Federal Court of Australia
Epic Games, Inc v Apple Inc [2025] FCA 900
File number: | NSD 1236 of 2020 |
Judgment of: | BEACH J |
Date of judgment: | 12 August 2025 |
Catchwords: | COMPETITION LAW — digital technology — Apple mobile devices — operating system software — iOS smart phones — tablets — personal computers — native apps — web apps — web browsers — Apple’s App Store — downloading apps — installing apps — app developers — access to platforms — two-sided platforms — platform operators — market definition — market power — distribution services market — market for payment services — restrictive conduct in distribution market and payments market — security and technology considerations and constraints — misuse of market power — imposition of restrictive contractual conditions — substantial lessening of competition — purpose questions — effects questions — contraventions of s 46 of the Competition and Consumer Act 2010 (Cth) — alleged contraventions of ss 45 and 47 — unconscionable conduct — alleged contravention of s 21 of the Australian Consumer Law |
Legislation: | Competition and Consumer Act 2010 (Cth) ss 4, 4E, 4F, 4G, 5, 45, 46, 47, 51, sch 2 ss 21, 22, Copyright Act 1968 (Cth) ss 10, 31, 126B |
Cases cited: | AHG WA (2015) Pty Ltd v Mercedes-Benz Australia/Pacific Pty Ltd [2023] FCA 1022; (2023) 303 FCR 479; (2023) 170 ACSR 1 AHG WA (2015) Pty Ltd v Mercedes-Benz Australia/Pacific Pty Ltd [2025] FCAFC 86 Air New Zealand Ltd v Australian Competition and Consumer Commission (2017) 262 CLR 207 Australian Competition and Consumer Commission v Cascade Coal Pty Ltd (2019) 374 ALR 90 Australian Competition and Consumer Commission v Flight Centre Travel Group Limited (2016) 261 CLR 203 Australian Competition and Consumer Commission v Metcash Trading Ltd (2011) 198 FCR 297 Australian Competition and Consumer Commission v Pacific National Pty Ltd (No 2) (2019) ATPR ¶42-633; [2019] FCA 669 Australian Competition and Consumer Commission v Pacific National Pty Ltd (2020) 277 FCR 49 Australian Competition and Consumer Commission v Pfizer Australia Pty Ltd (2018) 356 ALR 582 Australian Gas Light Company v Australian Competition and Consumer Commission (2003) 137 FCR 317 Australian Securities and Investments Commission v Kobelt (2019) 267 CLR 1 Australian Securities and Investments Commission v Westpac Banking Corporation (2022) 407 ALR 1 Boral Besser Masonry Limited v Australian Competition & Consumer Commission (2003) 215 CLR 374 Dowling v Dalgety Australia Ltd (1992) 34 FCR 109 Epic Games Inc v Apple Inc, 559 F Supp 3d 898 (ND Cal, 2021) Epic Games, Inc v Apple, Inc, 67 F 4th 946 (9th Cir. 2023) Google LLC v Oracle America, Inc 593 US 1 (2021) Hytera Communications Corporation Ltd v Motorola Solutions Inc (2024) 308 FCR 68; [2024] FCAFC 168 Monroe Topple & Associates Pty Ltd v Institute of Chartered Accountants in Australia (2002) 122 FCR 110 News Limited v South Sydney District Rugby League Football Club Limited (2003) 215 CLR 563 NT Power Generation Pty Ltd v Power and Water Authority (2004) 219 CLR 90 Ohio v American Express Co 585 US 529 (2018) Olympia Equipment Leasing Company v. Western Union Telegraph Company, 797 F2d 370 (7th Cir, 1986) Oracle America, Inc v Google Inc 750 F.3d 1339 (2014) Productivity Partners Pty Ltd v Australian Competition and Consumer Commission (2024) 419 ALR 30 Queensland Wire Industries Proprietary Limited v The Broken Hill Proprietary Company Limited (1989) 167 CLR 177 Re Queensland Co-operative Milling Association Ltd (1976) 25 FLR 169 Re Tooth & Co Ltd [1979] 39 FLR 1 Seven Network Ltd v News Ltd (2009) 182 FCR 160 Singapore Airlines Ltd v Taprobane Tours WA Pty Ltd (1991) 33 FCR 158 United States v Microsoft Corp, 253 F 3d 34 (DC Cir 2001) Universal Music Australia Pty Ltd v Australian Competition and Consumer Commission (2003) 131 FCR 529 Vogel v R and A Kohnstamm Ltd [1973] QB 133 Aguiar L, “Going mobile: The effects of smartphone usage on internet consumption”, JRC Digital Economy Working Paper, No. 2019-07, European Commission, Joint Research Centre, Seville Ahlborn C, Evans D and Padilla A J, ‘The Antitrust Economics of Tying: A Farewell to Per Se Illegality,’ (2004) 49 (1/2) The Antitrust Bulletin 287 Andrews M, Luo X, Fang Z and Ghose A, “Mobile ad effectiveness: Hyper-contextual targeting with crowdedness” (2016) 35(2) Marketing Science 218 Baumol W, “Predation and the Logic of the Average Variable Cost Test” (1996) 39 Journal of Law & Economics 49 Bishop S and Walker M, The Economics of EC Competition Law: Concepts, Application and Measurement (3rd ed, 2010) Bork R and Sidak J, “The Misuse of Profit Margins to Infer Market Power” (2013) 9(3) Journal of Competition Law & Economics 511 Brunt M, ““Market Definition” Issues in Australian and New Zealand Trade Practices Litigation” (1990) 18(2) Australian Business Law Review 86 Davis P and Garcés E, Quantitative Techniques for Competition and Antitrust Analysis (Princeton, 2010) Evans D, “Governing Bad Behavior by Users of Multi-Sided Platforms,” (2012) 27(2) Berkeley Technology Law Journal 1201 Evans D and Schmalensee R, “Failure to Launch: Critical Mass in Platform Businesses,” (2010) 9(4) Review of Network Economics 1 Evans D and Schmalensee R, “Markets With Two-Sided Platforms” in Issues in Competition Law and Policy (2008, American Bar Association) Evans D and Schmalensee R, “The Industrial Organization of Markets with Two-Sided Platforms,” (2007) 3(1) Competition Policy International 151 Filistrucchi L et al, “Market Definition in Two-Sided Markets: Theory and Practice,” (2014) 10(2) Journal of Competition Law & Economics 293 Fisher F and McGowan J, “On the Misuse of Accounting Rates of Return to Infer Monopoly Profits” (1983) 73(1) The American Economic Review 82 Ghose A, Goldfarb A and Han S P, “How is the mobile Internet different? Search costs and local activities” (2013) 24(3) Information Systems Research 613 Goldfarb A and Tucker C, “Digital economics” (2019) 57(1) Journal of Economic Literature 3 Han S, Han J K, Im I, Jung S I and Lee J W, “Mapping consumer’s cross-device usage for online search: Mobile-vs. PC-based search in the purchase decision process” (2022) 142 Journal of Business Research 387 Honka E, “Quantifying search and switching costs in the US auto insurance industry” (2014) 45(4) The RAND Journal of Economics 847 Honka E, Hortaçsu A and Vitorino M A, “Advertising, consumer awareness, and choice: Evidence from the US banking industry” (2017) 48(3) The RAND Journal of Economics 611 Hu M, Dang C and Chintagunta P K, “Search and learning at a daily deals website” (2019) 38(4) Marketing Science 609 Jeziorski P and Segal I, “What makes them click: Empirical analysis of consumer demand for search advertising” (2015) 7(3) American Economic Journal: Microeconomics 24 Jullien B and Sand-Zantman W, “The Economics of Platforms: A Theory Guide for Competition Policy” (2021) 54 Information Economics and Policy 1 Jullien B et al, “Two-sided markets, pricing, and network effects,” in K Ho et al (eds), Handbook of Industrial Organization (2021, vol 4) Jung J, Bapna R, Ramaprasad J and Umyarov A, “Love unshackled: identifying the effect of mobile app adoption in online dating” (2019) 43(1) MIS Quarterly 47 Kemp K, “Causation in Misuse of Market Power Claims under the Competition and Consumer Act 2010 (Cth)” (2021) 49 ABLR 208 Lurie N H, Berger J, Chen Z, Li B, Liu H, Mason C H, ... and Venkatesan R, “Everywhere and at all times: mobility, consumer decision-making, and choice” (2018) 5 Customer Needs and Solutions 15 Manne G and Williamson E, “Hot Docs v Cold Economics: The Use and Misuse of Business Documents in Antitrust Enforcement and Adjudication” (2005) 47 Arizona Law Review 609 Motta M, Competition Policy: Theory and Practice (Cambridge, 1993) Posner R, Antitrust Law: An Economic Perspective (1976, University of Chicago Press) Ransbotham S, Lurie N and Liu H, “Creation and Consumption of Mobile Word of Mouth: How Are Mobile Reviews Different?” (2019) 38(5) Marketing Science 773 Scherer F and Ross D, Industrial Market Structure and Economic Performance (1990, 3rd ed, Houghton Mifflin Company) Sosnick S, “A Critique of Concepts of Workable Competition” (1958) 72(3) The Quarterly Journal of Economics 380 Tucker C, “Network Effects and Market Power: What Have We Learned in the Last Decade?” (2018) Antitrust 72 Whinston M, “Tying, Foreclosure, and Exclusion” (1990) 80(4) The American Economic Review 837 Xu J et al, “News media channels: Complements or substitutes? Evidence from mobile phone usage” (2014) 78(4) Journal of Marketing 97 |
Division: | General Division |
Registry: | New South Wales |
National Practice Area: | Commercial and Corporations |
Sub-area: | Economic Regulator, Competition and Access |
Number of paragraphs: | 6347 |
Dates of hearing: | 15, 18 to 21, 25 to 28 March 2024, 2 to 4, 8 to 11, 15 to 18, 22 to 24, 29, 30 April 2024, 1, 2, 6 to 9, 13 to 16, 20 to 23, 27 to 30 May 2024, 3 to 7, 11 to 14, 17 to 20, 24 to 28 June 2024, 1 to 5 July 2024 |
Counsel for the Applicants: | Mr N J Young KC, Mr G K J Rich SC, Dr R C A Higgins SC, Mr T O Prince, Mr A d’Arville, Mr A Barraclough, Mr O Ciolek, Ms K Lindeman, Mr B Hancock, Mr J T Waller, Ms J Apel and Mr R R Marsh |
Solicitor for the Applicants: | Allens |
Counsel for the Respondents: | Mr M J Darke SC, Mr S Free SC, Mr C Bannan, Ms Z Hillman, Ms L Thomas, Ms X Teo and Mr B Lim |
Solicitor for the Respondents: | Clayton Utz |
Counsel for the Respondents (Google parties) in NSD 190 of 2021 and VID 342 of 2022: | Mr C A Moore SC, Mr R A Yezerski SC, Mr P J Strickland, Ms C Trahanas and Ms W Liu |
Counsel for the Respondents (Google parties) in NSD 190 of 2021 and VID 342 of 2022 (confidentiality issues only): | Ms E N Madalin and Mr A Hanna |
Solicitors for the Respondents (Google parties) in NSD 190 of 2021 and VID 342 of 2022: | Corrs Chambers Westgarth |
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): | Phi Finney McDonald and Maurice Blackburn |
ORDERS
NSD 1236 of 2020 | ||
| ||
BETWEEN: | EPIC GAMES, INC First Applicant EPIC GAMES INTERNATIONAL S.A R.L Second Applicant EPIC GAMES ENTERTAINMENT INTERNATIONAL GMBH Third Applicant | |
AND: | APPLE INC First Respondent APPLE PTY LIMITED Second Respondent |
order made by: | BEACH J |
DATE OF ORDER: | 12 august 2025 |
THE COURT ORDERS THAT:
1. The further hearing of the proceeding be stood over to a date to be fixed.
2. Save for the oral summary of these reasons given by Beach J at the time of delivery of this judgment and any republication in any form of that summary, pursuant to s 37AF(1) of the Federal Court of Australia Act 1976 (Cth) and on the ground set out in s 37AG(1)(a), subject to further order, disclosure and publication of these written reasons and the content thereof shall only be made to the parties’ external legal advisors in this proceeding and in proceedings NSD 190 of 2021, VID 341 of 2022 and VID 342 of 2022, and to no other person.
3. Liberty to apply.
4. Costs reserved.
Note: Entry of orders is dealt with in Rule 39.32 of the Federal Court Rules 2011.
REASONS FOR JUDGMENT
BEACH J:
1 There are four proceedings before me, the joint trial of which took place over a period of four months on questions of liability.
2 In the first proceeding, which these present reasons deal with, the Epic parties have made claims against the Apple parties principally concerning alleged contraventions of s 46 and other provisions of the Competition and Consumer Act 2010 (Cth) (CCA). The relief that they seek is directed at breaching Apple’s walled garden that protects its digital ecosystem.
3 The Epic parties are involved in developing entertainment software for personal computers, smart mobile devices and gaming consoles, with their most popular game being Fortnite. They allege that the Apple parties’ contravening conduct has forced app developers including Epic to only use Apple’s App Store to distribute their software applications (apps) to the broad base of iOS device users, and to only use Apple’s payment system for processing the purchases of their in-app digital content by iOS device users. I will explain the detail of this in a moment. Apple removed Fortnite from the App Store on 13 August 2020. That step has provoked the present litigation against the Apple parties.
4 In the second proceeding, the Epic parties have made claims against the Google parties principally also concerning analogous alleged contraventions of s 46 and other provisions of the CCA. They allege that the Google parties’ contravening conduct has hindered the ability of app developers including Epic to distribute apps to Android devices in a realistic and practical way other than through Google’s Play Store. It is said that Google has achieved this by imposing various contractual and technical restrictions, which stifle or block Android device users’ ability to download app stores and apps directly from developers’ websites and prevent or hinder competition in the distribution of apps to Android devices. It is also said that Google has inappropriately imposed on app developers Google’s payment system for processing the purchases of in-app digital content by Android device users. Google removed Fortnite from the Play Store on 13 August 2020. That step has also provoked the present litigation against the Google parties.
5 I have delivered a separate set of reasons dealing with the second proceeding (Epic Games, Inc v Google LLC [2025] FCA 901).
6 The third and fourth proceedings are representative proceedings commenced by the representative applicants under Part IVA of the Federal Court of Australia Act 1976 (Cth) where similar allegations have been made by them on behalf of group members against the Apple parties and the Google parties concerning the same contraventions of s 46 of the CCA as alleged in the first proceeding and the second proceeding. One of the class actions is against the Apple parties concerning the overcharging of commissions on the App Store. The other class action is against the Google parties concerning the overcharging of commissions on the Play Store. In each case it is said that the contraventions caused app developers to pay materially higher commissions on paid app downloads and in-app purchases of digital content than they would otherwise have had to pay had the contravening conduct not occurred.
7 I have delivered a separate set of reasons dealing with both the third and fourth proceedings (Anthony v Apple Inc; McDonald v Google LLC ([2025] FCA 902).
8 I will say something more about the joint trial and how these reasons should be read a little later. But for the moment let me introduce the case against the Apple parties in some more detail.
9 Apple Inc designs, manufactures and sells smartphones, tablets and personal computers, which are known as iPhones, iPads and Macs respectively, along with various other devices and accessories. Let me say something more about devices before proceeding further.
10 Internet-connected computing devices include smartphones, tablets, PCs such as Windows and macOS, and gaming consoles such as the Microsoft Xbox, Nintendo Switch and Sony PlayStation. Types of computing devices differ in various physical and functional respects depending on their particular use cases and the consumer needs that they are designed to meet. Conveniently one can identify five general characteristics of relevance to the present case.
11 First, one has size and portability. Smartphones are smaller and more portable than consoles. Second, one has methods of power connection. Desktop PCs for example require fixed power connections. Third, one has performance and memory capacity. Smartphones have typically been less powerful than PCs. Fourth, one has input methods. Typically, smartphones have touch screens, consoles require controllers and desktop PCs and some laptops require keyboards and mice or trackpads. And fifth, one has the range of apps that they support. Let me say something by way of introduction about operating systems and apps at this point.
12 For a smartphone, tablet or personal computer to operate, it requires an operating system. Now an operating system, which I have simply referred to as an OS, is a form of software that provides the basic functionality for a device. It facilitates the operation of the device’s hardware and software, manages how apps will run on the device, and manages access to and use of its resources. Both smartphones and tablets as well as PCs require an OS to operate.
13 The two largest operating systems for mobile devices are Apple’s iOS on which iPhones run and with a similar operating system for iPads, and Google’s Android OS on which Android devices run.
14 On each of these devices, users can use applications known as apps for any number of purposes, including news, travel bookings, maps, entertainment and games. Apps developed for a particular OS are referred to as native apps. Apps may also be developed to run through a web browser on any device irrespective of the OS. These are referred to as web apps and can be accessed by users via a web browser.
15 Now apps enhance and optimise the functionality of a device. Generally speaking, three kinds of apps can be run on a modern device being native apps, web apps and streaming apps.
16 As I have indicated, a native app is an OS-specific app that is programmed to run on a particular OS and cannot run on a different OS. To create a native app, a developer will use software development tools that are created for the particular characteristics of an OS. Consequently, it is difficult to port apps between different operating systems.
17 There are now more than 1.8 million native apps available on the App Store for download to iOS devices. Only a small number of these were developed by Apple. The vast majority of iOS apps available in Australia are developed by third-party developers.
18 In contrast to a native app, a web app is designed to run inside a webpage accessed through a web browser and is platform agnostic. Web apps use web technologies rather than platform specific software and suffer limitations in functionality compared with native apps. These differences are the result of inherent technical limitations that web apps face, as well as browser and operating system level policy decisions made by platforms to extend less functionality to web apps.
19 Any web app can be accessed on an iOS device through a web browser and are not subject to the same guidelines or restrictions that Apple imposes on native apps available through the App Store.
20 A streaming app is run on a remote server but can be viewed and controlled on a user’s device via an associated portal app being either a web app or a native app. Streaming apps respond to user inputs relayed by the portal app and transmit back to the user’s device a live audio-visual feed of the remote streaming app’s output. Generally speaking, for this all to work well, streaming apps require high bandwidth, low latency and reliable network connections which are not always available to mobile users.
21 Now native apps are typically distributed for installation on a device in one of three ways. First, through an app store. Second, by directly downloading the app from a website. Third, by pre-installation on the device.
22 Software developers develop apps and make them available to consumers for use on their devices. Apps are most commonly downloaded onto mobile devices via an app store, itself a type of app that allows users to browse or search a catalogue of apps.
23 Now developers can monetise apps developed for smart mobile devices in three principal ways. First, they can monetise their apps by providing users with the app for free, and monetising the app through other means such as advertisements shown in the app. Second, they can monetise their apps by charging users a fee to download the app. Third, they can monetise their apps by supplying users with apps in which the user can make “in-app” purchases for which the developers can charge.
24 Now in-app purchases are, as the name suggests, purchases that occur within an app, such as purchases of digital content such as subscriptions or in-app currency, and of physical goods and services supplied outside the app such as food deliveries or transportation. Contrastingly, out-of-app purchases require the customer to leave the app and undertake the purchase elsewhere, such as on a website or another device.
25 Now to offer in-app purchases, app developers require in-app payment solutions. In-app payment solutions are systems by which funds are transferred between a buyer and seller without the user leaving the app.
26 App developers can develop their own in-app payment solution or obtain an in-app payment solution from a third-party. Various third-parties supply in-app payment solutions, including Stripe, Square, PayPal and Adyen.
27 Now Apple’s App Store is the exclusive platform by which iOS native apps are distributed. By reason of Apple’s policies and contractual restrictions, as well as technical restrictions encoded in iOS, only native apps from the App Store may be installed on an iOS device apart from certain trivial exceptions.
28 Further, under the terms and conditions of the developer program licence agreement (DPLA) that Apple requires all developers to enter into, Apple does not permit any third-party app store to be distributed on iOS devices in Australia, whether through the App Store or otherwise. Apple also prohibits and makes it technically impossible to directly download apps onto iOS devices. As to pre-installation, Apple pre-installs the App Store and a few native Apple-developed iOS apps on iOS devices supplied by it in Australia, but it does not pre-install any additional third-party apps on iOS devices.
29 Contrastingly, users of Android devices can use more than one app store. They can also download native apps directly from websites, which is referred to as direct downloading or sideloading.
30 But users of apps for iPhone and iPad have no choice. The only means by which iPhone and iPad users can gain access to native apps, and developers can supply them to such users, is via Apple’s App Store, which is pre-installed on all iPhones and iPads.
31 Further, app developers that make apps available for download on the App Store are contractually required to use Apple’s in-app payment solution (IAP) exclusively to take payment in respect of iOS apps, whether for the initial download of an app or for an in-app purchase of digital content. Contrastingly, when users make an in-app purchase of physical goods or services, developers can choose the payment solution that they wish to use.
32 Apple does not require the use of IAP for in-app purchases of physical goods and services, such as food or transportation. Indeed, Apple specifically prevents IAP from being used for the payment of such goods and services.
33 Apple charges a commission on paid apps downloaded from the App Store and any in-app purchases of digital content within an app that is downloaded from the App Store, and which purchase is facilitated by the only available payment solution, IAP.
34 Apple achieves all of this by means of restrictive contractual provisions to which developers are required to agree if they wish to distribute iOS apps. Those contractual provisions are supported by technical restrictions at the OS level relating to which apps the OS will permit to run.
35 If a developer wishes to distribute iOS apps, it must enter into two essentially non-negotiable agreements with Apple Inc, being the developer agreement and the DPLA. And subject to some limited exceptions, thereafter the developer is only permitted to distribute apps via the App Store. Further, with limited exceptions and as I have already indicated, iOS will only permit apps to run if they were acquired from the App Store, and will not permit apps other than the App Store to install other apps.
36 Developers are not permitted to submit any alternative app store for listing on the App Store. Further, developers are not permitted to distribute an app by any means other than the App Store including via direct downloading. Further, developers are not, save for limited exceptions, permitted to steer users to payment mechanisms other than the IAP.
37 The entry into and enforcement of these non-negotiable contractual provisions is the Apple conduct which these proceedings concern.
38 Now according to Epic, Apple’s conduct should be assessed in two relevant markets.
39 The first market is said to be an iOS app distribution market, in which Apple provides services related to the distribution of iOS apps. This encompasses the services Apple provides to users in making a large range of apps available for download, and to developers in facilitating the provision of developers’ apps to users. It is said that no services are readily substitutable on either the user side or developer side such that the market should be widened. As posited by Epic, Apple is a monopolist in that market, a position which it brought about through various contractual provisions and technical restrictions.
40 The second market is said to be an iOS in-app payment solutions market, in which Apple provides services to developers including accepting, processing, collecting and remitting payments for digital content within iOS apps. It is said that there are no readily substitutable services for developers which might point towards a wider market. Again, as posited by Epic, Apple is a monopolist in that market.
41 Contrastingly, Apple contends for a market which it describes as a market for app transactions. Further, it denies the existence of any separate iOS in-app payment solutions market.
42 Now as to market power, and as I have indicated, Epic says that Apple is a monopolist in both relevant markets, which manifests itself in the complete foreclosure of any competition in relation to the distribution of iOS apps and also for iOS in-app payment solutions services.
43 Further, according to Epic, in both the iOS app distribution services market and the iOS in-app payment solutions market, Apple has acted to ensure that it remains the only supplier and that this was Apple’s purpose in both markets in engaging in the impugned conduct the subject of this proceeding.
44 As to competitive effect, Epic says that Apple is currently a monopoly supplier in both of Epic’s posited markets. Epic says that if Apple’s contractual restrictions were removed, competitors in both markets would be given the chance to compete. It is said that in both markets there are various examples of app developers who have sought to enter the distribution market or use alternatives to Apple’s IAP, but have been blocked by Apple’s contractual restrictions. More directly, Epic says that it would seek to compete in the iOS app distribution market almost immediately. Epic says that entry into both markets would necessarily lead to greater competition than the current state where there is an absence of competition.
45 Now Apple has resorted to matters of security to justify its contractual provisions and restrictions. But Epic’s case is that the issue of security is not relevant to the question of whether Apple’s conduct has the purpose of or brought about a substantial lessening of competition. Epic says that there is no scope to permit a substantial lessening of competition just because it is balanced by claimed pro-competitive effects elsewhere. Epic says that it is impermissible to assess the relevant question by seeking to weigh up Apple’s asserted advantage arising from the restrictive conduct, being increased security, against the harm arising from the restrictive conduct, being a reduction in competition. Further and in any event, Epic says that in respect of distribution, the effective aspects of Apple’s security measures being OS-level protections and other protections can apply to all apps regardless of their source.
46 Further, Epic says that in respect of payment solutions, there is no good reason why allowing entry of other payment solutions providers would have any effect on security. It is said that Apple presently allows alternative payment solutions providers to operate in respect of payments for physical goods and services ordered through an iOS app using a payment system that is integrated into the app.
47 In summary, Epic says that Apple by engaging in the impugned conduct has breached ss 46 and 47, alternatively s 45, of the CCA from 6 November 2017 (the relevant period). I note that it is not a coincidence that 6 November 2017 is also the commencement date for the present version of s 46.
48 Epic says that Apple has breached s 46 because it has substantial market power in both of Epic’s pleaded markets and has imposed the restrictive contractual conditions. Epic says that the restrictive contractual conditions had the purpose, effect or likely effect of substantially lessening competition in one or both of the distribution and payments markets. Further, Epic says that Apple has breached s 47 because it supplies distribution services to iOS app developers on the condition that they not obtain in-app payment solutions for digital content from any other person. And in the alternative to the s 47 case, Epic says that Apple has breached s 45 because it imposes the restrictive contractual conditions.
49 Further, Epic also says that Apple has engaged in unconscionable conduct contrary to s 21 of the Australian Consumer Law (ACL), being schedule 2 to the CCA, by reason of what are said to be the unbalanced contractual terms and technical restrictions which it has imposed on app developers.
Summary of findings
50 In summary, I have made the following key findings.
51 First, I have found in favour of Epic concerning its two posited markets being, first, the iOS app distribution market and, second, the iOS in app payment solutions market. Now I should note that the fact that I have found that various other products and services are not close constraints and therefore are not part of the relevant product dimension of market definition does not entail that the availability of such products and services do not provide some form of competitive constraint. In my view they do provide a competitive constraint to some extent although not such as to deny the market definition that I have found or Apple’s substantial market power in such a market.
52 Second, I have found in favour of Epic to the effect that at all relevant times Apple has and had a substantial degree of power in each market.
53 Third, I have found that Apple has, contrary to s 46 of the CCA, engaged in conduct in either or both markets that had the purpose or had or is likely to have or had the effect of substantially lessening competition in such markets being, specifically, conduct that prevents or prohibits the direct downloading or sideloading of native apps and prevents or prohibits developers and users from using alternative payment methods to IAP for purchasing digital in app content; as to the latter, I have only found in favour of Epic on its effects case.
54 Let me elaborate further on some of my key findings.
55 In my view Apple’s restrictions on direct downloading or sideloading of native iOS apps had the purpose and effect or likely effect of substantially lessening competition in the iOS app distribution services market. Further, in my view such conduct had such a purpose and effect or likely effect in the broader app distribution market, if I am wrong in my primary finding of an iOS app distribution services market.
56 Further, in my view Apple’s conduct in imposing IAP on app developers in the circumstances indicated had the effect or likely effect of substantially lessening competition in the payment solutions market.
57 Now I would note in relation to these findings that Apple may in part in imposing these restrictions have sought to address security concerns and risks. But nevertheless, none of that negates my key conclusions. Apple may have had a security purpose in preventing direct downloading or sideloading, but that does not deny other substantial purposes. Moreover, the existence of a security purpose says little about the effect or likely effect of Apple’s restrictive conduct in terms of competition questions.
58 Now before proceeding further I should say something about Apple’s centralised app distribution system. After all, the various contractual constraints and technical restrictions were designed to keep in place and to fortify such a centralised app distribution system.
59 First, it may be accepted that a centralised system has some benefits over a decentralised system in terms of security concerns.
60 Second, I also accept that the quality of Apple’s offerings including its distribution services is in part a function of the premium style security that Apple offers and enshrines in its centralised app distribution system. So, it is a relevant non-price factor. And so, for example, in dealing with any counterfactual commission charges absent the relevant impugned conduct, quality differentials such as concerns security differences need to be considered in terms of Apple’s offerings as compared with other entities’ offerings.
61 Third, the fact that Apple has imposed a centralised app distribution system for the purpose of protecting security does not entail that there is not also a substantial anti-competitive purpose involved.
62 Fourth, in terms of anti-competitive effects, any security beneficial effects in maintaining a centralised distribution system do not necessarily outweigh any anti-competitive effects flowing from Apple’s conduct.
63 Let me say something concerning Apple’s ban on rival app stores within the App Store. As I have indicated, Apple does not permit the direct downloading or sideloading of rival iOS app stores. Contrastingly, Google permits this concerning rival Android app stores.
64 Now I am not persuaded that the restriction precluding rival app stores within the App Store had an anti-competitive purpose relevant to the iOS app distribution services market. Such a ban is targeted if at all against competitors rather than competition. Further, Apple seems to have had various purposes for such a ban. One purpose was to address security risk as Apple saw it. Another purpose was to prevent free riders. And an associated purpose was to protect the asset that it had invested in and built up.
65 But does this restriction have an effect or likely effect of substantially lessening competition in the iOS app distribution services market?
66 Now given that direct downloading or sideloading of rival iOS app stores was not permitted, it would seem that the combination of such a restriction together with the ban on rival app stores within the App Store had such a likely effect.
67 But of course if I permit the direct downloading or sideloading of rival iOS app stores, then the competition question concerning the ban on rival app stores within the App Store itself is substantially ameliorated. There would then be no effect or likely effect of substantially lessening competition. A rival app store could enter the market and compete through the direct downloading or sideloading of an iOS app store, albeit that there are imperfections and disadvantages in such a pathway as distinct from being permitted to do this through the App Store. But that less desirable pathway would not give rise to substantial competition consequences.
68 Now there is another way to consider the matter. If I allowed an app store within an app store, that would diminish the quality of Apple’s App Store offering. That would not be a pro-competitive step. Further, to the extent that new security risks were injected by permitting such access, that would also not be a pro-competitive step. These last two concerns may have an anti-competitive effect. For reasons I will later address, in my view Apple’s ban on rival app stores within the App Store itself does not contravene the CCA.
69 In all other respects I have not accepted Epic’s case against Apple concerning the other alleged contraventions of Part IV of the CCA or its unconscionable conduct case under s 21 of the ACL.
The joint trial and these reasons – structural aspects
70 Now as I have said, the joint trial before me concerned the concurrent hearing of four proceedings being Epic’s proceeding against Apple, Epic’s proceeding against Google and two class actions.
71 Epic’s two proceedings have been issued out of the NSW Registry of this Court. The two class actions were subsequently issued out of the Victoria Registry of this Court. The two class actions in terms of competition law liability questions were derivative of or sought to leverage off Epic’s cases and evidence on liability against Apple and Google, save for the question of the overcharging of commissions relating to paid app downloads or in-app digital purchases on the App Store or Google’s Play Store.
72 Now in terms of the concurrent hearing of all four matters, I made orders that the evidence in one case should be treated as evidence in all other cases unless I indicated to the contrary, say, in respect of an admission made by one party that was not cross-admissible against other parties.
73 As I have said earlier, I have produced three sets of reasons being the present reasons, another set of reasons in the Epic v Google proceeding and a third set of reasons dealing with and combining my analysis and findings in the two class actions. Now a number of points.
74 First, the sequence in which the reasons should be read for ease of comprehension are in the order that I have just indicated.
75 Second and relatedly, it should also be understood that findings of fact or law in my present reasons form part of the foundation for my reasons in the Epic v Google proceeding and then my reasons in the class actions, unless I indicate to the contrary. Indeed, all sets of reasons should be read as a composite whole. So, although I have indicated the sequence in which the reasons should be read, which in one sense can be seen as an incremental vertical structure, I also intend for my findings in the Epic v Google proceeding to be treated as findings in this proceeding as well as findings in the class actions, and for the findings in the class actions to the extent relevant to be findings in both this proceeding and the Epic v Google proceeding.
76 Third, occasionally, my reasons in Epic v Apple and Epic v Google may overlap in relation to a particular topic. This is partly a function of how the cases have been presented. Nevertheless, my conclusions on such a topic in each proceeding have considered and been based upon all the evidence in all proceedings.
77 Fourth, some aspects of my discussion in the reasons in the class actions concerning the relevant counterfactual analysis should be taken as being incorporated by reference in these reasons. But I do accept that to some extent the dimensions to such an analysis are different.
78 In terms of assessing whether the relevant contraventions occurred, one is looking at and comparing the future from the time of the contravention with the relevant impugned conduct against the future from the time of the contravention without such conduct. But of course in looking at the future with and without the relevant conduct you do not just simplistically hold all else equal. But in terms of the class actions where one is considering causation questions involving what would have occurred if the relevant impugned conduct had not been engaged in, a different calculus and standard of proof is required as I have explained in my reasons in the class actions. A different retrospective hypothetical scenario is involved. Nevertheless the two types of analysis overlap and accordingly my reasons here also include aspects of my reasons in the class actions.
79 Fifth, I should also note here that the economic concepts including the hypothetical monopolist test that I have discussed in my reasons in Epic v Google apply to my discussion in these reasons, although of course more quantitative analysis was involved in the evidence in that proceeding by virtue of Professor Asker’s detailed analysis.
80 Sixth, annexed to my present reasons and the reasons in the Epic v Google proceeding is both a schedule of abbreviations and acronyms and also a dramatis personae which also includes the detail of lay and expert witnesses in terms of their positions at the start of the trial.
81 Now in terms of the venue for the joint trial, on 24 August 2023 being about 7 months before the trial commenced, I informed the parties that the trial would be in Melbourne so that they could organise their affairs including their selection of counsel. I should say that at this time much of the lay written evidence and expert written evidence had been filed save for the important economic expert evidence which was in the early phases of preparation, which for Apple did not need to be filed until 1 December 2023 and which for Google did not need to be filed until 7 February 2024. But undoubtedly some counsel had already been engaged in the matter for some time, including on various questions that had been resolved by the time that I took control.
82 It is convenient to note here a number of points concerning the venue for the joint trial and how it was run.
83 First, the subject matter of the litigation had nothing to do with particular State geography or location. It concerned Australia wide (at least) digital commerce and markets, rather than say a gas plant explosion where the place of trial usually selects itself.
84 Second, 95% of the management lay witnesses of Epic, Google and Apple were located overseas. Whether they flew into Melbourne or Sydney was a neutral question for both them and the parties whether from the perspective of convenience or expense.
85 Third, 95% of the expert witnesses called by all parties were also overseas witnesses. A similar point can be made.
86 Fourth, the trial was run so that the vast majority of Fridays were non-sitting days so that any Sydney counsel could return to Sydney if they so wished. Order 3 of my orders of 27 September 2023 specifically provided for this. This of course entailed that extended sitting hours applied on all other days. I have annexed to these reasons my chambers’ communication to the parties on 24 August 2023, my orders of 27 September 2023 and part of the transcript of the case management hearing held on 19 September 2023 which sets out the discussion on these matters.
87 Fifth, any Sydney counsel had the option of appearing on a video-link at any time if they so wished. Order 6 of my orders of 27 September 2023 specifically provided for this optionality for Sydney counsel on an unqualified basis.
88 Sixth and importantly, for Apple witnesses and issues, Sydney senior counsel for Google did not need to be physically present. Likewise for Google witnesses and issues, Sydney senior counsel for Apple did not need to be physically present. Indeed, that was my observation. Sydney senior counsel came and went depending upon the particular phase of the trial then being run and what their dance cards looked like.
89 Seventh and in any event, each team had multiple senior counsel involved. So, on many occasions where an Apple issue was being run, not all Apple senior counsel needed to be present. Indeed they were not present. The same position applied for Google issues. As for Epic, it had three senior counsel, being Mr Neil Young KC and two others who operated on a FIFO basis as suited the occasion, namely, Mr Garry Rich SC and Dr Ruth Higgins SC.
90 Eighth, the trial required the use under my control of the largest electronically fitted out trial court room of its type in Australia, with the necessary technical and other assistance from numerous court staff, all of whom were ultimately answerable to my requirements. What was also necessary was to provide the parties with workspaces, conference rooms and storage facilities on the same level as the court room. All of this was arranged and provided months in advance of the trial starting. If I may say so I am most grateful to the administrative and court staff for making this all possible. I should also express my appreciation to the in-court electronic operator for her first-class work.
91 Finally in terms of the running of the trial, let me express my appreciation for the considerable effort put in by Mr Young KC and his team for Epic, Mr Matthew Darke SC and his team for Apple, Mr Cameron Moore SC and his team for Google and the cameo performance of Mr Anthony Bannon SC and his team for the class applicants. The timeliness and quality of the work of counsel and their instructing solicitors was excellent, and the skill of counsel in their notably efficient presentations including the handling of witnesses resulted in this complex and lengthy trial finishing precisely on time.
92 Let me now proceed to the heart of the matter. For convenience, I have divided my reasons into the following sections:
(a) Epic parties and background facts – [94] to [216].
(b) Apple parties and background facts – [217] to [281].
(c) Apple’s relationship with app developers and IAP – [282] to [372].
(d) Google entities and background facts – [373] to [394].
(e) Epic’s pleading – Apple’s conduct and the pleaded markets – [395] to [483].
(f) Lay evidence in the Apple proceeding – [484] to [528].
(g) Apple’s decision-making processes and decision makers – [529] to [583].
(h) Apple’s contractual framework with developers – [584] to [734].
(i) Apple’s intellectual property – access and use by developers – [735] to [861].
(j) Operating systems and security, Apple’s devices and app distribution – [862] to [1297].
(k) Some legal and economic principles – market definition and other matters – [1298] to [1659].
(l) Market definition – the parties’ cases – [1660] to [1800].
(m) Market definition – what is the relevant product? – [1801] to [2032].
(n) Application of the hypothetical monopolist test – [2033] to [2317].
(o) Substitution – behaviour of users, relevant metrics, competitive constraints, out of app payments, iOS v Android, perceived competition between Google and Android, Professor Dhar’s surveys, web apps and streaming, conduct of platforms and developer side responses – [2318] to [3688].
(p) Section 46 – some legal principles – [3689] to [3840].
(q) Apple’s power in the iOS app distribution market – [3841] to [4174].
(r) The App Store’s profitability – evidence of market power – [4175] to [4485].
(s) Core security and threat model – Apple’s justifications – [4486] to [4789].
(t) The purpose of Apple’s conduct in the iOS app distribution market – [4790] to [5063].
(u) The effect of Apple’s conduct in the iOS app distribution market – [5064] to [5442].
(v) In app payments – processing solutions – [5443] to [5623].
(w) The iOS in app payment solutions market and market power – [5624] to [6005].
(x) iOS in app payment solutions – purpose and effect of Apple’s conduct – [6006] to [6113].
(y) The position of Apple Pty Ltd – [6114] to [6137].
(z) Other alleged statutory contraventions – [6138] to [6324].
(aa) The question of relief and conclusion – [6325] to [6347].
(ab) Schedule of abbreviations and acronyms, dramatis personae of witnesses and other individuals, and other annexures.
93 Let me now proceed to deal with some background matters.
Epic parties and background facts
94 Let me now say something about the Epic parties. The following matters are not controversial unless I state otherwise.
95 The first applicant, Epic Games Inc, is a technology company headquartered in Cary, North Carolina, USA. Epic was founded by Mr Timothy Sweeney in 1991. He remains its CEO, controlling shareholder and is the chairman of its board. Other current shareholders of Epic include a subsidiary of Tencent Holdings Ltd, Sony Corporation, KIRKBI A/S (the parent of the Lego Group) and the Walt Disney Company.
96 Epic’s business is multifaceted and includes the following aspects.
97 First, its business includes the development of apps for consumers, including both gaming and non-gaming apps.
98 Second, its business includes the development of software tools that provide other developers with digital content and other resources, and which can be used in a range of commercial settings, including game development, film and television production, architecture, and automotive design. These software tools include Epic’s licensable “game engine”, known as Unreal Engine, the most recent version of which was released in April 2022.
99 Third, its business includes the provision of Epic online services which is a modular set of online services made available for free to other developers for use in multiplayer games. Epic online services enables developers to provide a wide range of functionalities, including those that facilitate “friend” connections and voice communication between users, and the analysis of user activity.
100 Fourth, its business includes distributing and publishing PC apps developed by Epic and third-party developers, which has been facilitated via the Epic Games Store since December 2018.
101 Fifth, its business includes providing an optional payment solution known as Epic Direct Payment (EDP) to process in-app purchases of digital items for developers whose apps are distributed through the Epic Games Store. Epic charges developers that use EDP a 12% commission on in-app purchases, but does not charge any commission for in-app purchases where the developer uses an alternative payment solution.
102 Epic is now a significantly sized company. Its most popular app is Fortnite. In January 2023, there were approximately 1.4 million monthly active users of Fortnite, and approximately 12,000 monthly active users of Unreal Engine, in Australia. A monthly active user is a consumer who ran the app or completed a purchase within the app at least once during a given month.
103 The second applicant, Epic International, is a subsidiary of Epic that is registered in Luxembourg. The third applicant, Epic Entertainment, is a subsidiary of Epic that is registered in Switzerland.
104 Until 2023, Epic International was responsible for certain parts of Epic’s business operations outside the USA. In particular, until 31 December 2022, Epic licensed Epic International to distribute, publish, market and operate games developed by Epic, as well as Unreal Engine, outside the USA. Since 1 January 2023, Epic Entertainment has replaced Epic International in this function.
105 Users in Australia who download and use Epic’s apps on a smart mobile device enter into an end user licence agreement with Epic International from August 2018 to 31 December 2022, or Epic Entertainment since 1 January 2023.
106 At its inception, Epic’s business focused on the development of computer games for PCs, and, from 1998, the provision of Unreal Engine, which Epic licensed and continues to license to other developers. In addition to being a developer in its own right, Epic has consistently sought to foster a competitive environment for third-party developers. Initially, this was for the collective benefit of the gaming industry. More recently its focus has expanded to the app industry as a whole.
107 It has done so in a number of evolving ways. From the outset, Epic sought to support third-party developers by creating innovative product features and software tools that were made available to all developers. So, Epic’s first PC game enabled users to edit and create new versions of gameplay within the game. The Unreal game, which precipitated Unreal Engine, took this concept further and provided users with access to the game’s complete editing interface and scripting language, thereby enabling them to program and then share their own game modifications with other users. The subsequent development of Unreal Engine conferred even more wide-reaching benefits on third-party developers: the engine was designed to enable developers to generate their own components for their own games. This resource provided developers with the necessary capabilities to overcome the significant technical barriers to developing high quality 3D games. More recently, in 2020, Epic launched Epic online services which provides further tools and services to developers to assist them to enhance their games. Epic online services is available for free and is compatible with a variety of game engines beyond Unreal Engine.
108 Upon the launch of the App Store in 2008 and the emergence of native iOS app development, it was anticipated that mobile games would be the next frontier for Epic and should be a central focus of its business strategy. Epic began directing its attention to iOS app development. At the time, most iOS game apps were rendered with simple 2D graphics and yet were popular with users. If Epic could make Unreal Engine compatible with iOS, it could bring more complex and immersive 3D games to iPhone users, and later to Android users, and become the leading game engine for high-quality 3D games on smartphones.
109 In 2010, Epic updated Unreal Engine 3 to include support for iOS and Android apps. In later editions of Unreal Engine, Epic progressively widened its functions and availability and reduced its cost, and it is now used in many business contexts, including film, television, automotive design and the training of surgeons.
110 In or around September 2010, Epic and Apple entered into an Apple developer agreement, which governed how Epic could use information and software provided by Apple, as well as a DPLA, including schedule 2 to that agreement. Together, these set out the terms on which Epic could develop and distribute iOS apps on the App Store.
111 At the same time, Epic opened an Apple developer program account, being the Team ID ’84 account, which was subsequently used for the distribution of Fortnite, among other Epic apps.
112 In 2011, Epic began exploring ways to reposition itself to become a leading developer of “play for free” or “freemium” online games using a “games-as-a-service” model. This involved distributing games directly to users online and continuously updating those games with new content, for example, new maps and characters, without the need to develop sequels. Play for free games can be downloaded and played without charge, but typically offer optional in-app purchases for players to enhance their experience.
113 In about September 2003, Valve Corporation, a game developer, launched an online PC app distribution service called “Steam”, which could be accessed from a web browser or downloaded as a desktop app by PC users. Initially, Steam only distributed PC games developed by Valve itself.
114 In about October 2005, Valve started distributing third-party PC games through Steam, charging a commission of 30% of the gross revenue from the sale of each game downloaded. Within about three years, almost all third-party PC game sales were occurring through Steam. It remained the dominant distributor of PC games for at least another 10 years.
