that Metcash could charge and what increase could it get away with, and it couldn't get away with very much, and it wasn't because of Franklins; there was closer constraints because of the integrated operators - you know, the large supermarket chains at the wholesale and retail level. So they're quite a different situation. But you would say it's a different situation, and it's even a stronger case for you.
MR MOORE: Correct. It's a different situation in our favour.
HIS HONOUR: Yes, I understand that.
MR MOORE: What was going ---
HIS HONOUR: Well, that's your argument.
The primary judge further found (at [339]-[341]) that the grocery industry was characterised by a high degree of vertical integration in the distribution supply chain. The major supermarket chains placed a very significant constraint on the capacity of independent retailers to increase price or decrease other services without the likely loss of business. That constraint also constrained the capacity of a wholesaler (specifically, Metcash) to increase its prices to independent retailers.
These authorities show that, as a matter of principle, there is no reason why, for competition law purposes, a market cannot be defined by reference to multiple functional levels. They illustrate that it might be appropriate to do so where downstream activities function to constrain upstream behaviour. Whether that is so depends on the facts presented for consideration and the evaluation of those facts by the relevant decision-maker.
MR RICH: And we simply say that, on the facts presented for consideration by your Honour, this is not a case in which it would be appropriate to define a market by reference to multiple functional levels. And as Mr Young adverted to earlier, the different - the facts in Metcash were very different in terms of - and your Honour recalls that the findings about any increase in the wholesale price being immediately felt in the downstream market in Metcash, the impact was such that even very small increases in the wholesale price of the packaged groceries would cause significant difficulties for retailers, could cause them to cease to be viable due to competition with the major supermarkets. ...
HIS HONOUR: Well, the way that the retail prices operated, and given that you had integrated operators, that was a much closer constraint ---
MR RICH: Indeed.
HIS HONOUR: --- at the wholesale level than just somebody laterally competing with Metcash ---
MR RICH: Indeed.
HIS HONOUR: --- which was Franklins.
MR RICH: And your Honour will also remember that the grocery industry was a highly competitive one characterised by high volumes and low margins, and it was a market that was extremely sensitive to switching, in large part due to the lack of barriers to switching and the speed with which customers could switch. Every single time they go shopping, they were free and able to go into a different store. And it's just a very different universe to the one which confronts your Honour on the facts of this case.
Nothing in this Agreement is intended to restrict [the Company] or end users from installing third-party services on devices with Google's suite of mobile services, including services with similar functionality.
No Exclusivity: Other than the placement and set-up requirements for Google Applications set forth in Section 4.4, this Agreement does not restrict or limit [the Company] from preloading or determining the placement of its own or third party applications or services on its Android devices.
Do aspects of the MADAs have an anti-competitive purpose?
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We've done dozens of studies on the Explorer default search flows to know that adding any steps between a user and an action dramatically reduces the chances that they will follow that flow. ...Our job is to make it easier to choose a Google search page than it is to choose Bing search page. ...
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Do aspects of the MADAs have an anti-competitive effect?
The revenue share agreements including the RSA3s and MIAs - general
Do aspects of the RSA3s have an anti-competitive purpose?
Premier requirements have been designed to ensure that Premier Devices are consistent in their core interaction patterns. The requirements are designed to provide enough flexibility to allow partners to express their brand and enable a visually coherent design across their product portfolio while enabling cross-device consistency...
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- Ÿ Premier Devices SHOULD be consistent across brands ... This is achieved through a consistent set of pre-loaded applications and the common structure of views such as Home screen, Notification shade, and Settings app.
- Ÿ Premier Devices SHOULD be easy to use and switch between. This is enabled through consistent interaction patterns, consistent OS structure, and consistent application pre-loads
...
I very genuinely think we face an existential threat from iPhone - they have won convincingly in premium already, if they take the mid-range it will be game over for Android as we know it. It's simple economics - there is no money to be made at the entry level for OEM's, their only hope for profitable revenue now is in the mid-range.
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... LG Electronics Inc. announced that it is closing its mobile business unit. The decision was approved by its board of directors earlier today.
LG's strategic decision to exit the incredibly competitive mobile phone sector will enable the company to focus resources in growth areas such as electric vehicle components, connected devices, smart homes, robotics, artificial intelligence and business-to-business solutions, as well as platforms and services.
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In markets of every type sales personnel are urged to "destroy" or "kill" the competition or to sink new rivals before they have a chance. But this is nothing more than the rhetoric of competition, which anti-trust seeks to preserve ...
Do aspects of the RSA3s have an anti-competitive effect?
... decided NOT to pursue EPIC/Fortnite installer waiver request on premier devices and will continue with premier tier configuration ... as they prioritise Google partnerships. ...
Alleged conduct with respect to LG, Sony and OnePlus
Project Banyan and Project Hug - genesis and elements
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... On [the Project Banyan proposal], [a Samsung executive] acknowledged the questions going back and forth between the teams and said they are still discussing internally... He asked me if there was a way to achieve our goals with the proposal but still accommodate their desire to process transactions via their payment system. I said we put a lot of thought into our proposal about how to align incentives to have a single voice to the ecosystem, and so that the teams were not out competing with each other. We simply had not figured out how what he's asking for wouldn't throw incentives out of alignment. So we looked for other ways to address what we felt were their true goals, make them whole on any economics they were seeing today, and keep our eyes on the prize of helping Samsung sell more devices.
He said, "So you're basically asking us to get out of the app store business." I said, "We're proposing that we focus together on helping you achieve your goals in a different way, and in a way that keeps us aligned to collaborate technically and with our message to the ecosystem."
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Probability factor was based on discussions with [Business Development] and their close understanding of developers, their drivers and capabilities along with the understanding that it is not a simple process to expect to "sideload" on Android and expect to monetize at the same levels of that through Play.
I also want to point out that we should not conflate games launching first on iOS to be a risk to Android. Premium games have ALWAYS launched first on iOS and do significantly better on iOS. Previously MOST apps and games launched first on iOS, as we closed our technical debt ... sim ship increased steadily.
The Bear Hug effort is to address fragmentation WITHIN the Android ecosystem. We are unlikely to be able to Bear Hug our way out of the technical debt when compared to iOS. For example: I don't think Civilization VI will work on Android as it is currently. It is 2.5x the size of Fortnite, starting price is $23.99, and has in app items which are around $10. For this to work, we not only have to pay down the tech debt on Android, we need to implement a lot of the premium gaming features contemplated by Greg and Tian.
...
MR RICH: Now, the - at the bottom on the right, there's a bolded heading that says - or bolded wording that says:
May forego Play (& Android).
Do you see that?
MR GENNAI: I do, yes.
Q: Now, you agree with me, don't you, that a large developer like ABK, for example, was not going to just abandon three billion Android device users and just go to iOS, was it?
A: Ideally not on a persistent basis, no.
Q; You didn't see that happening, did you?
A: Did we - did we see them never launch an app? Eventually, they would launch an app. We saw long periods of time with delays.
Q: I'm not asking you about launching an app, sir. I'm asking you about whether you saw it happening - that is, that ABK was going to abandon three billion device users and just go to iOS. You didn't see that happening, did you?
A: ABK specifically? I don't recall.
Q: You agree with me that that was not going to happen, and you didn't think that was a likely prospect at all, did you?
A: At launch, we absolutely saw that happen.
Q: Your concern was that these developers may forego distribution on the Play Store and go elsewhere on Android, wasn't it?
A: It was a combination of things that I think are expressed on this slide.
Q: Can you answer my question: yes or no?
A: It is incomplete.
MR RICH: Now, you agree with me, don't you, that large developers like those the subject of Project Hug were not going to forgo distributing their apps to three billion Android devices, were they?
MR GENNAI: Eventually, they would likely.
...
Q: Your assessment at the time was that these large developers, the target of Project Hug, would continue to distribute their apps on the Android ecosystem into the future, wasn't it?
A: That it would be likely.
Q: And you didn't think there was a realistic prospect that these particular developers would cease to distribute their apps to the Android ecosystem in the future, did you?
A: I was - I was worried about that.
Q: I suggest to you you weren't worried about that - that you didn't see it happening?
A: I didn't see it happening.
... have many alternatives to launching on Google Play. They can launch on other platforms (PC, console, iOS), launch on other Android app stores, create their own Android app stores or use sideloading, among other options. I considered that these alternatives meant there was a real risk Google Play would lose one or more of these game developers. ...
Okay, have been doing some thinking based on our chat at 4. Apologies for the stream of consciousness, but I've been meaning to get some of this out of my head for a while now.
The big question: Why Hug and Banyan at the same time / how should we think about investment?
Three top level problems we're looking to solve:
Scaled developers with major brands (either a single title or a portfoliio (sic) can decide to go-it-alone / develop their own distribution [Epic, Riot, Tencent]
OEMs / carriers with existing distribution can enter the app distribution business, with the aim of differentiation. Lowers the need to directly earn revenues, focuses their competition on rev-share + incentives for exclusives [Samsung, OneStore, Huawei]
OEMs / carriers looking to maximize dollars earned per device preload other stores for a quick dollar [Amazon]
I realize there's others on the list (emulators, etc.), but these, to me, are the largest / most pressing.
There's shared problems in all instances:
- Ÿ Revenue loss from fragmented user behavior (direct loss)
- Ÿ General Android perception / share loss (indirect loss, but very large)
- Ÿ User security and privacy (indirect loss, feeds into the above)
We can solve these problems by changing some combination of developer and OEM / carrier behavior. If either get entirely solved, our risk goes away.
Solving either side is a question of scale. Some ideal world exists where (2) and (3) solved through contracts and incentives, and the GMS Android works more like Apple. However, I'd contend that this isn't practically possible, needed or potentially even preferable.
- Ÿ Possible: Even with rational economics, partners aren't always rational. For instance, it's coin-flip whether Samsung is truly interested in engaging. OneStore / Korean telecoms providers certainly won't, even if they wanted to
- Ÿ Needed: Smaller stores aren't really an issue here, it's an issue when there's the perception of multiple platforms. The "3 store strategy" point
- Ÿ Preferable: Android is open, and we need to keep it that way. I don't think it's in anybody's interests to reduce down to one distributor
This is all a long way of saying: If a store is becoming large enough that it appears to be a true platform on a platform / builds user awareness, it can have effects that we truly need to consider. This is how I think about Samsung. But we have no idea if they're really going to come to the table.
For other OEMs, it's a question of whether they're really capable / interested in starting their own store vs. taking quick money from others. This is where Amazon could play. If Amazon were to make a scaled play across the non-Samsung OEMs, we'd have something to worry about. But that doesn't seem to be playing out right now, at least on the app store side. If it did, we'd likely want to invest some money to protect. Again, the issue is about big stores having mind-share, not lots of smaller competitors.
So, if all that's true, why do Hug? I would say there's a few good reasons:
As I've said above, I strongly doubt that we'll be able to get a firm hold on distribution through incentives. There'll always be reasons for competition here, but hopefully we can keep it healthy.
The largest developers are those that have the most options available to them. Some can go-it-alone, others can be persuaded by other stores (which, per 1, will certainly still exist), and others will look for direct distribution through preload
We have no idea what things will look like in 5 years time, but developers using more Google services will be safer than those that aren't. As platforms shift, things move to streaming, etc., we don't want the perception of Google to be "they deliver file blobs to services". A developer building on Google Cloud will be much more valuable to Google
Irrespective of any of this, it's useful to contend against the 'app store tax' meme, irrespective of what position we land in. I recognize though that this is super hard to value
So should we invest in Hug right now? Yes. Should we do that in a way that the investment can be scaled back as things begin to feel safer (if ever)? Also yes.
...
- Ÿ While it makes sense to focus the risk assessment on Play revenue, let's not lose sight of non-Play risks associated with fragmented app & game distribution on Android. User experience / perception on Android could be negatively impacted, including security / malware concerns (headlines like this & this also don't help Google's 'Trust & Safety' OKR). More prevalent exclusives can also lead to catalog gaps and restricted title availability across Android, which isn't a great user experience. The potential impact to Android retention would be more concerning than Play.
- Ÿ As a reminder, Hug has 3 goals (more detail here):
- Devs prioritize Play (this could partially be solved via influencing OEM / carrier behavior, but agree with Paul's points around why its highly unlikely that we solve all of this via OEM / Carrier)
- Devs adopt more of Google's services (unique to Hug; not addressed by OEM / Carrier).
- Devs improve sentiment around Play revenue share, as we boost value (unique to Hug; not addressed by OEM / Carrier). This can help reduce pricing pressure on Play / helps us avoid a price war. We want the narrative to be, "Sure other channels can offer better pricing, but we offer a whole lot more for our price (we're not just a dumb pipe and payment processing)". Ideally, our developers champion this...
Super good points
The x-PA credit programs help us progress goals 2 & 3 (which are effectively what Paul references at the end of his note in #3 and #4).
I also think we can include mechanisms which allow us to modify and/or dial down the targeted service packs as needed in future years... But that'll be harder to do specifically for the broad-based, public credit programs.
Ahead of the meeting this afternoon, I wanted to give some more context on a conversation with Jamie yesterday. Samer's already heard much of this.