115 In 2013, Epic began negotiating with Valve for the distribution of Fortnite to PC users. Epic had previously distributed PC games in the Unreal series through Steam, paying Valve 30% of its gross revenue from those titles. But there were perceived drawbacks in Valve’s terms. Epic decided that it would not distribute Fortnite through Steam and instead took steps to develop its own PC distribution capability. Epic’s ultimate objective was to develop a multi-platform store for both Epic and third-party titles, with a commission structure that was more favourable to developers than that of Steam. This decision was informed by the fact that Epic was already a relatively successful company which could expect to reach a substantial user base.
116 The first step toward this objective was the launch, in 2014, of the Epic Games Launcher. PC users could download this app free of charge from Epic’s website. It enabled them to access and download to their PC all of Epic’s games and other apps, including Unreal Engine. By June 2015, the Epic Games Launcher had achieved one million unique users and hosted various Epic products.
117 Epic began working on Fortnite in late 2011. The app underwent testing with limited numbers of users in late 2014 and through 2015, and was publicly released on 25 July 2017 as a paid game on PCs such as Windows and macOS, Xbox One, and PlayStation 4. At the time, PCs and consoles were the only devices capable of supporting “AAA” games, being games that, like Fortnite, require high-level graphics, high screen resolutions, and sophisticated input devices or controllers.
118 The original version of Fortnite released on 25 July 2017 was a “player versus environment” (PvE) game, now known as Fortnite: Save the World. PvE games involve a single user playing against a computer-controlled environment or characters. Save the World quickly became popular and, by mid-August 2017, over one million people had played it.
119 In September 2017, Epic launched a new free to play, multiplayer game mode within Fortnite called Fortnite Battle Royale. Within about three weeks of its release, over 12 million people had played Battle Royale. By the middle of January 2018, that number exceeded 40 million. Within a year of the release of Battle Royale, there were approximately 175 million registered Fortnite users. It has since become one of the world’s most popular games. As of February 2023, the number of users who registered a Fortnite account exceeded 500 million, and there were about 62 million monthly active users, being users who log into their Fortnite account at least once per month.
120 In late 2017, Epic introduced various features which allowed real world friends to connect with each other within Fortnite and allowed users to make new connections with other Fortnite users. The ability for users to build strong social connections within the game, and to play with people whom they knew in the real world was an important part of Epic’s strategy to grow the Fortnite user base and maintain user enjoyment over time.
121 By August 2018, Fortnite was available on Windows, macOS, Xbox, PlayStation, Nintendo Switch, iOS and Android and, in September 2018, it became the first AAA gaming app to achieve full cross-play functionality between all of those devices. Cross-play enabled a user playing Fortnite on any one of those devices to play in the same game session as a user of any of those other devices, provided each had installed the latest update to Fortnite.
122 Achieving cross-play functionality was and remains innovative, and required Epic to overcome differences between each platform. It required negotiations with Microsoft and Sony, both of whose standard platform rules had prohibited cross-play functionality. Epic considers cross-play to be an essential part of the Fortnite experience. Without it, users would not be able to play with their friends unless their friends owned the same device hardware, and Fortnite’s user base would be fragmented. For users, cross-play between platforms is one of Fortnite’s popular features.
123 At the same time, Epic introduced cross-progression within Fortnite across PCs, consoles, and mobile devices, which enabled users to access the digital items they had purchased and the rewards they had earned on any platform by logging into their Fortnite account, regardless of the platform on which the items had been purchased or the rewards earned.
124 Epic then progressively introduced cross-wallet within Fortnite, which provided the ability to purchase V-Bucks, being an in-app currency, on one platform and to then use those same V-Bucks on another platform. But Nintendo has never allowed this functionality.
125 Both cross-progression and cross-wallet were innovative technical achievements, and both features remain uncommon among mobile games.
126 In December 2018, Epic launched another mode within Fortnite known as Fortnite Creative. Creative enables users, on their own or with up to 16 friends, to customise and publish their own Fortnite “islands”; that is, virtual worlds, in which users can play Battle Royale-style games, enjoy musical shows and concerts, attend social or educational experiences or artistic installations, or visit virtual tourism destinations. Once these islands are created, other Fortnite users can access and experience them.
127 Creative has been popular with Fortnite users. Between October 2020 and December 2021, Fortnite users spent 30 to 40% of their time in Creative, and 75% of monthly active users played Creative. As at February 2023, over one million creators had published over one million islands.
128 In April 2020, Epic released Fortnite Party Royale, as part of Fortnite’s evolution from a pure gameplay experience to an app with a substantial social and entertainment dimension. Party Royale was a mode in which users could take part in events with other users without participating in gameplay such as music concerts, movie screenings, collaborations with TV shows, fashion brands and athletes, social justice discussions, and film festivals.
129 The result of these iterative developments is that Fortnite has evolved from being a game to being an app that offers each of its many users an immersive social, entertainment, and creative experience.
130 Epic incurs significant costs to maintain and continually improve Fortnite. Battle Royale is regularly updated, with new chapters and seasons, storylines, maps, items, weapons, and challenges. Epic employs approximately 500 to 700 engineers, including teams of platform experts who specialise in platforms such as Xbox, Linux, Mac, Windows, PlayStation, Android and iOS. Of those, some 150 engineers are responsible for the continued development of Fortnite.
131 Now Epic has monetised its apps both through subscriptions and, more extensively, in-app purchases of digital content. Fortnite generates revenue primarily through the sale to users of the in-app currency V-Bucks. V-Bucks can be purchased with real money within the Fortnite app, and they can be purchased outside the app, from the Epic Games Store on PCs, from console stores, physical retailers and online resellers.
132 Once purchased, V-Bucks are stored in a digital wallet linked to a user’s account in the Fortnite app. They are used to buy digital items from a store within the app, which items can then be used in the game. Once purchased, digital items are stored in a user’s “locker”, from which users can select the items with which they want to equip their character at any given time.
133 In addition to V-Bucks, users can purchase a “pack” of digital items for use in Fortnite, whether from other digital storefronts or physical retailers. The digital items contained in a pack can be redeemed from the item shop, within the Fortnite app or through the Epic Games website.
134 In December 2020, Epic introduced the “Fortnite Crew” subscription service which provides users with a “crew pack”, which includes a collection of digital items and 1,000 V-Bucks, each month, in exchange for a monthly fee.
135 Let me turn to the development of Fortnite for mobile devices. In about January 2018, Epic decided to launch Fortnite on Android and iOS mobile devices.
136 To continue to expand the Fortnite user base, Epic considered that it was necessary to make Fortnite accessible to users across as many device types as possible. Making Fortnite available on mobile devices was seen as a means to attract a new class of users who did not own a PC or console, or did not often play games on those devices. Given that most people own a mobile device, but a far smaller proportion of people own a gaming console, Epic considered that the potential audience for Fortnite on mobile was much larger than on consoles. Epic also considered that launching Fortnite on mobile would attract a different audience, including casual gamers, mobile gamers and women, who were less likely to purchase consoles than mobile devices and more likely to play games on mobile devices than on consoles or PCs. In addition, expanding to mobile would allow Epic to engage existing Fortnite users at different times and in different situations, given the portability of mobile devices relative to PCs and consoles.
137 Now building a mobile version of Fortnite took considerable technical work by a team of engineers, to accommodate the differences between mobile devices, consoles and PCs, including the smaller and lower quality displays, and the role of touch screen controls.
138 Epic sought to launch Fortnite on iOS and Android mobile devices at around the same time, because both operating systems had very large user bases and Epic believed users tended not to switch between them. The development process took longer for Android than iOS, including because of the need to ensure compatibility with many different Android devices which are manufactured by a variety of original equipment manufacturers (OEMs) with different characteristics.
139 To launch Fortnite on mobile, Epic created Fortnite native apps for iOS and Android and, for Android only, the Fortnite installer.
140 Although Fortnite can be accessed and streamed on certain devices, including iOS and Android, Epic perceived that running Fortnite as a native app as opposed to a web app or streaming app on mobile was the only viable option to reach a broad new user base and the only way to provide an acceptable experience to all users. Epic considered that offering Fortnite to mobile users via a web app was not viable because web apps suffer from limitations as to speed, performance, functionality, memory and security, which would compromise the user experience.
141 Epic released a beta version of Fortnite as a native app for iOS devices on 14 March 2018. The full release occurred in April 2018.
142 The contractual terms previously agreed between Epic and Apple, as well as technical restrictions which Apple imposed on iOS devices, precluded Epic from ever distributing Fortnite as a native app to iOS device users otherwise than via the App Store. In short, an app cannot be distributed to iOS devices without a certificate from Apple. Further, under the DPLA, Apple prohibits all forms of app distribution outside of the App Store, custom app distribution, ad hoc distribution and beta testing through TestFlight.
143 During the period in which Fortnite was available on iOS, it was consistently one of the most popular apps on the App Store. Throughout 2018 and 2019, Fortnite maintained a top 10 position on the App Store in the “free games” category and was one of the top grossing iOS apps overall. From March 2018 to July 2020, Fortnite’s average monthly active users on iOS devices ranged between 8.3 million and 13.6 million.
144 Let me say something now about the Epic Games Store.
145 For several years prior to 2018, Epic had a goal of developing a store for its own PC games and third-party PC games. This would enable it to distribute its apps without paying commission to a distributor. It would offer app developers a commission structure more favourable to them than Steam’s 30% commission. It would later expand into mobile platforms to create a multi-platform store. And it would expand Epic’s ecosystem by attracting more consumers and developers to Epic’s products.
146 Epic began implementing this strategy in 2018. The Epic Games Store was launched on 6 December 2018. The Epic Games Store is an app store for PCs running Windows and macOS, comprising the Epic Games Store website and the Epic Games Launcher app.
147 Since at least 2020, the Epic Games Store has included non-gaming apps, such as the music streaming app Spotify, the voice-chat and social app Discord, the podcast and radio streaming app iHeart, an app created by Buendea in partnership with NASA to assist NASA research being NASA XOSS MarsXR Editor, and the music streaming app Tidal.
148 Users can browse and purchase gaming and non-gaming apps on the Epic Games Store website, but must download and install the Epic Games Launcher in order to download and install Epic Games Store titles on their PC. The Epic Games Launcher ensures that all apps downloaded from the Epic Games Store can be updated automatically and are stored in the same location on the user’s device. Once installed on a PC, the user can browse and purchase Epic Games Store titles from within the launcher app, without having to navigate to the Epic Games Store website via a web browser.
149 The games and other apps available on the Epic Games Store include first-party titles that Epic developed or owns, second-party titles developed by third-parties with funding from Epic Games Publishing, and third-party titles developed and funded by third-party developers including Spotify.
150 By about January 2024, the Epic Games Store had three first-party titles, six second-party titles, and approximately 2,976 third-party titles. By that time, 262 million total users had interacted with the Epic Games Store at least once and it had reached a peak in December 2023 of 75 million monthly active users.
151 Now in launching the Epic Games Store, Epic sought to disrupt Steam’s dominance in PC app distribution by offering developers a more favourable revenue share model, more closely reflecting the actual costs of app distribution.
152 The revenue share model Epic decided to implement for the Epic Games Store was an 88:12 percentage split, whereby third-party app developers retained 88% of gross revenues generated from the sale of apps and from in-app purchases made within apps downloaded from the Epic Games Store. Epic considered that a 12% commission would cover its costs of distributing third-party apps on the Epic Games Store and earn Epic a profit of about 5% of gross revenues.
153 Now in order to attract developers to distribute their apps via the Epic Games Store and compete with Steam, Epic considered that it would need to offer an attractive revenue share to developers and grow the Epic Games Store user base into a large and engaged audience.
154 Epic’s strategy was to rapidly grow the Epic Games Store user base by leveraging the popularity of Fortnite, and by offering apps that were for a period exclusive to the Epic Games Store on PC. To persuade developers to offer exclusive PC content on the Epic Games Store and forgo Steam’s much larger user base, Epic offered developers minimum guarantees, that is, it promised to pay certain developers a minimum amount regardless of revenue earned in exchange for exclusive Epic Games Store distribution on PC for 12 months. To attract users, Epic also offered games that, for a limited period, could be installed for free and which, once installed, could be retained indefinitely.
155 Now in the months leading up to the launch of the Epic Games Store, Epic met and communicated with about 80 to 90 different app developers and informed them of its intention to launch a rival PC app store with an 88:12 percentage revenue share. About two weeks before launching the Epic Games Store, Epic informed Steam’s owners that Epic was about to announce an 88:12 percentage revenue split.
156 On 1 December 2018, five days prior to the launch of the Epic Games Store, Steam announced the first change to its 70:30 percentage revenue share model in about 13 years, in the form of a tiered commission structure at the following rates: 30% of the first USD 10 million in revenue; 25% of revenue between USD 10 million and USD 50 million; and 20% of revenue over USD 50 million.
157 Other Epic Games Store competitors shortly followed. About eight days after the Epic Games Store launch, Discord, a social and voice-chat company which had launched its own PC app store in August 2018, announced that it would reduce its revenue share from 70:30 to 90:10. In March 2019, about four months after the Epic Games Store launch, Microsoft lowered its commission rate for all non-gaming apps distributed on PC through the Microsoft Store from 30 to 15%. In about May 2019, Microsoft announced a new version of its game subscription service, Xbox Game Pass for Windows PCs, which enabled Microsoft to differentiate the Microsoft Store from the Epic Games Store and Steam.
158 In April 2021, Microsoft announced that it was lowering its commission rate for PC gaming apps to 12%, matching the Epic Games Store’s revenue share.
159 In June 2021, Microsoft announced that, with effect from 28 July 2021, app developers were no longer required to use Microsoft’s payment solution for in-app payments within non-gaming PC apps, and instead could use their own or a third-party commerce platform in their apps, in which case no commission would be payable to Microsoft. This latter announcement also mirrored the approach taken by the Epic Games Store.
160 Now when the Epic Games Store first launched, EDP was used to facilitate purchases of paid apps on the Epic Games Store as well as for in-app purchases of digital goods and services within apps downloaded from the store.
161 EDP was created by Epic, initially for the purpose of facilitating in-app purchases within its own apps. Currently, it is incorporated within most PC apps downloaded from the Epic Games Store and within Epic’s apps on Android devices, save for those downloaded from the Samsung Galaxy Store, both to facilitate the purchase of paid apps and to facilitate in-app purchases of digital goods and services.
162 In around mid-2019, Epic agreed to permit the developer Ubisoft to distribute via the Epic Games Store but with its own payment solution, owing to technical features associated with Ubisoft’s games.
163 In December 2019, Epic decided to allow all third-party developers distributing through the Epic Games Store to choose their own payment solution for in-app purchases within their apps.
164 Third-party developers can build their own payment solution to facilitate in-app purchases, use a payment solution developed by a third-party payment solutions provider such as Paddle, Stripe, Square or PayPal, or use EDP.
165 Where the developer chooses not to use EDP in a given app, Epic does not earn any commission on in-app purchases occurring within that app save where Epic has paid the developer a minimum guarantee or other amount yet to be recouped.
166 EDP allows users to purchase goods and services without leaving the app. EDP accepts payments using about 76 payment methods in 43 different currencies. It connects to payment gateways provided by eight third-party payment processors.
167 EDP is compliant with the Payment Card Industry Data Security Standard, as are the third-party payment processors that Epic uses for EDP, and has anti-fraud and transaction data encryption measures in place. Additional anti-fraud checks are run by both the third-party processor and the financial institution. If a user makes a purchase within an app that uses EDP, and that user has not previously provided their payment details, the user will be asked to enter those details and they will be securely stored by the third-party payment processor, not by EDP.
168 Where a third-party developer chooses to use EDP, Epic or Epic International, depending on where the customer is domiciled, generally acts as “merchant of record”. Epic sells the digital goods on behalf of the app developer, takes responsibility for associated licensing and reporting obligations including paying relevant taxes and handles refund requests and other customer complaints.
169 Let me now say something about Epic’s agreements with app developers relating to the Epic Games Store.
170 Since at least 23 August 2023, all developers distributing apps via the Epic Games Store do so under the terms of the current Epic Games Store distribution agreement with Epic. Previously, developers who chose not to use EDP for in-app purchases could enter into an in-game transaction rider, which could sometimes be negotiated. The Epic Games Store distribution agreements do not prohibit the distribution of other app stores on the Epic Games Store and, indeed, two alternative PC app stores are currently distributed through the Epic Games Store.
171 For app developers, the Epic Games Store provides various features and functions, including the following.
172 First, there is a distribution service, whereby Epic hosts developers’ apps on Epic’s servers, displays those apps on the store, and distributes the apps to those users who choose to purchase or download them through the store.
173 Second, there is access to a developer portal, where developers can publish their apps and updates, upload code, access marketing tools and sales and financial data, as well as obtain app development tools such as the Epic online services (EOS) software development kit (SDK). EOS is a modular set of online services which make it easier for developers to successfully launch, operate, and scale high-quality games.
174 Third, subject to user consent, Epic provides developers with their users’ email addresses, which enables developers to share information with users about updates, new features, and titles.
175 Fourth, the developers have the option of promoting their titles to users on the Epic Games Store homepage from time-to-time as part of Epic’s editorial support. Epic does not offer paid or search advertising on the Epic Games Store but provides developers with access to its social media channels and merchandising services.
176 Fifth, there is cross-store PC play support, whereby Epic requires developers to integrate cross-store PC play functionality within their titles, that is, the ability for users to play games with each other regardless of the store from which they downloaded the app, and sometimes provides financial support to developers to cover the engineering work to meet this requirement. Epic has developed and made available an SDK to support cross-store PC play, which it makes available to developers for free.
177 For app users, the Epic Games Store offers a digital store with a simple user interface through which users can download paid and free PC apps and utilise enhanced search functionality such as searching by search terms, category, or additional filters like price range, genre, type of app, type of game, and supported controller types. Refunds are paid in accordance with Epic’s refund policy where EDP is used, and the Epic Games Store also supplies bandwidth management tools, weekly free games, user and critic ratings and reviews for certain titles, as well as user rewards and parental control settings.
178 Prior to being added to the Epic Games Store library, all apps submitted for distribution on the Epic Games Store are assessed by Epic using virus and malicious software scan technology, PhotoDNA to detect inappropriate image material, and every title is run to ensure it meets Epic's functionality and feature requirements, and the text, images, videos and product display pages of titles are reviewed to ensure titles meet Epic’s content guidelines.
179 In respect of security, Epic protects users’ accounts on the Epic Games Store, including by using email verification to validate new users’ email addresses, employing password criteria and Captcha technology, offering two-factor authentication, and monitoring for unusual transaction activity.
180 Now since its launch in December 2018, the Epic Games Store has grown rapidly.
181 As of January 2024, it was the second largest PC app store, with approximately 262 million total users and over 1,151 developer accounts which distributed apps through the store, and it had increased its gross revenue from USD 570.9 million in 2019 its first full year to [REDACTED] [REDCATED] in 2023. By this time, the Epic Games Store had also increased its average monthly active users, that is, persons who have opened the Epic Games Launcher rather than visited the website, from 32.2 million in 2018 to 63.7 million in 2023 and its average retained active users, that is, persons who have transacted with the Epic Games Store and continue to use the Epic Games Store in consecutive months, from 9.7 million or 64.8% in 2019 to 25.9 million or 68.7% in 2023.
182 As a result of the accelerated growth strategy deployed by Epic, and particularly due to large minimum guarantees paid to secure exclusive titles in the first four years, the Epic Games Store has not yet generated profits from the distribution of second-party and third-party apps. Although Epic derives revenue from its first-party apps such as Fortnite that are distributed on the Epic Games Store, Epic does not attribute this revenue to the Epic Games Store for its internal accounting purposes. Rather, first-party app revenue is attributed to the particular app in question.
183 Epic has now significantly reduced the value of minimum guarantees paid to developers, and expects the Epic Games Store’s third-party and Epic Games publishing businesses to be profitable by around 2027, using its existing revenue share model. It also had approximately seven second-party titles in development which are planned for exclusive release through the Epic Games Store.
184 It has introduced self-service publishing tools which make the process for distributing third-party apps through the Epic Games Store more efficient, by relying less on Epic’s own technical support and release management teams.
185 In the period between 10 March 2023 and 31 December 2023, approximately 1,118 third-party titles were released through the Epic Games Store’s self-service publishing tools. Epic expects its self-service publishing tool to continue to dramatically increase the number of third-party apps on the Epic Games Store and that its annual revenue from third-party titles will exceed [REDACTED].
186 Let me now say something about the events leading to and concerning the removal of Fortnite from the App Store.
187 Now Fortnite was available on the App Store from 26 February 2018 to 13 August 2020 for downloading on iOS mobile devices. At all relevant times it was a party to a DPLA with Apple Inc and also a developer agreement.
188 During that period, Fortnite was downloaded for free from the App Store’s Australian storefront around 2.85 million times. Within those downloaded apps, approximately 2 million paid transactions were made.
189 Despite the large number of iOS users, as a proportion of the total paid transactions in Fortnite during this period the value of the transactions that took place on iOS was around 9%.
190 On 30 June 2020, Epic renewed its DPLA with Apple. Also on 30 June 2020, Mr Sweeney sent to Mr Phillip Schiller and other executives at Apple a request for a special side deal amending the DPLA so as to permit Epic to include competing payment processing options in Fortnite and other Epic software distributed on the App Store and to make the Epic Games Store app available on the App Store and by sideloading. Mr Sweeney acknowledged at the time that this was prohibited under the terms of Epic’s contracts with Apple; see his email of 30 June 2020 to Mr Cook and others.
191 On 10 July 2020, Apple responded to Mr Sweeney’s email. In its response, Apple explained that to accede to Epic’s demands would require Apple to behave in a manner contrary to rules and guidelines vital to the health of the Apple platform and which provide enormous benefits for both app users and developers.
192 On 3 August 2020, Epic submitted Fortnite version 13.40 to Apple and to Google. That version contained code that would allow Epic to offer EDP as an alternative payment option in Fortnite on iOS devices when what has been described as a hotfix was activated. A hotfix is a method of making real-time changes to apps available to users without adding new code and without requiring them to download a new update from an app store. Epic did not disclose to Apple that this version of Fortnite contained the hotfix code, because it believed that Apple would not have approved the version 13.40 update.
193 The description of the update submitted to Apple did not mention Epic’s direct payment option, even though a description of the changes contained in the update is required. Epic’s servers and in-app payment screen in the submitted Fortnite app reflected that IAP was the only available payment option within Fortnite for iOS.
194 Apple approved Fortnite version 13.40 and it was made available in the App Store. The hotfix was installed when existing app users downloaded the update, or new app users downloaded the app.
195 Epic deceived Apple because Mr Sweeney and unnamed others at Epic believed that Apple would not have approved the new version of Fortnite had it known what the software contained. Epic planned the hotfix with the goal that the code would not be discovered through the app review process. That was the point of the hotfix. Mr Sweeney understood at the time that what Epic was planning to do would breach various provisions of the DPLA.
196 On 13 August 2020, Epic activated the hotfix and thereby made EDP available within Fortnite on iOS. As a result, iOS users were presented with a choice when purchasing V-Bucks within Fortnite. They could make their purchases using Apple’s IAP or by using EDP.
197 At the same time, Epic introduced what has been described as the Fortnite mega drop. This was a permanent price reduction of up to 20% for Fortnite in-app purchases on iOS, the Play Store, Windows and macOS, when EDP was used, and on Xbox, PlayStation and Nintendo Switch regardless of payment method. The mega drop was designed to encourage iOS and Android users to make in-app purchases using EDP rather than Apple’s or Google’s payment solutions.
198 Just after 2am on 13 August 2020, Mr Sweeney emailed Mr Schiller and other Apple executives, informing them that “Epic will no longer adhere to Apple’s payment processing restrictions”.
199 He threatened that if Apple chose to block user access to Fortnite or its updates on Apple’s iOS platform, then Epic would be in conflict with Apple on a multitude of fronts.
200 Epic then activated the functionality for Epic direct payments on Fortnite, circumventing the IAP function on iOS devices.
201 Later on 13 August 2020, Apple removed Fortnite from the App Store due to the presence of the EDP functionality. Later Epic commenced proceedings against Apple in the United States District Court for the Northern District of California alleging, among other things, violations of the Sherman Act and California’s unfair competition laws.
202 On 14 August 2020, Apple suspended Epic’s membership of the developer program, and advised that its developer account would be terminated within 14 days unless Epic cured its breaches of the DPLA.
203 On 28 August 2020, Apple terminated Epic’s developer account, DPLA and its developer agreement and informed Epic that it could not reapply to the Apple developer program for at least one year. As a result, Epic could no longer submit apps or updates to the App Store and, in addition to Fortnite, other Epic apps associated with the Team ID ’84 Account were removed from the App Store, including in Australia. Further, the equivalent Epic macOS apps were no longer available for download by macOS users from the App Store and could not be updated.
204 Epic’s response was to inform app users that they could continue to play Fortnite on other devices.
205 The removal from the App Store of Fortnite and Epic’s other apps had the effect that new iOS device users could not download those apps from the App Store, and existing iOS users of those apps could no longer update their iOS versions of those apps. Given the frequency of software updates, Fortnite users were quickly unable to use the app on iOS to play with users on other platforms who were using an updated version.
206 In August and September 2021, more than one year after the termination, Epic made several requests for reinstatement of its Team ID ’84 Account. To date, Apple has not reinstated Epic’s account.
207 Now during the period in which Fortnite was available on iOS, it was consistently one of the most popular apps on the App Store and by July 2020, Fortnite’s average monthly active users on iOS devices had reached 13.1 million. By December 2020, fewer than four months after Fortnite’s removal from the App Store, only 1.9 million average monthly active users remained on iOS.
208 The effect of Fortnite’s removal from the App Store has been significant declines in Fortnite’s revenue. In addition to the lost revenue caused by Apple’s removal of Fortnite from the App Store, Epic continues to be denied the opportunity to launch the Epic Games Store on iOS devices in Australia, among many other places, and thereby to grow its own user base.
209 Now Epic has said, which I accept, that if Apple and Google lifted its restrictions in Australia and globally, Epic would launch the Epic Games Store on iOS and Android within months. In doing so, Epic would ensure that users of the Epic Games Store on PC, iOS or Android could buy an app from the Epic Games Store on any of those platforms and access it on the others without having to repurchase the app. And Epic has said that it would offer app developers a lower commission rate than they are currently charged by Apple and Google.
210 Now as to the Fortnite hotfix, Mr Sweeney accepted that both the immediate effect and the long term goal was to avoid Apple’s 30% commission. Epic’s best estimate was that between 30% and 70% of transactions would transfer to other platforms. The base case was a transfer of 50% of transactions.
211 After the release of the hotfix Epic released marketing materials that sought to encourage users to continue playing and making Fortnite purchases on other platforms. Epic’s aim was to do the most it could to encourage users to play and spend on other platforms.
212 Now in terms of the developments to the time of trial, the following should be noted.
213 As I have indicated, if Epic could distribute the Epic Games Store as a native app on iOS and Android through the App Store and the Play Store being Google’s app store respectively, it would do so, and Epic says that it would offer mobile app developers the same 88:12 revenue share, plus the option to use their own payment solution and pay no commission on in-app purchases.
214 But at present and due to Apple’s restrictions, Epic is not permitted to distribute the Epic Games Store on iOS devices, either via the App Store or by direct download from Epic’s website outside of the European Union.
215 On 26 January 2024, Epic announced via social media platforms its intention to launch an Epic Games Store mobile store on iOS devices in the EU as a result of it being made possible by the Digital Markets Act (EU). In furtherance of this objective, on 17 February 2024 Epic announced that it had had its developer account reinstated which would enable it to commence developing the Epic Games Store on iOS.
216 Now before proceeding further I should make one other comment concerning Epic. For some years now it has been pursuing corporate and litigation strategies here and in foreign locations under what it has described as Project Liberty, which has been designed to challenge Apple’s and Google’s policies in relation to the distribution of apps through the App Store and Play Store respectively. Where relevant, in both these reasons and in my reasons in Epic v Google I have made reference to specific events, actions and internal considerations that concern the causes of action pleaded and this stage of the trial that could be said to fall under that strategy.
Apple parties and background facts
217 I have said a little about Apple at the outset of these reasons, but let me now elaborate. Unless I state otherwise, the following matters are not controversial.
218 The first respondent, Apple Inc, is a technology company and has a substantial market capitalisation. It is incorporated and based in California, USA.
219 Apple Pty Ltd, a subsidiary of Apple Inc and incorporated in Australia, supplies Apple hardware and services to app users and developers in Australia. Apple Pty Ltd is not involved in relation to requiring developers to enter into or comply with contractual agreements between them and Apple. The staff of Apple Pty Ltd provide support to Australian app developers and choose the apps that will be highlighted in the country-specific version of the App Store that is accessible to Australian app users. This is what I have referred to as the Australian storefront.
220 As I have said, Apple Inc and its subsidiaries design, manufacture, and market iPhones, iPads, and Macs, as well as various other devices and accessories. As of 30 December 2023, there were over 2.2 billion active Apple devices worldwide. As at Q1 FY2022, excluding China, there were over 1.4 billion active Apple devices worldwide.
221 Apple also supplies various services, including the App Store, which distributes iOS apps, Apple Music being music subscriptions, Apple Arcade being game subscriptions, Apple TV+ being subscription and on demand video services, and payment services including Apple Pay. The combination of Apple’s hardware, software and services was described by the parties before me as the Apple ecosystem.
222 As at 31 March 2023, more than 1.5 million iOS apps were available for download on the Australian storefront, of which only 86 were developed by Apple. The remainder were independently developed by third-party developers.
223 Now as I have already said, the OS used by the iPhone is known as iOS. It was developed by Apple and first released with the iPhone in 2007, as I will discuss shortly.
224 When the iPad was first released in 2010, its OS was an adapted version of iOS. Since about June 2019, the iPad has used an OS known as iPadOS, which was developed specifically for the iPad using iOS as the foundation. Save where necessary to distinguish between them, I will refer to the operating systems for both the iPhone and the iPad as iOS.
225 Both iPhones and iPads, being iOS devices, are sold to consumers with iOS pre-installed. Apple does not licence iOS to other OEMs.
226 The OS used by Apple’s line of general-purpose PCs is known as macOS, which predates iOS. These devices include iMac, Mac Pro, Mac Mini and the MacBook range of laptops, being macOS devices. macOS and iOS are based on the same core technologies and code but are modified to suit the device on which they operate.
227 The iPhone is a handheld portable electronic device which is capable of cellular communication via cellular mobile networks, telephony, and multipurpose computing functions. It comprises integrated hardware and software components that provide internet connectivity and the ability to access apps offering a variety of functions.
228 Like the iPhone, the iPad is an integrated hardware and software device operated via touchscreen, which provides internet connectivity and the ability to access apps offering a variety of functions. The iPad is capable of cellular communications and is portable, although it is larger than an iPhone.
229 In 2021, around 3.5 million of the smartphones sold in Australia were iPhones, which amounted to a 48% share of all smartphones sold in Australia, and over 1.2 million of the tablets sold in Australia were iPads, which amounted to a 64% share of all tablets sold in Australia.
230 Let me now go back into the history in a little more detail.
231 In 2007, Apple released the iPhone. It comprised three products in a single device, being a widescreen music player, a smart phone with touch controls, rather than a keyboard, and an internet communications device capable of various functions including email and web browsing. iPhone, and its continued success to date, are the product of historical and ongoing investment in research and development by Apple.
232 In 2008, Apple launched the App Store. The App Store is a two-sided transaction platform. It exists to facilitate transactions between developers of apps and app users. The App Store is also the product of significant past and continuing investment by Apple in research and development.
233 To provide developers with the ability to build apps for the App Store, Apple developed a suite of technology and tools, including software development kits (SDKs) that allow third-parties to develop software capable of functioning on iOS. Apple regularly updates its technology and tools, including to enable developers to use the newest features of its iOS devices.
234 Now smartphones hold sensitive information of their users. They may hold, for example, digital drivers’ licenses, health information, real time location data, personal contact details, personal photos, mobile keys for a place of business and authentication tokens.
235 The App Store has protections so that app users and developers can transact in that environment with confidence that the App Store and the apps available through it are compatible with high standards of security and privacy.
236 Apple allocates significant resources to the security and privacy of iOS. It has pioneered improved security measures including biometric security. It has differentiated itself from competitors based on security and privacy.
237 I should say that all of the experts who participated in the security and technology conclave agree that there are wide and varied threats to mobile systems.
238 There are over 1 billion active iOS users who are almost constantly connected to the internet, who frequently download apps and engage in transactions involving financial or personal health data. Further, they frequently utilise their iOS device’s camera, microphone and GPS hardware.
239 For Apple, security means protecting app users’ data, protecting their control over their devices, and making sure that what happens on the device is what the user intended and is not the result of manipulation by a bad actor. Security encompasses ensuring the safety, integrity and reliability of Apple’s products, detecting and preventing malware and social engineering schemes, incorporating safeguards to ensure the user knows what is happening on their device and to protect the user’s data even in the event that a bad actor tries to target them.
240 To protect iOS device users’ security and privacy, Apple adopts an approach referred to as defence in depth. This is an approach to security and privacy which is designed and implemented as multi-layered security architecture, to ensure that even if one layer is temporarily circumvented, there are multiple other layers of security to protect the user against malicious threats. The sophistication of the defences is a response to the sophistication of the threats. Defence in depth substantially increases the chance that an attack would be economically unviable for attackers because the work required to defeat each layer of Apple’s security increases the cost and effort to mount and maintain a successful attack. It was not in dispute that security on mobile devices should be guided by the principle of defence in depth.
241 iOS device security integrates hardware protections including biometric protections. It integrates software and operating systems security including the “sandboxing” of apps such that their operating systems access is limited to that which is appropriate and necessary for the intended performance of the app. And it includes app review with both automated and human stages.
242 The purpose of app review is to hold apps to clear, published and high standards for privacy, security, reliability and safety. App Store review guidelines require that apps not be offensive, unsafe or risk physical harm, that they not contain hidden, dormant or undocumented features or request too much information or information irrelevant to their core functionality. The App Store review guidelines provide additional protections in apps designed for children, require information transparency and the handling of personal data in a way that complies with applicable privacy laws and privacy policies and prohibit apps from manipulating, tricking or forcing people to consent to unnecessary data access. App review is a continuing process. It applies both before and after app distribution through the App Store in an effort to determine that apps available through the App Store are safe and trustworthy.
243 According to Apple, centralised app distribution through the App Store ensures that a user obtains native apps from a trusted source and are subject to automated and human review, and facilitates the swift and comprehensive removal of malicious apps. Apps found to be malicious or unreliable are removed from the App Store.
244 In 2021, Apple terminated over 802,000 developer accounts over fraud concerns, prevented more than 3.3 million stolen credit and debit cards from being using to purchase goods and services and protected app users from more than $1.5 billion in potentially fraudulent transactions. Apple was in a position to do so because it monitors all transactions across the App Store using sophisticated proprietary computer technology and human review.
245 Further, Apple has always conspicuously sought to differentiate itself in the markets in which it competes by its ability to provide app users with a product which is safe and secure. Apple's privacy and security features are in fact a key aspect of inter-brand competition with other platforms like Windows PCs and Android devices. Apple’s focus is upon providing app users with a device which they can trust as a repository of highly sensitive personal information, and which will perform in the way users expect.
246 Apple says that the features of iOS are features by which Apple differentiates its products and competes with other smartphone suppliers and transaction platforms.
247 Now Apple accepts that alternative models or rules are possible for security. But it says that they are inconsistent with Apple’s consumer offering and its foundational principles of security and privacy for app users.
248 Now in the EU, Apple has been compelled under the Digital Markets Act to facilitate the downloading onto iOS devices of third-party app stores. It will also be compelled to allow third-party developers the option of using alternative payment processing systems for such transactions. Apple says that, despite the additional efforts it will go to in order to protect the privacy and security of European iOS device users, these changes will place European iOS users in a heightened risk environment. They will also enjoy diminished services. I will deal with these assertions later. Let me return to some general matters.
249 Apple has also differentiated itself from other products based on a superior user experience. One aspect of the superior user experience is that app users and developers can transact securely and conveniently using Apple’s IAP. IAP provides app users with a range of benefits including a centralised, convenient way for them to transact with any developer on the App Store whilst only providing their billing details to Apple once. IAP also provides verification that digital in-app purchases are delivered, fraud detection tools, parental controls and payment support and refund services. Developers gain flexibility, through IAP, to monetise their apps in a range of ways. They avoid the administrative burden of receiving payments from customers and converting currency for the 175 countries in which the App Store operates. And they obtain both routine and customised business analytics.
250 Apple’s IAP includes a range of features and services beyond payment processing to deliver an enhanced experience and suite of services to both app users and developers. This includes a centralised and convenient payment system, Apple security features, currency conversion, management of customer support and refunds, a record of transactions, and services to develop, test, market, distribute and monetise developers’ apps and to maximise consumer engagement.
251 Let me say something about the history of the App Store itself. Since its introduction, 37.6 million developers have registered with Apple. Around 657 million people visit the App Store each week worldwide. The number of apps on the App Store has increased from 500 in 2008 to over 1.8 million apps. These are global figures. In Australia, more than 99.99% of apps on the Australian storefront are developed by third-party developers. The number of app downloads has increased from 145 million in 2008 to 32 billion in 2014 globally.
252 As I have discussed earlier, apps can be designed to run on a specific OS, being native apps, or inside a webpage, accessed through a browser, such that they are platform agnostic, being web apps.
253 When the iPhone was first launched in 2007, it was sold with several native apps pre-installed, all of which were developed by Apple. At that time, native apps developed by third-parties were not permitted to be downloaded to the iPhone, but third-party web apps could be accessed. In March 2008, Apple removed its prohibition of third-party native apps, and launched the first SDK which made it possible for third-parties to develop native apps for iOS. On 10 July 2008, Apple launched the App Store, which it continues to operate.
254 App stores have certain typical features. They are themselves apps which connect to the internet and facilitate the installation of additional apps onto a device. They contain a catalogue of apps that can be searched using keywords or other criteria, and can also be browsed, often via lists sorted by name, developer, category, or other characteristics. They allow users to review and rate apps for the benefit of other users. Once a user selects an app and authorises its installation, which may require payment, the selected app is transferred to the user’s device, verified, and then installed. And they facilitate the maintenance and updating of installed apps.
255 The App Store is a native app that is pre-installed on all iOS devices. The App Store distributes iOS apps, being native apps written for iOS, to iOS device users. From its inception, the App Store has been and remains the exclusive platform by which iOS apps are distributed. Apple does not permit any other app stores to be distributed on iOS devices.
256 The App Store has country-specific storefronts where prices are shown in the local currency and users find apps of relevance to that country. More than 1.5 million different iOS apps are available for download from the App Store’s Australian storefront. The App Store has a search function that enables users to search for and download apps, and developers are able to pay for an advertisement to be displayed above particular search results.
257 In connection with the App Store, Apple has developed and operates App Store Connect, which is a portal through which third-party app developers upload, submit, and manage their apps for distribution on the App Store.
258 Apple makes an app store available on macOS devices, being the macOS App Store. But in contrast to iOS devices, the macOS App Store is not the only way to distribute apps on macOS devices. MacOS users can also download software onto their devices from external sources, such as from websites, or by developing and running their own software directly within macOS. Given the open nature of app distribution on macOS devices, Apple deploys a number of security protections. These include a technology known as Gatekeeper which, among other things, checks all downloaded software for malware, and a built-in antivirus technology known as XProtect, which automatically detects and blocks known malware. Both Gatekeeper and XProtect apply to all apps on the macOS platform, whether they come from the macOS App Store or not. Since around 2019, Apple has also required that all apps distributed to macOS devices outside the macOS App Store be signed by the developer using an Apple-issued developer ID certificate and notarised by Apple. Notarization is a process whereby third-party apps are submitting to Apple for various automated scans, including for malware.
259 Now when the App Store was first launched, apps were either free, or could be downloaded for a one-off initial fee, but it was not possible to purchase digital content or services within an app after it had been downloaded from the App Store.
260 In March 2009, Apple introduced IAP to the App Store. IAP facilitates in-app purchases of digital goods or services, including subscriptions. It provides for the acceptance and collection of payments from users via a range of payment methods, the payment of refunds to users and the payment of commissions to Apple with the remaining balance to app developers. Further, through IAP, users can view their purchase histories, cancel subscriptions, and use parental controls.
261 Generally speaking, IAP includes one-click purchasing, a payment gateway, fraud mitigation systems, payment processing services and technical integrations.
262 Apple requires third-party app developers to use IAP for in-app purchases of digital goods and services subject to limited exceptions. But no such requirement applies to apps that provide for the purchase of non-digital goods and services. Developers of those apps are free to choose their own payment solutions.
263 Let me now turn to another topic concerning some aspects of technology and intellectual property. Of course I will discuss this in more detail later in my reasons.
264 Apple Inc has a large intellectual property portfolio and a loyal customer base. Between FY 2005 and FY 2022, Apple spent more than USD 149 billion on research and development, with the annual figure growing from approximately USD 0.5 billion in FY 2005 to almost USD 26.3 billion in FY 2022. This has resulted in the development of a substantial intellectual property portfolio and a large customer base.
265 For example, as at March 2023, Apple was listed as the registered owner of more than 24,000 US utility patents and a further 4,000 US utility patent applications, 3,500 US design patents, 5,000 US copyright registrations, 1,500 Australian patents and a further 700 Australian patent applications, and 700 Australian registered designs.
266 Apple’s brand is consistently recognised as one of the more valuable brands in the world.
267 As I have already said, when the iPhone launched in 2007, it was sold with several native apps installed on the device, all of which were developed by Apple. Third-party developers could not build or distribute native iPhone apps, which are downloaded to the device. They could make web apps, which operate via an internet browser, for iPhones and they can still do so today. More than 97% of iPhone users access web apps.
268 In October 2007, Apple announced it would develop an SDK to make it possible for third-party developers to develop apps for the iPhone.
269 Apple’s software engineering teams spent the next five months creating and documenting application programming interfaces (APIs) and other components of the SDK and ensuring that the SDK would work on a new platform that Apple built for developers.
270 An API is a software intermediary that enables developers to make use of the iPhone’s many features.
271 These were made available with other software tools, including the Xcode integrated development environment, to help developers build, debug and test their apps.
272 In addition to this technical challenge, the associated defence in depth protective measures involving app review of every app and app update to guard against a unique threat model were developed and implemented to ensure that App Store was a safe platform that developers and app users alike would trust. I will discuss Apple’s defence in depth approach later.
273 As iOS and iOS devices became more sophisticated, so did the technology and tools that Apple licenses to developers to allow them to make iOS apps. The development of apps expanded to other Apple devices, including the iPad and Apple Watch.
274 There are 37.6 million developers registered with Apple. To register, developers must execute the Apple developer agreement. There is no fee for doing so. Registering allows developers to access Apple’s online developer portal and registered developers may receive benefits such as invitations to conferences and other events, access to pre-release hardware or software to develop interoperable products, and access to certain types of technical support.
275 In order to access Apple’s SDKs and other software development tools, and to submit apps for review and potential distribution through the App Store, developers must execute the DPLA and pay an annual program fee of USD 99.
276 Under the terms of the developer agreement, the DPLA and the related App Store review guidelines, and the technical and contractual enforcement by Apple of those terms, Apple chooses to license its software and thereby facilitate exploitation of its intellectual property, via third-party apps developed for distribution on the App Store. Those are the terms which millions of developers have chosen to accept, to the profit of many developers.
277 Now Apple says that in circumstances where Apple enjoys exclusive intellectual property rights, the allegation that certain terms are anti-competitive must be seen in the context of the licensing arrangement as a whole and its many pro-competitive benefits.
278 Finally, let me make another point here concerning whether the relevant provisions of the CCA apply to Apple Inc.
279 Now although this was initially the subject of contest, by the end of the trial Apple accepted that the relevant provisions of the CCA apply to Apple Inc. This was an appropriate concession to make given that Apple Inc carries on business within Australia for the purposes of s 5(1)(g) of the CCA. Apple Inc has entered into a direct contractual relationship with some [REDACTED] or more Australian consumers, as well as a direct contractual relationship with over 30,000 Australia-based app developers. Apple also operates the App Store in Australia through its Australian subsidiary, Apple Pty Ltd. The relevant provisions therefore apply to its conduct outside Australia.
280 Further, having regard to the nature of the allegations made, the markets at issue and the parties with whom Apple Inc contracts, the impugned conduct was engaged in by Apple Inc within Australia.
281 Further, by operation of s 5(2) of the CCA, s 47 applies to any of the impugned conduct engaged in by Apple Inc outside Australia in relation to its supply to app developers within Australia of services for the distribution of iOS apps. I might add here that this statutory extension is of little moment in the present context given my ultimate findings concerning s 47 that I have discussed towards the end of these reasons.
Apple’s relationship with app developers and IAP
282 Let me say something about the relationship between Apple Inc and App Store app developers and in that context make some brief observations concerning the developer agreement, the DPLA and the App Store review guidelines. I have a more developed discussion of the contractual matrix in a separate section of my reasons.
283 The developer agreement governs foundational elements of the relationship between Apple and developers. For example, it contains terms regarding confidentiality and trade mark use. It also provides that Apple may terminate a developer’s registration, and refuse a re-application, in its sole discretion.