As you already both know, Jamie's very eager to get a plan up to Ruth for approval ASAP. In my discussion, I noted that the broader credit program for the torso / tail is still under a lot of operational review and detailed design, but his comment was that we shouldn't wait to secure broader approval for the idea from Hiroshi and Ruth while we wait for that to be complete. His hope is that we could secure provisional approval on the basis of sorting through the execution challenges. Note that he's fully aware that it's impossible at this stage to announce at GDC given how early a signal that would provide. Perhaps we can shoot for IO.
We then talked in pretty good detail about the issues around sizing the problem / approaching it from two different angles (Hug and OEM agreements). A few thoughts out of that:
- Ÿ Hug shouldn't be proposed purely as a defensive measure. In addition to better enabling developer loyalty in the near term, there is a large component that is about driving incremental usage of a broader set of Google products. This means that the spend comes at a discount on the ads side (revenue comes back + additional spend from new users that the UA acquires), can spur a nascent business on the Cloud side, and generally aligns developers closer to us as we developer newer businesses (Yeti, etc.)
- Ÿ There is an aspect of this that's about getting ahead of pressure on the 30%. We don't know what Samsung is exactly going to do, what Huawei could do, and what Epic and others are already doing. In this regard, I actually wonder if there's an aspect here of comparing the Hug cost to what a broader switch to 80/20 rev-share would look like if pressure were to escalate there
- Ÿ Assuming that we can get Samsung (or any other OEM) on-board is one hell of a bet, and while we'll try, it can't be guaranteed. And, irrespective of what we do there, other competitors will remain: Amazon, One Store, and others. Right now is the time to intuitively invest to stay ahead of things
So, all this is a long way of saying that Jamie wants to get a proposal lined up quickly :-)
Looking forward to discussing this afternoon
MR RICH: Ms Kochikar, do you agree that an effect of the deals that were done as part of Project Hug was to prevent other Android app stores from being able to offer differentiated content from the Hug developers?
MS KOCHIKAR: That is an effect, yes.
Q: And do you agree with me that Google understood when it was rolling out the Project Hug agreements that that would be a likely effect of those agreements?
A: A likely effect, but we didn't know whether developers would sign these contracts.
Q: Indeed. But you - do you agree with me that Google understood that if developers signed the Project Hug agreements, those agreements would have the effect of preventing any third-party Android app store from being able to offer differentiated content from these developers?
A: Yes. That's what this is saying, so it's on the document.
Q: Do you agree with me that that was an effect which Google intended to achieve by the Project Hug agreements?
A: I've never heard that as a stated purpose for Project Hug in any of our discussions.
Q: Well, I suggest to you that that was - that was a purpose of the program from the beginning?
A: I would say no.
...
For any alternative mobile store to be successful at scale (success defined as combination of adoption scale and financial success for the store operator & developers). So, critical mass of Android gamers and titles migrate to alternate store and generate meaningful customer spend), it would need at least a couple of titles from our top ~25 developers identified by Hug (they represent biggest IP, command large user base and disproportionate share of consumer spend). This is true irrespective of which scenarios we are analyzing, be it carriers store, Epic Store, Galaxy Store, Amazon, etc. They are also the primary contributors to Play numbers - quarter over quarter.
So, based on the above two strategic reasons, we recommend that we do Hug first (which in turn, will help lower the likelihood of all other scenarios). ...
...
MR RICH: Now, at this time, when Project Hug was being rolled out, Play Store already had lots and lots of users; correct?
MS KOCHIKAR: Yes.
Q: Other Android storefronts didn't have nearly so many users; correct?
A: Yes.
Q: And in order to entice users away from Play, the other app stores on Android likely needed differentiated content from Play; correct?
A: Probably.
Q: And Project Hug denied that possibility, so far as the participating developers were concerned, didn't it?
A: As an effect, yes.
What was the purpose of Project Hug, the GVP agreements and the AVP agreements?
What was the effect in competition terms of Project Hug and the GVP agreements?
... The primary judge was called upon to make a "real world" assessment based on matters that were commercially relevant and meaningful. The primary judge did so. His Honour was not required to move on mere possibilities, let alone speculative possibilities. Indeed, to have done so would have involved error.
... The ACCC did not adduce evidence concerning the likelihood of entry by any other company. As a result, the evidence at trial only supported a finding that new entry was possible (in the sense of a mere possibility).
Clause 4.5 of the DDA - prohibiting the distribution of rival app stores
... to distribute or make available any Product that has a purpose that facilitates the distribution of software applications and games for use on Android devices outside of Google Play.
... the intent of that clause is indeed 100% protectionist. :) It is explicitly intended to prevent people from using the Market to distribute a competing app store. It's even described as "Non-Compete" in the DDA. *We* don't necessarily care, but the existence of this clause is a concession to the carriers: their revenue share means little if it's that easy to bypass it.
... None of us in the room were particularly happy about it, but it seemed like a decent balance between the interests of someone like [Electronic Arts] who wants to link to a page with all their games, and the carriers' interests in the non-compete.
- Ÿ There are several large ecosystems developing strong positions in mobile content discovery, directing their massive audiences toward mobile content.
- Web companies like Facebook and Twitter are transitioning their existing web audiences to mobile, becoming key arbiters of traffic. ...
- Mobile-first businesses like Kakao, Line and Gree are leveraging millions of daily visitors built from other businesses ... to take strong positions in mobile discovery
- Ÿ These businesses form a strategic, long-term threat to Google (not only Google Play)
- Facebook and Twitter are ... accumulating huge audiences and impressions that can then be monetized by directing towards apps, brands and content (Kakao's strategy is now becoming similar).
- These businesses are taking a stronger position in the high-value role of discovery, while reducing Google's role to fulfilment and payments. Longer term, there is a threat of the fulfilment & payment role being co-opted as well.
- Kakao, a messaging platform with near 100% penetration in Korea, has pushed the boundaries the furthest and stands as a realistic model for what Facebook could do in the US and elsewhere in the world.
I do not believe that it would be safe to permit the distribution of other app stores through Google Play. This is because Google cannot review all apps being distributed on other app stores for malware or potentially harmful behavior and would be reliant on the other app stores implementing their own security measures. ...
...
Even if Google could somehow analyze all apps (and updates to them over time, which can be numerous, frequent and significant) listed on all other app stores before they are distributed to users on Android devices, the lack of control Google has or could exercise over other app stores means that there would inevitably be a delay in malicious apps being removed from an app store (unlike the situation on Google Play, where Google could prevent publication of the app and ban the developer account). Off-Play app stores might not agree with Google's assessment, and may refuse to remove the malicious app. That risks harm to users and their devices whilst the issue is communicated and resolved, or for longer if the other app stores do not agree with Google's assessment that the app is malicious. To the best of my knowledge, Google does not have any contractual arrangements with off-Play app stores permitting Google to make or suggest changes to the content of their app stores.