284 The DPLA licenses the Apple software for the sole purpose of developing and testing apps and certain other types of software; see clause 2.1(a) and clause 1.2, definition of “Covered Products”; certain related acts are also licensed in clause 1.2, such as distribution of technical documentation. The Apple software includes the following items.
285 First, the software includes iOS, which I have already described.
286 Second, the software encompasses more than 250,000 APIs and includes 150,000 APIs for iOS and other APIs to support developers building apps for iOS, macOS and other Apple OS. Many SDKs or APIs are for particular features of iPhone, iOS or other aspects of the Apple ecosystem such as the MapKit API for Apple Maps, SiriKit for the iOS voice-activated assistant “Siri”, and the CloudKit APIs for iCloud data storage. SDKs and APIs particularly relevant to game developers include Metal, a powerful computer graphics API, and GameKit, which provides integration with Apple’s Game Centre social-network gaming features.
287 Third, the software includes the Xcode IDE, which is a software development tool that reduces the time and resources needed to develop an App.
288 Fourth, the software includes TestFlight, which is software that allows developers to conduct beta testing of their apps, by making them available to up to 10,000 external testers, prior to launch.
289 It was not in dispute that in developing Fortnite, Epic used the Xcode IDE, TestFlight, Metal, GameKit, numerous other SDKs and a significant number of Apple APIs, although the existence and extent of any copyright protection in Apple’s favour was contentious. I will address this later to the extent necessary. It should also be noted that even absent any copyright, some of this software and related material likely contained Apple’s confidential information and may have been protected under contractual or equitable duties of confidence enforceable against Epic.
290 Now developers have a choice as to the payment model they adopt to monetise their apps.
291 If the app is to be made available for free and without any in-app purchases, the developer is bound by schedule 1 of the DPLA. If the app is monetised via other means, such as advertising or the sale of physical goods or services, schedule 1 still applies and Apple’s commission from those sales is zero.
292 If a developer chooses to require a payment to download the app or for in-app purchases of digital goods and services including subscriptions, then schedule 2 of the DPLA applies. The developer elects which country-specific App Store storefronts will be used for distribution.
293 Under both schedules 1 and 2, the developer appoints Apple Inc and another Apple entity, in this case Apple Pty Ltd, collectively as the developer’s agent for the marketing and delivery of their apps in each of their selected App Store storefronts. I should note here that Apple Pty Ltd is not formally a contracting party to the DPLA notwithstanding any schedule 2 references to it.
294 These agreements are standard for all developers. Apple seeks to justify this at least as a matter of practicality. There are presently more than a million developers that are entitled to submit apps for review and potential inclusion on the App Store, including more than 120,000 that are monetising their apps via paid digital transactions.
295 Further, Apple says that where one party contracts with multiple counter-parties, including by way of an agency agreement, there is nothing unconscionable about the use of a standard form, take-it-or-leave-it agreement. It has prayed in aid what I said in AHG WA (2015) Pty Ltd v Mercedes-Benz Australia/Pacific Pty Ltd [2023] FCA 1022; (2023) 303 FCR 479; (2023) 170 ACSR 1 at [230] to [259]; see also the appeal from my decision which was dismissed by Moshinsky, Bromwich and Anderson JJ in AHG WA (2015) Pty Ltd v Mercedes-Benz Australia/Pacific Pty Ltd [2025] FCAFC 86, particularly at [101] to [144]. I would also note that nothing in Productivity Partners Pty Ltd v Australian Competition and Consumer Commission (2024) 419 ALR 30 casts doubt on that proposition.
296 Now schedule 2 provides for Apple to be paid a headline 30% commission for all sales of apps and any digital content, functionality or service offered in the app. But all but 19 of Australia’s 30,000 registered developers are entitled to a discounted commission rate of 15%. This commission rate applies only to sales for real world currency.
297 For example, transactions within the Fortnite app involving the exchange of V-Bucks for digital content did not attract any commission for Apple. Such transactions occur entirely within Epic’s systems.
298 Apple says that its commission is the mechanism by which developers compensate Apple for the value provided including, so Apple says, their use of Apple’s tools, software and proprietary technology, and for the range of ongoing services Apple provides to developers to help them develop, test, market, distribute and monetise their apps via the App Store using Apple’s proprietary technology. Apple says that the commission also allows it to realise a return on its investment in the App Store and to fund further innovation across the Apple ecosystem.
299 Now Epic says that the commission payable under the DPLA is not a fee to use or license Apple’s intellectual property, including because schedule 2 states that the commission is payable in consideration of services provided by Apple or its subsidiaries as agents or commissaires. In the case of Australia, the agent is Apple Pty Ltd.
300 But contrastingly, Apple says that it licenses the use of the Apple software on the whole of the terms of the DPLA, including the developer’s agreement that, if their app is accepted for distribution via the App Store and they intend to charge a fee for the app, or for in-app content, schedule 2 will apply and Apple will receive the relevant commission.
301 The question of characterisation of the commission payable and whether it should be seen in whole or in part as a licence fee for the use of intellectual property rights is a contentious issue between the parties. I will return to this question later in my reasons.
302 The DPLA provides that an application may not create a store for other apps, and subject to limited exceptions prohibits the installation of software by a user onto a device directly from external third-party sources other than the App Store, that is, it prevents sideloading. This requirement is reinforced by the App Store review guidelines.
303 Apple says that it goes to extensive lengths to preserve the security and privacy of the App Store and to ensure that apps available in the App Store are functional, perform as claimed, are safe and otherwise appropriate for app users. It says that if an app can itself operate as an app store, those efforts can be circumvented. So, too, can developers easily bypass their payment obligations under the DPLA. Similar requirements are imposed by other platform operators, such as game console manufacturers.
304 Let me now say something about the App Store review guidelines.
305 The DPLA provides that, by submitting an application for consideration for distribution via the App Store, the developer warrants that the application complies with all requirements specified by Apple and any additional guidelines that Apple may post to the developer portal or App Store Connect, which is a platform used by developers to submit their apps for review. Apple may remove apps from the App Store at any time where the developer has breached the App Store review guidelines.
306 The App Store review guidelines address issues such as objectionable content, child protection, privacy, regulatory compliance and app functionality.
307 Now the App Store review guidelines require most types of apps that offer in-app purchases of digital content to use Apple’s IAP system. But they also allow developers to request app users’ email addresses and to send communications outside the app to their user base about purchasing methods other than IAP.
308 IAP is an integral part of the App Store's “commerce engine”. It is a secure and centralised system for simultaneous transactions in which digital content is delivered, payment is transferred, sales are recorded and commission is collected in respect of apps that developers monetise through downloads or in-app purchases. IAP enables Apple to readily collect commissions which developers are independently contractually obliged to pay, in return for the significant Apple value that Apple provides to developers. By contrast, and as Apple would see it, external payment mechanisms enable developers to circumvent payment of commissions, while having already enjoyed the benefits provided to them by Apple.
309 IAP did not exist prior to the App Store. As I have said, it was introduced in March 2009 in response to feedback from developers wishing to monetise the in-app delivery of content after the downloading of the app from the App Store.
310 IAP provides many benefits to app users and developers. It records sales, manages payments, provides routine and customised business analytics, handles conversions to 44 currencies using nearly 200 different payment methods, ensures compliance with local tax laws, provides customer support for in-app transaction issues, provides fraud protection measures, protects user information, allows app users to view their purchase histories, manage their purchases and subscriptions in one place, cancel subscriptions, seek refunds and use parental controls to prevent children from making unauthorised transactions, amongst other benefits.
311 IAP also provides extensive security benefits to protect app users.
312 Apple’s app review team investigates the app’s IAP offering to determine whether the transactions will actually result in the delivery of the expected content, whether the purchased content is consistent with the overall app, and whether the transaction may have other characteristics that could mark it as a scam or mislead users.
313 IAP allows app users to transact using the payment details linked to their Apple ID account. There is no need for the user to provide payment details directly to each developer. Payments using the user’s chosen payment method are processed using Apple’s biometric security mechanisms and two-factor authentication. This arrangement provides a mechanism that allows Apple to confirm that users who purchase digital goods or services in an app receive what they paid for, at the actual terms that they agreed to pay, and in a secure manner that protects against fraud and theft of their personal information.
314 Apple uses machine learning models to predict trends in transactions and relies on information collected by IAP to identify potentially fraudulent transactions. Anti-fraud technology detects and protects against use of stolen cards in IAP purchases. IAP protections prevent exploitations of app users, such as apps that attempt to defraud or maliciously change pricing information in apps. App users’ payment methods and payment details are stored in a tamper resistant hardware security module on a service to which even Apple employees do not have access.
315 IAP is not a mere payment processing service. Further, Apple does not itself process payments, rather it contracts with third-party payment processors to facilitate customer payments through IAP. The App Store commission includes the cost to Apple for third-party payment processing services.
316 IAP allows developers to make four types of transactions available within their apps.
317 First, there are transactions to acquire consumable content, being content that depletes as it is consumed by the user such as purchases of the Fortnite currency V-Bucks.
318 Second, there are transactions to acquire non-consumable content, such as premium app features that do not expire.
319 Third, there are transactions for auto-renewing subscriptions, being subscription content that app users are charged for on a recurring basis until they elect to cancel.
320 Fourth, there are transactions for non-renewing subscriptions, which provide for a user to access content for a limited time.
Epic’s allegations concerning Apple’s so-called restrictive terms
321 Now as I will set out in more detail later, Epic’s key complaints are the following. First, Apple does not allow an app distributed via the App Store to itself function as an app store. Second, Apple does not allow native apps to be downloaded to iOS devices, other than via the App Store. So, it prevents sideloading. Third, Apple requires native apps to use IAP for in-app purchases of digital content. Fourth, paid apps and in-app purchases, including subscriptions, may be subject to commission being either 15% or 30%.
322 Now Apple says that these rules only apply to developers who wish to use the Apple software to develop and the App Store to distribute to iOS devices a particular type of app, namely a native app.
323 Developers who do not wish to use the Apple software to develop and the App Store to distribute their apps can still develop and distribute apps for iOS devices as web apps, without entering into the agreements referred to above. Web apps can be accessed in the same way as native apps, that is, by tapping on an icon on the iOS device’s home screen.
324 Further, the rules concerning commissions and the use of IAP only become relevant where a developer chooses to monetise a native iOS app in a particular way, by selling the app or digital in-app content.
325 Freely distributed apps with no in-app purchases of digital content operate without commission and without use of IAP. Such apps can be monetised through in-app advertising or the sale of physical goods or services, in respect of which no commission is payable.
326 Now Epic says that the so-called restrictive terms are imposed jointly by Apple Inc and Apple Pty Ltd. But I agree with Apple that the DPLA is an agreement between Apple Inc and the developer. The DPLA requires the developer to adhere to the App Store review guidelines and schedule 2 to the DPLA. Plainly, the so-called restrictive terms are terms imposed by Apple Inc and not by Apple Pty Ltd.
How does Apple monetise the App Store? How do developers monetise their apps?
327 Developers choose whether and how to monetise their apps in the App Store. They are not obliged to do so. Only developers who choose to charge for app downloads or in-app purchases of digital content for apps in the App Store are liable to pay a commission to Apple.
328 Commission is not payable for free or ad-funded apps, sales of physical goods and services, or digital content purchased outside of the App Store but accessed in the app downloaded from the App Store pursuant to the reader rule or multi-platform rule.
329 In 2020 alone, for example, developers generated USD 46 billion from in-app advertising in the App Store, and USD 511 billion from sale of physical goods and services via iOS apps.
330 In 2021, more than 85% of apps on the Australian storefront were free to download and did not have any in-app purchases. In 2022, the equivalent figure was 78%.
331 So, no commission was payable by developers on those apps. The only fee they paid was the annual program fee of USD 99.
332 Developers who charge for app downloads or in-app purchases choose from a broad range of price points in the price matrix made available by Apple. As at 7 December 2022, developers could choose from 900 price points between $0.39 and $17,999.99. They could also change their price point at any time, at their discretion, in accordance with the price matrix; see schedule 2, clause 3.1 of the DPLA.
333 Payments for purchases made on the Australian storefront are processed through Apple’s IAP and paid to Apple Pty Ltd, which retains a commission and remits the remainder to the developer.
334 When the App Store was launched in 2008, Apple charged 30% for paid apps. That rate was consistent with the headline commission charged by other digital game app transaction platforms, including Steam. Handango, an online store for apps which could be downloaded for devices such as Blackberry, Palm Pilot, also charged 30% commission. And the App Store’s 30% commission was less than the prevailing charge for software on physical media which ran as high as 70%. Since 2008, the commission rate for paid apps and in-app purchases on the App Store has not increased, but has instead decreased markedly as explained below.
335 In 2011, Apple introduced the reader rule which removed developers’ obligations to pay any commission for app users to access digital content viewed on iOS devices but purchased elsewhere, for example, for magazines, newspapers, books, audio, music and video.
336 Since 2016, for apps that offer auto-renewing in app-purchase subscriptions, commissions on renewals after the first year have been reduced from 30% to 15%. Subscriptions in existence for more than a year were automatically transferred to the lower 15% rate.
337 In 2016, Apple also reduced the commission for video apps as part of its video partner program. Apps that deliver premium subscription video entertainment services which integrate with certain Apple technologies, which has the benefit of ensuring a seamless experience for customers, pay a 15% commission for in app-purchases of subscriptions.
338 In 2018, Apple introduced the multi-platform rule. That is a rule which benefits developers who operate across multiple platforms. App users may, on iOS devices, access content, subscriptions and features they have acquired on other platforms or from developers’ websites without the developer paying any commission to Apple, provided that those items able to be acquired elsewhere are also available as in-app purchases within the app on the App Store. Apple does not receive any commission on such content purchased on a non-iOS platform. Nor does Apple require price parity between platforms. Epic, in particular, benefited from the multi-platform rule, since it enables cross-wallet play in Fortnite.
339 Since 1 January 2021, under the small business program, developers whose aggregate revenue from paid apps and in-app purchases does not exceed USD 1 million per annum have been eligible to enrol and thereby pay a 15% commission rate.
340 Later in 2021, Apple introduced the news partner program under which it decreased commission rates to 15% for subscription news publications that provide their content to Apple News in Apple News format.
What benefits does Apple provide to app developers?
341 Apple has provided the following description of the benefits that it provides to app developers, which I generally accept subject to excising laudatory intensifiers.
342 The App Store provides developers the option of a secure, trusted and accessible marketplace for immediate global exposure of their apps to over one billion iOS users in 175 countries and in over 40 languages. Approximately 657 million people visit the App Store each week.
343 Running the App Store is a substantial undertaking. Apple spends billions of dollars to develop and maintain the App Store, including hundreds of millions of dollars employing engineers.
344 First, developers may access Apple software, including SDKs and others tools, which are regularly updated with improved features, to build, debug and optimise native apps.
345 Second, Apple provides services to developers including management of customer enquiries, support for billing issues, troubleshooting and refund requests. Apple has around 5,000 employees in its AppleCare support team to respond to refund enquiries.
346 Third, Apple continuously improves the storefront interface and capabilities of the App Store.
347 Fourth, developers can provide app updates, for example, to add new functions or fix technical issues, to app users for free, and app uses are automatically notified when the updates are available.
348 Fifth, the App Store has a global marketing team to drive discovery and engagement, and Apple provides marketing, editorial and promotional support to attract new app users.
349 Sixth, Apple advises app developers on how to improve their products and grow their business.
350 Seventh, Apple provides assistance to developers to navigate foreign tax systems, calculate tax liabilities, collect and remit sales taxes to relevant tax authorities on their behalf.
351 Eighth, Apple provides tools and training provided by Apple to aspiring entrepreneurs, developers and designers though its Apple developer academy programs.
352 Ninth, Apple hosts events such as worldwide developer conferences at which developers have access to information about app development and assistance from Apple.
353 Apple Pty Ltd regularly assists Australian developers.
354 Now Apple allows developers to choose their preferred method, at any given time, for monetising or not monetising the apps they develop for distribution through the App Store. There are five business models by which developers may distribute their apps on the App Store. These business models are described on Apple's developer portal and are free, freemium, subscription, paid and paymium.
355 The subscription model is a monetising strategy of increasing prominence. The flexibility afforded to developers in relation to subscription services serves in turn to improve the functionality of apps, which helps developers attract and retain users. The broader network effects serve to advance the interests of developers, users and Apple.
356 Developers have considerable flexibility in determining the terms on which subscriptions are offered, by taking advantage of functionality facilitated by Apple’s software.
357 Apple enables developers to offer multiple subscriptions with different access levels to content, different prices and different durations so that users can select between them.
358 Developers have the option of presenting the benefits of subscription during the onboarding process, that is, when users first launch the app. This serves to highlight the value of the subscription and attract subscribers. As I have indicated, developers may offer an app experience, which allows the user to use the app at no cost, with the option to subscribe if they want to enhance their experience or engage more deeply.
359 Developers may choose to offer either or both auto-renewable and non-renewing subscriptions. Where auto-renewal is not operating, developers are able to display a promotional offer for one month free subscription in order to help them retain subscribers.
360 Apple enables developers to give users a free or discounted price for a specific duration for auto-renewable subscriptions.
361 Developers may provide introductory and promotional subscription offers, and also offer codes which operate as a form of discount coupon for subscriptions.
362 Apple makes available a range of tools to help developers manage existing subscriptions, gain new subscribers and retain existing subscribers. These include the following.
363 Developers may send push notifications to app users to market content.
364 Apple provides tools to manage relationships with subscribers which can lead to improved engagement, higher retention and better ratings and reviews. These include enabling subscribers to manage their subscriptions in-app, extend a subscription’s renewal date, determine a subscriber status which can be used to inform the developer’s retention strategy and provide subscribers with relevant information within the app.
365 Developers can determine if a subscriber has turned off auto-renew for a particular subscription and take action, for example, present a promotional offer or suggest an alternative offering that better fits the subscriber’s needs.
366 Apple offers tools to prompt subscribers to update their payment details if a subscription lapses or a subscription does not successfully renew and it offers tools to track whether subscribers have consented to an increase in price and messaging subscribers in the event that they do not.
367 Further, users are able to switch between or renew their subscriptions in-app.
368 Users who subscribe to app content are also able to share access to their subscriptions with up to five family members across their Apple devices.
369 In the event of a failed subscription renewal, Apple attempts to recover the failure for 60 days. Developers may effectively extend subscription periods by enabling grace periods of 3, 16 or 28 days so subscribers can retain access to subscription content or pause the subscription while the renewal is outstanding.
370 Developers may manage prices for their subscriptions by increasing or decreasing them in some circumstances. Apple permits developers to schedule price changes for their apps, for example, setting a promotional price for a month before returning to the regular price, change prices for a pre-set period, or using promotional offers and offer codes.
371 Apple provides all developers with a range of data about their subscriptions to allow developers to manage and refine their subscription strategy. This includes anonymised individual subscription data in subscription reports.
372 It is now appropriate to say something briefly about Google, although I will have a little more to say in my reasons in Epic v Google as well as later in these reasons.
Google entities and background facts
373 Google LLC is incorporated in Delaware, USA and its ultimate holding company is Alphabet Inc, which is also incorporated in Delaware. Google LLC is headquartered in California, USA.
374 For public financial reporting purposes, Google LLC is divided into two segments being Google Services and Google Cloud. The core products and platforms which comprise Google Services include ads, Android, Chrome, Hardware, Gmail, Google Drive, Google Maps, Google Photos, the Play Store, Search, and YouTube.
375 In the year ending 31 December 2021, Google Services’ revenues exceeded USD 237.5 billion and Google Services’ operating income exceeded USD 91.8 billion.
376 In terms of Google’s contractual relationship with app developers the following may be noted.
377 The developer distribution agreement (DDA) provides that it is an agreement between the app developer and the applicable Google entity based on where the developer has selected to distribute its apps.
378 In the present context the applicable Google entity is Google Asia Pacific Pte Ltd in relation to apps distributed through the Play Store in Australia. Consequently, a developer that distributes apps through the Play Store in Australia and in the USA enters into the DDA with both Google Asia Pacific Pte Ltd and Google LLC. Google Asia Pacific Pte Ltd is incorporated in Singapore and its ultimate holding company is also Alphabet Inc.
379 Further, Google Asia Pacific Pte Ltd is a party to a payment processing service agreement with Google Payment Australia Pty Ltd. The latter is incorporated in Australia and is a subsidiary of Google LLC; its ultimate holding company is also Alphabet Inc. Google Payment Australia Pty Ltd is also the holder of an Australian financial services licence.
380 By the payment processing services agreement, Google Payment Australia Pty Ltd has undertaken to perform payment processing functions and services, as directed by Google Asia Pacific Pte Ltd. In addition, Google Payment Australia Pty Ltd enters into arrangements with users of the Google Payments Service who register for that service online. The terms of those arrangements are set out in a product disclosure statement issued by Google Payment Australia Pty Ltd.
381 Let me say something about Google Mobile Services (GMS), which in one sense runs on top of open source Android and is necessary for a number of key operating system features not available in open source Android alone.
382 GMS includes key modules, which are APIs and SDKs collectively known as Google Play Services, which enable core functionality for the device and for many apps and services. Android devices which do not also have GMS installed cannot access Google Play Services and are significantly functionally limited as a result. One limitation is that, if app developers build apps using Google Play Services APIs or SDKs, those apps become dependent on GMS and will only run as intended on devices that have GMS installed.
383 So, by using Google Play Services, app developers can design their app to make use of Google Maps functionality, such as features that respond contextually to a user’s location, via specific Google Play Services APIs. But if such an app is installed on a device that lacks GMS, the app will not have that functionality. Many popular apps, such as Facebook, YouTube, WhatsApp, Gmail, Twitter, Netflix, Uber, Pokemon Go, Slack, and CommBank cannot be run on an Android device that does not have GMS installed.
384 GMS also includes apps developed by Google. Among them are the core applications, being the Play Store, Search, Chrome, Google Maps, Gmail and YouTube. The remaining five core applications were among the top six apps by usage in the Play Store, as of April 2023. GMS also includes “Flexible Applications”. These differ between territories and, in Australia, consist of Drive, YouTube Music, Play Movies, Duo and Photos.
385 Google’s GMS apps are pre-installed, under the terms of the mobile application distribution agreements (MADAs), on virtually all Android smart mobile devices sold outside of China. Both in Australia and globally excluding China, over 99.9% of smart mobile devices which utilise a licensed OS are GMS Android devices. From 2018 to 2021, approximately 4 million smartphones were sold in Australia each year with GMS and of course the Android OS pre-installed. Globally excluding China, approximately 800 million smartphones were sold each year with GMS and the Android OS pre-installed.
386 Google LLC licenses OEMs to distribute GMS on their Android devices in accordance with the terms of the relevant MADA. In doing so, more users are introduced to the GMS apps, which include Google Search and the Play Store, and therefore more advertising revenues are derived by Google. The greater the number of OEMs distributing GMS devices, the greater the number of users of those devices, and the larger the audience for Google’s services. The calculation that Android would drive users toward Google’s proprietary products has proven correct. Google makes most of its money selling advertising on Google Search and a considerable amount from the Play Store.
387 The Play Store is an app store. It is owned and was developed by Google LLC. It was originally known as Android Market, which launched in 2008 in the United States and in 2009 in Australia, before being rebadged as the Play Store in 2012.
388 The Play Store distributes Android native apps to Android devices. Through the Play Store, users can search or browse for apps developed by Google or third-parties, and then download and install such apps onto their devices. There are approximately 3 million apps available to users in Australia for download on the Play Store. Users can discover apps within the Play Store using the search function, and recommended apps are presented to users based on their search and download history. The Play Store also facilitates app updates.
389 The Play Store remains the principal distribution point for Android apps.
390 Now if an app developer wishes to distribute its app via the Play Store, the developer must enter into a DDA as I have referred to earlier.
391 With limited exceptions, app developers who wish to distribute their apps via the Play Store are required to use solely Google Play Billing to facilitate in-app purchases of digital content. Among other things, Google Play Billing enables the facilitation of payments from users in many countries, via a range of payment methods. Google charges developers a fee of up to 30% of the price of in-app purchases made through Google Play Billing.
392 Google Play Billing can only be used on native Android apps that are downloaded from the Play Store and installed on Android devices. Google Play Billing cannot be used on non-native Android apps, apps on other operating systems, or in-store or online. Google Play Billing operates on one-platform through one-channel. Despite that, as at July 2020 Google’s own documents indicated that approximately 200,000 apps were being monetised through the use of Google Play Billing, and that those apps had been installed nearly 36 billion times.
393 As of October 2022, there were more than 400,000 apps on the Play Store, covering more than 170,000 developers, which had been monetised by the use of Google Play Billing.
394 I have said something more about the Google entities and their conduct in my reasons in the Epic v Google proceeding.
Epic’s pleading — Apple’s conduct and the pleaded markets
395 Let me now say something more about Epic’s case concerning Apple’s impugned conduct and how it puts its case in this respect, although I have briefly canvassed this earlier. It is important to be clear about this before addressing the pleaded markets.
Apple’s alleged conduct in respect of iOS app distribution
396 Now Epic has made the following allegations concerning Apple’s conduct in respect of iOS app distribution, aspects of which I have briefly canvassed earlier.
397 Apple Inc and Apple Pty Ltd have each engaged, and continue to engage, in the following conduct in trade or commerce.
398 Apple requires app developers who wish to distribute iOS apps to the broad base of iOS device users to do so only through the App Store, with the effect that Apple is the only distributor of iOS apps in the Australian iOS app distribution markets and with the exception of those iOS apps that are pre-installed on iOS devices, iOS device users can only obtain iOS apps through the App Store.
399 Apple pre-installs the App Store on the home screen of all iOS devices and prohibits iOS device users from removing the App Store from their iOS devices. Further, Apple pre-installs many Apple iOS apps on the home screen of all iOS devices. Further, Apple prohibits the pre-installation of third-party apps, including app stores, on iOS devices. Further, Apple prohibits the distribution or offering of alternative app stores on the App Store and on iOS devices. Further, Apple prevents iOS device users from directly downloading, installing or updating iOS apps from websites.
400 Generally, Apple prohibits the distribution of iOS apps to iOS devices other than through the App Store, save for trivial exceptions.
401 Apple requires app developers to enter into the developer agreement and DPLA, including the App Store review guidelines, if they want to distribute iOS apps to iOS device users.
402 Apple does not permit app developers to negotiate any of the terms of the developer agreement, DPLA, or the App Store review guidelines.
403 Apple imposes some or all of the restrictive terms upon app developers seeking to distribute iOS apps or offer in-app purchases to iOS device users, including restrictions which prohibit app developers from using and offering alternative payment solutions for accepting and processing payments for in-app purchases within an iOS app and by charging supracompetitive prices to app developers and/or deriving supra-competitive profits, unconstrained by competition, in connection with the distribution of iOS apps and/or for IAP.
404 Apple prohibits app developers from steering iOS device users from within iOS apps to alternative payment methods to IAP for purchasing digital in-app content outside the app, save for, since 30 March 2022, “reader” apps which are permitted to apply for the “External Link Account Entitlement”. This allows them to provide an informational link in their app to a website the developer owns or maintains responsibility for in order to create or manage an account.
405 Apple enforces the restrictive terms, including by enforcing some or all of the restrictive terms against Epic by removing Fortnite from the App Store and terminating Epic’s Team ID ‘84 developer account. Apple refuses to reinstate the Team ID ‘84 account.
406 Apple refused to permit the Epic Games Store to be included on the App Store and to be distributed to iOS device users on iOS devices.
407 Apple requires its appointment under the DPLA as the agent for app developers for the marketing and downloading of apps on the Australian App Store.
408 Through its imposition and enforcement of the restrictive terms, Apple has ensured that the App Store is the sole means by which app developers may make their iOS apps available to iOS device users and the App Store is the sole means by which iOS device users may obtain iOS apps.
409 By reason of these matters, Apple has foreclosed any and all alternative iOS app distribution methods.
410 By reason of the matters, Apple has prevented or hindered competition in the iOS app distribution market. The competition that is hindered is in respect of the means by which iOS device users may obtain iOS apps.
411 But for the conduct described above, Apple Inc and/or Apple Pty Ltd would or would likely face the threat of entry by competitors and vigorous and effective competition in the iOS app distribution markets, or in one or more of those markets, from alternative methods of iOS app distribution, such as competing app stores, direct downloading options and/or from app developers using or offering alternative payments solutions for accepting and processing in-app purchases to other developers.
412 I will refer to the conduct I have just described as the iOS app distribution conduct.
The alleged restrictive terms — Epic’s pleading
413 Epic has alleged the following concerning the restrictive terms, aspects of which I have briefly canvassed earlier.
414 It says that Apple required, and continues to require, that any app developer who wishes to distribute its apps through the App Store including the Australian App Store must set up a developer program account with Apple requiring the payment of an annual fee, and enter into the Apple developer agreement and the DPLA with Apple Inc. And it says that Apple required that any app developer entering into the DPLA adhere to, relevantly, the App Store review guidelines. I might add that none of this is contentious.
415 Epic says that Apple, by enforcing the DPLA and App Store review guidelines, has prevented app developers from distributing or offering alternative app stores on iOS devices and from using and offering alternative payment solutions for accepting and processing-payments for in-app purchases within an iOS app. Again, this is not contentious.
416 Epic says that to distribute a free iOS app, an app developer must additionally enter into a schedule 1 agreement with Apple. Alternatively, to distribute a paid iOS app or offer in-app purchases, an app developer must additionally enter into a schedule 2 agreement with Apple. Again, this is not contentious.
417 Now pursuant to the terms of schedule 2 to the DPLA, in Australia, Epic says that both Apple Inc and Apple Pty Ltd have the following positions and functions.
418 First, such entities are required to be appointed by the app developer as the app developer’s agent for the marketing and delivery of the licensed applications to end-users; “Licensed Application” is defined in schedule 2 at clause 1.1(c) to include “any content, functionality, extensions, stickers, or services offered in the software application”; “End-User” is defined in schedule 2 at clause 1.1(b) to include “individual purchasers as well as eligible users associated with their account via Family Sharing”. Second, such entities are to market and make the licensed applications available for download by end-users through the App Store, for and on behalf of the app developer. Third, such entities are to market, solicit and obtain orders on the app developer’s behalf for licensed applications from end-users. Fourth, such entities are to provide hosting services of licensed applications. Fifth, such entities are to make copies of, format, and otherwise prepare licensed applications. Sixth, such entities are to issue invoices for the purchase price payable by end-users for the licensed applications. Seventh, such entities are to allow the download of licensed applications by end-users. Eighth, such entities are responsible for the collection of all prices payable by end-users for licensed applications acquired by those end-users under schedule 2. Ninth, such entities are to remit to app developers amounts held in trust. None of this is contentious putting to one side for the moment the precise entity in question. Let me say something about commissions.
419 The relevant Apple entity is entitled to a commission “for its services as ... agent and/or commissionaire under this Schedule 2” of 30% of all prices payable by each end-user for licensed applications or, for an auto-renewing subscription purchase in its second or subsequent year, 15% of all prices payable by each end-user. Where the app developer qualifies and has been approved for the App Store small business program, the commission is reduced to 15% of all prices payable by each end-user for licensed applications.
420 Further, upon collection of any amounts from any end-user as the price for any licensed application delivered to that end-user, Apple deducts the full amount of the commission with respect to that licensed application and any taxes collected by Apple, and remits the remainder to the app developer.
421 And pursuant to the DPLA, Apple imposes the following terms on app developers, none of which are contentious in the sense simply that they are imposed.
422 First, iOS apps may be distributed via the App Store only if selected by Apple in its sole discretion.
423 Second, iOS apps may only use application programming interfaces (APIs) documented by Apple in published documentation and which are contained in software provided to developers by Apple in the manner prescribed by Apple and must not use or call any private APIs.
424 Third, iOS apps may not download or run code that, inter-alia, creates a store or storefront for other apps or code. Colloquially, this is the store within a store prohibition.
425 Fourth, iOS apps may not provide, unlock or enable additional features or functionality through distribution mechanisms other than those permitted under the DPLA without Apple’s prior written approval or as permitted in relation to the use of IAP.
426 Fifth, iOS apps may only read data from or write data to a designated container area on the iOS device, except as otherwise specified by Apple.
427 Sixth, iOS app developers must not distribute iOS apps to third parties via distribution methods other than the App Store save for certain trivial exceptions expressly permitted by the DPLA.
428 Seventh, iOS app developers are prohibited from issuing any refunds of in-app purchases made using IAP to users of their iOS apps.
429 Eighth, iOS app developers must submit to the exclusive jurisdiction of the courts of the Northern District of California with respect to litigation arising out or relating to the DPLA, and agree that the DPLA will be governed by the laws of the United States and California.
430 Ninth, app developers must comply with the App Store review guidelines. Let me go to these now before coming back to schedule 2 of the DPLA.
431 The App Store review guidelines, which take effect as a term of the DPLA and the schedule 2 agreement, are non-negotiable and Apple reserves the right to update them from time to time. They require the following.
432 First, subject to certain exceptions in the guidelines, iOS app developers must use IAP for in-app purchases of digital content. But they are precluded from using IAP in respect of non-digital goods.
433 Second, except in relation to “reader” apps where a user has previously purchased magazine, newspaper, book, audio, music and video content, iOS app developers must not do anything that directs, encourages or steers users to purchasing mechanisms other than IAP. I will refer to this as the anti-steering restriction.
434 Third, with the exception of “reader” apps, iOS app developers must not allow users to access content, subscriptions or features purchased through avenues other than the iOS app unless those items are also available for purchase within the iOS app via IAP.
435 Fourth, developers must not submit an iOS app which creates an interface for displaying third-party apps similar to the App Store.
436 Fifth, an app may only contain or run code not embedded in the binary code of the app, such as HTML5-based games, if code distribution is not the main purpose of the app and the code is not offered in a store or store-like interface.
437 Sixth, it is “unacceptable” for an app developer to submit an iOS app which creates an interface for displaying third-party apps “similar to the App Store or as a generalinterest collection”.
438 Seventh, app developers may not include an alternative payment solution within the app.
439 Eighth, app developers are not permitted to steer iOS device users from within an iOS app to alternative payment methods outside the iOS app, save for, since 30 March 2022, “reader” apps, which are permitted to apply for the “External Link Account Entitlement” to provide an informational link in their app to a website the developer owns or maintains responsibility for in order to create or manage an account.
440 Ninth, app developers must not allow users to access content, subscriptions or features they purchased through another app distribution channel, such as the app developer’s own website, without also making it available as an in-app purchase within their iOS apps distributed via the App Store.
441 Tenth, browsers on iOS devices must use only Apple’s own WebKit browser engine.
442 If an app developer does not comply with the terms of the DPLA and these provisions, the iOS app will not be approved by Apple for distribution via the App Store, or if the app is already on the App Store, it can be removed from the App Store and/or the app developer’s developer program account may be suspended or terminated.
443 Pursuant to schedule 2 to the DPLA, Apple imposes the following terms on app developers.
444 First, app developers must allow Apple to collect a 30% commission on the sale of paid apps, except for in limited circumstances where the commission is reduced to 15%.
445 Second, app developers must allow Apple to collect a 30% commission on digital in-app purchases, except for in limited circumstances where the commission is 15%.
446 Third, app developers seeking to distribute iOS apps must appoint Apple Inc and Apple Pty Ltd as their agent for the purposes of Apple conducting all dealings with iOS device users.
447 Fourth, where Apple determines to refund a customer, it requires reimbursement for the full amount of the price paid by the “End-User” for that “Licensed Application”.
448 Fifth, Apple may withhold payments due to the app developer if Apple determines, or even suspects, that the relevant app developer or any affiliate of the app developer has engaged in, encouraged or participated with other app developers to engage in any suspicious, misleading, fraudulent, improper, unlawful or dishonest act or omission.
449 Sixth, Apple may delist app developers’ apps from the App Store at any time.
450 Seventh, Apple also requires app developers to price their iOS app within global pricing tiers set by Apple.
451 Eighth, the iOS app developer must relevantly appoint Apple Inc and Apple Pty Ltd jointly as the developer’s agent for the marketing and delivery of the developer’s app (“Licensed Application”) through the Australian App Store to end-users located in Australia.
452 Ninth, in consideration for its services as agent, iOS developers must allow Apple Inc and relevantly Apple Pty Ltd to collect a 30% commission on the sale of paid apps and in-app content, except in relation to certain subscriptions which involve a 15% commission and for developers who have enrolled in the small business program.
453 Tenth, Apple Inc and relevantly Apple Pty Ltd may refund a payment to the iOS end-user, in which case the app developer must reimburse that amount to Apple.
454 Eleventh, Apple Inc and relevantly Apple Pty Ltd may delist iOS app developers from the App Store at any time and for any reason.
455 The matters referred to above are collectively referred to as the restrictive terms.
456 Now the developer agreement, the DPLA and schedule 2 to the DPLA are each standard form contracts. And Epic’s case is that Apple does not permit app developers to negotiate any terms of each of the developer agreement, the DPLA, the App Store review guidelines and/or schedule 2 to the DPLA. Further, Apple may amend the terms of each of the standard form developer agreement, DPLA and schedule 2 to the DPLA at any time. None of this is in dispute.
457 Now Epic’s case is that Apple Pty Ltd imposes the restrictive terms above jointly with Apple Inc. In the alternative, Epic says that Apple Pty Ltd has given effect in Australia to the restrictive terms. In the further alternative, Epic says that Apple Pty Ltd is involved in the imposition of the restrictive terms by Apple Inc and/or the giving of effect to the restrictive terms by Apple Inc, within the meaning of s 75B of the CCA.
458 In my view, the effect of the contractual framework is that the iOS restrictive terms are imposed by Apple Inc on iOS app developers supplying apps to iOS users in Australia, and are given effect to by Apple Pty Ltd.
459 In practice, the collection of payment, the immediate extraction of Apple’s commission, and the delayed remittance of the balance to the developer is undertaken, or primarily undertaken, by Apple Pty Ltd, whilst the practical enforcement of the DPLA and App Store review guidelines falls to Apple Inc on behalf of all of its subsidiaries.
460 In summary, Epic says that Apple Inc has since 6 November 2017 being the beginning of the relevant period, entered into contracts containing provisions which have the following purpose and effect. They require developers to appoint Apple Inc and Apple Pty Ltd as the developer’s agent for the marketing and downloading of apps on the Australian App Store. They prohibit the distribution of iOS apps to iOS devices other than through the App Store, save for trivial exceptions. They prohibit the offering of app stores that are an alternative to the App Store on iOS devices. They prohibit iOS device users from directly downloading, installing, or updating iOS apps from websites. They require developers to use IAP for iOS in-app purchases of digital content. Subject to limited exceptions, they prevent developers from using any payment solution other than IAP for facilitating payments for iOS in-app purchases of digital content. Subject to limited exceptions, they prevent developers from offering users access to digital content, subscriptions or features purchased through another channel unless those items are also available for purchase within the iOS app via IAP. And subject to limited exceptions, they prohibit developers from steering iOS users from within an iOS app to an alternative payment solution for purchasing in-app digital content.
461 In addition to imposing these iOS restrictive terms, Apple has, throughout the relevant period, enforced those terms, both on its behalf and on behalf of its subsidiaries.
462 First, Apple has enforced the store within a store prohibition against entities including Facebook (now Meta), Amazon, Microsoft, Tribe, and NVDIA GeForce NOW.
463 Second, Apple has forced app developers including Instagram and Pebble to remove functionalities from within their iOS apps which Apple considers violate the App Store review guidelines, even where Apple’s apps offer the same or similar functionalities.
464 Third, Apple has enforced its App Store review guidelines against many entities, including Microsoft.
465 Fourth, Apple has enforced its restrictive terms against Epic, by removing Fortnite from the App Store and terminating the Team ID ’84 account. Apple refuses to reinstate the Team ID ’84 account, and to permit the Epic Games Store to be distributed to iOS device users.
466 So too, Apple has been rigorous in enforcing the iOS restrictive terms concerning payment solutions. It has rejected thousands of apps for distribution on iOS for violating the App Store review guidelines, which set out the requirement to use IAP and the anti-steering rule, and it has terminated numerous developers’ accounts for incorporating a third-party payment mechanism into their app.
467 In addition to making and enforcing the iOS restrictive terms, Apple also prohibits the pre-installation of any third-party apps including app stores on iOS devices.
468 Finally, Apple reinforces its contractual restrictions with technical restrictions that are encoded in iOS. Those technical restrictions prevent the installation and running of apps on iOS devices unless the app has been downloaded from the App Store, apart from certain trivial exceptions.
469 Now this conduct is all said to occur in the following market.
470 Epic says that there is a market or markets for the supply of services for the distribution of iOS apps to iOS device users, which is said to exist now and at all relevant times. I will refer to this as the iOS app distribution market.
471 Epic says that the services consist of the provision of services to app developers enabling or facilitating app developers to reach, offer and provide iOS device users with iOS apps and associated updates or the provision of services to iOS device users enabling or facilitating iOS device users to be presented with or find, obtain and utilise iOS apps and associated updates.
472 In the alternative, Epic says that there is a market or markets for the supply of services for the distribution of iOS apps and native apps written for Android OS, which I will refer to as Android apps, to, respectively, iOS device users and users of Android smartphones or Android tablets, which I will refer to as Android device users. I will refer to this as the app distribution market, which is said to exist now and at all relevant times.
473 The services consist of the provision of services to app developers enabling or facilitating app developers to reach, offer and provide iOS device users or Android device users with mobile apps and associated updates or the provision of services to iOS device users or Android device users enabling or facilitating iOS device users or Android device users to be presented with or find, obtain and utilise mobile apps and associated updates.
474 Epic says that each of the iOS app distribution market and the app distribution market is a market in Australia for the purposes of s 4E of the CCA in that its geographic dimension is limited to Australia, alternatively, the market in Australia forms part of a global market excluding China.
Apple’s conduct in respect of iOS in-app payment solutions
475 Further, as I have briefly canvassed earlier, Epic says that Apple has engaged and continues to engage in the following conduct in trade or commerce in the Australian iOS in-app payment solutions markets, or in one or more of those markets.
476 Apple requires app developers to use Apple’s IAP if they want to offer in-app purchases to iOS device users.
477 Apple restrains app developers from using any other payment solution for accepting and processing payments for in-app purchases within an iOS app.
478 Apple prohibits app developers from steering iOS device users from within iOS apps to alternative payment methods to IAP for purchasing digital in-app content outside the app, save for, since 30 March 2022, “reader” apps, which are permitted to apply for the “External Link Account Entitlement” to provide an informational link in their app to a website the developer owns or maintains responsibility for in order to create or manage an account.
479 I will refer to the conduct that I have just described as the iOS payment solutions conduct.
480 Now this conduct is all said to occur in the following market.
481 Epic says that there is a market for the supply of services to app developers for accepting and processing payments for in-app purchases within an iOS app. I will refer to this as the iOS in-app payment solutions market, which is said to exist now and at all relevant times.
482 The services consist of the provision of services to app developers, including the provision of a payment solution enabling and/or facilitating app developers to accept and process payments for in-app purchases within an iOS app.
483 The iOS in-app payment solutions market is a market in Australia for the purposes of s 4E of the CCA in that its geographic dimension is limited to Australia, alternatively, the market in Australia forms part of a global market excluding China.
Lay evidence in the Apple proceeding
484 It is convenient at this point to say something about the lay evidence specifically called or tendered in the Apple proceeding. Of course, given my trial orders and the nature of the concurrent hearing, other evidence called or tendered in the other proceedings is also relevant and admissible in this proceeding.
Epic’s lay evidence
485 Mr Sweeney gave written evidence in chief in both the Apple and Google proceedings and was cross-examined by Mr Matthew Darke SC for Apple and Mr Cameron Moore SC for Google.
486 Mr Sweeney gave on the whole reliable evidence, although there were several occasions where he appeared to be a little evasive. But generally his evidence was frank and to the point. Moreover, to his credit he freely agreed to the cross-examiner’s characterisation of Epic’s strategy as it concerned Apple and Google, Project Liberty and the hotfix.
487 Mr Steve Allison, the vice-president and general manager of the Epic Games Store, gave written evidence in chief in both the Apple and Google proceedings. He was cross-examined by Mr Stephen Free SC for Apple and Mr Moore SC for Google. He gave honest and helpful evidence, and made appropriate concessions where necessary.
488 Mr Andrew Grant, Epic’s senior director of engineering, gave written evidence in chief in both the Apple and Google proceedings. He was cross-examined by Mr Darke SC and Mr Moore SC.
489 He was a reliable witness and technically very good. But there were aspects of some of his affidavit evidence that were incorrect.
490 Mr Matthew Weissinger, the former vice-president of marketing at Epic, gave written evidence in chief in both the Apple and Google proceedings. He was cross-examined by Mr Free SC for Apple and Mr Yezerski SC for Google.
491 I had no difficulty with the reliability of his evidence generally.
492 Mr Michael Seavers, the former vice-president of development at Epic, gave written evidence in chief in both the Apple and Google proceedings. He was briefly cross-examined by Mr Free SC for Apple.
493 Mr Seavers was technically very good and gave straight-forward answers. There was no difficulty with the reliability of his evidence.
494 Mr Christian Owens, the founder and the initial CEO of Paddle Payments Limited (Paddle.com Market Limited) and later the executive chairman, gave written evidence in chief in the Apple and Google proceedings. He was cross-examined by Mr Darke SC for Apple and Mr Robert Yezerski SC for Google. Generally he gave reliable evidence, although perhaps at times he bordered on being slightly evasive.
495 Mr Christopher Prestwich, Epic’s solicitor and partner at Allens, gave written evidence in chief in the Google proceeding concerning the installation of various apps. He was very briefly cross-examined by Mr Moore SC concerning the steps that he had taken. I do not need to linger on the detail.
496 It is convenient to also note here that other employee solicitors of Allens, namely, Mr Isaac Johanson-Blok and Mr Oliver Sweetapple-Gagiero, gave written evidence which was not cross-examined on. This evidence was also accompanied by a statement of agreed facts pursuant to s 191 of the Evidence Act 1995 (Cth).
Apple’s lay evidence
497 Mr Schiller, who I have mentioned earlier and who is an Apple Fellow and employee of Apple, gave written evidence in chief. He was cross-examined by Mr Young KC for Epic and Mr Tony Bannon SC for the class applicants.
498 As an Apple Fellow, and previously as the senior vice president of worldwide product marketing at Apple, he is and was responsible for the App Store.
499 On the whole his evidence was honest and on many aspects reliable. But having said that, the detail in his affidavit and the precision in some of his answers was surprising given the time period that had elapsed concerning some of the relevant events and the absence of contemporaneous documents that could otherwise have been used to refresh his memory.
500 In my view there was from time to time a significant amount of reconstruction in some of his evidence that diminished its weight. I will discuss particular subject matter in more detail later.
501 I also found his evidence concerning the production and use of financial records concerning the App Store to be problematic.
502 Further, I had difficulty with some of his evidence relevant to the question of Apple’s purpose which I will discuss later.
503 Mr Craig Federighi, senior vice president of software engineering at Apple, gave written evidence in chief. He was cross-examined extensively by Dr Ruth Higgins SC for Epic.
504 Mr Federighi was technically very proficient and a very reliable and helpful witness. He also made appropriate concessions where necessary.
505 He has a BSc in electrical engineering and computer science obtained in 1991 from the University of California, Berkeley, and an MSc in computer science, also obtained from that institution in 1993.
506 After graduating from Berkeley with his MSc, he began working at NeXT Computer in 1994, a technology company that specialised in computer workstations for use by businesses and higher education, including the development of applications for use on the NeXT Computer operating system. He joined NeXT Computer as a software engineer on the Enterprise Objects Framework team, which was responsible for building the Enterprise Objects Framework, NeXT Computer’s software development platform. He later managed the Enterprise Objects Framework team, and then the WebObjects team, a related team that was responsible for developing NeXT Computer’s WebObjects application development platform.
507 In early 1997, NeXT Computer was acquired by Apple, where he continued to lead the WebObjects department as a director of engineering following the acquisition.
508 In 1999, he joined Ariba (now SAP Ariba), an internet e-commerce company, as vice president of internet services, and was then promoted to chief technology officer. At Ariba, he was responsible for platform architecture, app design and product strategy, as well as demonstrating their products.
509 In 2009, Mr Federighi returned to Apple as vice president of macOS engineering, where he led a team that focused primarily on the features and user environment of the operating system for Mac devices. In this role, he was responsible for all operating system software for Mac devices, as well as any software that was common to the Mac devices and iOS devices at the time. This included leading the macOS engineering team in the development and launch of the Mac App Store.
510 In 2012, he was promoted to senior vice president of macOS engineering at Apple, reporting to the CEO.
511 In late 2012, he was appointed to his position at the time of trial as senior vice president of software engineering. In this role, he led Apple’s software engineering organisation, which is responsible for building the operating systems that power Apple's products such as the iOS operating system running on iPhone and the macOS operating system running on Mac devices.
512 Now there were some aspects of his evidence that caused difficulties. One criticism that I had of his evidence concerned the speech that he gave in re-examination to a question asked of him. Its length was excessive and some of its content was new. I will return to the subject matter later. Another criticism is that he had not properly looked at the 2021 Nokia Threat Intelligence Report although he cited some of its statistics in his affidavit. But the detail in that report put some of the data in a different light.
513 Ms Stella Wong, business lead for the App Store, Australia and New Zealand at Apple Pty Ltd, gave written evidence in chief. She was cross-examined by Mr Neil Young KC for Epic and Mr Nick De Young KC for the class applicants.
514 On the whole she was an engaging witness and gave reliable and honest evidence. I had no difficulty with her evidence generally speaking.
515 Ms Saori Casey, vice president of corporate financial planning at Apple, gave written evidence in chief concerning Apple’s financial records. She was cross-examined by Mr Thomas Prince for Epic. I will discuss her evidence later which involved some problematic aspects, although most of it was reliable.
516 Ms Jacqueline Harlow, principal counsel and senior manager of IP transactions at Apple, gave written evidence in chief concerning Apple’s IP portfolio and Apple’s proprietary developer technologies and underlying IP rights. She also gave evidence as to the core Apple technologies used by Epic to produce Fortnite. She was not cross-examined.
517 There is one other individual that Apple sought to call on IP questions, albeit as an expert, which I did not permit.
518 Apple sought to tender a report of Mr James Malackowski concerning Apple’s intellectual property and also certain accounting questions.
519 I refused the tender for various reasons and gave an ex tempore ruling accordingly for which a transcript is available (T 4247 to 4249). It would be a waste of time to produce a further formalisation of my views.
520 Briefly, his expertise and specialised knowledge was questionable in terms of the questions posed. Further, he did not properly answer the questions posed, and indeed strayed beyond the questions posed. Moreover, there were serious difficulties with the form of his report which blended base fact with his subjective non-expert interpretations and beliefs. Perhaps there was some trace gold to be found, that is, true expert views in proper form, but it was not worth the effort in sifting or extracting it. Further, aspects were duplicative of other evidence.
521 In my view the report was not receivable as expert opinion evidence under s 79 of the Evidence Act 1995 (Cth), and even if it had been I would have excluded it under s 135.
522 Let me deal with one final aspect under this topic.
523 Now a criticism made by Epic is that Apple did not call sufficiently senior executives to give evidence. In essence a Jones v Dunkel point was made. But I have not accepted this.
524 Apple adduced evidence from two of its most senior executives, being Mr Schiller and Mr Federighi. Those are the executives responsible for the business decisions the subject of this litigation, to give evidence in this case. Each of those witnesses has an intimate knowledge of the matters the subject of this litigation.
525 Mr Schiller explained his role in connection with the history of Apple, iOS device and the App Store as follows:
I was a member of the leadership team at every stage of development of the iPhone, from its concept, through its development and its production, and so I had a role in all elements of the creation of the iPhone – the hardware and the software – and had an input to many of the decisions of features implementation, and then that carried through to launching the iPhone. I was responsible for the event that we had where we launched the iPhone and introduced it to the world, and then all the marketing activities that followed to bring the iPhone to market.
526 Mr Schiller has over 30 years’ experience working at Apple, culminating in his appointment, after decades of service on Apple’s most senior executive team, as an Apple Fellow. He was intimately involved in the creation and launch of the iPhone and App Store, working closely with Mr Jobs on those projects. He remains the executive responsible for the App Store.
527 Mr Federighi leads a software engineering team that is responsible for the highly sophisticated operating system that is run on over a billion devices worldwide. He commenced the process of assuming responsibility for that role in 2009. He is a very qualified witness to speak about the measures that Apple takes and has taken in the past to safeguard the security and privacy of the iOS ecosystem, at least where he has personal knowledge.
528 Let me say something more about Apple’s decision making processes and decision makers.
Apple’s decision-making processes and decision-makers
529 There is much to be said for Epic’s assertion that the evidence of Apple’s executives reveals peculiarities at the core of Apple’s internal decision-making and governance. And I do agree that Apple’s lack of formal governance structure, its verbal culture and absence of any written records to support key decisions are at odds with the scale of Apple’s business and its accountability to public investors.
530 But I am not convinced that they are only consistent with and explicable by the reality that Apple does not face competition in respect of iOS app distribution or payment solutions for in-app purchases of digital goods. Perhaps they are explicable by some management style peculiar to Californian corporate culture in general or tech companies in particular. Who knows? Anyway there are various unusual features which it is necessary to set out.
Apple’s decision-making structure
531 A decision-making body within Apple is the executive team. The executive team comprises the heads of each functional organisation within Apple, including the CEO, CFO, head of services, head of manufacturing and operations, head of sales, chief legal counsel, head of software engineering, head of hardware engineering and, at times, head of support.
532 According to Mr Schiller, the executive team generally meets each Monday for three hours to discuss the strategy and direction of the company, as well as ongoing programs that Apple is running.
533 Mr Schiller gave evidence that from around 2007, he has reported directly to the CEO, who in turn reports to Apple’s board of directors. It is the CEO’s responsibility to work with the board on their agenda, and the board’s discussions, in Mr Schiller’s experience, were not at the level of individual features.
534 The executive team is unaware of matters raised with the Apple board and, as a collective, do not report to, or refer matters to, the board. Mr Schiller was unaware of whether key decisions regarding the App Store, such as the decision by Apple to permit third-party native apps on the iPhone in 2007, were communicated to the board.
535 Indeed, there is no evidence that Apple’s board had involvement in any of the decisions the subject of these proceedings.
536 Now I accept that a number of the decisions which Epic now seeks to interrogate were made at a time when Apple was a far smaller business than it is today and the potential impact of the iPhone could not yet be known. Further, the process followed by the executive team in making foundational decisions about what form the then new invention should take in an operational setting were not a product of market power that was yet to exist. It is likely that this was the work of an effective executive team. So, it may be that the executive team later applied the same approach that had proved to be successful.
537 Now Epic is dismissive of the evidence given by Mr Schiller to the effect that Mr Jobs had impressed on executives that they should be able to listen, absorb and retain information without depending upon handwritten notes. But this does contextualise Apple’s approach to decision-making, which was dynamic and highly effective.
538 Mr Schiller explained that the CEO works with the board to determine the agenda of issues that the board is to consider. He said that generally the board was told about particular features of a product that the executive team were working on, but it was not an area of great attention for the board.
539 Now Mr Schiller explained that at the time the decision was made to permit third-party app developers to develop apps for iOS, the decision was considered important but not a strategic decision for the company.
540 The decision-making process in respect of some of Apple’s most formative and significant App Store and IAP decisions were informal in character. Such decisions were often made by a subset of the executive team, and in some instances, were not made or discussed at an executive team meeting. Instead, decisions were often made by a small group of the Apple executives who were responsible for the relevant area.
541 Decisions about the App Store were typically made by a subset of the following Apple executives: Mr Schiller, Mr Jobs, the CEO until 2011, Mr Cue, senior vice president, services, Mr Forstall, senior vice president, iOS software until 2012, and, more recently, Mr Cook, (CEO), Mr Maestri (CFO) and Ms Adams (general counsel).
542 The relevant decision makers concerning various decisions were apparently the following.
543 First, the decision to permit third-party native apps on the iPhone was made by Mr Jobs, Mr Schiller and Mr Forstall.
544 Second, the decision that the App Store would be Apple’s centralised app distribution model was made by Mr Jobs, Mr Schiller, Mr Cue and Mr Forstall.
545 Third, the decisions to set the IAP 30% commission rate and introduce the reader rule were made by Mr Jobs, Mr Schiller and Mr Cue.
546 Fourth, the decision to reduce the commission for subscriptions was made by Mr Schiller, Mr Cue and others whom Mr Schiller could not recall.
547 Fifth, the decision to introduce the multi-platform rule was made by Mr Cook, Mr Schiller and Mr Cue.
548 Sixth, the decisions to set the 26% commission rate in South Korea and the 27% commission rate in the Netherlands when a developer elects to use an alternative payment solution were made by Mr Cook, Mr Schiller, Mr Cue, Mr Maestri and Ms Adams.
A lack of decision-making records – the Californian excuse
549 Now the executive team, despite being an important decision-making organ, does not appear to have created minutes of its meetings or records of its decisions, and has not done so since at least 2007, which was apparently a consequence of a mandate by Mr Jobs.
550 Mr Schiller gave the following evidence:
When Mr Jobs came back in 1997 … in one of the earliest meetings, someone was taking notes, writing down what he was saying about what we were doing, and he stopped and said, “Why are you writing this down? You should be smart enough to remember this. If you’re not smart enough to remember this, you shouldn’t be in this meeting”. And we all stopped taking notes, and learnt to just listen, and be part of the conversation, and remember what we’re supposed to do, and that became how we worked.
551 Similarly, when Mr Federighi explained the absence of documents recording the “threat model” for iOS, he described Apple as a Californian company that has “a very verbal culture.”
552 Mr Federighi’s evidence about the way in which Apple operated included the following:
Apple has a culture of employees that often stay a very long time – you know, 15, 20, 30 years. We have a very verbal culture. We have a lot of shared understanding. We rely on teams to embody sets of expertise, and we transmit that expertise through the work and verbally. That is how I’ve gained my expertise in these matters at Apple. I know it may sound strange for a company as large as Apple that there aren’t the kinds of formalisms that one might think of when you think of, like, a military contractor or a space agency or something like that. I can only tell you that it isn’t the way we work.
553 So it would seem that Apple has maintained a practice of making significant decisions about the App Store and IAP without creating any written records, although it would seem that executive team meetings were usually accompanied by an agenda, a position that I am willing to accept.
554 But notwithstanding the absence of contemporaneous decision-making records, Mr Schiller purported to describe his recollections of the events regarding the various decisions referred to in his affidavit that I am concerned with, and the rationale for those decisions, in detail. And in many instances those decisions were made by Apple more than a decade ago.
555 First, regarding the initial decision by Apple not to allow third-party native apps on the iPhone, Mr Schiller said he did not need a document to remember these discussions and accepted that his affidavit evidence regarding this decision was made without looking at contemporaneous documents, and was based on his memory.
556 But as Epic pointed out, Mr Schiller’s assertion that he had a clear memory of those discussions in 2007 can be contrasted with his inability to recall more recent events, including his own emails and meetings discussing the small business program in 2020, and arrangements connected to the video partner program from 2018 to 2020.
557 Second, for Apple’s decision in or around October 2007 to allow third-party native apps on the iPhone, Mr Schiller said that whilst he did not recall whether there were records of this decision, he could remember the actual words that were said when the decision was made.
558 Third, in respect of Apple’s decision in 2008 to adopt a centralised app distribution model for the App Store, Mr Schiller said that he remembered the reasons for Apple’s decision but could not identify a document recording those reasons.
559 Fourth, Mr Schiller recalled developing the goals for the App Store, but did not know if those goals were recorded in a document. Mr Schiller gave evidence that the “two goals” referred to in his affidavit were goals that he “wrote … back when we were creating the App Store” and that he “probably wrote them down on a whiteboard in a meeting and repeated them many times to the team”. Mr Schiller purported to have a clear recollection of these goals, which are presented in his affidavit as being guiding principles to fundamental decisions made in respect of the App Store, in circumstances where there are no contemporaneous written records. As Epic says, a written reference to those goals first appeared in Apple’s internal documents in 2016, almost a decade after the App Store was launched. I will return to this question later.
560 Fifth, regarding Apple’s decision in or around 2009 to set the 30% commission rate, Mr Schiller said was that he could remember the meetings but did not recall if there were written records of that decision.
561 Sixth, Mr Schiller said that the introduction of the reader rule in 2011 was not documented in a written record with any reasons for the decision being made.
562 Seventh, Mr Schiller could not recall any written record of the decision or reasons for Apple’s decision to reduce the commission for subscriptions in 2016.
563 Eighth, Mr Schiller could not recall seeing a written record of the decision to launch the video partner program.
564 Ninth, Mr Schiller could not recall any written record of Apple’s decision to introduce the multi-platform rule in 2018 or of the reasons for that decision.
565 Tenth, Mr Schiller did not believe the decision or reasons for the decision to introduce the small business program in 2021 were documented.
566 Eleventh, Mr Schiller referred to the existence of specific documents being “slides” in the form of a presentation that outlined analysis and recommendations for the changes to Apple’s commission rates in South Korea and the Netherlands to meet regulatory requirements prescribed in those jurisdictions. But Mr Schiller’s recollection of the existence of those documents was inaccurate.
567 As Epic correctly points out, there is no documentary evidence that Apple has drawn to my attention, contemporaneous or otherwise, that records an analysis or examination of the costs that were considered or the calculations that led to the revised commission rates in South Korea and the Netherlands. There is also no analysis or explanation as to why the 26% commission rate imposed by Apple when an alternative payment solution is used in South Korea is different from the 27% commission rate imposed in the Netherlands.
568 Let me turn to Mr Federighi. Mr Federighi gave evidence about central issues such as the asserted threat model for iOS that preceded his return to Apple, without annexing or referring to any documents at all. Indeed, no documented threat model exists.
569 His evidence was accordingly based neither on documents, nor direct recollection but instead involved only what he learnt after joining Apple. As Epic correctly points out, his understanding was all retrospective and based on discussions with people who were there at the time.
570 Mr Federighi confirmed that he did not speak to Mr Forstall, Mr Dallas DeAtley or Mr Darin Adler, who were individuals working on a team focused on iOS security. But he never identified the “people who were there at the time were” with whom he did speak.
571 I must say that all of these circumstances lead me to treat much of their evidence sceptically concerning the basis of various decisions made by Apple which I have identified.
Was there any documented analysis of decisions?
572 Now as Epic points out, in addition to avoiding the creation of written records to support its decision-making, there is an absence of any business case preparation or other analyses undertaken by Apple to support or inform significant decisions in respect of the App Store and IAP. It pointed to the following aspects which I accept.
573 Mr Schiller could not recall any business cases or other analyses being prepared in respect of the following.
574 Apple’s initial decision not to allow third-party native apps on the iPhone was not made by reference to any analysis by the development team or any analysis of the security and privacy risks associated with allowing third-party native apps on the iPhone.
575 Apple’s subsequent decision to allow third-party native apps on the iPhone was not made by reference to a business case or documents examining the benefits, risks, costs, profit impact, any analysis of financial implications, any written analysis of risks and benefits or a security assessment in documentary form.
576 Apple’s decision to set the IAP 30% commission was not made by reference to any cost analysis, capital investment analysis and other financial measures, including forecast cashflows, net present value, return on investment, forecast profitability or the costs of acquiring third-party payment processing services, or any investigation of what stream of revenue would be produced for Apple.
577 As Epic points out, when taken to the transcript of the iPhone SDK launch from 6 March 2008, Mr Schiller stated that Apple did not know how much money it would make from the App Store or how much it would cost, but that Apple hoped it would break even.
578 As to Apple’s decision to launch the small business program, although Mr Schiller said that the small business program was launched in January 2021 after an extended period of consideration by Apple, there are few documents recording such considerations or analysis.
579 I agree with Epic that it is unusual that Apple did not create papers, recommendations, business cases, forecasts, analyses or presentations to inform the discussions of the executive team in respect of the App Store.
580 Now Mr Schiller sought to downplay the significance of a number of these decisions during cross-examination. Whilst he agreed that each of these decisions was important at the time they were made, he did not think most of them were major strategic decisions, including the decision to allow third-party developers to create native applications for the iPhone.
581 Now as Epic points out, Apple did recognise the utility of having a business case prepared for some occasions. Mr Schiller was questioned as to the absence of a business case analysis concerning the decision to permit third-party apps on the iPhone. He explained that at the time Apple did not develop a documented business case for a decision that it did not consider to be a major business decision. Mr Schiller explained the type of issue that Apple was developing business case analyses for at the time. He said that the type of business case would vary depending on the situation, the product and the time. He recalled a number of models that they were working on with the iPhone for the business case, but at the time the business case they were working on was less about “here’s how many we will sell and here’s how much revenue it will generate”. He said that it was more about how it would be sold with or involving phone carriers and their subsidy model in the United States, and how one would price it.
582 Mr Schiller provided an answer as to why the App Store concept was not the subject of standalone business case analyses at the time that Apple made decisions. He explained that Apple thought of the App Store as part of the iPhone functionality.
583 Of course whatever be Apple’s perspective or position concerning the App Store at the time of its development and inception, I am considering a competition case with the relevant period commencing in November 2017. I have discussed evidence going to this question elsewhere in my reasons.
Apple’s contractual framework with developers
584 As I have already indicated, Epic’s case is that Apple has engaged, and continues to engage, in anti-competitive conduct by deliberately precluding developers from distributing native iOS apps through any alternative channels, and requiring that IAP be the sole payment solution for payments for purchases of digital in-app content in native iOS apps. As should be apparent from what I have already said, Epic’s key complaints are the following.
585 First, Apple does not allow an app distributed via the App Store to itself function as an app store.
586 Second, Apple does not allow native apps to be downloaded to iOS devices, other than via the App Store; the parties have referred to this as sideloading.
587 Third, Apple requires native apps to use IAP for in-app purchases of digital content.
588 Fourth, paid apps and in-app purchases including subscriptions may be subject to commission being either 15% or 30%.
589 Fifth, the anti-steering rule is imposed by Apple.
590 Now these rules only apply to developers who wish to use the Apple software to develop and the App Store to distribute to iOS devices a particular type of app, namely a native app. Developers, including game developers, who do not wish to use the Apple software and associated tools and services and the App Store to develop and distribute their apps can still develop and distribute web apps for iOS. This can be done without entering into the relevant agreements that I have previously referred to.
591 Further, the rules concerning commissions and the use of IAP only become relevant where a developer chooses to monetise a native iOS app in a particular way, by charging users to download the app or charging users for digital in-app content. Freely distributed apps with no in-app purchases of digital content operate without commission and without use of IAP. Such apps can be monetised through in-app advertising or the sale of physical goods or services, in respect of which no commission is payable.
592 Further, the DPLA is an agreement between Apple Inc and the developer. The DPLA requires the developer to adhere to the App Store review guidelines and schedule 2.
593 Now as I have already indicated, Apple Inc. requires all iOS app developers to enter into two standard form contracts being the developer agreement and the DPLA. The agreements are standard for all developers.
594 Now I have touched on these agreements earlier, but let me say something more about each class of agreement in turn, beginning with the developer agreement.
Developer agreement
595 Now the developer agreement governs foundational elements of the relationship between Apple and developers. It does not confer licences necessary to develop and distribute apps through the App Store, or grant access to the various tools designed to facilitate such development and distribution. Those matters are dealt with instead by the DPLA.
596 Under clause 2, registering with Apple to become an “Apple Developer” gives a person the opportunity to attend certain Apple developer conferences, technical talks and other Apple events. Apple may also offer to provide the developer with certain services for the developer’s own use in connection with their participation as an Apple developer. Apple reserves the right to change, suspend or discontinue providing such services and providing the contents of the Apple developer web pages.
597 Under clause 3 of the developer agreement developers acknowledge that copyright and other intellectual property laws protect the Apple developer web pages and content contained therein and otherwise offered at Apple events, that Apple retains ownership of all rights in the “Site, Content, Apple Events and Services” and that, except as expressly provided in the developer agreement, no other rights or licences are granted or to be implied under Apple intellectual property protected tools, technologies, and services.
598 Clause 3 also provides that unless expressly permitted under the developer agreement or a separate agreement with Apple, the developer may not do various things in relation to content and services provided and made available by Apple, including reproduce, create derivative works or in any way use such material.
599 Clauses 4 and 5 impose obligations of confidentiality in respect of pre-release software, services and hardware provided to registered developers.
600 Under clause 10, Apple may terminate or suspend a developer’s registration at any time in Apple’s sole discretion. And if that occurs, Apple reserves the right to deny the developer’s re-application at any time in Apple’s sole discretion.
Developer Program License Agreement (DPLA)
601 The DPLA confers a licence on the app developer to use, inter-alia, iOS and various software tools that Apple makes available for the development and testing of iOS apps. But developers are not granted any right to distribute iOS apps under the DPLA. Rather, apps developed using the “Apple Software” may be distributed only if selected by Apple in its sole discretion for distribution via the App Store.
602 Now in order to access Apple’s SDKs and other software development tools, and to submit apps for review and potential distribution through the App Store, a developer must execute a DPLA and pay an annual program fee of USD 99.
603 As far as the licence to develop apps for distribution is concerned, there is a single commercial bargain between Apple and the developer, which includes the terms of the schedules, and the payment of commissions pursuant to schedule 2 for paid downloads and paid in-app transactions. But contrary to what Apple asserts, that does not entail that the commissions payable are directly attributable to a licence fee for any intellectual property rights.
604 Now it is a condition of the DPLA, and of the licence to use iOS, that any app submitted to the App Store must comply with the documentation and program requirements as defined by Apple. The documentation and program requirements may change from time to time, but at all relevant times have included the App Store review guidelines. So, as a term of the DPLA, all developers who choose to make apps available through the App Store must comply with those guidelines.
605 For free apps to be distributed by the App Store, including those that “use the In-App Purchase API for the delivery of free content”, distribution will be subject to the distribution terms contained in schedule 1 to the DPLA.
606 Where the developer wishes to distribute an app and intends to charge end-users a fee for the app or within the app through the use of the In-App Purchase API for the delivery of fee-based content, the developer must enter into an agreement in the terms of schedule 2. Where that occurs, the terms of that schedule “will be deemed incorporated into this Agreement by this reference” (clause 7.2). I will return to the In-App Purchase API later.
607 Now the “Purpose” of the DPLA is set out in the first paragraph. It is the agreement to be used where a developer wishes to use the “Apple Software” to develop one or more “Applications” for Apple-branded products.
608 The same paragraph records that Apple is willing to grant a limited licence to use the Apple software and services under the “Program” to develop and test the developer’s applications on the terms and conditions set out in the agreement. The “Program” is defined in clause 1.2 to mean the “overall Apple development, testing, digital signing, and distribution program contemplated in this Agreement”.
609 The next paragraph explains that applications developed under the DPLA for iOS products can be distributed in four ways including, relevantly, through the App Store. Separate options apply to applications developed for macOS.
610 “Apple Software” is defined in clause 1.2 to include, relevantly, Apple SDKs, iOS, the Provisioning Profiles and “any other software that Apple provides to You under the Program, including any Updates thereto (if any) that may be provided to You by Apple under the Program”. This now involves more than 250,000 APIs. Many SDKs and APIs are for particular features of iPhone, iOS or other aspects of the Apple ecosystem. SDKs and APIs of particular relevance to game developers include Metal, a powerful computer graphics API, and GameKit, which provides integration with Apple’s Game Centre social-network gaming features.
611 “Apple Services” or “Services” means the developer services that Apple may provide or make available through the Apple software or as part of the program for use with “Your Covered Products” or development, including any updates that may be provided to the developer by Apple under the program.
612 A developer’s “Covered Products” are its applications, libraries, passes, Safari extensions, Safari push notifications and/or FPS implementations developed under the agreement.
613 “Documentation” is defined in clause 1.2 to mean any technical or other specifications that Apple may provide to the developer for use in connection with the Apple software, Apple services, Apple certificates or otherwise as part of the program.
614 “Program Requirements” is defined in clause 1.2 to mean the “technical, human interface, design, product category, security, performance and other criteria and requirements specified by Apple,” which includes but is not limited to “the current set of requirements set forth in Section 3.3, as they may be modified by time to time by Apple” in accordance with the DPLA.
615 Applications that meet Apple’s “Documentation” and “Program Requirements” may be submitted for consideration by Apple for distribution via the App Store. If so submitted and selected by Apple, the applications will be digitally signed and distributed.
616 Clause 1.1 of the DPLA states that “[i]n order to use the Apple Software and Services”, a developer “must first accept this Agreement”.
617 Now through clause 2.1, Apple grants the developer a limited licence to use the Apple software (as defined) in the specific ways and for the specific purposes described in clause 2. The licence is granted subject to the terms and conditions of the agreement as the introductory words to clause 2.1 indicate.
618 There is a limited licence to use Apple’s IP protected assets to test and develop apps for distribution, if selected, on the App Store on all the terms set out in the DPLA and the applicable schedule.
619 Now I accept, as Apple has put, that it is not correct to say that there is a licence of intellectual property protected tools, technologies, and services, on the one hand, and a separate agreement for the distribution of apps, on the other. There is a single commercial bargain between Apple and the developer, which includes the terms of the schedules.
620 And I agree with Apple that, generally speaking, there is a licence to use Apple’s underlying IP to test and develop apps for distribution, if selected, on the App Store on all the terms set out in the DPLA and the applicable schedule. But again, that does not make the schedule 2 commissions directly characterisable as a licence fee for intellectual property rights
621 But generally speaking I accept that in commercial terms one part of that arrangement cannot be seen without the other.
622 Now clause 2 of the DPLA needs to be read with clause 7, which deals with the distribution of apps and libraries. The chapeau to clause 7 is in permissive terms, and relevantly provides that apps developed under the DPLA for iOS may be distributed through the App Store, if selected by Apple.
623 Clauses 7.1 and 7.2 of the DPLA require iOS app developers to enter into one or more additional agreements with Apple Inc. and certain of its subsidiaries, including Apple Pty Ltd.
624 Most relevantly, for present purposes, clause 7.2 provides that, if the app developer intends to charge end-users a fee of any kind for digital goods and services, the app developer must “enter into a separate agreement (schedule 2) with Apple and/or an Apple Subsidiary”.
625 If a developer wishes to make its app and content available for free, then clause 7.1 of the DPLA requires it to appoint Apple Inc. and certain of its subsidiaries, including Apple Pty Ltd, as its agent and/or commissionaire pursuant to the terms of schedule 1 to the DPLA.
626 Relevantly, clause 7.2 provides that where the developer intends to charge end-users a fee for the app or within the app through the use of the In-App API, the developer must enter into a separate agreement with Apple before any such commercial distribution of the app or the additional content, functionality or services for which the developer will charge a fee. The last sentence of the first paragraph of clause 7.2 provides that to the extent that a developer enters into, relevantly for the context before me, schedule 2, the terms of that schedule “will be deemed incorporated into this Agreement by this reference”.
627 So, clearly the licence in clause 2 of the DPLA needs to be read with clause 7.
628 The licence in clause 2.1(a) is to install copies of the Apple software to be used internally for the sole purpose of developing or testing covered products, “except as otherwise expressly permitted in this Agreement”.
629 There is no general licence to use the Apple software for the purposes of distribution, and such permissions may not come into existence if, for example, the app is not selected by Apple for distribution through the App Store. But if such distribution is approved then the use right extends, so far as necessary, to use of the Apple software for that purpose too. The same extension is relevant to remove the limitation that would otherwise arise from the terms of clause 2.6.
630 Clause 3.2 in part relevantly provides that apps for iOS products developed using the Apple software may be distributed only if selected by Apple in its sole discretion for distribution via the App Store or other distribution channel. The nature of the use right extending to development for the purposes of distribution, and distribution itself, is reflected in the nature of the “Program” and the “Program Requirements”.
631 Clause 3.3 relevantly provides that any application that will be submitted to the App Store must be developed in compliance with the documentation and the program requirements. As I have already said, the “Program” is the overall Apple development, testing, digital signing and distribution program contemplated in the DPLA. Relevant program requirements include the following.
632 First, applications must only use documented APIs in the manner prescribed by Apple and must not use or call any private APIs.
633 Second, except for the limited purpose specified, an application may not download or install executable code. Interpreted code may be downloaded to an application but not to create a store or storefront for other code or applications.
634 Third, without Apple’s prior written approach or as permitted where dealing with the In-App Purchase API, an application may not provide, unlock or enable additional features or distribution mechanisms other than relevantly the App Store.
635 Fourth, the developer and its apps must not collect user or device data without prior user consent, whether such data is obtained directly from the user or through the use of the Apple software, Apple services or Apple SDKs, and then only to provide a service or function that is directly relevant to the use of the application or to serve advertising.
636 Fifth, apps that offer location-based services or functionality, or that otherwise obtain a user’s location through the use of the Apple software or Apple services, must notify and obtain consent from a user before a user’s location data is collected, transmitted or otherwise used by the app and then such data must be used only as consented to by the user and as permitted under the DPLA.
637 Sixth, apps may be rejected if they contain content or materials of any kind such as text, graphics, images, photographs or sounds that in Apple’s reasonable judgment may be found objectionable or inappropriate, for example, materials that may be considered obscene, pornographic or defamatory.
638 Seventh, apps must not contain any malware, malicious or harmful code, program or other internal component such as computer viruses, trojan horses or backdoors which could damage, destroy, or adversely affect the Apple software, services, Apple-branded products or other software, firmware, hardware, data, systems, services or networks.
639 Let me turn to another matter which I have already touched on being the In-App Purchase API.
640 Now all use of the In-App Purchase API and related services must be in accordance with the terms of the DPLA, the program requirements and attachment 2.
641 The “In-App Purchase API” is the documented API that enables additional content, functionality or services to be delivered or made available for use within an application with or without an additional fee. Further, attachment 2 sets out the additional terms for use of that API.
642 First, a developer may use the In-App Purchase API only to enable end-users to access or receive content, functionality or services that the developer makes available for use within the app, for example, digital books, additional game levels or access to a turn-by-turn map service. The developer may not use the In-App Purchase API to offer goods or services to users outside the application.
643 Second, the developer must submit to Apple for review and approval all content, functionality or services that the developer plans to provide through the use of the API. Such submissions are treated in accordance with the application submission and selection process in section 6 of the DPLA.
644 Third, where the developer seeks to provide additional content, functionality or services, it must submit a new or updated “Submission Description” for review and approval by Apple prior to making such items available through the use of the In-App Purchase API. Apple reserves the right to withdraw approval of any content, functionality or services and the developer agrees to stop making such content, functionality or services available for use within the application.
645 Fourth, all content, functionality and services offered through the In-App Purchase API are subject to the program requirements for applications.
646 Fifth, an in-app purchase item must either already exist in the application waiting to be unlocked, be streamed to the application after the In-App Purchase API transaction has been completed or be downloaded to the application solely as data after such a transaction has been completed.
647 Sixth, for each successfully completed transaction made using the In-App Purchase API, Apple will provide the developer with a transaction receipt. It is the responsibility of the developer to verify the validity of such receipt prior to the delivery of any content, functionality or services to an end-user.
648 Seventh, Apple may provide hosting services for non-consumables that the developer would like to provide to end-users through the use of the In-App Purchase API. In such circumstances the developer is responsible for providing items ordered through the In-App Purchase API in a timely manner.
649 Contrastingly, the developer may use the Apple Pay API solely for the purpose of facilitating payment transactions made by or through the application, and only for the purchase of goods and services that are to be used outside of any iOS product or Apple Watch unless otherwise permitted by Apple in writing. The Apple Pay API is a limited form of functionality that allows the payment method associated with the user’s Apple ID to be employed for the purposes of the transaction.
650 The developer also acknowledges and agrees that Apple is not a party to any payment transactions facilitated through the use of the Apple Pay APIs and is not responsible for any such transactions, including but not limited to the unavailability of any end-user payment cards or payment fraud. This clause reflects the fundamentally different relationship that exists for the purpose of transactions for non-digital content through apps.
651 Let me now say something in more detail concerning schedule 2. I will return to some other provisions of the DPLA itself later.
The schedule 2 agreement
652 The schedule 2 agreement requires the developer to appoint Apple Inc. and Apple Pty Ltd jointly as the developer’s agent for the marketing and delivery of the developer’s app through the Australian App Store to users located in Australia.
653 Apple Inc. and Apple Pty Ltd are instructed to provide marketing, hosting, downloading and invoicing services to the developer in order to allow user access to the developer’s app. While Apple, as agent, hosts and allows the download of iOS apps by users on behalf of developers, the developer is responsible for hosting and delivering content sold using IAP.
654 The provision of services by Apple Pty Ltd under the schedule 2 agreement incorporates a requirement that the developer must comply with the terms of the DPLA if the developer wishes that Apple Pty Ltd continue providing those services.
655 A substantially identical agency arrangement exists under the schedule 1 agreement in relation to free apps distributed on the App Store, even though no commissions are payable to Apple.
656 These arrangements give rise to a relationship of forced agency as Epic has correctly said. The developer has no option but to appoint Apple Inc. and Apple Pty Ltd as its agent for the marketing and delivery of its iOS app. Apple Inc. reserves to itself the right to select, in its sole discretion, which iOS apps will be distributed on the App Store and, thereby, which apps will be available to iOS device users. It also reserves to itself the right to cease offering an iOS app for download at any time without cause. Further, under the forced agency, Apple assumes for itself the right to collect the prices paid by iOS device users for apps or digital in-app content. Apple will only remit the amount received from iOS device users, after deducting its commission, within 45 days after the end of the monthly period in which the payment was received.
657 Other rights that Apple enjoys under the DPLA are inconsistent with a true agency relationship, in which Apple would be required to act in the best interests of the developer as principal.
658 Apple reserves to itself the right to use information it receives from developers on an unrestricted basis without notifying or compensating developers for such use, and is entitled under the DPLA to compete with developers in connection with the developer’s apps.
659 Contrastingly, developers are prevented from gathering data from the use of Apple services, which are defined to include Apple’s distribution services, and Apple does not provide developers with user and device data that relates to a developer’s own app.
660 When a user seeks a refund from the developer, Apple reserves to itself the exclusive right unilaterally to decide whether to grant a refund, and the developer is liable to reimburse Apple if any refunds are granted. Apple may issue a refund in respect of any payment made by a user within the first 90 days after download of an app, or where a user complains that an app fails to conform to the app’s specifications, warranty or any applicable law.
661 Contrastingly, developers are prohibited from issuing refunds to users, and therefore have no avenue of recourse if a refund is issued by Apple on questionable grounds.
662 Let me go into a little more detail at this point.
663 The formal parties to the schedule 2 agreement are the app developer and Apple Inc. Now Apple Pty Ltd is referred to with respect to activities in Australia (clauses 1.1 and 1.3 of schedule 2). But in my view that does not make it a contractual party as such. The prefatory words to schedule 2 make it clear that it is an addendum to the DPLA with no addition of Apple Pty Ltd as a contracting party as such.
664 The app developer must appoint Apple Inc. and Apple Pty Ltd jointly as the developer’s agent for the marketing and delivery of the developer’s app (“Licensed Application”) through the Australian App Store to end-users located in Australia (clauses 1.1 and 1.3 of schedule 2 agreement; and see exhibit A).
665 Apple Inc. and Apple Pty Ltd are instructed to provide marketing, hosting, downloading and invoicing services to the developer subject to the terms of the DPLA in order to allow end-user access to the developer’s app (clause 1.2 of schedule 2).
666 Accordingly, the provision of services by Apple Pty Ltd under the schedule 2 agreement incorporates a requirement that the app developer comply with the terms of the DPLA if the developer wishes that Apple Pty Ltd continue providing those services. A substantially identical arrangement exists under the schedule 1 agreement in relation to apps distributed by Apple Inc. and Apple Pty Ltd on the App Store free-of-charge.
667 It is a condition of the DPLA, and of the licence to use iOS, that any application submitted to the App Store must comply with the “documentation” and “program requirements” as defined (clauses 3.2(c), 3.3 and 6.9). The documentation and program requirements may change from time to time, but at all relevant times have included the App Store review guidelines. So, as a term of the DPLA, all developers who choose to make apps available through the App Store must comply with those guidelines.
668 As I have indicated, a consequence of the requirement that a developer enter into at least one of the schedule 1 and the schedule 2 agreements, is a relationship of forced agency. The developer must appoint Apple Inc. and Apple Pty Ltd as its agent for the marketing and delivery of its iOS app.
669 Apple Inc. reserves to itself the right to select, in its sole discretion, which iOS apps will be distributed on the App Store (clause 3.2(g)) and, thus, which apps will be available to iOS device users. It also reserves to itself the right to cease offering an iOS app for download at any time without cause (clause 7.3 of schedule 2).
670 Further, under the forced agency, Apple assumes for itself the right to collect the prices paid by iOS device users for apps or digital in-app content (clause 3.1 of schedule 2).
671 Apple will only remit the amount received from iOS device users, after deducting its commissions, within 45 days after the end of the monthly period in which the payment was received (clause 3.5 of schedule 2). It also assumes the exclusive ability to offer refunds to iOS device users (clause 3.4 of attachment 2 to the DPLA).
672 Under the schedule 2 agreement, Apple Inc. and Apple Pty Ltd are entitled to specified commissions for their services as the developer’s agent under the schedule 2 agreement (see clauses 3.4 to 3.6 of schedule 2).
Other matters and relevant clauses
673 Apple Inc. does not permit app developers to negotiate any of the terms of the developer agreement, DPLA, the schedule 1 agreement, the schedule 2 agreement or the App Store review guidelines.
674 Further, Apple Inc. reserves to itself the ability to amend the terms of the Apple agreements and the App Store review guidelines at any time (clause 9 of the developer agreement; clause 4 of the DPLA; and see the introduction of the App Store review guidelines (“This is a living document; new apps presenting new questions may result in new rules at any time”).
675 Under clause 7.6 of the DPLA, a developer is required to agree to distribute its iOS apps only in accordance with the terms of the DPLA. As such, a developer wishing to distribute its iOS app may only do so by appointing Apple as its agent, on whose discretion the developer relies to select its app for distribution, to do so through the App Store.
676 The building and testing of apps is facilitated by certain software tools that Apple provides to approved developers under the developer agreement and the DPLA. The DPLA contains distinct provisions that govern the rights and licences conferred on developers in relation to the use of these tools and the development and testing of iOS compatible apps. There is an annual program fee that is payable by developers participating in the developer program as consideration for the rights and licences granted to them under the DPLA (clause 8 of the DPLA).
677 Apple requires developers to use IAP for in-app purchases of digital content within iOS apps. That obligation does not arise under the licence conferred by the DPLA, but is instead specified by Apple under the App Store review guidelines which I will discuss in a moment.
678 Developers are prohibited from using IAP for in-app purchases in respect of physical goods and services and must use an alternative payment solution in those circumstances.
679 The developer must not issue any refunds to end-users and agrees that Apple may issue refunds to end-users in accordance with the terms of schedule 2 (clause 3.4 of attachment 2).
680 Further, if a developer chooses to require a payment to download the app or for in-app purchases of digital goods and services including subscriptions, then schedule 2 of the DPLA applies (clause 7.2). The developer elects which country-specific App Store storefronts will be used for distribution.
681 Further, under both schedules 1 and 2, the developer appoints an Apple entity as the developer’s agent for the marketing and delivery of their apps in each of their selected App Store storefronts (clause 1.1 of schedule 1 and exhibit A; clause 1.1 of schedule 2 and exhibit A).
682 The particular Apple entity appointed depends upon the region in question. A developer whose app is distributed through the Australian and US storefronts of the App Store appoints Apple Pty Limited as agent for the purposes of Australia and Apple Inc as agent in the US.
683 Schedule 2 provides for Apple to be paid a headline 30% commission for all sales of apps and any digital content, functionality or service offered in the app. That is subject to various exceptions, including the small business program.
684 This is in addition to the annual “Program Fee” which a developer agrees to pay under clause 8 of the DPLA. The program fee is the fee set forth on the Apple developer program website (see clause 8). It is currently USD 99 per year. For developers who are also subject to schedule 2, because they charge for download of their app and/or for in-app content, the commissions on such transactions are payable in addition to the program fee.
685 Under clause 3.5 of schedule 2 to the DPLA Apple has up to 45 days from the close of each month to remit funds to developers.
686 Now I agree with Apple that this is not an unreasonable arrangement and Apple has a legitimate business interest in giving itself the flexibility that is afforded by these arrangements. Apple is dealing with a vast number of developers and apps, and revenue from a vast array of sources. It assumes obligations on behalf of developers to deal with collecting and paying sales tax, and it also assumes responsibility for dealing with refund requests from users.
687 Apple’s right, under clause 6.3 of schedule 2 to the DPLA, to make refunds to users, and where necessary to require the developer to reimburse or grant Apple a credit for the amount refunded, is reasonable and appropriate.
688 Centralised handling of refunds is an important feature of a platform when it comes to offering users a seamless and trustworthy experience. Epic’s own distribution agreement with developers who use the Epic Games Store also gives Epic the discretion to issue refunds, rebates and credits to customers and provides that they will deducted from the developer’s revenue.
689 Under clause 7.3 of schedule 2 to the DPLA, Apple may cease marketing and cease distribution of apps at any time, with or without cause, by providing notice of termination.
690 Given the responsibility that Apple assumes for the safety and integrity of the platform and apps distributed through the App Store, this is an appropriate power to be held by Apple.
691 Clause 4 of the DPLA provides that Apple may change at any time the program requirements or the terms of the DPLA.
692 Now I agree with Apple that given the context in which the DPLA operates, there is nothing inherently unfair about the flexibility that is conferred on Apple by this clause. Through the terms of the program requirements and the DPLA, Apple maintains technical and content standards across the Apple ecosystem, including to deal with dynamic software security, performance and integrity issues. Moreover, as the clause provides, new or modified program requirements will not apply to apps already in distribution via the App Store, although Apple reserves the right to remove apps from the App Store for non-compliance with new or modified program requirements.