I think that this user-driven and trust-driven approach is a fundamental component of what Google Play does. If users began to encounter issues with third party app stores (and apps distributed via those stores) distributed through Google Play, I think that the impact on Google Play would be immense in terms of brand damage, erosion of user trust and, ultimately, the number of users of Google Play and Android more generally. This is because users are more likely to think that Android is unsafe generally, and in particular they are likely to blame Google for permitting Google Play to distribute unsafe third party app stores. Users rightly expect Google to only distribute safe software and to carefully monitor what is available on Google Play ... I consider that there would be considerable risk that a user would think that Google is implicitly endorsing or representing as safe a third party app store if it was available on Google Play. ...
Non-Compete. You may not use the Market to distribute or make available any Product whose primary purpose is to facilitate the distribution of software applications and games for use on Android devices outside of the Market.
You may not use Google Play to distribute or make available any Product that has a purpose that facilitates the distribution of software applications and games for use on Android devices outside of Google Play.
Table 1: Android Version Fragmentation in January 2023
Google Play Protect and other security features
Professor Gneezy's evidence and Google's arguments
The design of this choice context is not typical of the default effects literature. In order to complete a transaction, customers had to enter a tip amount. As such, our study is closely related to the literature on active choice, a type of design in which customers are not provided with a no-action option, and are thus required to actively choose among a set of similarly presented options (e.g., Carroll et al. (2009) in the context of retirement savings).
(emphasis in original)
We wanted adherence to be a more visually attractive choice than non-adherence. The safe button is therefore a bright blue color that stands out against the background. Other Google properties use the same blue button style for primary actions, so people should associate the button style with a default choice. In contrast, the unsafe choice is a dark gray text link.
When you have higher presets, people tip less often but they end up tipping more in the end. So, if you want to increase tipping, what you want is a higher preset. Within reason.
MUST NOT install application packages from unknown sources, unless the app that requests the installation meets all the following requirements:
- Ÿ It MUST declare the REQUEST_INSTALL_PACKAGES ... permission or ...
- Ÿ It MUST have been granted permission by the user to install apps from unknown sources.
SHOULD provide a user affordance to grant/revoke the permission to install apps from unknown sources per application ...
...
Android 8.0 and higher replace the global unknown sources setting with the Allow app installs setting on a per-app basis. Turning on this setting grants the REQUEST_INSTALL_PACKAGES permission that allows the granted app to provide other apps for installation. GMS devices MUST NOT implicitly grant this permission to any preloaded or downloaded third party app.
Note: This change is not applicable to the privileged apps having INSTALL_PACKAGES permission.
...

What did or does Google know as to the impact of the unknown source install flow?
...
... it would be useful to get some data points on how many installs even the large players get when they choose to distribute off Play. The Amazon App Store would be a good example, and Venkatesh's team ... should be able to get numbers -- penetration of devices by country would be ideal. The website Amazon uses to help users install it is also a cautionary tale of how difficult it may be.
Also, would be good to get the latest numbers on how what % of devices have unknown sources turned off by country ... Again, to highlight that there'll be large hurdles for distribution, unless they were to get preloaded (which is a very long game). ...
...
MR RICH: And you felt the fact that only about 20 per cent of viable devices had unknown sources turned on would significantly lower Fortnite's reach?
MS KOCHIKAR: Yes. That was our assessment.
Q: And you appreciated that meant that some 80 per cent of users would not be able to sideload Fortnite without going through the Unknown Sources install flow?
A: Yes, they would have to do more work.
Q: And you expected, didn't you, that users would fall out during the install flow and not complete it?
A: Yes, that's a distinct possibility.
Q: Well, you thought it was likely, didn't you?
A: Yes.
Q: Because of the extra steps?
A: Yes.
Q: And you agree with me that users usually do fall out of the install flow if there are extra steps?
A: Yes.
Q: And the more steps, the higher the proportion of users will fall out; correct?
A: Yes.
... Frankly, the experience of getting Fortnite on Android from the links Tim sent was frankly abysmal. Have you tried it? Do you feel good about the experience? Are you okay with millions of your users having an awful experience? Do you worry that most will not go through the 15+ steps? ...
Security risks posed by apps versus install sources
Is the installation friction disproportionate to the security risk?
Is adequate, accurate and readily understandable information provided to users?
What is the evidence of the efficacy of the technical restrictions in ensuring security?
Has Google made any real improvement to the unknown source install flow?
Obtaining apps off-Play, including sideloading an app - statistics
... that very much influences the statistics. And these statistics ... are very much biased by how many applications outside of Google Play we review. The more we review, the more malware we find, and so we can - we can drive up that multiplier, and the less we review, the less malware we find, and we drive down the multiplier. ... So I don't accept the proposition of a linear change here. This ... is an artefact of how we review applications, rather than of the ... overall security. You can ... use it as a starting point, but not as a scientific argument.
... off-market app review coverage has consistently not met the target rate (80%+) in the past 12 months due to resource constraints (i.e. we now have one reviewer for the off-market review queue as opposed to 4-5 reviewers in 2018), and we believe there might be some uncertainties associated with this set of metrics, potentially misleading information.
...
For instance, our app review coverage rate has been consistently maintained over 99% for Google Play. On the other hand, the off-market app review coverage rate has been consistently below 80% over the past 12 months. In other words, the downward trend ... could mean that we are simply covering a smaller subset of the actual badness. This implies that the PHA rate in reality could be much higher than what we show. Given this, we are less confident about the PHA install rate metric as reported ...
... security ... is not a monotonic process. I don't expect that just because it has come down means it's always going to come down. It can go back up on either side.
... is not helpful when talking about specific stores (as any store can claim they are safer than Play, even if on average Play is safer than all other stores). And we actually have no idea how many stores are much safer than Play (or at least, we don't have that data to hand).
...
... 99.999% of malware is simply abuse of some form or another. And 99.999% of apps are not malware.
Now you go to 2,500 curated apps, and we're really talking about something bordering on silly.
...
The user has to acknowledge explicitly, by means of granting a permission, that they want to be able to install APKs from a given source. They will continue to receive prompts for any attempt to open the Package Installer from sources that have not been granted this permission.
I imagine that Facebook's question comes from a position of wondering that if the user has downloaded and installed Facebook from their website (using Chrome), why would the user see another prompt to enable 'Install unknown apps' when they subsequently try to install a newer version of the Facebook APK (downloaded by the installed Facebook app - eg. a self-update)?
Well the user has never acknowledged that they want Facebook to be able to prompt them to install APKs. Android will not allow Facebook (or any other app for that matter) to launch the Package Installer until they have been granted the 'Install unknown apps' permission. ...
...