693 Clause 9 of the DPLA provides protection to Apple against potentially time consuming and vexatious disputes about the confidentiality of information that has been submitted by developers. Apple by that clause expressly disclaims any confidentiality obligations or use restrictions with respect to any information provided by a developer, including in respect of its apps. Clause 9.3 states that this disclaimer is “[t]o avoid potential misunderstandings”.
694 Despite acting as the developers’ agent, Apple reserves to itself under clause 9.3 of the DPLA the right to use information it receives from developers without notifying or compensating developers for such use. But presumably this right could only be exercised for the proper purposes of the DPLA and the transactions contemplated rather than any extraneous purpose.
695 Contrastingly, and as I have already mentioned, app developers are prevented from gathering data from the use of Apple services, which are defined to include Apple’s distribution services, and Apple does not provide developers with user and device data that relates to a developer’s own app (clause 2.6 of the DPLA, clause 2 of exhibit D of schedule 1; clause 2 of exhibit E of schedule 2).
696 Clause 14.4 of the DPLA provides that nothing in the DPLA will impair Apple’s right to “develop, acquire, license, market, promote, or distribute products or technologies that perform the same or similar functions as, or otherwise compete with, Licensed Applications, Covered Products, Corresponding Products or any other products or technologies that You may develop, produce, market, or distribute”. I agree with Apple that that is a prudent and reasonable protection in the context of the arrangements regulated by the DPLA. Apple has, from the invention of the iPhone, developed and distributed its own apps. It has never sacrificed its right to continue doing so, notwithstanding that it has assumed the role of curating the App Store and accepting responsibility for reviewing the content, performance and integrity of third party apps. As Apple correctly points out, clause 14.4 avoids any implications arising that might cut across those accepted arrangements.
697 Clause 14.10 of the DPLA is an exclusive jurisdiction clause. I agree with Apple that this is an unremarkable clause in an international agreement of this kind for a company headquartered in California that is dealing with numerous developers from jurisdictions around the world. In my view it is not unreasonable for developers to abide by such an arrangement in circumstances where they are wishing to take advantage of Apple’s services.
The App Store review guidelines
698 The DPLA provides that, by submitting an app for consideration for distribution via the App Store, the developer warrants that the app complies with all requirements specified by Apple and any additional guidelines that Apple may post to the developer portal or App Store Connect which is a platform used by developers to submit their apps for review.
699 The App Store review guidelines are the primary source of requirements to be complied with. Schedules 1 and 2 of the DPLA confirm that Apple may remove apps from the App Store at any time, including where the developer has breached the guidelines.
700 Section 1 of the guidelines deals with safety. The content of that part of the guidelines indicates the breadth of that concept from Apple’s perspective.
701 Section 1.1 of the guidelines sets out various examples of objectionable content that should not be included within apps. The general description of objectionable content is that which is “offensive, insensitive, upsetting, intended to disgust, in exceptionally poor taste, or just plain creepy”. Specific examples include defamatory content, discriminatory content or racially targeted commentary, depictions that encourage illegal or reckless use of weapons and dangerous objects, overtly sexual or pornographic material, false information and features, including inaccurate device data, and harmful concepts which capitalise or seek to profit on recent or current events, such as violent conflicts, terrorist attacks and epidemics.
702 Section 1.2 provides that apps with user-generated content or social network services must include certain filters and mechanisms to filter and deal with offensive content and abusive users.
703 Section 1.3 deals with a specific category of apps called the “Kids Category” which is described as a way for people to easily find apps that are designed for children. Such apps must not include links out of the app, purchasing opportunities, or other distractions to children unless reserved for a designated area behind a parental gate.
704 Section 1.4 provides that Apple may reject an app if it behaves in a way that risks physical harm. Examples include medical apps that could provide inaccurate data or information, apps that encourage consumption of tobacco and vape products, illegal drugs, or excessive amounts of alcohol, and apps that urge customers to participate in activities or use their devices in a way that risks physical harm to themselves or others.
705 Section 1.6 requires that apps should implement appropriate security measures to ensure proper handling of user information collected pursuant to the DPLA and the guidelines and prevent its unauthorised use, disclosure or access by third parties.
706 Section 2 of the guidelines deals with “Performance” of apps. That includes requirements as to the presentation of apps on the App Store.
707 Section 2.3 provides that customers should know what they are getting when they download or buy an app, so the developer should ensure that all app metadata, including privacy information, app description, screenshots, and previews accurately reflect the app’s core experience and are kept up to date with new versions.
708 Section 2.3.1 provides that an app should not include any hidden, dormant or undocumented features. So, the functionality has to be clear to end users and the app review process. Section 2.3.1 also provides that marketing an app in a misleading way is grounds for removal of the app from the App Store and termination of the developer’s account. Examples given include promoting content or services that the app does not actually offer, or promoting a false price whether within or outside of the app.
709 Section 2.3.2 provides that if an app includes in-app purchases the developer should ensure that the app description, screenshots and previews clearly indicate whether any featured items, levels, subscriptions etc require additional purchases. Developers promoting in-app purchases on the App Store have to follow the guidance in the separate publication “Promoting Your In-App Purchases” and must ensure that the app properly handles the “SKPaymentTransactionObserver method” so that customers can “seamlessly complete the purchase when your app launches”.
710 Section 2.5 contains various software requirements, including the following.
711 First, apps may only use public APIs and must run on the currently shipping operating system.
712 Second, apps should be self-contained in their bundles and may not read or write data outside the designated container area, nor may they download, install or execute code which introduces or changes features or functionality of the app, including other apps.
713 Third, apps that transmit viruses, files, computer code, or programs that may harm or disrupt the normal operation of the operating system and/or hardware features will be rejected.
714 Fourth, apps that alter or disable the functions of standard switches, such as volume switches or other native user interface elements or behaviours, will be rejected.
715 Fifth, apps must request explicit user consent and provide a clear visual and/or audible indication when recording, logging, or otherwise making a record of user activity. This includes any use of the device camera, microphone, screen recordings or other user inputs.
716 Section 3 of the guidelines relates to business activities of apps. The introductory section explains that while pricing is up to the developer, Apple will not distribute apps and in-app purchase items that are clear rip-offs. This includes rejecting apps that try to cheat users with irrationally high prices. Further, if Apple finds that a developer has attempted to manipulate reviews, inflate its chart rankings with paid, incentivised, filtered or fake feedback or used third party services to do so, Apple will take steps to preserve the integrity of the App Store, which may include expelling the developer from the Apple developer program.
717 Under section 3.1.1, if the developer wants to unlock features or functionality within the app such as subscriptions, in-game currencies, game levels, access to premium content or unlocking a full version it must use in-app purchase. Any credits or in-game currencies purchased via in-app purchase may not expire, and the developer has to ensure that there is a restore mechanism for any restorable in-app purchases.
718 Further, apps offering “loot boxes” or other mechanism that provide randomised virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.
719 In relation to auto-renewing subscriptions, section 3.1.2 provides that the developer must provide ongoing value to the customer, and the subscription period must last at least seven days and be available across all of the user’s devices. Other specific conditions for such offerings include the following. Subscriptions must work on all of the user’s devices where the app is available. Apps must not force users to rate the app, review the app, download other apps, or other similar actions in order to access functionality, content or use of the app. Further, a user should be able to get what they have paid for without performing additional tasks, such as posting on social media, uploading contacts or checking in to the app a certain number of times. Further, apps that attempt to scam users will be removed from the App Store. This includes apps that attempt to trick users into purchasing a subscription under false pretences or engage in bait-and-switch and scam practices.
720 Section 3.1.3 contains a series of exceptional categories where apps may use purchase methods other than in-app purchase. In these cases, users cannot be encouraged within the app to use a purchasing method other than in-app purchase except as permitted.
721 But developers are expressly permitted to send communications outside of the app to their user base about purchasing methods other than in-app purchase. The exceptional categories include reader apps, multiplatform services, enterprise services, person-to-person services, and goods and services outside of the app.
722 For physical goods and services that an app enables to be purchased, to be consumed outside of the app, a developer must use purchase methods other than in-app purchase to collect payments, such as Apple Pay or traditional credit card entry.
723 Section 3.2.2. sets out certain business models for apps that are unacceptable. One is creating an interface for displaying third-party apps, extensions, or plug-ins similar to the App Store or as a general-interest collection. Another is monetising built-in capabilities provided by the hardware or operating system, such as the camera.
724 Section 3.2.2(vi) provides that apps should allow a user to get what they have paid for without performing additional tasks, such as posting on social media. Apps should not require users to rate the app, review the app, enable tracking or take other similar actions in order to access functionality, content, use the app or receive monetary or other compensation.
725 Section 3.2.2(ix) provides that apps offering personal loans must clearly and conspicuously disclose all loan terms and cannot charge an annual percentage rate of higher than 36%.
726 Section 5 deals with legal issues and also contains a series of rules relating to privacy.
727 All apps must include a link to their privacy policy, including within the app in an easily accessible manner. The privacy policy must clearly and explicitly deal with certain matters, including identify what data, if any, the app/service collects, how it collects that data and all uses of that data. It must also explain the data retention/deletion policies and describe how a user can revoke consent and/or request deletion of the user’s data.
728 Apps that collect user or usage data must secure user consent for the collection, even if such data is considered to be anonymous at the time of or immediately following collection. Apps must also provide the customer with an easily accessible and understandable way to withdraw consent.
729 Further, there is imposed a data minimisation principle. Apps should only request access to data relevant to the core functionality of the app and should only collect and use data that is required to accomplish the relevant task.
730 Further, apps must respect the user’s permission settings and not attempt to manipulate, trick, or force people to consent to unnecessary data access.
731 Further, unless otherwise permitted by law a developer may not use, transmit, or share someone’s personal data without first obtaining their permission.
732 Further, there is a requirement that apps only include content that the developer has created or has a licence to use. Developers are also encouraged to notify Apple if they believe their intellectual property has been infringed by another developer.
733 Further, there is set out a general developer code of conduct in section 5.6, one aspect of which is that apps should never prey on users or attempt to rip off customers, trick them into making unwanted purchases, force them to share unnecessary data, raise prices in a tricky manner, charge for features or content that are not delivered, or engage in any other manipulative practices within or outside of the app. Non-compliance with the developer code of conduct may lead to termination of a developer’s account in the Apple developer program.
734 Now Epic complains that Apple has enforced the guidelines inflexibly and refuses to accommodate the needs of even the largest developers. In my view, as a general proposition that is largely true. I do not need to go into any detail on this aspect for the moment.
Apple’s intellectual property — access and use by developers
735 As Apple has pointed out, it has spent USD 101 billion on research and development between 2005 and 2020. It has pointed to the following matters which I agree with unless I state otherwise.
736 That investment has resulted in the development of an extensive portfolio of technology, intellectual property and other intangible assets, including Apple’s brand.
737 Apple’s brand value represents the accumulated value of Apple’s marketing investments over many years and the goodwill that arises from its reputation for high quality products and emphasis on ease of use, privacy and security.
738 The App Store can operate because Apple permits third parties to use certain of Apple’s tools, technologies and supporting intellectual property. Apple is the registered owner of a large portfolio of patents and copyright works.
739 In order to distribute native apps and digital in-app content on iOS devices, third parties require permission to access and use a suite of tools and technology offered by Apple, supported by Apple’s intellectual property.
740 This is the essence of the legal and commercial relationship embodied in the DPLA. The DPLA offers developers a variety of tools, services and rights to use Apple’s associated intellectual property.
741 By giving developers access, on the terms of the DPLA, to Apple’s tools, technology and supporting intellectual property, developers can make such use of Apple’s property, services and support to develop and distribute native apps through the App Store.
742 I agree with Apple that the use of its property is essential. It is not practical for a developer to develop native apps for iOS without using at least some of Apple’s SDKs and the more than 250,000 APIs that are available to developers.
743 Ultimately the commercial essence of the relationship is the flexibility of the general access that is granted to developers through Apple’s developer program and the legal rights conferred by the DPLA.
744 Except where legally compelled to do so by certain local laws, as is now the case in the EU, Apple has never permitted third parties to use Apple’s technologies, tools, services, and intellectual property rights, or granted licences, to enable the distribution of third-party app stores on iOS, direct downloading of iOS apps from websites or the conduct of in-app transactions for digital content outside of Apple’s commerce engine.
745 These points assume significance for each of the forms of access that have been envisaged in the present matter as a means of decentralised distribution of apps, namely, the downloading of a third-party app store app through the App Store itself, the downloading of a third-party app store app from the website of the alternative store provider and the downloading of a third-party app directly from a developer’s website.
746 In each case the process cannot occur without access to Apple property.
747 Now Apple is the registered owner of a very large portfolio of patents and copyright works. This includes more than 24,000 US patents, 1,500 Australian patents and 5,000 US registered copyright works.
748 Apple’s patents protect inventions relating to the App Store and app distribution and development, including development tools and features accessible to developers through APIs.
749 Apple’s Xcode integrated development environment (Xcode IDE) provides developers with software features that are necessary to design, develop and debug software for use on iOS. Copyright notices for Xcode are in evidence.
750 An SDK is a collection of software development tools in one package which facilitates the creation of applications. The SDKs include necessary tools, such as the code compiler and linkers. It is not practical for a developer to develop native apps for iOS without using Apple’s SDKs.
751 Apple has more than 250,000 APIs that are available to developers. It is virtually impossible to develop a native app for iOS without using at least some of these APIs.
752 The SDKs and APIs that were originally created to facilitate third-party native apps being developed and distributed on iOS were the product of work by Apple’s software engineering teams.
753 Ms Jacqueline Harlow, principal counsel and senior manager, IP transactions at Apple gave the following evidence.
754 As at the date of her written evidence, Apple was listed as the registered owner of the following: 5,000 registered US copyrights; 24,000 US utility patents and 3,500 US design patents; 4,000 US utility patent applications; 1,500 Australian patents and 700 Australian design registrations; 200 Australian patent applications and hundreds of unpublished US and Australian design applications.
755 Now through Apple’s developer program, Apple provides developers limited licences to a broad array of proprietary Apple technologies and services, underlying which are various Apple IP rights.
756 For example, Apple registers the copyrights in its key software products including iOS, iPadOS, watchOS, and macOS. Copyright also protects Apple’s unregistered works, including SDKs, APIs, and other software products and tools. Apple registers copyrights as the first step to enforce Apple’s rights against copyright infringers.
757 Additionally, Apple files patent applications and obtains patents to protect inventions relating to iOS, iPadOS, watchOS, macOS, App Store, and app distribution and development, including development tools and features accessible by developers through APIs. These inventions allow developers to quickly build apps with advanced user interactions and features and to easily distribute and maintain those apps on customer devices.
758 In order to access Apple’s proprietary technologies or services a developer must first enter into certain agreements with Apple, including a developer agreement and the DPLA.
759 These agreements, together with software specific agreements that govern the download or use of particular Apple technologies, tools, and services, and Apple’s published guidelines for using Apple trademarks and copyrights, define how developers may access or use Apple’s proprietary technologies.
760 Now as I have already indicated, in order to access or use Apple’s proprietary technologies and services for advanced application development and distribution, a developer must enter into Apple’s DPLA in addition to the developer agreement.
761 Further, under the Digital Markets Act Apple is obliged in the EU to facilitate novel forms of third-party access. This has required Apple to develop more intellectual property-protected technologies, tools and services. So, to comply with the legal requirements of the Digital Markets Act Apple has created a new API called “MarketplaceKit” that allows alternative app marketplaces to operate on iOS and facilitates the secure installation of apps distributed from such an alternative app marketplace, by enabling the marketplace’s web server to directly interface with iOS.
762 Let me deal with another topic concerning Epic’s use of Apple’s intellectual property and/or Apple’s confidential information.
763 In evidence is a copy of Epic’s responses and objections to Apple’s first set of interrogatories dated 11 December 2020 filed in case No. 4:20-cv-05640-YGR-TSH brought by Epic against Apple in the US District Court for the Northern District of California.
764 These responses have been tendered and received by me as admissions made by Epic.
765 Epic stated in response to interrogatory number 6 the following matters.
766 First, Apple has over 250,000 APIs that are available to developers and it is virtually impossible to develop an app for, or a toolset for development on, iOS or macOS without them. Epic has used thousands of Apple’s APIs for the development of the Fortnite apps for iOS or macOS. Epic has incorporated APIs that are related to a relatively constant set of frameworks in the iOS and macOS versions of Fortnite.
767 Second, in the iOS version of Fortnite, Epic has used APIs from the following frameworks in the game’s executable code: AdSupport, AudioToolbox, AVFoundation, Cloudkit, CoreAudio, CoreGraphics, CoreMedia, CoreMotion, Core Video, DeviceCheck, Foundation, GameControfler, GameKit, iAD, MediaToolbox, Metal, MultipeerConnectivity, QuartzCore, SafariServices, Security, StoreKit, SystemConfiguration, UIKit, UserNotifications, WebKit and Video Toolbox.
768 Third, in the macOS version of Fortnite, Epic has used APIs from the following frameworks in the game’s executable code: AppKit, AudioToolbox, AudioUnit, AVFoundation, Carbon, CFNetwork, Cocoa, CoreAudio, CoreFoundation, CoreGraphics, CoreMedia, CoreMIDI, CoreServices, CoreVideo, Foundation, IOKit, MediaToolbox, Metal, OpenGL, QuartzCore, Security and VideoToolbox.
769 Fourth, in addition, due to dependency on the third-party Chromium Embedded Framework and Vivox libraries, Epic has indirectly used APIs from the following frameworks: Accelerate, AddressBook, Applicationservices, CoreText, Core WLAN, DiskArbitration, GameController; IOBluetooth, IOSurface, lmageCaptureCore, lmageIO, Quartz, Security Interface, and SystemConfiguration.
770 Fifth, Epic has used Apple’s ARkit framework for internal experimentation and demonstrations, but has not used it for the development of either the iOS or macOS versions of Fortnite.
771 Sixth, like most platform providers, Apple makes certain software development tools widely available to developers like Epic that make apps intended to run on iOS and macOS devices. These tools come in the form of device-specific SDKs. Epic has used the iPhone, iPad and Mac SDKs to develop the iOS and macOS versions of Fortnite. Just like with Apple’s APIs, it is not practicable for a developer to develop iOS or macOS compatible apps without using Apple-issued SDKs.
772 Seventh, Apple’s core tool is the Xcode IDE, which provides developers the software features that are necessary to design, develop, and debug software for use on iOS and macOS. Epic has used the Xcode IDE for writing and debugging code when working on the iOS and macOS versions of Fortnite. Epic also has used other tools included with the Xcode IDE to measure the performance of Fortnite, install builds of Fortnite on development devices, and upload builds of Fortnite to Apple’s Appstore Connect for distribution.
773 Eighth, Apple’s SDKs also include other tools that are necessary to develop apps for iOS and macOS devices, including the compiler and linkers. Epic has used these tools to develop the iOS and macOS versions of Fortnite.
774 Ninth, a few people at Epic have also had access to Apple’s internal bug reporting system, Radar. Apple has the ability to use Radar to report to Epic bugs in Fortnite and also to request that Epic add features to the iOS and macOS versions of Fortnite. Epic has used Radar to report to Apple bugs in iOS and macOS, such as certain problems Epic identified with the Metal drivers, and to request that Apple add features to its operating systems.
775 Tenth, due to the technical restrictions that Apple has placed on the distribution of iOS apps, Epic has used Apple’s TestFlight to perform pre-release testing of the iOS version of Fortnite.
776 Eleventh, in order for an app to run on an iOS device, it must be signed with a certificate issued by Apple. The type of certificate depends on how the developer intends to distribute its app. For the purposes of developing and testing iOS apps prior to wider distribution, Apple makes available several types of certificates to developers. Development or ad hoc certificates allow a developer to distribute an iOS app to a limited number of pre-approved devices.
777 Twelfth, if a developer wishes to beta test its app with a larger user base (up to 10,000 test devices), then it must use Apple’s TestFlight service. Epic has uploaded pre-release builds of the iOS version of Fortnite to TestFlight to perform broader pre-release testing among its employees and contract staff.
778 Thirteenth, Epic regularly discussed with Apple engineering issues related to Fortnite, including in connection with Apple’s Consultation Labs program. Epic and Apple held weekly conference calls to discuss existing engineering issues as well as anticipated issues with Apple’s pre-release software such as beta OS and/or Xcode that was made available to Epic through Apple’s developer program. These calls covered the following Fortnite-related topics: discovery and resolution of graphics driver bugs in iOS and macOS; memory usage and bugs affecting Epic’s ability to implement and support iOS and macOS features; investigation into rendering issues in Fortnite caused by Apple’s Metal software; and Epic’s testing and providing feedback on Apple developer tools.
779 Fourteenth, Epic staff would sometimes physically visit Apple to investigate issues and to test and troubleshoot Fortnite on Apple’s pre-release software. Epic’s on-site visits focused on improving the Apple toolchains and leveraging Apple’s internal tools on current hardware to debug performance and/or stability issues with Fortnite, which were frequently caused by issues with Apple’s software. Epic staff also visited Apple for support with debugging crashes in Fortnite nested within Apple’s Metal rendering code.
780 Fifteenth, in connection with migrating Fortnite to Xcode 11 and the corresponding reduction in available memory resources for the game, Epic and Apple worked closely together through on-site visits to Apple, weekly conference calls and email communications.
781 Sixteenth, Epic’s visits to Apple were dedicated to measuring rendering memory allocation with Apple’s tools, discovering and reporting bugs with Apple’s tools, and optimising Fortnite’s rendering memory footprint without degrading the graphical quality of the game.
782 Seventeenth, the weekly conference calls and emails focused on providing progress updates and investigating, reporting, and troubleshooting bugs that the Epic and Apple teams encountered.
783 Clearly and in summary, Epic has used the SDKs, APIs and development tools licensed by Apple to Epic under the DPLA for the purpose of developing iOS apps. Epic used the Xcode IDE for writing and debugging code when working on the iOS version of Fortnite. Epic also used other tools included with the Xcode IDE to measure the performance of Fortnite, install builds of Fortnite on development devices and upload builds of Fortnite for distribution. Epic used Apple’s iPhone and iPad SDKs to develop the iOS version of Fortnite, including the code compiler and the linkers that are included in the SDKs. Epic used thousands of Apple’s APIs in the development of the Fortnite apps for iOS and macOS. In the iOS version of Fortnite, Epic used Apple APIs from 26 frameworks in the game’s executable code.
784 That means that the use of Apple’s software is not confined to the development phase of Fortnite. Code written and owned by Apple is downloaded when a customer downloads Fortnite and used when the customer plays Fortnite.
785 The following frameworks that are specific to iOS were used by Epic in the development of Fortnite for iOS: the AdSupport framework; the Cloudkit framework, being the collection of APIs that allow an application to store files in a user’s Apple cloud storage; the CoreMotion framework, being a collection of APIs that pertain to the iOS device’s gyroscope and orientation; the DeviceCheck framework, being an API that allows developers to offer a one-time free trial to users; the GameKit framework, being a collection of APIs that provide social matchmaking for games and for users; the iAD API framework, being APIs typically used in advertising, including to uniquely identify users; the MultipeerConnectivity framework, being a collection of APIs that allow an app to detect when there is an iOS user with the same app nearby; and the SafariServices framework, which allows a user to log into the app.
786 Each of those frameworks contains multiple APIs.
787 Epic has used Apple’s TestFlight software to perform pre-release testing of the iOS version of Fortnite. Copyright notices for TestFlight are in evidence.
Epic’s arguments
788 Let me set out Epic’s arguments.
789 Epic says that Apple has not identified, whether in its pleading or otherwise, the nature and scope of any intellectual property rights which it says are the subject of a licence granted under the DPLA, nor how developers exploit any such rights in relation to the relevant aspects of the App Store’s operation, being app distribution and payment services.
790 Further, to the extent that it might be inferred that Apple has some particular but not precisely identified intellectual property rights in SDKs or other software, Epic says that it has been placed at a disadvantage in meeting and testing Apple’s contention that it has exclusive control over the markets for which Epic contends by virtue of Apple’s intellectual property rights.
791 Now the only direct witness evidence of Apple’s intellectual property rights comes from Ms Harlow and Mr Schiller. But Epic says that this was all very vague.
792 Now Epic accepts that the DPLA confers a licence on a developer to use, inter-alia, iOS and various software tools that Apple makes available for the development and testing of iOS apps.
793 But Epic says that Apple has adduced no evidence identifying the specific subset of intellectual property rights within its intellectual property portfolio which it says are the subject of this licence.
794 Epic says that whilst Ms Harlow said that Apple files patent applications and obtains patents to protect inventions relating to iOS, iPadOS, watchOS, macOS, App Store and app distribution and development, including development tools and features accessible by developers through APIs, she did not identify those patents and patent applications or any specific rights that they confer.
795 Further, Epic says that Apple has not adduced any evidence of the specific works in which copyright is claimed to subsist.
796 Epic says that although Ms Harlow asserted that copyright also protects Apple’s unregistered works, including SDKs, APIs and other software products and tools, and she exhibited copyright notices for Xcode and Testflight, she did not provide evidence of any copyrighted works.
797 Similarly, Epic says that Mr Schiller mentioned the brand names of certain tools which Apple has developed for, and provided to, app developers, such as Xcode, SpriteKit, Metal, ARKit and Core ML. Epic says that the mere identification of software by its brand name or the production of a copyright notice is thin evidence of the “literary work” in which copyright is alleged to subsist. It says that to enable me to determine the existence and scope of any exclusive rights conferred on Apple as copyright owner so that I might properly evaluate Apple’s submission as to the artificiality of the markets for which Epic contends, it was necessary for Apple to identify and prove both the works in which copyright is relevantly alleged to subsist with greater specificity, and the precise ways in which Apple alleges that developers have substantially reproduced those works.
798 Moreover, as to Apple’s APIs, Epic says that it is an open question under Australian law whether APIs are capable of being protected by copyright. Further, the position in the United States is also not settled. In the US Supreme Court decision in Google LLC v Oracle America., Inc. 593 U.S. 1 (2021), the Court did not decide whether APIs for the computer language Java were capable of attracting copyright protection.
799 In that case, Oracle claimed that Google had infringed its copyright by use of 37 API packages used in Google’s Android platform for its smartphones. Google had copied around 11,500 lines of Java code used in those APIs. The Java code that Google took was declaring code, which is the part of an API that organises and declares or identifies pre-written functions and tasks so that the API can communicate with other software. Other code in an API called implementing code performs the tasks. At first instance, the District Court for the Northern District of California found that the declaring code was not copyrightable as a matter of law. But on appeal, the United States Court of Appeals for the Federal Circuit (Oracle America, Inc v Google Inc 750 F.3d 1339 (2014)) found that APIs can be protected by copyright.
800 The Supreme Court overturned that decision on the basis that Google was entitled to take declaring code under the principles of fair use. But the majority did not rule on the Court of Appeals’ finding as to whether copyright subsists in APIs, and did not address the question of whether this type of code is copyrightable.
801 Now Epic says that although Australian law might recognise that copyright can subsist in relation to a subset of specific statements or instructions within a larger body of software, without any evidence from Apple about the works in which copyright is alleged to subsist, I cannot be satisfied that Apple’s APIs meet the definition of “computer program” in s 10(1) of the Copyright Act 1968 (Cth) (the Act) or the threshold of originality.
802 Now as to how developers might relevantly be said to be exploiting Apple’s intellectual property rights, Epic says that the evidence adduced by Apple does not illuminate that question in relation to the relevant aspects of the App Store’s operation, namely, app distribution and payment services. Epic says that Apple could have, but did not, adduce adequate, or in some cases any, probative evidence on this point.
803 Now as I have indicated earlier, Apple relies on Epic’s response to interrogatory number 6, in which Epic acknowledged various matters which I have set out. Apple says that the effect of this response is that Epic has incorporated computer code that is written and owned by Apple into the executable code that runs when the Fortnite app is used and that this is a continuing use of Apple’s intellectual property that occurs after the app is distributed every time the app is used. But Epic says that I should not accept that assertion.
804 Epic says that its response was given to an interrogatory that asked Epic to describe in detail Epic’s use of any services or tools provided by Apple to create, develop, maintain or update Fortnite. But Epic says that Apple cannot use that evidence to prove that Apple has intellectual property rights in any such computer code.
805 Further, Epic points out that Mr Grant, who verified Epic’s response to this interrogatory, was the only witness to give detailed evidence of Epic’s use of Apple’s Xcode IDE and Apple’s SDKs and APIs. Mr Grant’s evidence, which was not challenged in cross-examination, was relevantly as follows.
806 First, he said that to create the iOS-compatible Fortnite app, the Fortnite team at Epic used Xcode IDE, which offers a suite of Apple-specific SDKs and APIs for the development of apps on iOS and macOS. Xcode is the primary application for developers to author, test and run source code written for iOS and macOS apps on their devices. Apple makes it compulsory to use certain APIs in order to build certain functionality into an app. So, in order to support in-app purchasing on iOS, it was necessary for the Fortnite team to use the StoreKit API.
807 Second, he said that Xcode offers a set of tools and Apple-specific SDKs, containing APIs, for the development of apps on Apple platforms, including iOS and macOS.
808 Third, he said that developers can download Apple’s Xcode application to use the SDK for iOS app development and the SDK for macOS app development, and access Apple’s APIs through those SDKs.
809 Fourth, he said that an SDK generally provides access to the APIs necessary for writing an app for the relevant OS. APIs are sets of definitions and protocols that allow third-party app developers to program their apps to access and make use of OS-provided functionality. Effectively, APIs allow programs to interact with the OS.
810 Fifth, he said that for apps on any platform, including iOS and macOS, nearly all code that is contained within the app itself is provided by the developer.
811 Sixth, he said that during the development process of Fortnite’s native iOS app, under his supervision, Epic engineers used Apple’s SDK, APIs and development tools to create functionality specific to Fortnite running on iOS.
812 Seventh, he said that the vast majority of code within Fortnite’s iOS native app was previously written by Epic’s software engineers.
813 Eighth, he said that in order for Fortnite’s iOS native app to request services from iOS and/or functionality provided by an Apple library (through an API), the code that Epic’s engineers wrote referenced particular “headers” from Apple’s SDKs. In limited instances where a header itself contains code and specifies it to be an option, the compiler may opt to “inline” (that is, duplicate) that code within the app to improve performance. So, to enable users to play audio on iOS devices, Fortnite on iOS needed to reference headers that list the iOS APIs relevant to performing audio operations. The headers are often identical to the headers required to enable equivalent functionality via the same APIs available on macOS.
814 Ninth, he said that in developing Fortnite for iOS, under his supervision, Epic’s engineers needed to undertake further steps to implement certain APIs on Apple platforms. For example, Epic was required to write additional code to call the functions associated with Apple’s graphics API Metal, as the Metal API was provided for the programming language Objective-C, while the Fortnite code was written in C++.
815 Tenth, he said that when Epic released Fortnite on the App Store in 2018, Fortnite did not execute any code that referenced Apple’s APIs when it was being displayed within the iOS App Store, downloaded by a user from the iOS App Store or subsequently updated.
816 Eleventh, he said that in August 2020, Epic offered EDP as an alternative payment solution to Apple IAP for iOS users making in-app purchases within Fortnite. Apple’s iOS SDK and APIs were not used to implement that alternative payment solution.
817 Twelfth, he said that in addition to Xcode, there are a number of integrated development environments or platforms that can be used to develop apps for iOS and/or macOS, namely Microsoft Visual Studio and B4i. While an iOS app can be developed without using Xcode, in order to make an app available through the iOS App Store or macOS App Store, Apple requires developers to use the tools distributed with Xcode so that it is in a form that can be uploaded to Apple’s developer portal. He also said that distributing a macOS app through a third party app store (like the Epic Games Store) and/or through direct downloading only requires the use of Xcode for the notarisation process.
818 Now I accept that Mr Grant gave such evidence. Epic says that five points relevantly follow from that evidence.
819 First, Epic says that despite the fact that a developer of an iOS app has a theoretical choice as to whether to use the Xcode IDE in developing the app, in practice, if the developer wishes to distribute that app on the App Store, the developer has no real choice at all. If developers were able to distribute iOS apps using an alternative distribution channel, they would be able to use alternative development platforms, such as Microsoft Visual Studio.
820 Second, Epic says that the use of certain APIs by developers is mandated by Apple, such as in the case of the in-app purchase API, the requirement of which is a reflex of the impugned requirement that developers use IAP for in-app purchases of digital content. Those APIs, which are included in Apple’s SDKs, can only be accessed by developers by downloading Xcode.
821 Third, Epic says that even if APIs are capable of being protected by copyright, one could not be satisfied that the reference to or use of the API in creating the executable code of an iOS app would involve the incorporation of a substantial part of any Apple copyrighted work, such that the reproduction of that code, absent any licence from Apple, would be an infringement of any exclusive rights held by Apple.
822 Fourth, Epic says that there is no evidence that any code provided by Apple to developers is executed by an iOS app when the app is being displayed within the iOS App Store, downloaded by a user from the iOS App Store or subsequently updated. To the contrary, Epic says that Mr Grant’s evidence was that when it was available on the iOS App Store, Fortnite did not execute any code that referenced Apple’s APIs when it was being displayed within the iOS App Store, downloaded by a user from the iOS App Store or subsequently updated.
823 Accordingly, Epic says that there is no evidence that any code in which Apple intellectual property rights might subsist is relevantly used or exploited by developers in the course of iOS app distribution.
824 Fifth, Epic says that not only is there no evidence as to what Apple intellectual property rights subsist in or protect Apple’s IAP, there is no evidence that, absent the requirement in the DPLA that developers use IAP for in-app purchases of digital content within iOS apps, Apple’s iOS SDK and APIs would be used or exploited by a developer implementing an alternative payment solution for their iOS app.
Analysis
825 Now I must say that I do not accept many of Epic’s arguments.
826 Apple pointed out, correctly, that the licence in clause 2.1(a) of the DPLA is a licence to “install” copies of the “Apple Software” on Apple-branded products “to be used” for the purpose of developing or testing covered products including apps.
827 And as Apple points out, the installation of software on a computer including on an iPhone, iPad or Mac necessarily involves making a copy of the whole of the computer code that comprises the software. So, each time software is installed, there is a reproduction in material form of the whole of the code, within the meaning of s 31(1)(a)(i) of the Act.
828 Now clause 2.1(a) of the DPLA licenses installation of the “Apple Software” that is provided to the developer under the “Program”. “Program” is defined as “the overall Apple development, testing, digital signing, and distribution program contemplated by this Agreement.” So, the licence covers all software that Apple provides to developers under the program, even if it comes into existence after the developer executes the DPLA.
829 Let me move to another point.
830 Epic says that Apple has not led evidence to substantiate the existence of any intellectual property rights relevant to app distribution. But I agree with Apple that there is ample evidence identifying examples of copyright works that are “Apple Software”.
831 “Apple Software” is defined in the DPLA as:
Apple SDKs, iOS, watchOS, tvOS, iPadOS, visionOS, and/or macOS, the Provisioning Profiles, FPS SDK, FPS Development Package, and any other software Apple provides to You under the Program, including Updates thereto (if any) that may be provided to You by Apple under the Program.
832 Several of those terms are defined further in clause 1.2.
833 First, “Apple SDKs” is defined as:
Apple-proprietary Software Development Kits (SDKs) provided hereunder, including but not limited to header files, APIs, libraries, simulators, and software (source code and object code) labeled as part of iOS, watchOS, tvOS, iPadOS, or Mac SDK and included in the Xcode Developer Tools package for the purposes of targeting Apple-branded products running on iOS, watchOS, tvOS, iPadOS, and/or macOS, respectively.
834 Second, “iOS” is defined as “the iOS operating system software provided by Apple for use by You only in connection with Your Application development and testing, including any successor versions thereof.”
835 Third, “iPad OS” is defined as “the iPadOS operating system software provided by Apple for use by You only in connection with Your Application development and testing, including any successor versions thereof.”
836 In s 10(1) of the Act, “literary work” is defined to include a “computer program or compilation of computer programs” and “computer program” is defined as “a set of statements or instructions to be used directly or indirectly in a computer in order to bring about a certain result”.
837 I agree with Apple that numerous computer programs that fall within the definition of “Apple Software” are identified in the evidence.
838 First, as I have explained elsewhere, iOS is the iPhone operating system and the licence of iOS and iPadOS to users is in evidence. Moreover, as Apple says, this is not a copyright infringement case and there is no issue about the iOS code between the parties. I agree with Apple that it did not need to tender a copy of the iOS code to establish that there is a computer program called iOS, which is owned by Apple.
839 Second, the “Apple Software” is defined to include the “Xcode Developer Tools package”. A copyright notice for Xcode is in evidence, as are the terms and conditions that must be accepted before downloading Xcode, being the “Xcode and Apple SDKs Agreement”. In a copyright infringement action, a copyright notice is taken to prove ownership of copyright, unless the contrary is established (s 126B(2) of the Act). Xcode provides developers with software features that are necessary to design, develop and debug software for use on iOS.
840 The DPLA licences a computer program called Xcode, and Epic has used Xcode for writing and debugging code when working on the iOS version of Fortnite. Epic has also used tools included with Xcode to measure the performance of Fortnite, install builds of Fortnite on development devices and upload builds of Fortnite for distribution.
841 Third, the DPLA defines “TestFlight Application” as “Apple’s application that enables the distribution of pre-release versions of Your Applications to a limited number of Your Authorised Developers and to a limited number of Best Testers, as specified on the TestFlight developer website, through TestFlight”. “TestFlight” is defined as “Apple’s beta testing service for pre-release Applications made available through Apple’s TestFlight Application.”. A copyright notice for TestFlight is in evidence.
842 Epic has used Apple’s TestFlight software to perform pre-release testing of the iOS version of Fortnite. And a computer program called TestFlight is licensed by the DPLA.
843 Fourth, an SDK is a collection of software development tools in one package which facilitates the creation of applications. There is a definition of “Apple SDKs” in the DPLA as I have just set out.
844 The iOS and iPadOS SDKs are provided as part of the Xcode developer tools; see the definition of Apple SDKs in the DPLA and in the Xcode and Apple SDKs agreement. Accordingly, the copyright notice for Xcode applies to the iOS and iPadOS SDKs.
845 As Apple says, clearly there are computer programs or compilations of computer programs called the iOS SDK and the iPadOS SDK, as well as other SDKs, including ReplayKit, GameKit and StoreKit.
846 Epic has used Apple’s SDKs and APIs licensed under the DPLA for developing iOS apps. More specifically, Epic used Apple’s iPhone and iPad SDKs to develop the iOS version of Fortnite. Epic has also used other tools from Apple SDKs, including the compiler and linkers.
847 Fifth, an API is a software intermediary that allows applications to communicate with one another. As I have said, Apple has more than 250,000 APIs that are available to developers. And as Apple said, one cannot realistically develop a native app for iOS without using at least some of those APIs. Epic has used thousands of Apple’s APIs in the development of the Fortnite apps for iOS and macOS. One way in which an API can work is by the developer incorporating code from the API into the app’s code. Epic has used APIs from 26 frameworks in Fortnite’s executable code.
848 Mr Grant gave evidence about the function of the APIs in seven of those frameworks. As I have set out earlier, one has the Cloudkit framework, which is a collection of APIs that allow an application to store files in a user’s Apple cloud storage. One has the CoreMotion framework, which is a collection of APIs that pertain to the iOS device’s gyroscope and orientation. One has the DeviceCheck framework, which is an API that allows developers to offer a one-time free trial to users. One has the GameKit framework, which is a collection of APIs that provide social matchmaking for games and for users. One has the iAD API framework, which includes APIs typically used in advertising, including to uniquely identify users. One has the MultipeerConnectivity framework, which is a collection of APIs that allow an app to detect when there is an iOS user with the same app nearby. And one has the SafariServices framework, which allows a user to log into the app.
849 Another API discussed in the evidence is Metal, a powerful computer graphics API. Metal is one of the APIs that Epic has used in executable code of Fortnite for iOS. Apparently, Metal is superior to Google’s OpenGL API.
850 So, Apple makes hundreds of thousands of APIs available to developers. And I have no doubt that Epic has used thousands of them, including by incorporating code from certain specified APIs into Fortnite’s executable code.
851 Now Epic says that there is doubt that APIs are capable of being protected by copyright under Australian law. But in Australia, it is well established that a relatively short or simple piece of code can satisfy the definition of computer program in s 10(1) of the Act. Further, a command which, when executed, causes a sequence of other functions to be executed, can be a computer program for the purpose of the Act. Further, a software intermediary that facilitates communication between two applications can be seen as a set of statements or instructions to be used directly or indirectly in a computer in order to bring about a certain result. Metal, being a computer graphics API, is capable of satisfying that description.
852 Further, in relation to Epic’s reproduction of code from certain Apple APIs in Fortnite’s executable code, it is self-evident that it satisfies the substantiality question.
853 In Hytera Communications Corporation Ltd v Motorola Solutions Inc (2024) 308 FCR 68; [2024] FCAFC 168, I together with O’Bryan and Rofe JJ said at [737] to [748]:
The question of substantiality is one of mixed law and fact in the sense that it requires the judge to apply a legal standard to the facts as found: Designers Guild Ltd v Russell Williams (Textiles) Ltd [2000] 1 WLR 2416 at 2423 (Lord Hoffman). To the same effect is the following statement of Wilson J in SW Hart v Edwards Hot Water Systems (1985) 159 CLR 466 at 482:
... the question whether there has been a reproduction is a question of fact and degree depending on the circumstances of each case. The emphasis upon quality rather than quantity directs attention to the significance of what is taken.
In Ladbroke, Lord Pearce stated the well-known test concerning “substantial part” as follows (at 293):
… Whether a part is substantial must be decided by its quality rather than its quantity. The reproduction of a part which by itself has no originality will not normally be a substantial part of the copyright and therefore will not be protected. For that which would not attract copyright except by reason of its collocation will, when robbed of that collocation, not be a substantial part of the copyright and therefore the courts will not hold its reproduction to be an infringement. It is this, I think, which is meant by one or two judicial observations that “there is no copyright” in some unoriginal part of a whole that is copyright. They afford no justification, in my view, for holding that one starts the inquiry as to whether copyright exists by dissecting the compilation into component parts instead of starting it by regarding the compilation as a whole and seeing whether the whole has copyright. It is when one is debating whether the part reproduced is substantial that one considers the pirated portion on its own.
…
In Data Access, the High Court considered the applicable principles in the context of computer programs. The plurality (at [83]) endorsed the approach taken by Mason CJ in dissent in Autodesk Inc v Dyason (No 2) (1993) 176 CLR 300 (Autodesk (No 2)) at 305. After quoting the above passage of Lord Pearce from Ladbroke, Mason CJ said (citations omitted):
… in the context of copyright law, where emphasis is to be placed upon the ‘originality’ of the work’s expression, the essential or material features of a work should be ascertained by considering the originality of the part allegedly taken. This is particularly important in the case of functional works, such as a computer program, or any works which do not attract protection as ends in themselves (eg, novels, films, dramatic works) but as means to an end (eg, compilations, tables, logos and devices).
The plurality in Data Access continued (at [84]-[86], citations omitted):
There is great force in the criticism that the “but for” essentiality test which is effectively invoked by the majority in Autodesk (No 2) is not practicable as a test for determining whether something which appears in a computer program is a substantial part of it. For that reason, we prefer Mason CJ’s opinion that, in determining whether something is a reproduction of a substantial part of a computer program, the “essential or material features [of the computer program] should be ascertained by considering the originality of the part allegedly taken”.
In order for an item in a particular language to be a computer program, it must intend to express, either directly or indirectly, an algorithmic or logical relationship between the function desired to be performed and the physical capabilities of the “device having digital information processing capabilities”. It follows that the originality of what was allegedly taken from a computer program must be assessed with respect to the originality with which it expresses that algorithmic or logical relationship or part thereof. The structure of what was allegedly taken, its choice of commands, and its combination and sequencing of commands, when compared, at the same level of abstraction, with the original, would all be relevant to this inquiry.
That being so, a person who does no more than reproduce those parts of a program which are “data” or “related information” and which are irrelevant to its structure, choice of commands and combination and sequencing of commands will be unlikely to have reproduced a substantial part of the computer program. We say “unlikely” and not “impossible” because it is conceivable that the data, considered alone, could be sufficiently original to be a substantial part of the computer program.
The High Court affirmed those principles in IceTV which, like Ladbroke, was a case concerning a literary work that was a compilation of information. … On appeal, one of the questions for determination was whether the time and title information which was reproduced in the IceGuide constituted a “substantial part” of the weekly schedules so as to constitute infringement. In two separate judgments, the High Court unanimously answered that question in the negative.
In their joint judgment in IceTV, French CJ, Crennan and Kiefel JJ emphasised the relationship between the features and characteristics of the work that lead to the conclusion that the work was original for the purposes of subsistence of copyright, and the question of infringement.
…
Their Honours confirmed that, in order to assess whether material copied is a “substantial part” of an original literary work, it is necessary to consider not only the extent of what is copied, but also the quality of what is copied (at [30]) and that a factor critical to the assessment of the quality of what is copied is the “originality” of the part which is copied (at [32]). With reference to the facts and reasoning in Ladbroke, their Honours stated (at [37]) that “where the part reproduced did not originate with the author, so that the author would not have copyright in the part standing alone, the part reproduced will not be a substantial part”. Their Honours added, however, that the fact that a part reproduced originates from the author does not, of itself, mean that it is necessarily a substantial part of the whole work; originality in the context of infringement has a broader aspect (at [38]).
…
The principles elucidated in Ladbroke, Data Access and IceTV recognise that, within a work in which copyright subsists, different parts of the work may have different degrees of originality. The assessment of whether a part of the work that is copied is a substantial part for the purposes of the Copyright Act will be affected by the degree of originality in that part. At one end of the spectrum are copyright works that consist of a compilation of information, in respect of which (typically) there is no originality (and indeed no copyright) in the information that is compiled, and where the originality only resides in the form of compilation. In such a case, the copying of the information, but not the form of compilation, will not infringe copyright. At the other end of the spectrum are works that might be described as wholly original (whilst recognising that the vast majority of works have elements that are derivative of other work). When assessing, in such cases, whether a part of the work that is copied is a substantial part, it remains relevant to consider the degree of originality in that part; however, as explained in Data Access, originality of the part copied is assessed by reference to the essential or material features of the copyright work.
854 We also went on to say at [790] to [794]:
The plurality judgment in Data Access provides the most extensive guidance to the assessment of substantiality in the context of computer code. Relevant passages from Data Access have been reproduced earlier in these reasons. …
In Data Access, the plurality stated their agreement with the following observations of Mason CJ in Autodesk (No 2) (at 305, citations omitted) …
The above passage makes three points in the context of computer code. First, the phrase “substantial part” refers to the quality of what is copied rather than the quantity. Second, in determining whether the quality of what is copied makes it a substantial part of the copyright work, it is important to inquire into the importance which the copied portion bears in relation to the work as a whole: is it an “essential” or “material” part of the work? Third, in this context “essential” does not mean essential to the operation of the computer code. Rather, in the context of copyright law, where emphasis is to be placed upon the originality of the work’s expression, the essential or material features of a work should be ascertained by considering the originality of the part allegedly taken.
…
It follows that the assessment of whether copied computer code constitutes a substantial part of a relevant computer program (work) is concerned with the quality of what is taken rather than the quantity. The quality of the copied code is to be assessed by reference to the importance which the code bears in relation to the work as a whole, which can also be described as the materiality of the code. But importance and materiality do not refer to the function of the code in the sense of whether the code is important or material to the operation of the computer or device in which the code is installed. Rather, importance and materiality refer to the originality with which the code expresses the functions sought to be performed by the computer or device, which includes such matters as the structure of the code and the choice and sequencing of commands.
855 But in any event, it is not essential for me to find that any particular Apple API constitutes a copyright work, or that Epic has reproduced a substantial part of any API. I am not here required to address a copyright infringement suit.
856 On any view I am satisfied that Apple’s APIs are a valuable resource and are code that Apple makes available to developers pursuant to the terms of the DPLA.
857 Now Epic says that there is no evidence that any code provided by Apple is executed by an iOS app when the app is being displayed within the iOS App Store, downloaded by a user from the iOS App Store, or subsequently updated.
858 But I agree with Apple that when a user downloads an app, the whole of the app’s code is copied to the user’s device and so any Apple code that has been incorporated into the app’s code is copied to the users’ device and so reproduced in material form (s 31(1)(a)(i)). The code is executed when the user uses the app, that is, when the device runs or executes the code.
859 Plainly, that is not occurring when the app is “displayed in” the App Store, or during the process of downloading or updating the code, but I agree with Apple that that is irrelevant.
860 Finally, and as Apple has said, to say that no relevant copyright work has been identified in the evidence makes no more sense than saying that an agreement licenses the printing of books, including the Harry Potter novels, but it is not clear whether it licenses any copyright works. It is not necessary to read Harry Potter novels to know that that they are literary works protected by copyright.
861 But in any event, even if there was a serious doubt as to the extent of any copyright protection, in my view some of the software and related material that Epic used likely contained Apple’s confidential information and is likely to have been protected under enforceable contractual or equitable duties of confidence.
Operating systems and security – general
862 By way of a pre-amble, it is convenient to note here that Professor Somayaji, a professor of computer science at Carleton University, Ottawa, Canada, gave expert evidence for Epic in both the Apple proceeding and the Google proceeding. He dealt with topics relevant to security and technology in each case.
863 In the Apple proceeding, Professor Somayaji also addressed responding evidence of Professor Aviel Rubin for Apple and also Apple’s changes to iOS in order to comply with the Digital Markets Act (EU).
864 In the Google proceeding, Professor Somayaji also addressed responding evidence of Professor Traynor and also to some extent some evidence of Mr Pascal Burg. He also gave a late report concerning real time scanning and installation aspects.
865 Professor Somayaji was cross-examined by Mr Moore SC for Google concerning his evidence in the Google proceeding. He was cross-examined by Mr Free SC for Apple in the Apple proceeding.
866 Clearly Professor Somayaji was technically very proficient. I have no difficulty with his expertise or reliability. In terms of the subject matter of his opinions and what I have ultimately accepted, I have addressed such questions below and elsewhere.
867 I should also note that Professor Somayaji, Professor Rubin and Professor Traynor participated in an expert conclave and produced a joint expert report. Professor Somayaji also participated in a joint expert report with Mr Burg.
868 Now before proceeding further it is convenient to say something more about the evidence of Professor Rubin, Apple’s expert.
869 Professor Rubin, a professor of computer science at John Hopkins University until early 2023 but still holding the emeritus title, and now chief scientist at Harbor Labs, gave expert evidence dealing with topics relevant to security and technology. He was cross-examined by Dr Higgins SC for Epic.
870 Clearly he had the relevant technical expertise to express the relevant opinions, but there were some difficulties with his evidence.
871 First, given both his contacts with Apple and Harbor Labs’ contacts and connection with Apple, there were difficulties in seeing him as being truly independent.
872 Second, some of his report blended fact, assumption and opinion. Further, he seemed to rely upon Mr Federighi’s assertions and views from time to time. Professor Rubin’s evidence concerning threat models was also problematic.
873 Third, his report or parts thereof seem to have been sourced to anecdotal and undisclosed communications with Apple employees who did not give evidence. This contamination to his evidence also occurred in analogous US proceedings.
874 Professor Rubin gave the following video deposition evidence in 2021 for Apple in analogous US proceedings brought by Epic:
Q. Okay. I'm sorry to push you back and forth, but if you could open up your rebuttal report for me right now and turn to page fifteen and, in particular, paragraph forty-six.
…
Q. Okay. I'm looking at the sentence that says:
“It is industry best practice for device manufacturers to perform a formal security analysis, including a threat model, of a product before bringing it to market.?
Do you see that?
A. Yes.
Q. Do you have any evidence that Apple, in fact, performed a formal security analysis, including a threat model of a product before bringing it to market, specifically that -- referring to the iPhone?
A. Based -- based on my conversations with the Apple engineers, it is clear to me that they had large teams looking at this various issue.
Q. Okay. And who -- who, in particular, are you relying on for that?
A. The combination of discussions that I had gave me the impression that they had put a lot of energy into studying the security and modeling -- and threat modeling of the product.
Q. And, in particular, did they indicate to you that they had performed a formal security analysis, including a threat model, before the iPhone was brought to market?
A. I -- I don't believe we discussed that one way or the other.
Q. Okay. Have you seen any contemporaneous documentation of Apple having performed a security analysis, including a threat model, before bringing the iPhone to market?
MR. LO: Vague.
THE WITNESS: I -- I'm sure that I have, but I can't think of any specific document right now.
875 This contamination in effect carried over to his evidence in the report tendered before me.
876 Generally, Professor Rubin did not disclose in his reports multiple direct discussions with Apple employees and engineers which informed his evidence in the US proceedings and thereby informed his evidence in this proceeding.
877 Further, Professor Rubin on various occasions uncritically adopted the evidence given by the Apple lay witnesses, especially Mr Federighi, as his own expert opinion.
878 Generally, I prefer the evidence of Professor Somayaji who was more independent and who I found more reliable on most topics. Let me turn then to some general topics the subject of evidence from Professor Somayaji from which I have considerably drawn. Where I refer to any figure or table, I have preserved the lettering or numbering of the expert unless I indicate otherwise; I make that observation generally in relation to these reasons, and my reasons in Epic v Google and in the two class actions.
879 Let me begin by dealing with a number of introductory matters concerning operating systems. I will then get into the detail in terms of their design, function and security mechanisms. I will also say something about apps and how operating systems deal with relevant threats. But it should be noted that the next major section of my reasons covers app distribution and threats posed in much greater detail including how they can be dealt with beyond the architecture of the operating system.
880 Now what follows contains modified extracts or paraphrased aspects of Professor Somayaji’s evidence which I have accepted subject to any qualification that I have noted.
Computers and operating systems – introduction
881 The cases before me are concerned with the security and operation of internet-connected computers. Today these computers take many forms such as desktop computers, laptops, tablets, smartphones, smartwatches, cloud-based servers, set-top boxes and internet-of-things (IoT) devices such as smart thermostats, appliances or light switches. These devices vary widely in their appearance, computational power, internet connectivity, specialisation, and general capabilities. But from a security perspective they are almost identical because they all face the same threats on the internet, and they all use the same technologies to address those threats.
882 When one refers to computers or devices one is referring to internet-connected computers, because those are the systems for which the challenges of computer security are most relevant. The analysis is not dependent on the technological means by which these computers are connected to the internet, whether it be using home or office-based wireless networking (Wi-Fi), cellular networks (LTE, 5G), wired internet (Ethernet), home internet (DSL, cable, fibre-to-the-home) or other means. The security issues are the same no matter how you are connected to the internet.
883 A key difference between any computer is the software that it can run, and what software a device can or cannot run is determined by its operating system. An operating system is the set of code that allows applications, that is, programs to use the capabilities of a given computer, for example, the processor and system memory, without requiring specific knowledge of that computer’s hardware. Computer hardware varies widely, even between computers that are sold under the same name. So, laptops are frequently sold with the same name but different chips, processors and device drivers can be equipped with significantly different central processing units (CPUs). An operating system allows developers to create programs without having to worry about such details. Operating systems also provide a common set of capabilities that developers can rely on, reducing the amount of code that they must write.
884 Now it is necessary to distinguish between security mechanisms and security policy. Security mechanisms are collectively the technologies to prevent, detect, and mitigate attacks; security policy describes what activities the system owner decides should and should not be allowed in order to achieve stated security goals. A given set of security mechanisms can be configured in different ways to implement different security policies. By way of analogy, a door lock is a security mechanism, whilst the rules for determining who is given a key to that lock and the associated rationale is a security policy. Security policies are always constrained by the larger goals of a system, and as such security policies must conform to the more general policies of an organisation. So, a convenience store would experience fewer thefts if it always kept its doors locked, but such a restriction would interfere with it serving its intended customers. A central idea is that computer security mechanisms are largely a commodity, and that differences in security outcomes between classes of systems are mostly due to differences in security policy.
885 Let me focus on various characteristics of products produced by Apple being its devices running the following operating systems: macOS, iOS, and iPadOS.
886 At a technical level, these operating systems are all based on the same core technologies and code, with modifications being made to suit each type of device. But these operating systems run on devices that are used for distinct purposes. macOS, the oldest of the three, runs on Apple’s Macintosh line of computers such as MacBook Air and Mac Mini that are designed as general-purpose personal computers. Personal computers are equipped normally with a keyboard and an on-screen pointing device such as a mouse or touchpad that together allow for virtually any content creation or content consumption task, ranging from document creation to software development to playing games. iOS runs on iPhones, Apple’s smartphones, which are handheld devices used for personal communication, information retrieval, and entertainment. Smartphones, by design, trade customisability for reliability and ease of use. iPadOS runs on iPads, Apple’s tablets, which are similar to iPhones but with larger screens. The larger screen of tablets make them better suited for marking up documents, viewing video content, and multitasking in general; with an attached keyboard, they can be used for general text and code editing, much like a laptop but with a more constrained environment.
887 Since iOS and iPadOS use essentially the same restrictive security policies, iOS can be taken to refer to both iOS and iPadOS. Similarly, iOS devices can be taken to refer to devices that run iOS being iPhones and devices that run iPadOS being iPads. macOS devices refer to devices that run macOS, such as the MacBook Air and Mac Mini.
888 An application, that is, an app, is a computer program that provides functionality beyond that supplied by the operating system. Indeed, the purpose of an operating system is to provide the infrastructure needed to run apps. Apps can have a very narrow purpose like a calculator or can be very general. Apps also can be specific to a particular operating system, that is, a native app or they can be platform agnostic.
889 An app store is an app that connects to an internet service in order to facilitate the installation of additional apps onto a device. An app store has a curated set of apps that can be searched using keywords or other criteria; apps can also be browsed, typically via lists sorted by name, developer, category, or other characteristics. Once an app is selected and authorised for installation, the app is transferred to the system or device, verified and then installed. App stores normally facilitate the maintenance and updating of installed apps.
890 App stores are available on a variety of platforms. Cloud-based services, network-attached storage servers, game consoles, and other systems all have app stores.
891 Now to understand how computer devices including smartphones are secured, it is necessary to understand the threats computers must be secured against. Computers are used to access many sensitive resources, including finances and communications, and they can be used to control physical systems including building security systems and cars. Given the variety of uses of computers, the security threats they must address are varied and complex.
892 Threats to computer devices can be classified into three categories: physical threats, online threats, and intermediary threats.
893 Physical threats can be as simple as someone stealing a device and trying to guess its PIN, or they can be as complex as opening a device, extracting its chips for analysis, and installing those chips into a different device for data extraction.
894 Online threats attack a device over the network, with specially crafted messages bypassing a device’s security protections. In the worst case, these exploits can allow an attacker to take complete control of a device, giving them access to all of a user’s data and allowing them to spy on and interfere with their online activities. Online threats can require the user’s active involvement, for example, visiting a website, or they can be passive, happening without the user taking any action at all. Intermediary threats, on the other hand, do not target the device and instead use the device to attack its user or other networked systems. So, a website that is trying to steal a user’s credentials is not attacking the user’s computer; the computer is just a means by which the user is subject to attempted credential theft.
895 In the context of malicious apps, attacks can be online threats, intermediary threats, or combinations of both. Malicious apps can be distributed through many different attack mediums, often by tricking a user into thinking its purpose is not malicious, but once installed they perform malicious actions.
896 Spyware refers to apps that surreptitiously conduct a surveillance of a target. As modern devices have the ability to record audio, video, location, and any on-device activity, spyware integrates these capabilities into its own malicious app and deploys them on behalf of an attacker rather than the user.
897 Data miners steal confidential data that is stored on the device or on remote servers. They use normal access an app would have, but for malicious purposes.
898 Phishing apps and websites impersonate legitimate ones in order to steal credentials. A phishing app displays information, requests input, and then sends that input to a remote party. The danger with this attack is that this is the same basic functionality of almost any modern website.
899 Adware changes apps on the system to display unauthorised advertisements, often hiding the ads of others. Whilst displaying ads is legitimate behaviour, a malicious adware app displays ads where they should not be and from unauthorised parties.
900 Ransomware replaces a user’s files with encrypted copies for which only the attacker has the key. To get this key, the user must pay the ransom. Whilst legitimate apps need to be able to read and change files on behalf of the user, ransomware turns this capability against the user.
901 Cryptominers are integrated into seemingly legitimate apps and websites and mine cryptocurrencies in secret. Cryptocurrency mining takes a lot of computational resources, and so any system running a cryptominer will draw more power, will get hotter, and will cause legitimate apps to be slower. The operations a cryptominer performs, however, are very similar to those needed for legitimate encryption tasks, such as for protecting the confidentiality of network communication. So, a malicious cryptominer steals computing resources and electricity that should have been available to the user.
902 To stop these and other kinds of attacks, malicious computational activity must be stopped. Whilst there are multiple ways to stop malicious apps from harming users’ devices, the underlying security technology available to companies is largely commoditised. So, cryptographic methods are standard technologies for protecting the confidentiality, integrity, and authenticity of information, and techniques for limiting the resources that apps can access have been part of operating systems for decades.
903 In this section of my reasons I will deal with security in the context of operating systems, again relying upon extracts from or paraphrased aspects of Professor Somayaji’s evidence.
Operating systems – the detail
904 Let me say something more concerning modern computer systems before turning to the detail of security questions.
905 Computer devices can be used to address a wide variety of use cases, such as drafting documents, communicating with friends, receiving and viewing news updates, and even programming apps to run on other computers. At the core of modern computing is the hardware on which software runs. In computing, hardware refers to the physical components that make up the computer. Contrastingly, software is the instructions written in code to specify how apps should run on the hardware. The hardware provides the necessary components both to run the software and to support user interaction with the software.
906 Today, a wide range of variations in computer hardware exists. Fundamentally, different categories of hardware address different consumer needs. So, desktop and laptop computers typically offer significant amounts of computing power, large displays, and support use cases where users spend an extended block of time using an app while in one place. Contrastingly, mobile phones have evolved to support use cases where users need rapid access to data and contacts while on the go and feature responsive, network-connected hardware packed into a small and portable form.
907 Two major categories of internet-connected mobile devices are feature phones and smart devices. Feature phones are simple mobile phones that primarily focus on basic functions like voice calls and text messaging. They usually come with limited internet connectivity, a numeric keypad, and a basic operating system that allows for limited third-party apps, which are apps developed by entities other than the one that made the operating system, for example, Google apps on iOS. First-party apps refer to apps developed by the same entity that made the operating system, for example, Apple apps on iOS.
908 Contrastingly, smart devices, such as smartphones and tablets, are advanced internet-connected computers that come with a wide range of features, powerful hardware, and versatile operating systems like Android and iOS.
909 Within the category of smart devices, smartphones and tablets present different form factors and drive different use cases. Tablets are portable electronic devices with touchscreen displays that are larger than a smartphone but smaller than a laptop. Tablets offer a blend of features from both smartphones and computers, enabling users to browse the internet, watch videos, play games, and use apps. Tablets are designed for convenience and ease of use, with a simple interface controlled by tapping or swiping the screen with fingers. Tablets are ideal for media consumption, web browsing, and light productivity tasks, thanks to their larger screens. Smartphones are smaller, pocket-sized electronic devices that combine the functionality of a feature phone and a full computer. Smartphones have touchscreen interfaces and provide cellular features such as calling and texting in addition to computing features such as internet browsing, first- and third-party apps, and taking photos and videos with built-in cameras. Smartphones are designed for portability and on-the-go use, offering quick access to communication and essential daily tasks.
910 Android is an example of a smart device operating system. The Android ecosystem is quite diverse, with many manufacturers producing a wide range of devices that cater to different budgets and preferences. Android phones and tablets are available in various shapes, sizes, and hardware configurations. This is in contrast to Apple devices, such as iPhones and iPads, which are only available in a relatively small number of configurations.
911 Gaming consoles are computers built to provide optimal gaming experiences and typically feature strong graphics processors and game controllers designed specifically for gaming use cases. Gaming consoles typically do not connect to mobile cellular networks, and most are not portable, with a few notable exceptions. Whilst all these device variations represent computers, they are highly differentiated in form and function based on how users interact with them. There is no one-size-fits-all hardware; these differences in device hardware types correspond to different use cases.
912 On a software level, however, the technical mechanisms that make up operating systems and apps are fairly common across different device hardware types.
913 At a high level, an operating system is the set of software that manages a computer’s software resources and processes, enables access to the computer’s hardware components, and provides services enabling the computer’s apps to run, and in this way provides the basic functionality for the device. Computer hardware can be highly variable and complex, to the point that apps cannot be reasonably developed to run directly on a computer’s hardware. Instead, the operating system acts as an abstraction layer between apps and the computer hardware in which the operating system simplifies the details required to run apps on specific computer hardware. An abstraction layer provides both an interface and an implementation. The interface is how a resource is accessed while the implementation is how a resource actually carries out its task. So, files are accessed using a standard interface, but files are implemented using filesystem code and device drivers that control where and how a file’s data is stored. Abstractions provided by the operating system help apps to run across different sets of hardware.
914 So, Android apps written to run on a Google Pixel 6 phone do not have to be rewritten to run on Samsung Galaxy S23, despite there being significant hardware differences between them. Of course, operating system abstractions do not necessarily allow apps written for one operating system to be trivially run on a different platform. Apps coded for Android devices will be unable to run on iOS devices without being reprogrammed in code recognised by iOS.
915 The most important abstraction that operating systems provide for modern computers is that of a process. A process is, to a first approximation, an executing or running program. Programs are files on computers that contain code, whether encoded directly for the processor or in another form, for the computer to execute. A program on its own does nothing, like a recipe in a cookbook. Programs must be run before they do anything, like a chef carrying out the steps of a cookbook. Even in portable devices, computer hardware can provide enough resources to run hundreds or thousands of programs at the same time. A key challenge in operating system design is how to allow many programs to run on a single computer with shared resources without those programs coming into conflict.
916 In provisioning and managing the many programs to run on a single computer, operating systems play three key roles.
917 First, as a gatekeeper, the operating system is responsible for managing apps’ access to data, hardware sensors, for example, the camera or the microphone, as well as apps’ ability to display content to the user of the device.
918 Second, as a coordinator, the operating system has to manage system resources to allow apps to work both synchronously and cooperatively where necessary.
919 Third, as a provider of virtualisation, the operating system partitions and abstracts the computer’s resources, giving each app the illusion of it having its own memory, processor, and persistent storage, when in fact all apps are sharing the same set of physical computing resources. Virtualisation helps to keep apps separate and is a key technology for sandboxing apps. But on its own it is not enough to fully confine apps.
920 By way of the analogy used by Professor Somayaji, imagine a large restaurant with many chefs, servers, customers, and ingredients. In this restaurant, the chefs cook food at their own stations, and then deliver the plates of food to customers. In this analogy, chefs are the apps, plates of food are services, and customers are users. That is, apps deliver services to users. The operating system, then, is the kitchen management, which supplies ingredients, stovetops, and kitchenware to the chefs as needed. The ingredients provided to the chefs will also be served in usable forms ready to be cooked, for example, wheat flour instead of stalks of wheat.
921 In much the same way, the operating system provides apps with access to processing resources, storage, and input from hardware sensors such as touchscreens. But rather than requiring apps to interface directly with hardware components, operating systems translate their language into something more usable by apps. So, when an app wants to write data to a flash memory drive it can simply ask the operating system to write the specified data to storage rather than it having to figure out how to communicate with the drive.
922 In other words, the role of the kitchen management as the operating system is to manage the resources supplied to the chefs, ensuring all chefs have only what they need, coordinate across chefs to manage shared resources, and ensure that chefs do not conflict with each other, for example ensuring that apps do not write over each other’s data.
923 Let me say something more about the gatekeeper role.
924 Operating systems serve as gatekeepers to the resources of the computer, just as the kitchen management might restrict and allow chefs access to certain ingredients and kitchenware. It is the operating system’s job to allow apps access to computer resources selectively to support necessary uses. By the same token, the operating system makes sure that apps do not have access to sensitive resources, like private files or a device’s camera, unless explicitly authorised.
925 Let me say something more about the co-ordinator role.
926 To continue Professor Somayaji’s analogy, it takes a lot of coordination to make sure that multiple dishes can be prepared at the same time. Kitchen management has to make sure ingredients are ready when they should be, ovens and stoves must be allocated between different tasks, and a customer’s order cannot get delayed for too long. Similarly, the operating system coordinates access to system resources so as to allow different running programs to get what they need and when they need it. The task for the operating system is harder, however, because it cannot trust programs to behave properly. Imagine a large kitchen, but one with a mix of experienced, inexperienced, and even malicious cooks working together. You would need to take special steps to minimise the occurrence of mistakes that could harm customers or even sabotage the whole kitchen.
927 To minimise damage in a kitchen, one would have supervisors and other quality control measures to detect problems and take appropriate measures for any problematic chefs. While one can do the same with computers, it is not as reliable because one cannot discipline or fire misbehaving “chefs”, one must work around their bad behaviours. Instead, operating systems rely heavily on other techniques such as virtualisation.
928 Let me say something more about virtualisation.
929 Virtualisation is a way that operating systems help ensure that apps remain separated. With virtualisation, every running program executes in its own virtual computer which is known as a process. From the running program’s perspective, it can seem quite real and not virtual at all. Each app has its own computing resources that, from its perspective, appear to be exclusive.
930 In the kitchen analogy, rather than one large kitchen, there is now one kitchen, that is, station, per chef, complete with all the requisite kitchen resources. By default, chefs do not have access to each other, other stations, or ingredients and supplies outside of what has been specifically provided for them at their station. Interference between chefs is minimised because the chefs do not interact with or even see each other while they work; the only resources and activity they see are their own.
931 This image of each chef, that is, the app, seeing a siloed view of a larger, more complex system is an important one to keep in mind. One critical challenge of computer security is how to keep code, data, and resources separated between apps to limit the damage that a malicious app can do. But if one app needs access to certain resources belonging to another app, how can these resources be kept separate? In practice, a key job of the operating system is to permit legitimate sharing while minimising the risk that such sharing compromises security.
Basic computer architecture
932 Let me elaborate on the basic architecture of the modern computer.
933 At its most basic level, a computer stores and processes information as specified by sets of program instructions. Whilst there are many models of computation, modern computers share a few basic components.
934 Drives are a type of computer memory for storing information for long periods of time. While drives originally referred to ferromagnetic spinning platters being hard drives or floppy disk drives, today “drives” can also refer to devices with flash memory chips, so-called solid-state drives. Drives provide persistent storage, meaning that the information stays there until it is explicitly erased, or the storage system breaks. Drives are normally used to store files including program files and user data files.
935 Random access memory (RAM) is a type of computer memory storing program code and data that is optimised for rapid access and modification. The contents of RAM are volatile, meaning that the information in there is deleted when the device’s power is turned off. RAM is the working memory of the computer. When a program is run or a file is accessed, its contents must be first loaded from a drive into RAM.
936 A CPU or processor is the computer component that executes computer programs. Program code and data is stored in RAM, with the CPU reading them from and saving them to RAM as needed. When the necessary code or data is not in RAM, it will be transferred from files stored on drives into RAM where it will then be loaded into the CPU as needed. CPUs have very small amounts of extremely fast storage called registers where the actual work of computation takes place. Just as a recipe can say to use eggs if they are available or tomato sauce if they are not, putting to one side for the moment any culinary cognitive or sensual dissonance, similarly the CPU can make decisions based on the program it is running and the data it is given.
937 Devices allow the CPU to connect with external systems. Information can be sent to a device and can be received from a device. A device could be a keyboard, mouse, video display, a network interface, or a drive. Except for RAM, everything connected to a CPU is a device.
938 Smartphones, tablets, smartwatches, laptops, servers, and more all represent computers, but they vary in terms of the number of CPUs, the amount and kinds of RAM, and the variety of devices connected to them. Whilst different hardware configurations lend themselves to a variety of different use cases, from a technical perspective, computer operating systems perform the same core functions and leverage the same fundamental capabilities regardless of whether they are run on desktops personal computers, smartphones, or any other hardware configuration. A core insight of theoretical computer science is that all computers are equivalent, in that any computer can emulate, that is, pretend to be another computer, provided it has enough resources, RAM primarily, to do so. The emulated system can be faster or slower than the original, but with the right implementation it can behave as similar as one would like, in that it will produce the same output from the same input.
939 This ability of one computer to emulate another is why computers can vary dramatically in the instructions their CPUs execute, the structure of their RAM, and the devices that are attached, and yet they can still run the same software. So, whilst the appearance and technology of computers is extremely diverse, from a computer science perspective, their basic functional capabilities are very similar. This is not just a theoretical result. Android devices are made by many manufacturers in a variety of form factors and with widely differing hardware components. Nevertheless, they can mostly run the same Android applications.
Networking
940 Let me elaborate on aspects dealing with networking.
941 Smartphones constantly communicate, exchanging data with local cell towers, home routers, platform vendors, social media services, and many, many other systems. Collectively, such computer-to-computer communication is known as networking, and the requirements of networking shape many aspects of operating system design.
942 Whilst computers use many technologies to communicate, for example, Ethernet, 5G, Bluetooth and WiFi, that communication is unified using the Internet Protocol (IP) being the language of the internet. The key insight of IP is that so long as a message can be encoded in a common format, it can be transmitted over essentially any communication channel. IP packets, that is, messages, can be compared to postcards, in that they are a fixed size, have a sender (source), a receiver (destination), and their contents can be read by anyone handling them.
943 Just as a postcard could travel via trucks, airplanes, and even ships on the way to its destination, IP packets can pass over many kinds of networks controlled by different organisations while travelling from their source to their destination. Unlike with postcards, a given exchange between two computers can involve millions of packets, and there is a high likelihood that a significant fraction of those packets will be corrupted or lost in transit. Various communication protocols are used to address the limitations of exchanging raw IP packets. For example, the Transmission Control Protocol (TCP) turns collections of IP packets into a reliable, continuous bidirectional stream of data, and Transport Layer Security (TLS) adds privacy and security to TCP-based communications. Internet-based applications, whether they be web browsers, email apps, or messaging apps, are defined by the specialised protocols they can use to communicate. Further, higher level protocols depend and are based on other lower-level protocols, with each packet encapsulating the information for higher-level protocols inside that of lower-level protocols. For example, actual website data, when sent over the network, is encapsulated within TLS data that enforces the security of the communication. The TLS data is encapsulated by TCP data, which includes instructions on how to transmit the communication. The TCP data, in turn, is further encapsulated by IP data, which includes instructions on how to route the communication. In this way, higher-level information such as website data is encapsulated inside lower-level communications such as routing directions, as shown in Professor Somayaji’s figure 1 below.
944 Individual computers on the internet each have their own IP address. This address is the source address for sent packets and the destination address for received ones. Any computer can be running many separate apps, and each of these can be performing its own communication. To distinguish which program should receive a given packet, low-level protocols such as TCP specify source and destination ports. A port is a number that can be associated with a program. Just as a building can have apartments or units, a host has ports that can individually send and receive information. By default, ports are assigned arbitrarily to programs. But some ports are considered well-known in the sense that the program listening for communication on that port is expected to communicate using a specific, well-known, protocol. So, port 25 is the well-known port for the simple mail transport protocol, the protocol for exchanging email, and port 80 is the standard port for the hypertext transport protocol, the standard protocol for the World Wide Web.
945 A key requirement for any modern computer is that it be able to connect to the internet. In more precise terms, it must be able to run multiple programs where each can continuously send and receive IP packets and the necessary protocols layered on top. As essentially any computer on the internet can exchange packets with any other computer, including those belonging to attackers, each computer must also have protections against malicious communications.
Operating system design
946 Let me provide a conceptual overview to the design and key components of operating systems as explained by Professor Somayaji.
947 First, it is necessary to say something about foundational architecture.
948 The operating systems of internet-connected computers, from smartphones to televisions to cloud-based servers, all share the same basic architecture, as shown in Professor Somayaji’s figure 2. Operating systems share fundamental components, described in the following subsections, including hardware, kernel, processes, services, libraries, and application programming interfaces (APIs).
949 Let me say something about the kernel, which is the program at the core of the operating system that has full control of the computer hardware and system resources.
950 Whilst all programs are executed by the CPU, they are not all treated the same. The kernel is the first program that is run when the operating system starts, and as such the CPU allows it to run in a mode that allows the kernel control over everything, often referred to as supervisor mode. The kernel is responsible for running other programs; before doing so, it puts the CPU into a lower privilege mode (user mode) where programs only have access to the resources that have been specified by the kernel. If a program wants more resources, it must request them from the kernel, which may or may not grant the request.
951 A key responsibility of the kernel is managing the numerous types of devices that the system interacts with, such as storage devices, graphical displays, and networking interfaces. To use any device, the kernel needs to know the specific means by which it may be controlled. As a result of the number and variability of devices, however, kernels do not have direct knowledge of how each device is controlled. Instead, this knowledge is abstracted into code modules known as device drivers. A device driver translates requests and responses between a more generic form that is understood by the rest of the kernel to the specific form needed by the device. Whilst device driver code is logically separate from the kernel, typically it is loaded directly into the kernel. Programming mistakes in device drivers, much as in any part of the kernel, can crash the entire system. In contrast, other non-kernel programs can crash without affecting the rest of the system.
952 Code that is running in the kernel can be logically divided into many components. Code running in the kernel, in supervisor mode on the CPU, can be referred to as running in kernel space. Other code on the system, running on the CPU in user mode, can be referred to as running in user space.
953 Let me say something about processes. Save and except for the kernel, every program executes as a process, which is the running instance of a program that actively issues commands to the operating system.
954 Apps are made up of one or more processes. Web browsers, word processors, and games are all apps that run as one or more processes running programs that cooperate in order to implement their functionality. Inside of a process, a program sees essentially an entire computer system: it has a CPU, memory, and mechanisms for receiving input and sending output. But a process is a virtual construct created through a combination of hardware and software that is orchestrated by the kernel. A process allocated CPU appears to be exclusive, but instead is shared with other processes and the kernel, with it only getting periodic opportunities to use the CPU. A process also sees exclusive access to RAM, but that RAM is partitioned and shared with many processes. This technique of running processes within their own simulated environments is virtualisation, one of the key roles of an operating system. All of these interactions are mediated by the kernel. A process uses system calls, which are requests to the kernel that may be accepted or rejected, to request changes in CPU or RAM allocations, read and write data on drives, and access other devices. This allows the kernel to act as gatekeeper, controlling which resources are accessible to a given process.
955 Whilst processes have much less control over their execution environment than a program running with full control of the hardware, they enable simplicity for software developers. When developing programs, software developers do not have to worry about sharing computer resources with other running programs or processes, as that is all taken care of by the kernel. Software developers also do not have to worry about the complexity and variability of hardware, as that is all handled by the kernel and made available to processes in a standardised fashion. Further, programming errors in processes are limited to that process. When one process crashes, the rest of the system will continue running as if nothing has happened.
956 Let me say something about services. Whilst many processes are part of the user interface of the app, other processes never directly interact with a user. Some run in the background executing maintenance tasks while others await network requests. Such background processes are known as services. Services are present on essentially all computers, as many tasks are best handled in the background. So, a request to print a document is often made to a print service, which then communicates with a printer. In fulfilling its duties, a service can handle a request itself or forward the request onto a separate service running on another computer. A computer that primarily runs services is known as a server.
957 Let me say something about libraries.
958 Modern apps are built with large amounts of code necessary to implement easy-to-use graphical interfaces and to interact with network services. Whilst much of this code may be specifically written for the app at hand, apps also typically rely on external code. This external code has been prewritten by other software developers and is normally included in the form of code libraries. A library can contain simple utility functions, such as for sorting lists of items, or can also provide much more complex functionality such as routines for rendering complex graphics. The library acts as part of the program within the app, with the only difference as compared to the rest of the app’s code being that the app developer did not write it. In addition to third-party libraries, operating systems also provide libraries to facilitate access to background services and other functionality provided by the kernel. For example, C programs are made up of functions that can only call other C functions. Kernel system calls, however, cannot be called as C functions from user space, they have their own interface. To bridge this gap, the standard C library contains C functions that “wrap” system calls by incorporating the necessary machine code to make them.
959 Let me now say something about APIs which are a standardised means by which apps can access the functionality provided by code written by others, whether it is running on a local system or on a remote system.
960 So, APIs are methods of interaction that are documented and standardised so that they may be used by other developers. As an example, operating systems use memory management APIs to mediate access to system memory. When an app wants access to additional memory, it will send a request to the memory management API to be allocated more memory. The API request will in turn trigger relevant operating system code to find additional memory for the app to use. In this way, the app can make use of the operating system’s memory management functionality without incorporating the code into the app’s codebase or understanding the details of how the operating system manages memory.
961 At the base level, most APIs are implemented using libraries, either included in the operating system or provided through third-party software development kits (SDKs). Using an API is often similar to using code in any software module, except that the interface is opaque, as the developer knows the functionality being provided but does not know how it is being provided. Behind the scenes, APIs are implemented using a mix of system calls, calls to other libraries, and requests to local and remote services. For example, when an app opens a file, requests a web page, or makes a payment request, the app is using APIs.
962 Apps can be added to a computer via installation and can be removed from a computer via uninstallation. Computers can typically support multiple apps running concurrently. In terms of the concepts discussed above, apps can be thought of as a combination of custom code and libraries that communicate with an operating system through platform-specific APIs. In this way, native apps are required to be developed using the platform specific APIs which vary between operating systems. The same app running the same logic under the hood requires different development routes when developed for different operating systems, due to differences between operating system APIs.
963 Let me say something about hardware support.
964 The operating system kernel serves as the bridge between applications and hardware resources. For the kernel to access those hardware resources, it needs to know their capabilities and how to control them. To receive touchscreen, keyboard, and mouse events, to control graphics hardware and displays, to store data on drives, and to communicate via network interfaces, dedicated code in the kernel is required.
965 Whilst applications can depend on standard APIs provided by the operating system kernel and libraries, the kernel has no equivalent guarantees from hardware. Although there is standardisation for some devices, such as USB flash drives, in general hardware with roughly equivalent functionality will provide very different interfaces. To deal with the variety of hardware, then, operating systems have architectures and device drivers. An architecture refers to the CPU, memory, and supporting hardware necessary to start up the system and interface with other devices. A device driver is code that allows an operating system to interact with devices, which is basically any hardware that is not the CPU and memory. Traditionally drivers were required for additional hardware added to a computer, either as plug-in circuit boards or via data cables, but today device drivers are also used to access components integrated into the system-on-a-chip that powers most mobile devices. Whilst some device drivers can run in user space, architecture support code and most device driver code are loaded into the kernel and are an integrated part of the kernel as it runs.
966 Kernels divide drivers into categories, with each category of device expected to provide specific programming interfaces appropriate for that category. Storage devices provide a storage device interface while a network device provides a networking interface. Whilst there exist ways to provide access to unique functionality, for the most part device drivers abstract away differences, so they provide generic functionality to the kernel without the rest of the kernel needing to know about the variations of each piece of hardware.
967 When an operating system, such as iOS, is developed by the same organisation that develops the hardware, their operating systems will have excellent support for their own architectures and devices, because they all are developed within the same organisation. Contrastingly, when the operating system and hardware developers are generally different parties, as is the case with Windows and Android, porting to new architectures and supporting new devices requires collaboration that can be facilitated or hindered by operating system design choices.
968 Let me say something about portability. Code is said to be portable when it can run in different environments with minimal changes. Portable applications can run on different operating systems, and portable operating systems can run on different kinds of hardware.
969 Portability is an important property as it allows code to be used more widely, making its functionality available to a greater number of systems and users. But portability almost always comes at some cost in complexity, performance, and/or functionality.
970 For applications, portability issues arise from architectural differences and available API differences. A computer architecture is the machine language that is understood by the CPU and its associated implementations. While new generations of CPU often introduce changes in the machine language instructions it understands, they are generally broadly compatible with their predecessors. Today there are two dominant architectures: x86-64 and ARM. x86-64 is the primary architecture of computers running Windows, while ARM is the architecture of most mobile devices. Apple’s Macintosh line of computers have undergone multiple architecture shifts, from Motorola 68000 to PowerPC to x86-64 and, in 2020, to ARM implemented through Apple Silicon.
971 Whilst programs written for one architecture cannot run on a CPU of a different architecture directly, they can run using a language runtime that translates from one machine language to another. Apple has extensively used such translation layers to allow applications created for old architectures to run on newer ones, and Microsoft has similar technology to allow their ARM architecture surface PCs to execute standard Windows applications created for x86-64 systems. But porting applications between architectures is often not a significant problem, as most programs are written in higher-level languages that can be compiled into machine code for virtually any architecture, or they are written in languages that directly execute portable higher-level source code such as JavaScript or Python or that are compiled to portable bytecode languages such as Java, C# or WebAssembly. Complex applications with significant performance requirements, however, can be hard to port between architectures because parts of them will be written in hand-crafted machine code.
972 Operating systems are much more difficult to port between architectures than applications because they inherently depend on and make use of the specific features of the CPU and associated supporting hardware. Low-level tasks such as how the CPU is initialised, how memory is managed, and how devices are accessed are all extremely architecture specific. While the Linux kernel was originally created for the x86 architecture, which is the predecessor to the x86-64 architecture, today it is portable to more than twenty architectures. But this portability is only possible because extensive work has been done to make most of its code not architecture specific. Even so, each supported architecture requires a great deal of specialised code, and this code must be maintained separately.
973 Whilst architecture-level portability can be a challenge in some contexts, API portability is in general a much bigger challenge. Despite their differences, CPUs mostly offer roughly the same functionality, so architecture portability is mostly about translating between different implementations of the same concepts. But APIs can give access to arbitrary functionality of unbounded complexity. So, the Google Maps API gives access to vast amounts of geographic data that Google has gathered and curated for many years that is accessed using highly optimised programs. For this API to be duplicated, you would either need to get a copy of Google’s code and data, which they do not make available, or you would have to replicate it.
974 Whilst generally not at this level, applications today rely on very complex APIs. Graphical interfaces require code for displaying text, images, and user interface elements such as menus, buttons, text entry boxes. Touchscreens require complex routines for recognising gestures. Video and audio processing requires the use of complex algorithms. Some of these APIs are provided by operating systems directly, while others are provided by libraries and SDKs that, in turn, make use of operating system APIs. To port an application between operating systems, the application has to be changed to use the new operating system’s APIs or it must make use of APIs that are available on multiple operating systems. But these complex APIs are often built on conceptual models that are not directly comparable, so using a new API may require significant reworking of code. Even when the conceptual models are relatively close, a new programming language may need to be used because some operating systems only provide API access in certain language, and those languages can be largely operating system specific. So, iOS APIs assume code is written in Objective-C or Swift, while Android APIs assume code is written in Java or Kotlin.
975 Application portability between operating systems is important in practice because end users want to run apps to accomplish specific tasks. The operating system exists simply to support the running of apps. In specialised applications, operating systems and apps are co-developed. But in the consumer space, operating systems run first-party and third-party apps, and those apps determine what a device can and cannot be used for. Because it is often difficult to port apps between operating systems, devices, data, and services can end up being bound to one operating system or another because the code supporting them has not been ported, inhibiting interoperability.
976 A key contributor to the popularity of the web is that it enables portable applications with almost no operating system or architecture dependencies. But web apps come with various technical and user experience limitations compared to native apps.
977 Let me say something about proprietary software and how it compares to open source software.
978 All software is subject to copyright protection. The legal distribution of software, then, requires the explicit approval of its authors. Normally this approval takes the form of a software license. Software licenses, including those of operating systems, can be divided into two broad categories: proprietary and open source. While in the past most systems ran software with proprietary licenses, open source licenses have become increasingly popular for software libraries, development tools, applications, and operating systems. In most contexts it is difficult to sell open source software directly, since it is hard to sell something that is otherwise available for free; nevertheless, open source has significant commercial value and today most open source software is created by developers working for companies.
979 One significant advantage of open source software is that it enables collaborative software development, even between organisations that are otherwise rivals. One of the biggest such successes is the Linux kernel, which is the kernel used by Android and is developed collaboratively by hundreds of companies and thousands of developers. Because development is shared, no single organisation has to bear the cost of maintaining Linux. But because it is open source, every contributing organisation and anyone else in the world can take Linux and use it as they see fit.
980 It is important to note that such use includes modifying it to suit their own requirements. If Windows does not have an operating system feature that one needs, that person can request Microsoft add that feature in their next release and maybe Microsoft will decide to implement it. If Microsoft does not, one has no other options. But with Linux one can just go ahead and add the feature or pay a skilled developer to do so on one’s behalf. If that feature is of interest to others, it can be “upstreamed” and integrated into the next Linux release; but even if nobody else adopts it, one can continue to use one’s own private version that has the added functionality.
981 Having covered the fundamental components of operating system design, let me now describe the elements and methods used to enforce operating system security as explained by Professor Somayaji.
982 Operating system security is needed because when one connects computers to networks, attackers are also able to connect to those networks in order to attempt to monitor, manipulate, and inject their own communications. To understand how such threats are managed, one needs to appreciate several high-level security concepts.
Security policy
983 In computer security, a system is said to be secure if its behaviour conforms to its designated security policies. A security policy is a set of rules regarding what behaviour is and is not allowed on a platform, for example, an operating system.
984 The concept of secure only makes sense once one has security policies. Unlike with laws, though, security policies are about enforcement of allowed behaviours. A secure system allows activities that conform to its security policies and disallows activities that do not. For instance, a system may enforce rules restricting apps from modifying kernel code, accessing the device camera without the user’s consent, or connecting to forbidden servers. A system becomes insecure once an attacker can carry out an action that is forbidden by the system’s security policies.
Reference monitor
985 A reference monitor is the part of a system that is responsible for enforcing security policies. By design, the reference monitor is the only part of the system that has to remain secure in order for the security properties of the system to be maintained. If a reference monitor is kept small, its code can be subject to extra scrutiny and even mathematical verification, thus providing strong system level security guarantees.
986 Essentially no commonly used system today is implemented with a small reference monitor. Instead, the reference monitor comprises most of the operating system, including the kernel and key system services, because a coding mistake in any of these components could allow security policies to be bypassed. To improve system security, then, operating systems incorporate multiple mechanisms to secure the entire system.