It allows 3rd parties to leverage Android Security's vast malware intelligence graph, without forcing them to distribute their apps through the Play Store. However, by submitting the apps to [REDACTED], all users will benefit from a similar vetting process to Play users
Epic's s 46 case - Android in-app payment solutions
Android in-app payment solutions - relevant contracts and mechanisms
Google Play Billing - the DDA and the payments policy
Possible changes to the business model and removing the payments tie
MR YOUNG: By that stage, nobody had said within Google, "Gee, we shouldn't have games in the pilot" because of some safety or security-type concerns?
MR FENG: Right. Yes. That's - that's right. And just to be super clear, concerns that would require a substantial amount of work to alleviate, right, or to at least to validate whether or not they were actually a concern. So we wanted to stage the pilot. It was a question of timing.
I don't think I would agree that there was no one raised the question of whether or not there were reasons, including user safety, that we should not include games in the first phase of the pilot. I think, in fact, it's almost certainly what happened is that there was a discussion between those two presentations where there was ... where the question of whether games should be included in the first phase of the pilot happened, and we decided for the reasons that I stated, that it was likely that it made sense not to include games in that first phase, again, in the first phase, not at all.
... What we wanted to do was to make it neutral, so that the developer wouldn't switch payment systems simply to get an additional few per cent discount. And that was really critical for us because we really felt - and continue to feel - that Play Billing is an integral part of the Play experience. So we didn't want to artificially kind of cause ... developers to choose alternate billing just to get a little extra discount on top of payment processing.
... key principle is that we don't want to encourage devs to not use Play billing. Thus, a key element of this optionality proposal is we don't want to give any artificial reasons to incent devs to switch off play billing...our proposal is to price the service fee for devs not using GPB at 5% less than those using GPB - essentially replacement value.
Technical and security feasibility of allowing third-party digital payment solutions
Android in-app payment solutions - market definition
As the world becomes more digital and borderless, payment is an increasingly important success factor for merchants. It is one of the key elements that can directly impact conversion rates. For example, consumers often abandon their purchases if the payment process is too cumbersome or their preferred payment methods are not available. Merchants need to have a robust payment strategy in place and be quick to leverage payment innovation to stay ahead of competitors. Today, with the emergence of new payment instruments and methods, consumers have no shortage of options. Merchants need to understand what this means to their business and how they can optimize their approach to payments, both to control costs and to drive incremental sales.
In partnership with Adyen, Edgar, Dunn & Company (EDC), a global strategy consulting firm specializing in payments, has identified five best practices to increase overall profitability based on merchant and subject matter expert interviews and on quantitative analysis.
...
These five best practices include:
- Ÿ Optimizing mobile payment experience to increase checkout conversion
- Ÿ Localizing payment method selection to unlock customer segments
- Ÿ Implementing a global acquiring strategy with a local approach
- Ÿ Leveraging payment data insights to increase conversion rate and reduce cost of acceptance
- Ÿ Using intelligent data-based approach to minimize risk and maximize revenue
When it comes to the payment flow, consumers in many markets prefer the ease and simplicity of a "1-click" or "1-touch" model, wherein they enter their payment details once, during sign-up or at the time of their first transaction. That information is then stored securely within the app, and for subsequent purchases, they simply press the pay button to complete the transaction. This allows consumers to focus on the shopping process rather than on checkout.
...
In the mobile world, merchants cannot afford more than one click. Consider the Uber experience, where the entire checkout process is "invisible."
...
Establishing behavioral trends for individual users is a popular theme for advertisers, fraud-fighters, and user experience designers. But it is also a source of tremendous value in a merchant's approach to payments. For example, an online food delivery marketplace knows what a user ordered at the same time last month, and can therefore confidently offer a 1-click flow for the same order made today. Holding onto and understanding customer preferences, and using that insight to continuously improve the checkout experience, is the kind of payments innovation that sets merchants apart and turns customers into promoters and brand loyalists.
With Adyen, BlaBlaCar can provide a consistent experience across any device. Whether the user is paying in the native app, or via a mobile browser, the checkout has been designed to delight the user and drive conversions on any screen size. And, as all payments feed into the same system, BlaBlaCar can see transactions across all devices in a single view.
Furthermore, Chinese payment method Alipay, with a reported 520 million active users worldwide in 2017, accounts for almost half of the $500 billion e-commerce market in China and has become extremely popular in markets where Chinese tourism thrives. In today's world, where mobile devices play a central role in virtually any traveler's journey, Chinese travelers are used to easily checking into their flights, reserving hotel rooms and shopping overseas, all from within the comfort of their mobile apps. For merchants looking to expand into China or to better serve the growing crowd of Chinese tourists in other markets, Alipay is a must-have payment option, along with other local payment methods such as WeChat Pay.
As mobile usage continues to grow, it is crucial for merchants to create a native in-app payment experience to increase conversion rates. This includes offering popular locally relevant payment methods and simplifying the checkout process with 1-click payment in friction-averse markets. Merchants also need to consider the impact to risk management and customer service practices that a mobile-first strategy may create.
...
... [It] is worth emphasizing that as merchants (regardless of size or industry) grow their businesses internationally, they need a payment acceptance approach tailored to each country to increase market reach.
...
Merchants need to take local habits into account as customer payment preferences may differ significantly from one country or region to another.
...
While keeping customer preferences in mind, merchants should consider their own business model when evaluating payment methods.
Depending on their size, merchants may have different objectives. For instance, the key focus for a large merchant in the U.S. may be on customer experience (e.g. checkout look and feel). Since Europe and Asia Pacific are more diverse, market reach and acquiring strategy tend to be more important to merchants in those markets. Small and mid-sized merchants may be more concerned about speed to market via a quick and seamless integration across different countries, where a larger enterprise may prioritize an efficient entity structure for tax purposes.
...
Local forms of payment are essential to unlocking customer segments and generating incremental sales in large e-commerce markets such as China, Brazil, Germany and the Netherlands. Still, merchants need a payment acceptance approach tailored to each country in which they operate. "One size fits all" does not apply to payments: offering too many payment methods or unused payment methods will clutter the user experience and most likely decrease conversion rates. In addition, merchants might consider A/B testing to fine-tune the relevant payment acceptance policy for their business.
Is it more efficient (i.e., output expanding) to supply the components of the bundle as a pure bundle absent the challenged conduct at but-for prices? This question asks whether production efficiencies exist because of, e.g., reductions in transaction costs or production costs via bundling regardless of the price charged.
... the issue is whether the payment system is properly part of the services provided by the app store, and it goes to the question of whether an app store in a position of considerable competitive pressure would offer the payment system separately, which - you know, for instance in a way that facilitates mixed bundling so that it would offer the opportunity for a - another payment system to - to come in ...
Are there any close substitutes for Google Play Billing?
Android in-app payment solutions - market power
Was there a purpose of substantially lessening competition?
The purpose of the payments tie - Epic's arguments
Was there an effect or likely effect of substantially lessening competition?