Authentication and access control
987 Key to securing computer systems are the methods by which the operating system authenticates users and provides them with access to resources. The moment computers were used by multiple people with potentially conflicting requirements, computer systems were built to distinguish between users and give different users different privileges. Users first need to be identified and then authorised for the various resources they are entitled to access. The identification process is referred to as authentication, and the mapping of the user to the various resources they may or may not access is known as access control.
988 Authentication requires that the user identify themselves and then present credentials to verify that identity. Entering a username into a login screen identifies you, while typing in your password verifies your identity. Whether authentication happens using biometrics, for example, facial or fingerprint recognition, secure physical tokens, or passwords, most of the system does not know or care about the method of authentication, as the system just needs some way to know who the user is.
989 Once the user is identified, the system needs to know what resources that user may access. This problem can be represented using an access control matrix, where the rows list the users, and the columns list the resources the user may or may not have access to. A full access control matrix is generally too verbose for normal use, as there are too many users and resources to list explicitly. Instead, there are mechanisms such as permissions, capabilities, and access control lists that group together users, resources, or both that record access in a more concise and usable way.
990 Whilst authentication and access control were originally centred around users which were, in fact, humans, today authentication and access control mechanisms are often used for other entities, including apps, computers, and entire organisations. Whilst the authentication mechanisms will be different for non-human entities, the access control mechanisms remain the same.
991 For an access control mechanism to be secure, it must be implemented in a way that it cannot be bypassed. Conceptually, access control mechanisms are enforced using reference monitors based on information from secure authentication mechanisms. A key concept behind secure authentication is the idea of trusted paths.
Trusted path
992 In order for the operating system or any app to authenticate a user, it must have a trusted communication path to that user, known as a trusted path. When the user types in a password, shows their fingerprint, or has their face scanned, the security of the process is only assured if the system can be sure that legitimate data is being input. If malicious code can fake a fingerprint scan or a password entry, the security of the entire system can be compromised.
993 To secure the authentication process, the operating system must ensure the integrity and authenticity of all hardware and software components involved in authentication. The kernel, device drivers, authentication services, and authentication-critical apps must all be protected from compromise, because any of them could undermine the security of the authentication process.
994 Manufacturers of some smartphones place restrictions on modifications to their devices. Part of the motivation for such restrictions is to maintain trusted path security. So, a compromised replacement fingerprint reader could allow malicious parties to bypass it. But the same mechanisms used to guarantee trusted paths for authentication can also make it difficult for third parties to do legitimate repairs.
Cryptographic security
995 A key technology at the core of verifying software components, securing communications, and implementing other security mechanisms is cryptography. Traditionally, cryptography is the study of codes and ciphers used to protect secrets. But modern cryptography uses mathematical constructs in order to provide a variety of security guarantees. Today the word “crypto” often refers to cryptocurrencies, which use the same basic building blocks as other cryptographic technologies.
Digital signatures
996 One of the most useful cryptographic constructs is that of a digital signature. Based on public key cryptography, a digital signature is a short message that attests to the integrity and authenticity of a digital document.
997 From a technical perspective, a digital signature is a mathematical object that can only be created using a private key, which belongs to the signatory.
998 A corresponding public key, which the signatory makes public, can be used to verify that the signature was in fact produced by the signatory’s private key. Much as a bank account’s signing card is used to verify the signature on checks and other documents, the public key allows a digital signature to be verified.
999 The advantage to this system of cryptography is that the authenticity of the entire document, not just the signature, is demonstrated by the signature being verifiable using the signatory’s public key. If even one bit of the document is changed after being signed using the signatory’s private key, the signature of the document is invalidated. Any entity can verify whether the document has been tampered with simply by checking the signature against the signatory’s public key.
1000 Digital signatures are only valid if three assumptions are valid being, first, the digital signature method is secure, second, the private signing key has been kept confidential and, third, the public key does in fact belong to the correct entity.
1001 As to the first assumption, whilst digital signature algorithms and implementations can have flaws, in most circumstances one can be relatively confident that well-known cryptographic methods are highly secure.
1002 The second assumption may be invalid as private keys can be compromised, but that is an operational fact of life that is addressed through mechanisms to revoke keys and through key expirations and updates.
1003 But the third assumption is one that requires significant care to meet in practice. Public keys can be built into hardware, for example, so a device can verify that a new operating system version was authorised by the hardware manufacturer. But one cannot rely exclusively upon only built-in keys if one wants to verify apps, media, and other kinds of digital content, as there are too many sources that need to be verified. The solution to this third assumption is certificate chains.
1004 A certificate in this context is a digital document containing a public key and associated metadata. A certificate will normally encode the entity associated with the public key, the date of issuance, date of expiration, and the algorithms used to generate the public key and associated private key. The private key is not part of the certificate. Certificates are also typically signed by one or more public keys to ensure the authenticity and integrity of the certificate.
1005 As certificates can be signed and can be used to sign other documents, there can be chains of certificates where each attests to the integrity and authenticity of the next in the chain. To maximise security, certificate chains should be rooted in a highly trusted certificate and public key, such as one that is built into the hardware and was installed when the device was manufactured.
End-to-end secure communication
1006 As information sent via IP has no inherent confidentiality, integrity, or authenticity guarantees, protocols must be layered on top to provide such guarantees. When communication is protected against surveillance and spoofing, that is, faking, by any parties except the two that are communicating, it is said to be end-to-end secure. So, web and other network traffic that is sent via TCP/IP today is protected using TLS, a successor protocol to Secure Sockets Layer (SSL), and is end-to-end secure.
1007 Under the hood, TLS uses public key certificates to ensure communication is occurring with the desired entity, and these certificates are verified using certificate chains. When web browsers report that a connection to a website is “secure” with a lock icon or other designation, what they are actually reporting is that the connection is being protected using TLS and the certificate of the remote site has been signed by a trusted entity. Web browsers have built-in hundreds of certificate authority certificates. Websites are considered to be authentic if the domain name of the website is the same as in the site’s certificate, and the certificate is part of a valid chain that has its root in the trusted certificate authority’s certificate.
1008 Whilst end-to-end secure communication is important, attackers can easily purchase plausible domains that they then provision with valid certificates, making communication with those sites appear secure. Other mechanisms are needed to defend against these and other attacks.
Mitigating attacks
1009 No matter the set of security mechanisms, attackers always have a way of getting past them. In part this is due to technological limitations, but these limitations stem from a fundamental truth: one cannot state a perfect security policy, let alone enforce it. An ideal security policy would disallow all ways an attacker could do harm to a system and its users, but because one cannot even list all possible harms, one cannot defend against them perfectly. Nevertheless, one must try, as attackers are constantly innovating.
1010 There are classes of ad-hoc defenses that are in common use based on the kinds of threats they are designed to stop. One can divide these defenses into six groups: security audits, sandboxing, anti-malware, code hardening, software updates, and behaviour limiters.
1011 First, let me say something about security audits, which as the name suggests is a review of a system where the goal is to find potential security issues. A security audit is analogous to a financial audit, except that a system’s code and behaviour is reviewed instead of financial records. Security audits can be a part of a more general app audit that can look for issues beyond security. A security audit looks for vulnerable code, configurations, or designs that could be exploited by an attacker. Manual security audits can be expensive to conduct in depth, and like any audit, if problems are not found that does not mean that there are no problems. Indeed, the quality of any audit depends on the skill and resources given to the auditors, things that are almost always in short supply. But whilst security audits are a foundational aspect of creating secure systems, they are not enough on their own.
1012 Second, let me say something about sandboxing.
1013 Modern systems constantly have to run code from potentially untrustworthy sources. For example, contemporary web pages can execute code when opened despite the fact that web pages can be developed and published by anyone. If such code were allowed to run without any restrictions, it could cause harm. A code sandbox is an environment for running programs such that their access to resources is limited, thus limiting their ability to harm the system they are running on. A sandboxed app can only access its own code and data, thus preventing it from doing damage to other apps or compromising sensitive data held by other apps. Sandboxing is more of a goal than a technology, as many techniques are used to sandbox code. None of these techniques are foolproof, but combinations of them can be highly effective in practice.
1014 The nature of the limits placed on sandboxed code can vary greatly. A regular process is a kind of sandbox in that it places limits on code behaviour, but processes are very permissive sandboxes because they can consume large amounts of memory and CPU time, and because they have access to the system call API which is only partially protected against malicious use. The term sandbox is normally used for much more restrictive execution environments.
1015 Whilst sandboxes can allow code to run directly on the CPU and instead focus on limiting system call access, most sandboxes instead run code using some sort of language runtime. A language runtime is a translator used for apps written in code different from that understood by the CPU. So, what is known as common language runtime provides the services and runtime environment to Microsoft’s intermediate language code, with the former including the just-in-time compiler which converts the latter code to machine code which can be further executed by the CPU.
1016 Now much like a human translator, a language runtime must preserve semantics while respecting the limits of both parties. Just as an English to Japanese translator may censor language to prevent an English speaker from offending a Japanese one, a language runtime will enforce security guarantees as part of the translation process. Language runtime- generated code stands in contrast to native compiled code, which is already written in machine language and can be run directly by the CPU. Language runtimes can be used even for native machine code, as any code can be analysed and transformed before it is run. In practice, however, most sandboxed execution environments run code that is in source code or in a “byte code” form, being a language that is designed for computer execution rather than human review but that is not any CPU’s native machine code. So, web pages include code in the form of JavaScript (source code) and WebAssembly (byte code). Both are executed inside the extremely restrictive web sandbox that web browsers implement inside of their app processes.
1017 Third, let me say something about anti-malware software which as its name suggests attempts to defend systems against malicious software. Such software implements security policies that disallow specific programs, code patterns, and program behaviours as an attempt to approximate the policy of “do not run malicious apps”. Anti-malware suites scan files on disk, run every time new programs and data are downloaded, and observe running program behaviour looking for disallowed patterns. Modern malware scanning software uses three primary analyses to detect malicious software being signature scanning, heuristic analysis, and behavioural analysis. Signature scanning involves matching segments of app code against a database of known malware. Heuristic analysis involves identifying sequences of commands and instructions not typically found in a well-intentioned app. And behavioural analysis involves detecting unusual and potentially malicious behaviour while an app runs.
1018 Now when a malware scanning software finds a problem, it will quarantine or otherwise defend the system against the detected threat. Many programs are heavily obfuscated using code packers that compress, transform, and encrypt them. Such obfuscation can be used for legitimate security purposes, say, to protect trade secrets. But obfuscation can also protect malware from detection. To counter packers, anti-malware suites run programs inside of a sandbox for a short period of time in order to observe them in their unpacked form.
1019 Anti-malware is constantly evolving because malware is also evolving, as attackers always want to bypass the latest anti-malware defences. Malware and anti-malware thus are in an arms race where both sides must constantly adapt. Anti-malware is therefore only semi-automated. Defenders must often manually analyse malicious programs in order to develop new ways to detect and stop them.
1020 Whilst anti-malware software can run entirely locally on a host computer, the problem has become so complex due to attacker sophistication that virtually all current ones run on cloud servers in addition to running locally. A scan may run on a user’s computer to look for common threats, but it will also upload novel files to a cloud service for further analysis.
1021 Fourth, let me say something about code hardening.
1022 Now it should be apparent that security policy at the operating system level is enforced through code, which because it is mostly written by humans is imperfect. In practice, much of an operating system and key parts of important apps are involved in enforcing security policy with imperfect code. These imperfections, known as vulnerabilities, can allow attackers to subvert an operating system’s security policy in many ways, such as by allowing a user to read a file that they are not authorised to read or by injecting code into the kernel that then allows an attacker to bypass all security policies. Code hardening mechanisms limit the ability of attackers to find and exploit vulnerabilities.
1023 There are three basic techniques for code hardening: vulnerability scanning, runtime restrictions, and runtime variation.
1024 Vulnerability scanners inspect code looking for known software vulnerabilities. Because there are fundamental limits on the ability of programs to analyse other programs, vulnerability scanners cannot find every programming error that could result in a vulnerability. But they can help developers learn how to program more securely when they are integrated into software development processes.
1025 Runtime restrictions and variations change how code runs in ways that make the lives of attackers more difficult while not impacting most legitimate code. Common restrictions limit a program’s ability to modify its own code or otherwise create new code at runtime.
1026 Runtime variations change the arrangement of code and data in memory and the patterns by which code modules interact. Variation is an effective defence because legitimate programs rarely depend on the specifics of how their code operates at a low level, yet attackers need these details to exploit certain classes of vulnerabilities such as code injection attacks. Code injection attacks rely on attackers being able to corrupt the contents of code and data in memory in order to add their own code as the program runs. If the attacker cannot predict how the target program is organised in memory, their corruption attempts will not lead to predictable changes in the target’s behaviour.
1027 Fifth, let me say something about automated software updates, which allow already installed operating system components and apps to be replaced with newer versions. Software updates can be used for general software changes, such as adding, changing, or removing features, as well as for corrective changes, such as fixing a bug or security vulnerability in an app.
1028 Vulnerabilities will inevitably be found in software that need to be addressed. While anti-malware and software hardening can limit the damage of found vulnerabilities, sophisticated attacks can chain together vulnerabilities to bypass security mechanisms. So, even the most minor of vulnerabilities should be fixed once they are known. Best practice requires some amount of automated software updates because otherwise security vulnerabilities will not be patched or fixed in a timely fashion, thus increasing the likelihood the vulnerabilities will be exploited.
1029 Software update distribution uses the same online methods used for manual software installation. The difference is that the updates are applied by a background service that mostly runs without user interaction. Many app stores, as an additional service, automatically update apps that users have installed from their store. This can be performed both by centralised app stores such as the Play Store as well as by third-party app stores such as Steam or the Samsung Galaxy Store. But automatic updates for apps need not be managed by an app store. Many apps on Windows and macOS, such as Chrome and Firefox, automatically update even when obtained through direct download. The key technical challenge of software updates lies not with their distribution but with their creation. Any change to software, no matter how minor, can create a bug that will cause problems for end users. Updates to repair vulnerabilities can break key functionality and can themselves cause programs to crash. As a result, any patch must be extensively tested before it is widely deployed. Some of this testing can be done by the software developers using automated tools, however, any automated test suite can only cover a subset of use cases and deployment environments. Software updates are thus staged. They are deployed to small populations initially, and larger groups only get updates so long as problems have not been found. Such staging inherently limits the speed at which updates can be distributed. Until updates are fully disseminated systems must rely on other defences.
1030 Sixth, let me say something about behaviour limiters, which prevent attacks by limiting the ability of users and programs to do potentially dangerous activities.
1031 The distinguishing feature of behaviour limiters is that they restrict user actions that are not explicitly against any fixed operating system security policy but that nevertheless are potentially dangerous. A user should be able to visit any website they wish, and running services should be able to communicate with any system and decide for themselves whether the access is authorised or not. But behaviour limiters provide guardrails to protect against situations where such flexibility may result in potentially malicious activity as attackers have developed specific ways to take advantage of that flexibility. Behaviour limiters are thus equivalent to safety policies such as “do not walk alone at night” and “do not talk to strangers”, which are guidelines that can prevent some bad outcomes but at the cost of limiting legitimate activity.
1032 The most common form of behaviour limiters restricts network communication. Web browsers prevent users from visiting known websites distributing malware and network firewalls disallow communication with services from untrusted sources. But behaviour limits are also placed on users, for example, when they attempt to modify system files. As another example, many attackers attempt to trick people into entering their usernames and passwords onto web pages impersonating legitimate ones. Such “phishing” attacks are primarily mitigated using behavioural limiters, for example by blocking known phishing sites.
App signing and trusted computing
1033 When computers were first developed, all computer users were also programmers, and as such operating systems were designed to allow every user to create and run their own programs. But today most users are not software developers, and as a result most do not need the ability to create their own programs. But what they do need is a way to ensure that they only run trustworthy programs.
1034 Anti-malware systems by themselves are inherently limited because they are attempting to detect malicious programs, and there are infinite ways to be malicious. Today the primary defence against malware is not actually anti-malware suites. Instead, systems are protected by only allowing authorised apps to be installed and run. Determining what apps should and should not be authorised is a question of app distribution.
1035 Let me say something here about how systems can know whether software is authorised and how unauthorised software is excluded.
1036 The key technology here is app signing, which is just the use of digital signatures on program files. If a program installer is signed with a trusted key, it is allowed to run to install the program. If a program binary is signed with a trusted key, the kernel will allow it to be executed. App signing is separate from file permissions and other access control mechanisms. For a program to run, the file has to be marked as executable by the current user and the program should have a valid signature. Security technologies evolve over time and new technologies tend to overlay rather than replace older technologies, sometimes producing situations where it can be difficult to determine which security mechanism prevented a given action.
1037 In order for app signing to work in a way that attackers cannot easily bypass, one must make sure that the code verifying app signatures is also protected. With trusted computing, all relevant code must be signed using a trusted key, going all the way to the boot loader that loads the operating system kernel. With trusted computing, “trusted” is being used in the more technical computer security sense. Rather than saying that something is trustworthy, trusted in the computer security sense means that if the relevant code is not trusted, all security guarantees are lost.
1038 So, in computer security it is possible for something to both be trusted, where the security of the system depends on it, and untrustworthy because it has or can be compromised. The trusted keys themselves are stored in a special tamper-resistant hardware security module that ensures that the keys are protected and that signature verification is done in a trustworthy manner. If a device manufacturer installs the proper keys when the system is created, one can have strong assurances that the system will only run software that has been properly signed.
1039 Just like all software, the code implementing trusted computing can itself have vulnerabilities. Software hardening mechanisms can limit their exploitability. Nevertheless, vulnerabilities can be found in trusted computer systems, and when they are found they are the highest priority vulnerabilities to fix because they can potentially undermine every other computer defence.
1040 I will say something more about security concerning app distribution later.
Apple’s devices – operating system security
1041 Now Apple’s devices running iOS combine hardware security modules, operating system mechanisms, and app audit processes to create a tightly integrated system that has largely excluded many classes of malicious software.
1042 Professor Somayaji provided the following summary, which in its key elements I did not understand to be contentious.
1043 Apple secures its devices at the operating system level using security technology similar to that of its peers in mobile and home computer markets. iOS largely shares its core security technology with macOS, and that technology is very similar to that provided by its peers. What differentiates iOS security from macOS security and that of most other operating systems are Apple’s policies governing how these security technologies are used.
1044 Apple maintains iOS’s security by preventing the execution of unauthorised apps and limiting the capabilities of authorised apps. These restrictions are in place on iOS and other operating systems because attackers have two fundamental attack strategies: they can either attempt to get their own malicious apps installed, or they can try to corrupt otherwise legitimate apps to make them behave maliciously. Neither of these restrictions can ever be absolute, but together they provide greater protection than either on its own.
1045 iOS prevents the execution of unauthorised apps using digital signatures, a cryptographic technology that assures the integrity and authenticity of code and data. These digital signatures ensure that only Apple-approved apps can run on iOS. By Apple policy, the iOS App Store is the canonical source of apps authorised to run on iOS. The digital signing of apps secures iOS to the extent that malicious apps are excluded from the iOS App Store.
1046 Whilst other operating systems limit what apps may be installed and their capabilities, in general they impose fewer restrictions than iOS because of user expectations and requirements. On most personal computer operating systems such as macOS and Windows, users may install apps from any source or may develop apps from scratch. When run, such apps may then access any resources, including local and remote files, that the current user may access. This setup enables workflows where multiple apps are used together to edit images, process videos, or analyse data, for example. In contrast, iOS apps are isolated from each other through the app sandbox, a set of technologies designed to isolate apps from each other. Sandboxed apps cannot share data or otherwise interact without explicit user action, making complex multi-app workflows awkward at best.
1047 Further, Apple makes an ecosystem of tightly integrated products designed to provide a unified customer experience. So, an incoming text message can be read on an Apple Watch, replied to on an iPhone, and later reviewed on an iPad or an iMac. This tight integration is achieved in part through a largely unified technology stack, with Apple devices sharing chip designs, operating system components, system libraries, and interface patterns. While this integration has advantages for Apple device interoperability, it also reduces interoperability and compatibility with non-Apple devices. Many of the features which Apple extends to its own devices within its ecosystem are technically capable of interoperating with third-party devices, but decisions by Apple restrict this potential compatibility.
1048 When core functionality across Apple and third-party devices is built on existing industry standards, those standards can allow for some amount of interoperability. But the proprietary additions that enable tight integration by Apple are not standardised to the industry, and so are not interoperable to third-parties without practices such as reverse engineering. In the past, Apple has pulled apps that reverse-engineered protocols from the App Store. Additionally, the viability of reverse-engineered services is further complicated by the fact that modifications to Apple’s proprietary technologies often cause unofficial, reverse-engineered systems to break. Sometimes these updates are in the interest of consumers, as those that allow counterfeit AirPods to be detected. Others, such as updates to AirPlay, can disable previously working integrations with third-party devices. So, Apple integrating products with proprietary technologies reduces interoperability with products from other companies.
1049 Items of Apple’s hardware and apps enjoy compatibility with iOS and with each other, as Apple is the maker of its hardware, apps and iOS. But the same degree of compatibility is not extended to third-party devices, apps, or operating systems, such as Android. Despite that, from a technical perspective, compatibility across the Apple ecosystem of products and technologies and that of third-party platforms is feasible, evidenced by the compatibility features that Apple extends to its own products and technologies and by the temporarily successful efforts of third-parties to reverse engineer and interoperate with Apple’s services and devices. It is thus Apple’s decision to restrict compatibility.
1050 Now many of Apple’s products, including the iPhone, Mac, iPad, and Apple Watch, share the same technical foundation. The similarities start at the kernel level. iOS, macOS, and watchOS all share the same XNU kernel architecture, meaning that they share the same general logical structure, with slight differences in implementation.
1051 XNU kernel is derived from the Darwin operating system, an operating system which was developed and released by Apple in 2000. The Darwin kernel is in turn a direct development on top of the kernel adopted by NeXTSTEP, the operating system developed by NeXT Inc. Elements of the NeXTSTEP operating system, such as the UNIX architecture, and sharing user interface objects like the app dock, can be seen even in the latest macOS.
1052 From the time when it first launched, Darwin served as the kernel architecture for macOS. Then when the iPhone was launched, it used a version of macOS, albeit modified to work with a touch screen. iOS adopted a more distinctive interface overtime, but continues to share technical foundations with macOS, such as the shared kernel. Later, the iPad and the Apple Watch were released with operating systems derived from the iOS operating system.
1053 In this way, iOS, macOS, iPadOS, and watchOS each are driven at the core by minor variations of the same kernel.
1054 This commonality also applies from a security perspective. Past vulnerabilities discovered at the kernel level on one of these four operating systems has caused Apple to issue fixes across all operating systems.
1055 Apple operating systems also share the same framework architecture which allows apps to run on the operating system. Frameworks refer to the operating system libraries which provide an app access to the necessary APIs. These APIs are used to communicate with other layers of the operating system to provide basic functionality for all apps.
1056 For instance, the Foundation framework developed by Apple is implemented on iOS, macOS, iPadOS, and watchOS and provides fundamental functionality to apps, like creating or reading files in the file system, access to date and times as well as enabling an app process.
1057 There are other such frameworks that are shared across iOS, macOS, and watchOS which enable the same functionality across different platforms. These frameworks include AVFoundation, which enables loading of audio-visual assets within the app, CoreBluetooth, which enables the communication of Apple devices with any Bluetooth device, MapKit, which enables developers to access Apple Maps within their app and use geographical data, GameKit, which enables users to interact in game and allow multiplayer games, and PushKit, which allows the device to respond to push notifications.
1058 Even though the operating systems share technical similarity under the hood, they can appear different as a result of the user interface of the device. The user interface is in turn an outcome of the desired purpose of the device. Each operating system is optimised to run on devices with different purposes creating the need for having a distinct user interface for these devices.
1059 So, the user interface on a Mac is different from the user interface on an iPhone because the medium of interaction is different. Interaction is done via a mouse and keyboard in the former, compared to touch on the latter. In this way, even though the interface designed for each operating system may feel different to a user, they are using the same libraries, kernel and other foundational architecture, making them fundamentally the same.
1060 In addition to similarities at the operating system level, Apple devices are also similar at the chip level. Chips provide the necessary computing hardware for the device that they are developed for. More fundamentally, a chip is a set of electronic circuits and miniature switches, that is, transistors that follow the binary instruction supplied to them.
1061 iPhones run on the A series chips, Macs and iPads run on the M series chips, and the Apple Watch runs on the S series chips. But these chips share similarities in their design and manufacturing.
1062 So, both the M series chips and the A series chips are developed as ARM-based system on a chip (SoC), that is, a chip that combines the CPU, GPU and other necessary components. The M1 chip and the A14 chip share the same 5nm manufacturing technique which allows for similar performance. This means that both the M series chips and the A series chips follow similar instructions as laid out by the Arm organization, which primarily designs ARM processors.
1063 The CPU cores are made up of IP cores which are blocks of logic used to make the integrated circuit for a product. These IP cores are the same across M1 and A14.
1064 Moreover, the S series chips are modelled after the A series chips, extending the hardware similarity to the Apple Watch. Further, the M series chips, which the Mac and iPad run on, are also capable of running iPhone apps, highlighting analogous development capabilities across these devices.
1065 Apple also employs the hardware root of trust model to establish a chain of trust based on the hardware of the device. Chips designed by Apple allow certain security features such as kernel integrity protection, fast permission restrictions and a page protection layer, which in turn are available due to specific engines built onto the chip.
1066 For instance, the memory protection engine is used for verification of data shared between the various components of the chip. There are other engines with more nuanced roles that are built right into the chip to enable the features to exist.
1067 All the latest chips such as A14+, S6+ or M1+ support the same set of security features by incorporating the same engines, which in turn means the same level of security is derived from the hardware for iPhone, Macs, Apple Watch and iPad.
1068 Before turning to app distribution in much greater detail, let me say something about Professor Somayaji’s comparative analysis.
Platform comparison of key operating system security mechanisms
1069 Professor Somayaji compared the security mechanisms of six operating systems: the open source version of Android (AOSP), a GMS-certified version of Android, Apple’s iOS and macOS, and Microsoft’s Windows and Xbox. His evidence, which I have considerably drawn from, was not the subject of serious challenge.
1070 Now all of these operating systems use essentially the same security technologies in order to implement different security policies. Security differences between platforms, then, are mostly due to differences in their security policies. Since almost all security mechanisms are similar across AOSP and the GMS certified version of Android, one can refer to both of these as “Android”, although individual versions may have specific differences.
Authentication and access control
1071 File permissions are what an operating system uses to determine who can access which files on the device. Typically, they are stored as attributes of individual files. In other words, instead of having a centralised database of access permissions, each file will contain information about who is allowed to use it and for what purpose. Like all access control methods, file permissions define the entities that may access the files and what kind of access those entities should be given. File permissions are typically expressed in terms of users and groups of users as the entities and permissions as read, write, or execute access. Professor Somayaji’s table 2 compares the file-based access control technologies of the five operating systems.
1072 There are two basic models of file-based access control or “grouping models” in table 2, being the Unix model and the Windows model.
1073 The Unix model is older and more restrictive. Individual files can only belong to a single user and group and for the most part the Unix model only supports read, write, and execute access control.
1074 Windows allows for more flexible definitions of entities using access control lists coupled with finer-grained permissions that separate the ability to modify file data and metadata.
1075 In practice, however, both systems are flexible enough to express virtually any file-based security policy that an operating system user or administrator would want to establish, and in fact most permissions on modern systems are set automatically and are never updated.
Digital signatures and app signing
1076 Now I have already touched on app signing, but let me add the following.
1077 All modern operating systems can verify digital signatures on apps. Signature verification allows the operating system to identify the signing entity, which is often the developer of the app or the distributor of the app. Signatures are trusted when they are valid and are part of a chain of certificates that end in a trusted certificate that is ideally stored in secure hardware. Signatures are untrusted when they originate from an entity outside the chain of certificates. The major differences in how operating systems treat app signatures is not in the technology used to verify them but policy decisions defining which, if any, signatures are required for apps to be run. As shown in Professor Somayaji’s table 3, all platforms support the verification of app signatures and hardware roots of trust.
1078 Android, iOS, and Xbox require all apps to be signed, and iOS and Xbox require that the signature be trusted. On Android, app signatures can be self-signed by the developer, which is not considered to be trusted. Self-signing an app involves creating and using a developer-generated cryptographic key to sign the app, instead of obtaining a key from an entity inside the chain of trust, such as a Google key in the case of Android. It is possible to directly download apps on Android that have been signed by untrusted keys, although users experience a high degree of friction while installing such applications. macOS and Windows allow for the execution of unsigned and signed but untrusted apps, although both make the execution of such apps onerous, displaying warnings and on macOS requiring non-intuitive user actions to allow them to run; I would note here that such required non-intuitive user actions can be simply described as frictions.
1079 Further, encryption and cryptographic signing are standard technologies supported by all modern platforms. They all provide cryptographic tools to develop, store and maintain digital signatures in the form of public and private keys. Android offers the Android keystore system that allows for generation, storage and retrieval of cryptographic secrets including user passwords. The Android keystore system has a number of components that fulfill different functions, for instance the Keymaster TA, which is the software running on a specific chip that enables all the keystore operations, and the Gatekeeper TA, which is responsible for authenticating user passwords and supplying information to the Keymaster TA. iOS and macOS also offer the iCloud keychain which is an encrypted database which allows for storage and retrieval of cryptographic secrets including user passwords. Windows provides the Microsoft strong cryptographic provider, which is a software module that runs cryptographic algorithms for the purposes of encryption and authentication. Further, Microsoft provides mechanisms that can be used for private key storage.
Sandboxing
1080 Now I have already touched on sandboxing, but let me add the following.
1081 All modern operating systems enforce some degree of sandboxing, but the implementation of this sandboxing varies across platforms. As can be seen in Professor Somayaji’s table 4, all examined operating systems support all the listed features.
1082 They all support basic process-level confinement where user-space programs can only see their own virtual address space and must access outside resources through the kernel. They all support further app-level confinement where apps by default have very limited access to system resources such as location information and cameras; additional access is granted through per-app permissions. On Android, the sandbox is enforced at the Linux kernel level, where every app is isolated and runs its own processes. This is achieved by assigning a unique UNIX user ID to each app as well as a separate directory to store its files and data. Granular permissions either at runtime or at installation are then used to grant resources to the app such as the camera or microphone. Android, iOS, and Xbox apps are confined by default, while on Windows and macOS most apps are unconfined, except for those installed through their app stores. All these operating systems support file system virtualisation in which an app sees a special, bespoke version of the filesystem. This constitutes a specialised and especially robust approach to sandboxing. With iOS, file system virtualisation is the standard for all apps.
1083 A more restrictive sandbox is more secure, all else being equal, but restrictions inherently limit functionality and can do so in a way that interferes with the user experience. On Android, sharing of files and data between apps can only be done using an “Intent” or a “ContentProvider”, both of which are services specifically defined and mediated by the operating system to share information securely. As well, these services require permissions from the user before apps can share data, which lends to the strength of the sandbox. For instance, apps cannot read or modify files in storage outside of the app’s sandbox without restricted and specialised permissions or explicit user consent.
Malware protection
1084 Malware scanning exists across all popular operating systems as a means of detecting potentially malicious code in downloaded apps. A notable exception exists in the open source version of Android, which does not ship with any malware detection software integrated with the operating system. Instead, malware detection is carried out by Google Play Protect on Android devices, which is a proprietary service only available with the Play Store to Android devices. Apart from this distinction in Android, the general approaches to malware scanning are consistent across platforms. Malware scanning is not a distinguishing security feature of any platform; rather, each platform has techniques for addressing malware that were developed to deal with the specific types of malwares faced by each platform. Professor Somayaji set out a tabulated relevant comparison.
1085 Malware scanning exists across all popular operating systems as a means of detecting potentially malicious code in downloaded apps. While the exact processes behind each platform’s malware scanning is kept confidential, the general approaches to malware scanning are consistent across platforms. Malware scanning is not a distinguishing security feature of any platform. Rather, each platform has techniques for addressing malware that were developed to deal with the specific types of malware faced by each platform. A comparison is set out in Professor Somayaji’s further table 4:
1086 Each of iOS, macOS, Android, and Windows perform a combination of signature scanning, which match segments of app code against a database of known malware, heuristic analysis, which identify sequences of commands and instructions not typically found in a well-intentioned app, and behavioural analysis, which detect unusual and potentially malicious behaviour while the app runs. macOS, Android, and Windows all perform malware scanning when new apps are downloaded. Scanning workloads are shared between the on-device processors and remote servers belonging to Apple, Google, and Microsoft. Typically, on-device scanning will perform a more basic analysis to save system resources, while server scanning will employ more intensive scanning processes.
1087 In malware scanning, iOS is the exception. iOS performs no on-device scanning. Instead, malware scanning occurs automatically during Apple’s app review process. As only apps made available through the iOS App Store can be installed on any iOS device, any apps that are generally able to be installed will have passed Apple’s server-side scan. But custom apps on iOS can be installed on devices belonging to developers, testers, and within approved organisations. Such apps may not be scanned by Apple before installation.
App distribution – modes, technology and security
1088 Professor Somayaji gave evidence concerning app distribution which I have largely drawn on and accept, unless I indicate otherwise.
1089 Now apps are mostly distributed via computer networks, and often through app stores. Further, in some ways, distributing apps today is the same as distributing any type of digital information. The information is placed on servers and clients receive that information when it is requested. The web technology that is used to distribute news, social media, music, and video can also be used to distribute apps. The difference is that apps can change how computers work, potentially in fundamental ways.
1090 Even with all the security technology, any app distribution model must take into account this characteristic of apps and the risks that accompany it.
1091 Now the operating system itself can mitigate the risk of an app by limiting its available functionality. I have discussed operating systems in an earlier section of my reasons.
1092 But there are additional strategies to mitigate the risk of an app beyond what the operating system itself is capable of, including analysing its properties through an app audit and verifying its origin and integrity through developer vetting.
1093 App audit refers to the process by which an app is tested for security and compliance with any policies enforced by the app distributor prior to being offered for distribution or otherwise certified by a given entity. Apple conducts app audits on apps submitted to their store prior to hosting those apps.
1094 Developer vetting refers to the process by which a developer, either individual or organisation, is accredited by a given entity. Developers must be certified by Apple before they can submit apps to the App Store. This certification is granted through developer vetting.
1095 Now as Professor Somayaji observed, along with technical measures to mitigate risk, there is also an inevitable human component, as someone must make the app available, someone else must decide to download and install it, and someone must use it. In general, users lack the time and skill with which to evaluate the trustworthiness of apps on their own merits. Indeed, even skilled code auditors can miss significant security issues. So, ensuring that end users can trust the apps that they download is a function of how trustworthy the other parties with which they interact are, being app developers and app distributors. In this way, ensuring security in app distribution is similar to ensuring trust in any supply chain. Ensuring secure app distribution is a social process that is dependent on trust between the parties developing, distributing, and using the software. These trust relationships can be supported, but not replaced, by technical mechanisms.
1096 Now there are two stages of app distribution, being app procurement and app curation.
1097 App procurement is the process by which a user selects and installs an app on their device, and includes the discovery, retrieval, and installation of apps. App curation is the process by which a distributor defines the set of available apps for users to procure and includes developer vetting and app auditing. The security steps and technologies used in app procurement are important, but relatively commoditised. The security technologies do not change meaningfully regardless of where the app is obtained, meaning that they do not drive differences in security outcomes between app distribution channels on the same platform.
1098 Contrastingly, app curation can vary substantially between distributors. Depending on the curation policy of the app provider, app curation can range from the laissez-faire approach, which allows all apps to be procured, to the rigorously thorough approach, which allows apps to be procured if they come from an accredited developer and have been thoroughly tested.
1099 I will say more about app procurement and app curation in a moment.
1100 App distribution embraces the processes involved in getting apps from developers to users’ devices. App distribution necessarily includes the process by which users discover, retrieve and install apps, and optionally including a process where an entity, for example, an app store decides which apps are made available for procurement.
1101 The security of a device depends in part on the security of the apps installed on it. If an attacker can get a malicious app installed onto a device, or if an attacker can compromise a vulnerable app, they have the potential means of compromising the security of the device if they are able to circumvent operating system protections. The challenge of app distribution lies in determining how to make sure users only discover, retrieve and install safe, non-malicious apps.
1102 App stores make app distribution convenient for users and developers by unifying app discovery, app retrieval, and app installation. A user can search for an app, select it, and have it installed all through a single interface and a single service. But there are disaggregated alternatives for each step in app distribution. Apps can be found by searching through a general web search engine or by directly navigating to a developer’s website. App retrieval can be as simple as clicking on a link to download a file. App installation generally just requires opening an installer or dragging an icon to a desired installation location.
1103 Attackers, using a variety of techniques, can trick users into downloading and installing malware. To prevent this, users must have a way to assess the trustworthiness of an app before it is installed. End users are not given the level of access to evaluate apps directly, and even if they were, most lack the expertise to do so. So, they must rely upon the recommendations of others. An app store implicitly endorses every app that it lists and provides further information through reviews and rankings. Similarly, web search engines such as Google also offer a kind of endorsement by the rankings it gives to search results. In both a web search engine and an app store, if one searches for a well-known app, one is most likely safe in downloading what is highly ranked. But if one searches for the wrong thing, click on the wrong ad or scroll too far down, one may find oneself installing malware. The App Store has a review process designed in part to exclude malware. But in practice, attackers do get their apps listed on the App Store, just as they can get their apps highly ranked in web search engines. The core reason both can lead users to malware is the same: both accept submissions from virtually any source, and both use complex yet imperfect methods to screen and rank submissions so as to minimise the chances users will be directed to sources they should not be seeing.
1104 As I have previously endeavoured to explain, iOS devices are internet-connected devices running an operating system as capable as that on any current computer, and so could download and install software from anywhere on the internet. But due to Apple’s policies and restrictions encoded in iOS, only apps from the App Store may be installed on any iOS device. There are other Apple approved ways to get apps onto iOS devices. Apple allows developers to build and install apps on their own devices and distribute them to select testers. Apple also allows organisations to distribute custom apps to their members. And web apps from any source can be accessed through the included web browser, Safari. But these limited exceptions show how restrictive native app distribution is on iOS relative to other platforms. This operating-system-level policy is different from that of Windows, Android and macOS, as they all allow third-party apps and even app stores to be installed without the direct approval of Microsoft, Google or even Apple.
1105 Now although technical mechanisms can help improve the security of app distribution in any context, ultimately secure app distribution relies on users having a process by which they can be assured they are installing only trustworthy apps. The App Store has at times been a source of untrustworthy apps. Many malicious apps have been distributed via the App Store, having been approved by Apple’s reviewers. So, limiting app installation to the App Store does not guarantee that users are not exposed to malware. While the damage these apps have done has been limited by the restrictions iOS places on all apps, these same restrictions apply to all apps on iOS.
1106 Whilst increased scrutiny in the review process could in principle lower the rates of malware in the App Store, in Professor Somayaji’s opinion, problems arise not primarily because of inadequate review, but because there are almost no barriers to submitting apps.
1107 Now in Professor Somayaji’s opinion, allowing app distribution outside of the App Store would not significantly decrease the security of iOS devices, so long as there remain ways for users to determine whether apps have been vetted and who had done the vetting. He said that third-party app stores could be a way to enable this, as there are examples of them on other platforms having very strong security records. Alternatively, he said that allowing apps to be directly downloaded can also be secure so long as users can verify the authorship of apps. These are contentious matters that I will return to later. Let me return to another topic.
1108 Whilst all native apps that run on iOS must go through the App Store, Apple has made it possible for non-reviewed apps to run on iOS in the form of web apps. Web apps are app-like pages that run in a web browser. Web apps are comparable in some ways to native apps. But because they are confined and restricted by the browser in ways that native apps are not, in many situations web apps cannot offer the same user experience as native apps. Web apps on iOS are restricted in the memory, CPU, and local storage they can use. They also cannot send push notifications, use Bluetooth devices, or update when not being used, among other limitations.
1109 A third category of apps on iOS is streaming apps. Streaming apps run entirely on a remote server, with the app’s output being mirrored in real time on the user’s device. These types of apps are called streaming apps because data streams back and forth continuously between the device and the server. Access to a streaming app can be provided by a dedicated native portal app or a web portal app. In both cases, the portal app on the user’s phone sends inputs from the user’s device, for example, touch screen taps, through the network to the remote server which is running the app. The remote app then renders an output frame based on the result of the input. The output frame is then streamed back to the user’s device in real time. This loop creates the illusion that the user is interacting with an app on their device rather than an app on a server somewhere far away.
1110 I will return to these other possibilities later.
Stages of the app distribution process
1111 Now as shown in Professor Somayaji’s figure 3, at a high level one can divide the app distribution process into two parts, being app procurement and app curation.
1112 App procurement is the process by which an app is discovered, retrieved, and installed on a device. App procurement follows a process which is largely consistent regardless of app distribution method. In a direct download model, the app is procured directly from a developer website, whereas in an app store model the app is procured through a hosted app store.
1113 From a security perspective, the app procurement process involves a number of technologies, such as on-device malware scanning and signature verification, which help to verify that the app being installed is the one that the user meant to install and is free of detectable malware. These technologies achieve a foundational baseline of security regardless of how an app is acquired.
1114 As I have said earlier, app curation is the process by which the set of available apps are determined by, for example, developer vetting and app auditing. Unlike app procurement, app curation is managed by an outside party, such as an app store, rather than by the operating system. As such, methods and processes for app curation vary substantially between app distribution models. Variation in the app curation process can lead to differences in security outcomes. App curation is compatible with the app store model or the direct download model. In the app store model, app curation is typically done by the app store host to decide which apps to make available for download. In the direct download model, app curation is done by a trusted entity to certify apps as trustworthy. Once certified, apps can be downloaded from any source, including directly from the developer. One process of certifying apps for direct download used by Apple is called notarization. Now whilst Apple uses the term notarization, the general process of automatically signing apps that have passed a given set of tests is one that could be used by any operating system. The makers of other operating systems, however, use other strategies for signing apps.
App procurement
1115 Let me elaborate on the key concepts behind app procurement, being the process through which an end user discovers, downloads and installs an app.
1116 In its simplest form, a user downloads the app from somewhere they are familiar with, installs it, and runs it. Yet most of the time the process is more elaborate as users do not necessarily even know what app they want to run, and even if they do, they do not know where to find it. To discover apps, users can do a general search in a web search engine, they can look through recommendations at a review site, or they can search inside of an app store. On iOS devices, the only way for regular users to procure native apps is through the preinstalled App Store. On macOS devices, users can procure native apps through the preinstalled macOS app store, third-party app stores, or through the web.
1117 Once the user has found what they are looking for, they then download the app and proceed to install the app. These three steps are performed whether a user procures an app from an app store, in which case app discovery and app retrieval are facilitated by the app store, or via direct download, in which case app discovery and app retrieval are facilitated by a browser, normally by visiting a web search engine.
1118 App installation is a technical process where the app’s compatibility, authenticity, and integrity are verified, it is scanned for malware, its resources are unpacked and organised in the filesystem, and the app is integrated into the host system by adding shortcuts to launchers, registering for notifications, and requesting permissions to access various resources.
1119 Whilst these technical mechanisms do impact security, they are not differentiating factors in security outcomes across different systems, as the technology is largely commoditised as I have said above. Then, once the app is installed, the user will run the app. As part of the runtime process, the user can be asked whether or not the app should be allowed access to resources such as the camera, microphone, and a user’s contacts, which does have a material impact on security outcomes. This process is described in Professor Somayaji’s figure 4.
1120 So, app procurement encapsulates three fundamental processes, being app discovery, app retrieval, and app installation. Procurement differs between platforms in relatively minor ways at a technical level. The same basic methods underly all online app distribution models. So, the procurement methods for app distribution are largely commoditised. What varies are how those methods are integrated into each platform and what policies they implement.
Procurement models across major platforms
1121 Now to provide real-world case studies, Professor Somayaji examined how app procurement varies between three platforms: iOS, macOS, and Steam for Windows. These case studies provide context through which to assess security components of procurement and their effectiveness.
1122 Let me first address the App Store for iOS. Professor Somayaji’s figure 29 shows the standard app procurement process on iOS.
1123 Searching for an app begins in the App Store. iOS does not support native app download through the web. Rather, the App Store is the only channel through which apps can be distributed for consumer iPhones. The App Store facilitates app discovery and app retrieval, and app installation. From the App Store, users discover apps either through searching for them or browsing catalogues maintained by Apple.
1124 Once users select an app, they must explicitly authorise the downloading and installing of any new app using either a biometric authenticator or a password.
1125 Once an app is downloaded by the user, iOS installs it automatically. During installation, iOS checks the app’s signature to ensure that it has not been tampered with since it was approved on the App Store and checks the app’s format to ensure that it can be run on the device. There is no malware scanning that takes place on-device. Antivirus scans are instead conducted during the curation phase when Apple reviews apps prior to distribution.
1126 Finally, when running the app, users are prompted to approve the app’s access to any privileged resources, such as the device camera or photo library.