When compared with providers of payment solutions, such as Adyen or Stripe, GPB is structurally different and provides customised features (including certain non-payment related functions) not offered by these providers...
Q: Can I communicate with my users about alternate ways to pay?
A: Yes. Outside of your app you are free to communicate with them about alternative purchase options. You can use email marketing and other channels outside of the app to provide subscription offers and even special pricing.
Q: Can I communicate with my users about promotions on other platforms?
A: Of course. We're an app developer too, and we know how important it is not to restrict your ability to communicate with your users. You can email them or otherwise communicate outside of the app information about your offerings, even if they are different on Google Play than in other places.
Q: Can I have different app features, prices and experience depending on the platform?
A: Yes. It is your service and business, it is up to you. We do not require parity across platforms. You can create different versions of your app to support different platforms, features and pricing models.
The overall purpose of Google's conduct - Android mobile app distribution
Did Google have a general anti-competitive plan?
We aren't going to address issue #2. Google's in the wrong on this, so we'll resubmit with Epic payment still enabled as usual. We need to get to the point where this is the only issue where Fortnite doesn't fit with Google's guidelines.
Our intention is to adhere to all Google Play guidelines except for the Google payment processing / 30% tax guideline. We're working on an update for resubmission early next week.
Epic's claims for contraventions of ss 45, 46 and 47
Epic's claims concerning unconscionable conduct
I certify that the preceding six thousand, three hundred and seventy (6370) numbered paragraphs are a true copy of the Reasons for Judgment of the Honourable Justice Beach.
Schedule of some abbreviations and acronyms
(provided pursuant to my orders of 13 December 2023 but modified by me)
Android App Bundle, being the publishing format, which includes an app's compiled code and resources, for apps submitted to the Play Store/Google Play.
Android Compatibility Commitment, being a form of agreement between Google and an OEM that details the baseline hardware and software requirements that an OEM or ODM must comply with when manufacturing Android Compatible Devices.
Anti-Fragmentation Agreement, being the precursor to the ACC (Android Compatibility Commitment), which details the baseline hardware and software requirements that an OEM or ODM must comply with when manufacturing Android Compatible devices.
App store operated by Amazon for Android, BlackBerry and Windows-based devices.
A mobile device that complies with the CDD (Android Compatibility Definition Document) and passes the CTS (Android Compatibility Test Suite).
An Android Compatible Device with GMS preinstalled. They are also referred to as GMS Devices.
Mobile devices that use AOSP in some way but are not CTS-compliant.
Smart Mobile Devices which run on the Android OS (Android Operating System) whether or not they comply with the CDD.
Google makes the Android OS available to OEMs for free under an open-source license through the AOSP.
The applicants in the David Anthony & Anor v Apple Inc & Anor (VID341/2022) proceedings.
Application programming interface, being a set of definitions and protocols which allows app developers to program their apps to access and make use of Mobile OS-provided functionality. APIs allow programs to interact with the OS, the hardware of the device, or with other applications running on the device.
Android Package Kit files, being standard app files on Android. Once downloaded, an APK file can be installed and run directly by the Android OS.
A software application. Apps may be Native apps (including Android apps and iOS apps) or Web apps. Each of those expressions is described in this glossary.
Apple Pty Limited (Second Respondent in NSD1236/2020).
Process of automated and human review of all apps submitted for distribution to Apple devices through their respective App Store.
A type of app that allows users to identify and download other apps.
Apple's proprietary iOS app which is pre-installed on iOS Devices and is used to distribute native iOS apps.
Guidelines with which all apps distributed on the App Store are required to comply.
Average Revenue per Daily Active User, a term used to describe the total revenue generated from an app divided by the number of Daily Active Users.
Average Revenue per Paying User, a term used to describe the total revenue generated from an app divided by the number of paying users.
Apps Velocity Program (also known as the Apps Accelerator Program), being the name for the extension of the Games Velocity Program to a limited number of non-gaming app developers.
Apps Velocity Program Agreement, being a form of agreement between Google and certain non-gaming app developers as part of the Apps Velocity Program by which Google agreed to provide a range of services in exchange for the app developers agreeing to certain obligations including the exclusive use of GPB as the sole payment solution in relation to their Android apps, and other obligations in respect of the content and promotion of those apps.
A mobile service provider that supplies cellular connectivity services to mobile phone and tablet subscribers. Prominent examples of Australian Carriers include Optus, Telstra and Vodafone.
Android Compatibility Definition Document, being a document published by Google that details minimum device compatibility requirements for Android Smart Mobile Devices.
Type of gaming that runs video games on remote servers and streams them by means of the internet directly to a user's device. It contrasts with traditional means of computer gaming, where a local copy of the game runs on a user's video game console, personal computer, or mobile device.
Platforms accessible through software with internet or network access (including, for example, a web browser such as Safari or a MacOS application or an app on a device) which allow consumers to play games directly on the platform rather than downloading a local copy of the game to a particular device. Examples include Google Stadia, Nvidia GeForce Now, PlayStation Now, Microsoft Xbox Cloud Gaming, and Amazon's Luna.
Cost per Install, a term used to describe the total advertising spend divided by the number of installations of an app directly tied to the advertising campaign.
Customer Revenue per Install or Cumulative Revenue per Install, a term used to describe the average amount of revenue generated per installation of an app.
Describes the ability of a player to access a single player account on a number of platforms thereby allowing the player to play the same game across different video game hardware and to play with players who are using different platforms simultaneously.
Allows for purchases made on one platform to be used on another.
Android Compatibility Test Suite, being an automated testing program to test devices for compliance with the Android Compatibility Definition Document.
Daily Active User, a term used to describe the total number of people who open an app on a given day.
Developer Distribution Agreement, being a form of agreement between Google LLC and an app developer that wishes to distribute an Android app through Google Play. The DDA contains terms and conditions that apply to the distribution of Android apps through the Play Store/Google Play.
A term used to describe the process of downloading and installing an app onto a device from the internet. Sometimes described as sideloading.
Digital Markets Act (Regulation (EU) 2022/1925).
Developer Only Billing, whereby app developers are permitted to offer an alternative in-app payment solution within their Android apps to the exclusion of GPB. Developer Only Billing is currently only available for non-gaming apps distributed in the European Economic Area.
Developer Program License Agreement, being a form of agreement between Apple and an app developer who wishes to develop an iOS app and distribute it to iOS Device users through the App Store. The DPLA is a licence to Apple's technology and tools which prescribes the terms and conditions that apply to the use of the same, including distribution of iOS Apps through the App Store.
Digital rights management, being the management of access to digital content to avoid piracy and protect copyrighted works.
Earnings before interest and tax; a further related measure is earnings before interest, tax, depreciation and amortization (EBITDA).
Epic Direct Payment, being Epic's in-app payment solution for accepting and facilitating purchases of paid apps and in-app payments.
Epic Games Store, an app store which is currently available on PCs.
The version of the MADA which applies in the European Economic Area.
Epic Online Services, being a modular set of online services which Epic makes available for free to other developers to use in multiplayer games. EOS offers a variety of social features to game users, including the ability to make connections with other users and track their gameplay and performance.
Epic Games, Inc., Epic Games International S.à r.l. and Epic Games Entertainment International GmbH.
Android apps developed by Epic, including Fortnite, the Epic Games App, the Fortnite Installer and the Fortnite Launcher.
Epic Games Entertainment International GmbH (Third Applicant).
An app that is available for download on Android Smart Mobile Devices from Epic's website or from the Samsung Galaxy Store through which a limited number of Epic Android Apps, including Fortnite, can be downloaded and launched by Android Smart Mobile Device users.
Epic Games International S.à r.l. (Second Applicant).
Annual filing required by the Securities and Exchange Commission (US) for certain companies.
An app that facilitated the installation and subsequent updating of Fortnite. Later became known as the Epic Games App.
A monetisation model chosen by developers by which users do not pay to download or use the app.
A monetisation model chosen by developers by which users pay nothing to download the app and are offered optional in-app purchase for premium features, additional content, subscriptions or digital goods. Fortnite is an example of a Freemium app.
Samsung Galaxy Store, an app store which is available on phones manufactured by Samsung.
Google Distribution on Android Framework. Pursuant to the GDAF, Google developed a three-tiered framework for its RSAs.
Google Mobile Services, being a suite of software owned by Google LLC which includes Google Play, Google Search, Google Chrome, Google Maps, Gmail, YouTube and certain SDKs and APIs.
Gross merchandise value, being the total monetary value of merchandise sold through a distributor over a set period.
Google LLC, Google Asia Pacific and Google Australia.
Google Asia Pacific Pte. Ltd. (Second Respondent in NSD190/2021).
Google Payment Australia Pty. Ltd. (Third Respondent in NSD190/2021).
The applicants in the Brett McDonald & Anor v Google LLC & Ors (VID342/2022) proceedings.
Google's app store, which is also referred to as the Play Store (my preferred description). Occasionally I have used "Google Play" to refer to one of Google's business divisions in the accounting context.
Google Play Billing, a billing system integrated into the Play Store/Google Play which accepts and facilitates payments for purchases of paid apps and in-app purchases of digital content (including by way of subscriptions) within Android Apps downloaded via the Play Store/Google Play.
GMS Test Suite, being the tests run on Android mobile devices for compliance with a range of GMS requirements.
Games Velocity Program, known internally as Project Hug, which applied to a select number of gaming app developers.
Games Velocity Program Agreement, being a form of agreement between Google and certain games app developers by which Google agreed to provide a range of services in exchange for the games app developers agreeing to Sim-ship requirements and other obligations, including in respect of the content, quality and promotion of their Android apps.
High Value User, a term used within Google meaning a user who spends $250 or more on apps downloaded on the Play Store/Google Play per month.
Integrated Development Environment, being a software application to assist programmers to develop software code.
Purchases of digital content (including by way of subscriptions) within apps.
In the Android OS, the "REQUEST_INSTALL_PACKAGES" permission, which controls the ability for an app to act as an install source for direct downloading.
Information Services Agreement, being an agreement between Google and Apple which contains the terms under which Apple agreed to make certain Google services, including Google Search, available on Apple Smart Mobile Devices.
Modifying the operating system or file system of an electronic device to enable the installation and operation of unauthorised software, including the use of private or otherwise restricted APIs or the removal of software restrictions.
Essential core program of an operating system which controls hardware and processes of the computer.
Mobile Application Distribution Agreement, being a form of agreement between Google and an OEM by which Google grants the OEM a non-exclusive licence to distribute devices with Google Mobile Services and to use the Android and Google trademark, subject to certain conditions.
Monthly Active User, a term used to describe the total number of people who open an app at least once in a given month.
Microsoft Corporation Inc., the developer of various apps (including games apps) and the manufacturer of Xbox games consoles.
App store operated by Microsoft for the Xbox game console.
Mobile Incentive Agreement, being a form of agreement between Google and an OEM which enables the OEM to share certain revenues derived from the OEM's devices if those devices comply with certain requirements.
Minimum guarantee, referring to the commercial arrangement by which Epic would pay select third-party developers a guaranteed minimum amount, independent of revenue generated from a game, in exchange for exclusive distribution rights for a fixed period.
Nintendo Co., Ltd, a games developer and manufacturer of the Nintendo Switch games console.
App store operated by Nintendo for game apps on the Nintendo Switch game console.
Original design manufacturer, which contracts with OEMs to produce devices sold under the OEM brand.
Original equipment manufacturer, which produces mobile devices and tablets sold under their own branding (e.g. Samsung).
A monetisation model chosen by developers by which users pay once initially to download the app and use all of its functionality, with no additional charges subsequent to initial download.
A monetisation model chosen by developers by which users pay initially to download the app and have the option to buy additional features, content, or services through in-app purchases subsequent to initial download.
App store operated by Sony for PlayStation game consoles.
This is Google's app store, which is sometimes referred to as Google Play.
A device configured by an OEM in accordance with the relevant terms and conditions of the Premier Device RSAs.
The document setting out the requirements pertaining to all Premier Devices released under an RSA.
Premier Device Revenue Sharing Agreement, being an agreement entered into by Google and an OEM which entitles that OEM to increased revenue share on certain terms and conditions including that the device complies with Premier Device Program Requirements.
In the Android OS, the "INSTALL_PACKAGES" permission, which controls whether an app can install other apps.
A Google strategy and project concerning its dealings with Samsung that was never consummated.
A Google strategy and project concerning developers, originally known as Project Bear Hug, and ultimately known as the Games Velocity Program. Its consummation produced GVP agreements.
The term used internally by Epic to describe its strategy to challenge Apple's and Google's policies in relation to the distribution of apps through their respective app stores.
Progressive Web App, an app which looks and functions similar to a native app but which operates on, and is accessed from, a website.
Player vs environment: a game where a player plays against a computer-controlled environment or characters.
Revenue Sharing Agreement, being a form of agreement between Google and an OEM which enables the OEM to share certain revenues derived from the OEM's devices if those devices comply with certain requirements.
The third iteration of the RSA. Some RSA3s contain a "Premier Tier" of revenue sharing, allowing OEMs to earn an increased revenue share for Premier Devices. These RSAs are known as Premier Device RSAs.
Samsung Electronics Co. Ltd and affiliated companies. It is an OEM and inter-alia a manufacturer of Samsung smartphones and tablet devices. It is the operator of the Samsung Galaxy Store. It uses, inter-alia, a version of the Android OS.
App store operated by Samsung for Samsung smartphone and tablet devices.
The process of isolating apps from critical system resources on a device as well as from other apps. This prevents an app from making changes to the device and from accessing files stored by other apps unless, where permissible, authorised to do so by the user.
The fee charged by Google on paid app downloads and in-app purchases made on apps distributed on the Play Store/Google Play.
Software development kit. SDKs generally include information concerning APIs that app developers use to create apps for a particular OS.
In the case of mobile devices, commonly used to describe the installation of a native app from a source other than the app store provided by the mobile device's manufacturer and/or operating system provider.
Simultaneous launch / title release parity: the concept that when a game (or other app) is released, it is to be released on the same date for all types of device to which any Sim ship obligation applies.
Program made available by Apple since January 2021, under which a 15% commission is payable by developers with annual revenue less than USD 1 million.
Sony Corporation, a games developer and the manufacturer of PlayStation games consoles. Sony is also a shareholder of Epic.
Small but significant non-transitory increase in price.
App store and cloud game streaming service for PCs, Macs, iOS and Android devices.
A monetisation model chosen by developers by which users can buy for renewing or non-renewing durations access to content, services, and experiences. Popular subscription apps include Netflix, Disney+, Microsoft Xbox Games Pass.
Epic Games, Inc.'s Apple Developer Program account.
Tencent Holdings Ltd, a games developer and a company which has a subsidiary which is a shareholder of Epic.
Software provided by Apple that allows developers to conduct beta testing of their apps prior to launch.
"Trailing 12 months", meaning the past 12 consecutive months used for reporting financial figures.
User Choice Billing, whereby app developers are permitted to offer an alternative in-app payment solution within their Android apps in addition to GPB.
Sources of apps which are not granted privileged install permissions by an OEM on an Android device.
Software suite, including a graphics engine, that allows app developers to create realistic three-dimensional and immersive digital content for various industries.
Valve Corporation, a game developer and the operator of an online PC app distribution service called Steam.
Virtual currency used to redeem digital content for use in Fortnite.
IDE provided by Apple to help developers build, debug and test their apps.
Dramatis personae - witnesses and other individuals
(provided pursuant to my orders of 13 December 2023)
Some roles at the time of trial are shown in italics.
Vice-President and General Manager, Epic Games Store (2018 - trial)
Vice-President Business Development and Co-founder (1991 - trial)
Business Development Director, Enterprise (2023 - trial)
Senior Business Development Lead, Enterprise (2022 - 2023)
Former Vice-President, Corporate Financial Planning
Principal Counsel and Senior Manager, IP Transactions
Business Lead, App Store, Australia and New Zealand
Vice President, Finance, Google LLC (2016 - trial)
Principal Software Developer, Chrome, Google LLC (2022 - trial)
Finance Director, Google Play, Google LLC (2020 - trial)
Finance Director, Platforms and Ecosystems (2017 - 2020)
Finance Director, Enterprise, Search and GEO (2014 - 2016)
Sales Finance Manager, then Sales Finance Director (2008 - 2014)
Director, Product Management, Google UK Limited (2023 - trial)
Vice President of Product Management, Google LLC (2022 - trial)
Product Management Director, Play Store/Google Play (2016 - 2022)
Product Manager, International forms of payment (2005 - 2008)
Product Management Vice President, Google LLC (2022 - trial)
Product Management Director, Office of the CEO (2020 - 2022)
Various product management, strategy and analytics roles in Android and Play Store/Google Play teams (including Product Manager, Group Product Manager, Senior Product Manager and Product Management Director) (2010 - 2020)
Business Operations and Strategy Associate (2008 - 2010)
Vice President of Play Partnerships, Google LLC (2020 - trial)
Director of Play Store/Google Play Apps and Games (2012 - 2020)
Security Engineering Manager, Android Application Security Research, Google Germany GmbH (2017 - trial)
Senior Software Engineer, then Software Engineering Manager, Android Security team (2013 - 2017)
Malware Researcher and Software Engineer, Android Security team (2011 - 2013)
Managing Director, Global Games, Play Partnerships, Google LLC (2022 - trial)
Board Director and Advisor, Match Group (2022 - trial)
Global Strategic Partnerships Lead, OPPO + OnePlus (2020 - trial)
Senior Product Partnerships Manager, OnePlus (2018 - 2019)
Senior Director, User Acquisition, Calm (2019 - trial)
Business Development, Global Business Alliances, Sony Electronics (2019 - trial)
Business Development, Strategic Partnerships, Sony Mobile Communications (2017 - 2019)
Chief Financial Officer, Activision Blizzard King (2021 - trial)
Chief Commercial Officer, Activision Blizzard (2019 -2021)
Armen A. Alchian Chair in Economic Theory and Professor of Economics, University of California, Los Angeles
Professor of Accounting and Control, Faculty of Business and Economics and the University of Lausanne
George Rogers Clark Professor of Management and Marketing, Yale School of Management
Director, Yale Center for Customer Insights, School of Management, Yale University
Professor of Psychology, Department of Psychology, Yale University
Notre Dame Alumni Professor of Accountancy and Director, Center for Accounting Research and Education, Mendoza College of Business, University of Notre Dame
Co-Head (Europe, the Middle East and Africa), Compass Lexecon
Epstein/Atkinson Chair in Management Leadership and Professor of Economics and Strategy, Rady School of Management, University of California San Diego
Rotman Chair in Artificial Intelligence and Heathcare, Rotman School of Management, University of Toronto
Chief Data Scientist, Creative Destruction Lab, Vector Institution and Swartz-Reisman Institute for Technology and Society
Research Associate, National Bureau of Economic Research
Zhang Jindong Professor of Operations, Information and Decisions, Wharton School of the University of Pennsylvania
E. B. Osborn Professor of Marketing, Tuck School of Business, Dartmouth College
Lee J. Styslinger III Associate Professor of Business Administration, Harvard Business School at the time of trial, but now a Professor at John Hopkins University
Founder & Chief Scientist, Harbor Labs. Previously a Professor of Computer Science at John Hopkins University, but still holding the emeritus title
Associate Professor, School of Computer Science, Carleton University
Associate Chair for Research, John and Mary Lou Dasburgh Preeminent Chair in Engineering, Department of Computer and Information Sciences and Engineering (CISE), University of Florida
Lim Chong Yah Professor, Department of Economics, National University of Singapore









Epic Games, Inc
Google LLC [2025] FCA 901
(2020) 277 FCR 49
(2014) 319 ALR 388
(2016) 244 FCR 190
(2011) 198 FCR 297
(2001) 162 FLR 1
(2010) 271 ALR 256
(1959) 101 CLR 298
(2010) 242 FLR 136
(2011) 198 FCR 397