1127 Let me next address the macOS notarized direct download. Professor Somayaji’s figure 30 shows the standard app procurement process for the direct download of apps on macOS.
1128 Whilst macOS also has a macOS app store, the procurement process through the macOS app store is similar to that of the App Store. The direct download method of procuring apps on macOS involves searching for an app in a web browser, visiting a website that hosts the desired app, downloading the app, and finally installing the app.
1129 Depending on the type of app downloaded, direct download installation on macOS can follow one of two processes.
1130 One process is .dmg installation. If a disk image file (.dmg) file is downloaded, double clicking on the file causes the disk image to be opened. This is the same process used when apps are installed through physical media, like a USB. The user then drags the app icon to the apps folder to complete installation.
1131 Another process is .pkg installation. If a software package (.pkg) file is downloaded, double clicking on the file runs an installer. The installer places the app’s files in different parts of the system including but not limited to the apps folder, and runs setup programs to integrate the app with the system.
1132 In both of these installation methods, macOS checks the digital signature on the app installer, runs a malware scan that is integrated into macOS, and verifies that the app is compatible with the system. Apps that pass the signature check are said to be notarized, meaning that they have been published by developers registered with Apple and the app is certified to have passed automated app scans conducted by Apple on their server. I have dealt with the process of notarization elsewhere in my reasons. When downloaded via a web browser, macOS asks the user to verify that they want to proceed with the install and will display when and from which website the app was downloaded. If the app has not been notarized, macOS will disable installation unless the user explicitly indicates they wish to open it using the settings menu.
1133 Let me next deal with Steam on Windows. Professor Somayaji’s figure 31 shows the app procurement process when using Steam on Windows.
1134 To procure apps, users search through Steam and select an app to download from the catalogue of apps made available on Steam. Windows’ malware system performs automatic scanning of the app once downloaded. The compatibility and signature validity of downloaded apps is checked by the Windows operating system when the user attempts to install the app.
1135 Unlike iOS, once a user selects an app, they are asked to configure installation preferences, including the directory in which the app will be installed. This step is made necessary by the Windows operating system. But once the installation settings are set and the app is downloaded, the user opens the game from either the Steam portal or a desktop icon.
App curation
1136 Let me say something further about app curation, being the process by which app stores decide which apps to make available for distribution. App curation is conducted by the app distributor and is made up of many optional steps, as shown in Professor Somayaji’s figure 5.
1137 Each of these steps do have a material impact on security outcomes for apps, but they also come with trade-offs.
1138 App curation is generally made up of developer relationships and app audits, where an app audit consists of malware scanning, automatic app policy compliance scanning, and manual review. To ensure security in app curation, first there has to be a relationship between the developers and the distributor. This developer relationship is the heart of the curation process, in that the distributor must decide whether or not a developer’s apps should be made available to the distributor’s customers. Then, when an app is given by the developer to the distributor, the distributor needs to do basic due diligence to make sure that the app follows their policies before it is released for distribution. Parts of this process can be automated, such as malware scanning and automatic policy compliance scanning, whereas others can be manual such as a manual review.
1139 From a security standpoint, the goal of curation is to make sure that distributed apps are free of malware and other security risks, such as ensuring user data is kept private. There are two ways to achieve this goal. The first way is by only distributing apps from trusted developers and organisations being developer vetting. The second way is by reviewing each app to ensure that it is safe to use being app auditing.
1140 Most app stores on the market will employ some combination of both, though with varying degrees of emphasis. Some app stores accept submissions from loosely vetted developers but focus heavily on reviewing each app submitted, whilst other app stores thoroughly vet their developers to maintain confidence that no malicious apps will be submitted in the first place.
1141 Developer vetting is the process by which app stores learn about the identity and history of developers in order to ensure that apps distributed on the app store come from trusted developers and organisations. Developer vetting can range from the most basic, such as verifying that the developer has a unique username before allowing them to submit apps, to highly rigorous, in which developers are treated as potential business partners rather than simply users of the distribution platform. Rigorous developer vetting may include evaluating a developer’s history of app development and potential for future success before allowing them to submit apps for publication.
1142 In a robust developer vetting process, additional information is learned not only about the developer, but also the value that the developer will bring to the user. This increasing gradation of information strengthens the trust and security that can be built between app stores, developers, and users.
1143 App auditing is the process by which apps are examined against the app store’s policies and criteria in order to ensure that apps meet the app store’s standards. Typical categories for app audits include security, functionality, and design. Security audits aim to reduce the number of apps that contain malware, functionality audits aim to ensure that apps behave as is described and do not exhibit bugs, and design audits aim to ensure that apps follow a cohesive look-and-feel that users will enjoy.
1144 Broadly, app auditing can be conducted through automated and manual examination. Automated examination is further carried out by static and dynamic analyses, in which static analyses examine how the app’s code behaves without being run, and dynamic analyses examine how the app’s code behaves when run. Manual examination is the process by which a human reviews an app against a set of criteria.
1145 For an app audit that considers functionality and design factors in addition to security factors, automated examination is typically conducted for security tests, whereas manual examination is typically conducted for functionality and design tests.
1146 The strength of automated review is the breadth of criteria which it can test for in a short amount of time. Its weakness is that it can only reliably evaluate characteristics that can be expressed precisely, and it cannot easily evaluate qualities that are based on complex contexts such as community guidelines, ethical considerations, and use of intellectual property.
1147 These shortcomings are where manual review is strongest, but manual review’s limitations are that it is substantially slower, can only be feasibly done for a relatively small number of criteria, and, because people are conducting the review, that evaluation will be inconsistent.
1148 As a result of these complementary differences, automated and manual review are often used in tandem and applied to settings in which they are strongest. So, automated review can be applied to determine if an app includes any code which belongs to a list of well-known malware, whereas manual review can be applied to determine if an app’s design has the desired look-and-feel required by an app store’s style guidelines.
1149 The effectiveness of the manual aspect of app auditing is determined by the resources, in terms of both quality and scale, devoted to manual review and the complexity of the problems reviewers are tasked with detecting.
1150 There are some forms of malicious code which looks harmless to the automated app audit but can be caught by a human. So, a phishing app that is attempting to impersonate a well-known banking app might be easy for a human to identify as they may be familiar with the bank and the existing app. Such an attack can be difficult to catch via automated means.
1151 But there are inherent challenges in using manual review to detect malware, especially if the malicious code does not change the visible behaviour of the app. Whilst it is possible for a reviewer to manually examine the source code of an app, such a review requires considerable skill and is very time consuming. So, malicious applications can pass a manual review so long as the malicious behaviour is hidden, say, by having it only run after a certain time or in a certain place.
1152 The relationship between users, developers, and app stores is one of delegated trust. The user trusts that the curator will curate safe apps, and the curator must have trust in each of the apps it distributes, either because it has gone through developer vetting or because it has gone through app auditing. To the extent that users place trust in the safety of a curator’s brand, malware that evades detection and makes it either through notarization or onto an app store can be particularly harmful in eroding this trust.
Curation models across major platforms
1153 Unlike app procurement, which is largely carried out by commoditised methods and tools, app curation is a differentiating factor for platforms in ensuring high security app environments. App curation includes components such as developer relationships, malware scanning, automatic policy compliance scanning, and manual review. App curation can be performed either on an app store model, which involves limiting the set of apps available for download on the store, or a notarization model, which involves limiting the set of apps that can be installed by the device using cryptographic signatures.
1154 Before comparing curation models across major platforms, it is convenient to provide an overview of the objectives of curation from a software security standpoint, as well as some of the theoretical foundations and practical implications of curation.
1155 From a security perspective, the purpose of curating a set of apps that can be obtained through a given distribution channel is to provide assurance that the apps obtained are safe to use. Traditionally, when users can install any app without restriction, users become responsible for making judgments around which apps and developers they trust to not behave nefariously. Curated distribution models like app stores or notarization serve as an abstraction of trust. If the user trusts that the app curator has taken necessary precautions to filter out malicious developers and apps, the user should be able to trust that apps they obtain from that curated set will be safe to use.
1156 The idea that app stores or notarizing entities can be trusted to curate safe software finds a basis in the notion of a chain of trust. The chain of trust framework addresses the problem of ensuring that all software running on a device is safe. The core idea of the framework is that each piece of software should only be allowed to introduce new software that it has identified as trustworthy. So, a mobile device might only allow a specific set of operating systems to be booted. The operating system, in turn, might only allow approved software to be installed, for example, third-party app stores or notarized apps. In this way, each piece of software acts as a link in the chain, maintaining an indirect line of trust between any new software run and the original device loading the operating system.
1157 The objective of app curation, whether carried out by a notarizing entity or an app store, is to ensure that the chain of trust is preserved. Apps meeting the curation standards should come with an assurance that they are safe to use. For current app distribution models on iOS, macOS and other platforms such as Steam, trust is maintained by requiring developers and apps to go through a process before they are endorsed for distribution. With such an arrangement, users are implicitly trusting that the app auditing organisation does its job. The details of the process by which this happens need not be public. End users must have a belief that if an app is endorsed by the organisation, that endorsement has meaning. An endorsement communicates quality and safety only to the degree that end users trust that proper developer vetting and app auditing has occurred. The risks can be very high for the endorsing organisation, as even minor lapses that are widely publicised can lead to a loss of trust.
1158 Now whilst the basic process of app distribution is mostly the same, the processes used to perform app curation across the App Store, macOS notarization and the Steam store vary significantly. These processes are connected with different outcomes in malware prevalence across each platform. No one process is inherently superior on all metrics. All manage trade-offs for factors including review time, degree of automatability, and level of required security.
1159 Now developer vetting and app auditing are common practices in the software industry and are carried out by both Apple and third-party app stores. Professor Somayaji compared processes for developer vetting and app auditing across a selection of popular app distribution channels. He compared three examples, being a first-party centralised app store model, a direct download model and a third-party app store model.
1160 First, as an example of a first-party centralised app store model, he considered the App Store.
1161 Second, as an example of a direct download model, he considered macOS notarized direct download, which allows users to download apps that have been approved, that is, notarized by Apple directly from developer websites. Though macOS also supports both a first-party Mac app store as well as third-party app stores, for the purposes of this comparison, he considered notarized direct download exclusively.
1162 Third, as a popular example of a third-party app store model, he considered Steam on Windows, a specialised app store on Windows managed by Valve which distributes gaming apps. Steam is also available for Mac and Linux. Professor Somayaji focused on Steam on Windows because it is an example of a third-party app store that has been successful on an operating system with a significant history of malware. But beyond the details around how Steam interacts with the operating system to install software, Steam is similar between operating systems.
1163 Professor Somayaji’s table 5 provides a general overview of the App Store, macOS notarized direct download and Steam for Windows from the perspective of app curation practices, highlighting that app curation is a differentiating factor in how platforms ensure app security.
1164 Each platform utilises a unique approach to vetting developers and reviewing submitted apps, and differences in each approach highlights the factors that impact security most. Steam, relative to the App Store and macOS notarized direct download, places greater emphasis on ensuring trusted developer relationships and managing app submissions. Steam vets developer organisations who submit apps to their platform and performs an extensive app audit for each submitted app. In addition, Steam specialises in an app niche, gaming, which means they can focus all of their quality assurance resources on a single genre of apps. Steam has a reputation within the industry for being free of malware and minimal history of permitting malware on the store, as described in table 5.
The App Store
1165 Let me say something more about developer vetting for iOS.
1166 Prospective developers must first enrol in the Apple developer program, which requires the following administrative information, described in Professor Somayaji’s table 6, to be provided to Apple.
1167 If developers enrol through the Apple developer app, an additional identity verification step is required. Developers must submit a photo ID, which Apple maintains is for the purposes of confirming identity and preventing fraud. In the most basic pathway to enrolment, however, developers can enrol as individuals through Apple’s website, which does not require a photo ID. When enrolling through Apple’s website, enrolment is confirmed automatically upon payment.
1168 Once enrolled, developers gain access to the Apple developer portal, which can be used to request a certificate. In addition to the above, developers must provide a valid email address to obtain an iOS app development certificate. Once the certificate is obtained, developers can begin submitting apps to the App Store.
1169 No additional information related to history of app development, intent for future app development, or developer legitimacy is required for developers to enrol in the developer program. Nor is there any manual review of requests for iOS app development certificates, which are granted automatically to enrolled developers.
1170 Let me turn to the question of app auditing for iOS, that is, app review.
1171 Apple’s app review includes both automatic and manual components, and compares submissions against a set of guidelines, the App Store review guidelines, which define what is and is not allowed on the App Store.
1172 As the content of the guidelines makes clear, Apple’s app review process is not exclusively focused on security considerations. The guidelines are categorised into five groups: safety, performance, business, design, and legal. In total, these groups contain over 200 individual guidelines, including guidelines moderating the media content of apps and the stylistic look of apps. So, a portion of Apple’s app auditing process checks for media content and stylistic compliance in addition to the checks for technical security.
1173 In assessing how Apple conducts app review, Apple claims to review 90% of apps less than 24 hours after submission. Though Apple spent about 30 minutes reviewing each app during the early days of the App Store, an expedited process introduced in 2009 brought review times down to 13 to 15 minutes per app. The internal diagram depicted in Professor Somayaji’s figure 6 shows the revised process.
1174 Further diagrams show the steps carried out during each phase of review. As illustrated in Professor Somayaji’s figure 7 below, the 10 minute initial review phase performs standard manual checks to ensure that nothing is obviously wrong with the app content, UI, performance, and business model.
1175 Since the second phase of app review, highlighted in figure 6 above, is used as part of the app reviewer largely double checks the work of the initial review within a 3-minute average time frame, shown in Professor Somayaji’s figure 8.
1176 Now according to Professor Somayaji, these guidelines describe a process that is far from that of a full app security audit, where the appearance, behaviour, design, and code of an app would all be carefully reviewed over an extensive period of time such as hours, days, if not longer in order to find potential security problems. I have no difficulty in accepting his evidence in this respect.
1177 Apple makes clear that its strategy for the App Store is to aggressively minimise the time required for app review.
1178 Now as Professor Somayaji said, which I accept, an approach to App Store moderation that prioritises cost minimisation above all else will naturally result in sacrifices in the quality of review. The task that manual reviewers are asked to perform in that time is not a trivial one. Apple’s process entails more than 900 different possible reasons for an app rejection.
1179 Further, based on an undated Apple presentation titled “Review Accuracy”, it seems to me that the process suffers from substantial accuracy issues.
1180 In an audit of 386 app review decisions involving 70 reviewers but with trainees excluded, Apple found that 22% of app approvals and 30% of app rejections were decided incorrectly. Further, the review accuracy score was 87.2% (average by reviewer). So, good but not great.
1181 Apple’s app review process represents a low trust environment, evidenced by the approval and rejection statistics for first-time and previously-approved apps being submitted for update. In January 2021, 65% of the apps submitted to the App Store for the first time were rejected, while 23% of the existing apps on the App Store were rejected for updates.
1182 Let me next discuss the extent to which Apple’s malware scanning provides effective security protections. In practice, Apple’s app review process has allowed malware into the App Store including scams.
1183 Scams included fake VPN apps which tricked users into paying for services by falsely claiming that their device was compromised with malware, apps charging customers for free iOS features, and apps falsely claiming to be developed by major tech companies.
1184 In addition to routine scam apps found on the App Store, several major incidents involving particularly destructive malware on the App Store have occurred from time to time.
1185 Given that malware can go undiscovered on the App Store and can be publicly undisclosed even when discovered, it is difficult to precisely quantify the extent of malware on the iOS App Store.
1186 It is not in doubt that Apple has some history of experiencing malware in the App Store.
1187 Let me at this point say something about macOS.
macOS notarized direct download
1188 The macOS platform uses a program called Gatekeeper to manage security for apps downloaded directly from the internet, that is, not through the macOS app store. When a user downloads an app, Gatekeeper uses signature verification to check whether or not the app has been notarized. A notarized app is one that has been verified as having been made by a legitimate Apple developer account and having passed a malware scan conducted on Apple’s servers.
1189 If the app is notarized, the user can run it immediately. If the app is not notarized, macOS still allows users to run it, but only after having granted it special permissions from the settings menu. Non-notarized apps have not undergone curation. They can come from any source and have not passed any manner of review. But the set of notarized apps is a curated one.
1190 Now developer vetting for macOS follows an automatic approval process largely the same as developer vetting on iOS. Notarization is available to developers who are part of the Apple developer program, for which the registration process is described above.
1191 Once a developer joins the Apple developer program, the process of obtaining a developer ID certificate is similar to obtaining the iOS development certificate. Developers must provide a name and email address, after which the developer ID certificate is automatically granted. With a developer ID certificate, developers can submit macOS apps for notarization.
1192 Like with iOS, the process of developer vetting is entirely automated, and relies on basic identifying information such as name and organisation without considering additional information, such as the development history, of the developer.
1193 Now in order for an app to be notarized, it must pass an app audit comprised of an automated suite of scans administered by Apple. The scans check the app for malware. Additionally, the scans require that the app conforms to technical specifications to improve security and performance, for example, banning entitlements that bypass security checks, and requiring protection against code injection attacks, among others.
1194 After passing the automated tests, an app is granted a certification of notarization by Apple, allowing it to be procured from outside the macOS app store. Once a user downloads the app from the web, it is the role of macOS’s Gatekeeper to verify that the app has been notarized, allowing the user to install the app. The user can also modify Gatekeeper settings to bypass the verification and download non-notarized apps.
1195 Notarization on Mac has only been available since 2019, making it a much more recent development than either Steam or the App Store. As a result, its long-term susceptibility to malware is difficult to assess. But it is clear that notarization provides imperfect defences against malicious apps.
1196 With similar standards of developer vetting as are used for the App Store, the risk of malicious parties becoming certified in the Apple developer program and finding ways to evade app scanning remains.
1197 But the fact that macOS notarization is imperfect does not mean that it would be unfit for iOS devices. The current app auditing model that Apple uses on iOS devices is imperfect. Further, while notarized apps are not subject to manual review, they are also not listed in an app store where they receive an implicit endorsement simply by being listed. Now one can look at the results of a web search in order to determine what results are relevant and safe. Notarization is a protection on top of this assessment process by users, not a replacement.
1198 Further, in practice macOS and iOS are deemed to have equivalent security in the macOS ecosystem as Apple’s iCloud data syncing processes given macOS devices get equivalent access to user data as iOS devices, including messages, contacts, calendars, photos, and passwords.
1199 In Professor Somayaji’s opinion, both app notarization and the App Store provide significant but far from perfect protections against malware. But because of the strong app sandboxing on iOS, his opinion is also that notarized iOS apps downloaded outside of the App Store would pose less of a risk to iOS than notarized apps on macOS.
Security and technical feasibility of alternative distribution models on iOS
1200 Let me now turn to another topic concerning alternative distribution models on iOS and summarise aspects of Professor Somayaji’s evidence in that respect.
1201 Now as Professor Somayaji said, there is no perfect mechanism of app distribution. Instead, the differences across iOS, macOS and Steam are better characterised as trade-offs between multiple factors.
1202 Now enabling direct download on iOS would mean allowing users to download and install iOS apps directly from developers. On platforms that support direct download, apps are generally available for procurement through developer websites. So, on Mac, you can download the Spotify app directly from the Spotify website.
1203 Allowing for direct download does not necessarily mean allowing users to install and run any app they find on the internet. Cryptographic signing technology allows operating systems to verify the authenticity of apps regardless their distribution source.
1204 In other words, the operating system does not have to take the distributor’s word that a given Spotify app available on the internet is in fact the official Spotify app. This can be stamped and verified cryptographically through notarization.
1205 Notarized direct download on macOS represents a sensible implementation of the direct download model.
1206 Apple notarizes macOS apps by automatically scanning them for malicious content and signs them if they pass the scan. Then, users can download notarized apps from any procurement source, and Apple is able to verify that the app has already passed Apple’s notarization scan.
1207 Now the notarization used for macOS is fallible and can let through malware, but two considerations counterbalance that fallibility.
1208 First, the App Store is also fallible, and has a substantial history of letting through malware.
1209 Second, if iOS were to allow direct download of notarized apps, with notarization implemented similarly as it is today on macOS, this would be more secure than the current direct download model on macOS as a result of strict app sandboxing.
1210 Apple has a substantial amount of technical control in deciding the conditions on which to grant notarization certificates. Whilst Apple currently certifies developers who enrol in its Apple developer program to submit apps for notarization, it would be technically feasible for Apple to construct a model on iOS in which notarized distribution is available only to developers who have been background checked or vetted by Apple.
1211 In other words, once the trustworthiness of the developer is verified, Apple could allow those trusted developers to directly provide certified apps to users that have passed an automatic review process.
1212 The process for notarizing apps on macOS is an automated one. But there is no technical requirement that notarization be automatic. The check that is done to notarize apps is fully determined by the notarizing entity. The lack of notarization on iOS is not a technical limitation.
1213 Now ultimately, a direct download model places more control in the hands of the user to determine how they want to procure apps. If iOS supported the direct download of notarized apps or non-notarized apps, users could choose to stick to the App Store for the same app procurement experience iOS devices support today, that is, the App Store, or could choose to obtain apps directly from developers. This is a choice consumers are capable of making. Apple offers this choice to macOS users.
1214 So, it is Professor Somayaji’s opinion that notarized direct download, in combination with the rigorous security protections of iOS, would likely result in a substantial degree of app security that would be less vulnerable to malware than macOS is today.
1215 Let me say something about Professor Somayaji’s evidence concerning the security implications of allowing third-party app stores on iOS.
1216 Allowing third-party app stores on iOS would require Apple to accredit third-party app stores to be installable on iOS and to permit apps distributed through those app stores to run on iOS. In other words, Apple would only need to review and approve the third-party app stores, trusting that they will properly review apps submitted to their store.
1217 This is a delegated and specialised model and contrasts with Apple’s current centralised model in which Apple reviews every individual app that is submitted to the App Store.
1218 And in the event that an app store fails to live up to security expectations, Apple could revoke its accreditation by rescinding its cryptographic certificate, effectively removing the store and all its apps from iOS devices everywhere. Apple would have this power so long as it maintains control of iOS, because any operating system has ultimate control over what apps it will and will not run.
1219 From a security perspective, the key question is whether or not third-party app stores would be capable of maintaining the degree of security offered by the App Store.
1220 To address this question, first consider the security quality of the App Store based on an analysis of its security practices.
1221 The App Store is best characterised as utilising centralised review, or the process by which apps are reviewed by a central organisation before being published. Centralised review stands in contrast to delegated and specialised review, in which app auditing responsibilities are delegated to specialised, third-party organisations before being published. Steam serves as an example of delegated and specialised review, as it focuses narrowly on a specific app category, being games.
1222 In Professor Somayaji’s opinion, largely due to the scale at which Apple’s centralised review attempts to operate, and the inherent trade-offs it faces between scale and accuracy in identifying malware, Apple’s app review system is more prone to error.
1223 By contrast, delegated and specialised review, exemplified by Steam, allows distributors to build close-knit developer relationships, allocate more time per app submission, and specialise within a niche, all of which are conducive to reducing error in app audits.
1224 Further, store specialisation is important only to the degree it helps improve trust between developers and the app store. Shared interests are an important way people develop trust in each other, but it is far from the only way that trust can be developed. App audits can be delegated to third-party organisations like Steam which can then review the segment of apps submitted to their platform.
1225 Now Apple currently offers an alternative app procurement model on iOS, known as the developer enterprise program, which is a form of delegated trust and specialised review. This program allows large organisations to develop and deploy proprietary, internal-use apps to their employees. In other words, Apple allows third-party organisations to transfer apps directly to their employees, empowering these organisations to own the trust relationship with their users directly.
1226 Apps that are part of the developer enterprise program are not reviewed by Apple, but rather Apple reviews the enterprises which apply to this program.
1227 This model demonstrates both Apple’s ability to ensure that trustworthy apps are distributed to iOS device users without requiring app review and centralised app distribution, and demonstrates the technical feasibility of adding alternate app distribution methods to iOS.
1228 This example from the developer enterprise program is extended further when considering how many organisations have internal app portals in which they review and determine the set of available third-party apps for their employees, much like Apple does in its app review process for its users.
1229 So, Microsoft has an internal app portal that has over 10 million downloads and enables organisations to review third-party apps and make them directly available for their employees across Windows, macOS, iOS, and Android. Using this app portal product, the assurance responsibility is delegated across many organisations.
1230 Finally, let me return to the question of whether or not third-party app stores are capable of maintaining comparable security to the App Store.
1231 In Professor Somayaji’s opinion, the basic security processes of the App Store can be carried out to a comparable, or in some cases superior, degree of rigor by third-parties.
1232 In terms of developer vetting, his review of Steam’s developer vetting process relative to Apple’s shows that third-parties like Steam are capable of conducting background checks on developers that are more rigorous than the one Apple performs for its developers by virtue of their scale and scope.
1233 In terms of app auditing, the two key components that relate to security are automatic malware scanning and manual malware review. Automatic policy compliance scanning pertains less to security than it does content moderation.
1234 Automated malware scanning is a well understood, commoditised technology offered by a variety of first-party and third-party firms across computer platforms. As a result, it is not a substantial differentiator in security models between platforms. Third-parties app stores would be capable of offering malware scanning as part of their app curation process.
1235 As to manual review, by comparing the app auditing process of Steam to the app review process on iOS, third-parties routinely manually review apps for potentially malicious activity in much the same way that Apple reviewers do. Further, due to the fact that Apple app reviewers have no direct relationship with developers and generally spend 15 minutes or less on an app, third-parties like Steam can offer increased rigor by allocating more time to audit apps in the context of closer developer relationships.
1236 Ultimately, perfect review of software is a difficult task, and there are significant limitations to manual review. No human reviewer can read and comprehend every line of code and every possible logical state of an app being reviewed. The degree to which a distributor can trust that the developers whose apps it publishes are good faith actors is imperative in assuring particularly high degrees of security. So, in Professor Somayaji’s opinion, distribution models in which developers are vetted, and trust is built between developer and distributor, are less prone to distributing malware than distribution models in which developers are not known entities. In his opinion, third-parties like Steam are just as capable, if not more capable, of fostering high-trust and secure app stores as Apple.
1237 So, in Professor Somayaji’s view there is no compelling security reason why third-party app stores like Steam should be forbidden from distributing apps on iOS devices.
1238 I will return to questions of security later in my reasons, but I should make clear at this point that I substantially accept and agree with the views expressed by Professor Somayaji.
1239 Let me now turn to the question of different types of apps and Professor Somayaji’s evidence in that regard.
Native apps and non-native apps/web-apps
1240 Apple through the App Store has control over what native apps iOS device users can access. These native apps are also subject to the App Store review guidelines laid out by Apple. But since web apps are accessed through web browsers, they are not subject to the same guidelines that Apple imposes on native apps. That means any web app can be accessed on iOS devices through a web browser.
1241 Further, with the creation of progressive web apps (PWAs), a type of modern web app, the web can be used to run apps that can, in some cases, perform functions similar to that of native apps despite their limitations.
1242 In Professor Somayaji’s opinion, with which I agree, despite being accessible by iOS device users outside of the App Store, web apps face limitations in functionality as compared to native apps.
1243 These differences are the result of inherent technical limitations that web apps face, as well as browser and OS-level policy decisions made by platforms to place less trust in web apps and, in turn, extend less functionality to web apps.
1244 Now as Professor Somayaji points out, the web is built with a mix of multiple technologies that that have evolved since the web was created over thirty years ago.
1245 Originally, the web was comprised of primarily HTML (hypertext markup language) and HTTP (hypertext transport protocol). HTML is a language for creating documents viewable on the web with links to other documents, and HTTP is a network protocol for requesting and receiving HTML documents. The ease of creating documents in HTML and of setting up a web server to distribute them via HTTP were some of the key factors enabling the growth of the web.
1246 To view webpages, a client computer requests a uniform resource locator (URL) through its web browser, which directs them to the web server at that URL’s location. A web server is a program running on a networked computer that receives requests for HTML documents that it has. The resulting HTML document at the specified URL is then displayed on the client computer’s web browser. Any HTML document can refer to any other document, whether it is on the originating server or on any other web server.
1247 As the web grew, the people using and developing it wanted it to do more. Whilst from very early on HTML documents could include images, they only supported simple formating and layout directives. It was possible to make text bold or to change the background, but design options such as multiple columns or different fonts, which were commonplace with word processors, were impossible on the web. To address these functional limitations, Cascading Style Sheets (CSS) was added. Similarly, while HTML documents supported the creation of very simple graphical user interfaces, such as allowing users to select options from a list and to click on buttons, more complex interfaces were impossible because there was no way to add the logic needed for such interfaces. JavaScript was developed as a simple programming language to make web pages interactive.
1248 In their early forms, the combination of HTML, HTTP, CSS and JavaScript had numerous limitations. But those limitations were outweighed by the ability to exchange information and then run programs on essentially any computer connected to the internet. Whilst technically web pages as originally intended still exist, most websites today are better thought of as web apps given the additional functionality provided beyond simply viewing text or images.
1249 Web apps typically have two components, being a client and a server.
1250 The web client is the portion of the web app that runs directly inside of the browser on the user’s device. The web client utilises the browser’s, and in turn the device’s, computing resources to run. Web clients are often responsible for rendering the web app as well as reading and responding to user input such as clicks and scrolls.
1251 The web server is the portion of the web app that runs remotely on a server managed by the website operator and communicates with the web client over the network. The web server is often responsible for deciding what content to show a user, what ads to run, and sending the web client the data to load new pages when the user clicks away from their current page.
1252 In contrast, consider the world of native app development. Native apps had to be developed targeting a specific set of hardware and operating system. Apps that could run on multiple platforms were possible but were very expensive to develop. A web app, which is effectively a program with a graphical interface, could run on anyone’s computer. All the user had to do was click a link.
1253 Despite the ease of procuring web apps, when compared to native apps, web apps are restricted in their functionality as a result of both inherent technical limitations as well as policy and trust decisions made by platforms. Native apps in turn are the primary app type developed for mobile devices and are used the most. To understand why, it is necessary to understand the functionality limitations experienced by web apps as opposed to native apps.
1254 Now a distinction between web apps and native apps is that native apps are more trusted relative to web apps.
1255 On traditional computers, when you install a native app, it has access to much of the data and resources of your computer. That is, because the app was installed, modern platforms must assume that the user trusts its code and the people who created it to some degree, otherwise they would not have installed it.
1256 Contrastingly, visiting a web page, and thus a web app, implies no such level of trust. The user may have just clicked on a series of hyperlinks that led them to the web app, and there is no technical restriction preventing users from visiting malicious webpages. So, the web must take security as a fundamental concern in a way that has never been the case for native apps.
1257 To allow web apps to run safely, web browsers implement an app-level sandbox, which is an execution environment inside of a process that has limited access to local and remote resources. Resources such as CPU, memory, display, storage, network, and other running apps cannot be freely accessed by web apps. They are limited by the runtime environment provided by the web browser with assistance from the operating system’s security mechanisms. As a result of the browser sandbox, web apps are restricted as compared to native apps.
1258 Web apps cannot run native code on the user’s device. Instead, web code must go through an abstraction layer, a language runtime, that both hides details of the local system and mediates access to system resources. Whilst it uses different technology, the language runtime in the browser serves an analogous function to the operating system kernel, except with more restrictions. In contrast, native apps can just run native code and have direct access to the features provided by the operating system. The use of a language runtime adds to the total use of computing resources required for web apps versus native apps.
1259 Now native apps are distinguished by their direct access to the operating system, rather than them being native code, in other words machine code. Web apps are different because they must live within the JavaScript/WebAssembly language runtime. This language runtime severely sandboxes code, preventing it from having direct access to the operating system.
1260 Whilst most native apps are compiled to machine code, they can also use language runtimes. So, Python requires its own language runtime, and other frameworks allow native iOS applications to be written in Python. The Python language runtime, however, does no sandboxing and allows code to have direct access to the operating system. Further, if high performance is needed, libraries compiled to machine code may be added. Indeed, Python is used for high-performance AI applications using numerical libraries written in C that have been compiled to machine code.
1261 Further, web app clients, being the part of the web app run in the browser, have access to limited and ephemeral storage in the client, and any important resource must be stored on the server. For complex web apps, this constraint can mean start-up delays as code and data are downloaded, and delays can continue during usage as additional code and data are accessed. This is inherently different for native apps, as necessary code and data can all be downloaded and installed at once, speeding up overall performance.
1262 Additional limitations include the fact that web apps typically cannot function without communicating with a web server, due to being accessed through the web and frequently requiring connection to web server backends. Native apps, on the other hand, can be completely local to a device and so can run without access to the internet, assuming that their functionality makes sense in such a context. By virtue of running in the browser, web apps have mediated access to devices that constrain their functionality. In contrast, native apps have direct access to whatever functions the operating system chooses to permit the app to access.
1263 Much of the progress in the web platform has been aimed at working around the constraints described above. The degree to which this is possible, however, depends upon which web standards have been implemented by the web browser in which the web apps are run. Web standards, in this context, are the resulting technical implementation based on browser-level policy decisions made by the web browser’s owner. These policy decisions made by the browser owners are constrained by the restrictions placed on browsers and other apps by the operating system.
1264 Furthermore, as seen in Professor Somayaji’s figure 11 below, web apps have an additional layer, the browser engine, which translates information between the web documents implementing the app and the operating system facilitating the code’s functionality. Whether or not the browser engine supports the technical translation of functionality between a given web document and the operating system is determined by what standards are implemented by the browser developer.
1265 Whilst the web started out as a relatively simple set of technologies, being the original versions of HTTP and HTML, that simplicity imposed many constraints on the kind of tasks the web could be used for. In contrast, the modern web is an extremely powerful set of technologies that can enable some classes of apps that are comparable to their native equivalents yet can be run on almost any system. But this portability comes at a significant cost. Modern web apps must run in a modern web browser that has a browser engine that supports current web technologies.
1266 Now whilst there are many web browsers, there are only three browser engines that support the modern web: WebKit, Blink, and Gecko. While all three are open source and accept outside contributions, all are tied to specific organisations that develop web browsers. WebKit is led by Apple and is the core of Safari. Blink is led by Google and is the core of Chrome. Gecko is led by Mozilla and is the core of Firefox. Microsoft used to develop its own browser engine, Trident, that was the heart of its Internet Explorer web browser. But today, Microsoft’s main browser is Edge and its core is Google’s Blink.
1267 Browsers on iOS are limited in the degree of native functionality they provide to web apps because they can only use Apple’s WebKit as provided by iOS. This is because other browser engines are forbidden on iOS.
1268 Web browsers on other operating systems, such as Chrome for Android, support more web standards, through the support for web APIs, than WebKit does on iOS. In addition to unsupported web APIs, there is some functionality that native apps can access on iOS for which no web standard exists.
1269 Let me now say something about PWAs which Mr Moore SC for Google particularly seemed to extol the virtues of, no doubt in accordance with his instructions. Contrastingly, Mr Darke SC for Apple was lukewarm on their intrinsic merits.
1270 Recent years have seen the emergence of an improvement on basic web apps, being PWAs. PWAs are fundamentally still web apps. They run on web code inside of a browser. But due to the introduction of new web features, PWAs can be accessed through home screen icons like a native app and support some amount of offline functionality. Whilst PWAs can be launched like native apps, they still run in the web sandbox and thus are functionally restricted in many of the same ways that basic web apps are.
1271 On iOS devices, PWAs cannot be saved to the home screen from third-party browsers such as Chrome or Firefox. iOS PWAs can only be saved from Apple’s Safari browser.
1272 Furthermore, all PWAs on iOS devices are run on the same core browser software or browser engine regardless of which browser app the user chooses to use. This is because Apple requires that all browsers on iOS adopt WebKit, Apple’s own browser engine.
1273 The user experience for accessing a PWA is different than for accessing a native app, since PWAs are distributed through the open web. To access any web app on iOS, users first search for the app using a browser, then open a link directed to a website which loads the web app. PWAs can further be saved to the home screen, emulating the appearance of a native app. The user can open the “share” menu at the bottom of the Safari UI and follow prompts to add a link to the iOS home screen.
1274 Native apps are distributed through the App Store. In contrast to the above, the user searches for the desired app, then selects the desired app from the search results, and finally selects the app to be installed.
1275 But in addition to the inherent limitations faced by web apps as compared to native apps on all platforms, there are further constraints on web apps on iOS devices. To a large extent, web apps access device functionality, such as camera, memory and sensor data, through web APIs. These APIs are supported by the browser and allow web apps to make requests for device functionality accessed through web code. The browser translates the API requests into native requests for device functionality, and passes access back up to the web app.
1276 The support for various web APIs is a function of the policy-based trust decisions taken by the browser owner, which in turn are constrained by the operating system’s security policies.
1277 Despite this theoretical capability for web apps to access additional device functionality through web APIs, Apple limits the web APIs that iOS WebKit can support.
1278 Since Apple requires that all iOS browsers adopt WebKit, as discussed previously, iOS WebKit’s lack of support for these APIs becomes a platform-wide restriction for users on iOS devices.
1279 In Professor Somayaji’s table 8 is a list of core app features available to native apps on iOS platforms that web apps on iOS cannot use due to iOS WebKit’s lack of support for existing web APIs. This list represents a wide range of basic app functionality that have been implemented on other browsers but are not extended to web apps for iOS devices. Some of these APIs represent core app functionality, such as the Task Scheduler API, which allows apps to schedule a process or notification for a future time, or the Background Sync API, which allows apps to perform network syncing to enhance app performance.
1280 In addition to iOS WebKit’s lack of support for existing web APIs, there are a number of key features that native iOS apps can take advantage of which no web app, on any browser, can access. Such features are listed in Professor Somayaji’s table 9.
1281 I will return to the topic of web apps later when I discuss other evidence concerning web apps and PWAs as part of addressing questions of substitutability and competitive constraints.
Streaming apps
1282 Let me set out some evidence of Professor Somayaji concerning streaming.
1283 The App Store review guidelines include policies which restrict how streaming apps can be distributed through App Store. While Apple’s policies permit streaming apps on the App Store in theory, an app which offers access to a catalogue of other apps through a single app is not permitted on the App Store.
1284 This conflicts with the model that cloud gaming apps use on other platforms. Cloud gaming apps traditionally use a single connection app to allow users to access their remote server, on which users can access a multitude of games.
1285 In effect, for streaming apps to be allowed on iOS, each game title offered on the streaming platform would have to be individually submitted to the App Store as a separate app. This requirement imposes additional costs on streaming service providers, requiring that they develop, quality control, and maintain a number of different apps which all provide the same basic service, connecting to the cloud computer and streaming game output.
1286 Today, none of the major cloud gaming service providers are distributed through the App Store. Professor Somayaji’s table 11 summarises app distribution channels for major cloud gaming service providers.
1287 Access to cloud gaming services is instead provided through browser apps and only through Apple’s Safari browser. Web apps on iOS have limitations in access to local device capabilities.
1288 Now the performance differences between native and streaming apps are significant, as outlined in Professor Somayaji’s table 12, which highlights the minimum recommended network requirements for native gaming apps and streaming gaming apps.
1289 High bandwidth and low ping times in particular are needed to make cloud gaming feasible. Cloud gaming service providers need to stream game screen outputs to the player’s computer at a frame-rate that is high enough to make the game feel smooth and responsive. Doing so, especially for high-definition outputs, requires a large amount of data to be transferred over the network. For this reason, the bandwidth of the player’s internet connection must be high, and must be comparable to the bandwidth needed to stream an HD movie continuously with no interruptions or delays.
1290 But unlike video streaming services, cloud gaming also requires low network latency or low “ping.” The ping time for a particular game user is the time it takes for the user’s device to send a message to the cloud server and receive a response back. This is important for cloud gaming because it represents the minimum possible time between when the user presses an input button and when the user sees the game update, without considering the additional time required for the server to process and render the game frame in response to user input.
1291 Good ping time is not just a matter of having a strong network connection at home. It often requires players to be geographically proximate to the servers rendering their game. In part, this limitation is due to the maximum speed at which data can travel utilising in part the electro-magnetic spectrum.
1292 So, it takes light more than 100ms to travel from Australia to the US and back again. That means an Australian game player connecting to a US server could never have less than a 100ms ping time, even if network routing and traffic were perfectly optimised to send data directly at maximum speed between the two countries. As shown in table 12 above, a 100ms ping time is too high for a recommended cloud gaming use case.
1293 Further, in addition to differences in network requirements between streaming and native apps, there are also additional cost considerations. Unlike native apps, which are built for and run on specific platforms, streaming apps are hosted on and streamed from a web server to the user’s device. This requires additional processing power and server infrastructure to run the games, such as content delivery networks, as well as additional resources such as multiple graphics processing units (GPUs).
1294 Examples of technical components that cloud gaming providers must purchase and maintain which are not needed for hosts of native online gaming services are described in Professor Somayaji’s table 13.
1295 The exact cost of running a cloud gaming service depends on a variety of different factors, including location, performance requirements, business partnerships, and more. As a rough estimate, streaming software firm Parsec estimates that not considering licensing fees for the video games streamed, a cloud gaming provider can expect to spend $0.36 per customer per hour on network and hardware expenses. Though that number may seem small, for a popular game like Minecraft, with hundreds of millions of active users, hosting costs can quickly become substantial.
1296 Moreover, streaming apps require a high amount of data bandwidth to carry out the streaming that is required for their functionality. As the table shows, requirements for running streaming apps can be as high as 20GB per hour. To put this in perspective, if an average user in Australia were to use streaming apps, they would consume an entire month’s data usage in approximately a day. This would mean increased costs to purchase plans with a higher data limit.
1297 I have discussed elsewhere other evidence concerning streaming when addressing questions of substitutability and competitive constraints.
Some legal and economic principles concerning market definition
1298 Section 4E of the CCA sets out a limited inclusive definition of “market” in the following terms:
For the purposes of this Act, unless the contrary intention appears, market means a market in Australia and, when used in relation to any goods or services, includes a market for those goods or services and other goods or services that are substitutable for, or otherwise competitive with, the first-mentioned goods or services.
1299 And it is well apparent from s 4E that the requisite parameters of the market are to be governed or at least informed by the concepts of substitution and competition.
1300 Further, s 4E of the CCA relevantly confines a market to one that is wholly or partly in Australia. This means that the CCA will not relevantly apply to a market that is wholly outside Australia, but will apply if the market is wholly within or includes Australia, albeit that the market may encompass other places as well.
1301 A market is an area of close competition between firms, or the field of rivalry between them in the sense of the field of actual and potential transactions between buyers and sellers amongst whom there can be strong substitution, at least in the long run, if given a sufficient price incentive.
1302 The then Trade Practices Tribunal in Re Queensland Co-operative Milling Association Ltd (Re QCMA) (1976) 25 FLR 169 at 190 said:
… We take the concept of a market to be basically a very simple idea. A market is the area of close competition between firms or, putting it a little differently, the field of rivalry between them. (If there is no close competition there is of course a monopolistic market.) Within the bounds of a market there is substitution—substitution between one product and another, and between one source of supply and another, in response to changing prices. So a market is the field of actual and potential transactions between buyers and sellers amongst whom there can be strong substitution, at least in the long run, if given a sufficient price incentive. …
1303 Now the identification and definition of a market for particular services is purposive or functional in the sense that it requires a focusing process to select what emerges as the clearest picture of the relevant competitive process in the light of commercial reality and the purposes of the particular normative legal standard being considered.
1304 The functional approach to market definition does not permit analysis of competition in a manner divorced from the commercial context of the putative contravention which precipitates the analysis. So a well-defined market should reflect or be consistent with the commercial reality of the relevant commercial relationship and dealings.
1305 Further, the market definition must serve the function of providing an appropriate lens through which to analyse the relevant impugned conduct.
1306 In Australian Competition and Consumer Commission v Pacific National Pty Ltd (No 2) (2019) ATPR ¶42-633; [2019] FCA 669 (Pacific National first instance), I made various observations at [82] to [99]. I should say that the Full Court in Australian Competition and Consumer Commission v Pacific National Pty Ltd (2020) 277 FCR 49 (Pacific National on appeal) in the joint reasons of Middleton and O’Bryan JJ and separately Perram J did not take issue with these propositions. Let me set them out, albeit with some modification so as to tailor them to the present context.
1307 First, at a conceptual level a market is an economic tool used to analyse asserted anti-competitive conduct. It is a conceptual framework to analyse competitive processes and market power. But it is to be used and applied having regard to the text and context of the statutory provision which gives rise to the relevant inquiry in the first place. If the question is whether conduct is caught by a particular statutory provision, the concept of a market must be informed by the context in which the question is posed (Air New Zealand Ltd v Australian Competition and Consumer Commission (2017) 262 CLR 207 at [57], [58] and [62] per Gordon J).
1308 Further, one “begins with the problem at hand (the impugned conduct) and asks: what market identification best assists in the assessment of that conduct and its asserted anti-competitive attributes?” (Air New Zealand at [127] per Gordon J).
1309 Second, to accept context and the importance of the reason why one is posing the question in the first place is not to deny that a detailed examination of the facts are all important when dealing with questions of market definition, given that one must centre on the commercial realities of the market and any competition taking place therein.
1310 Third, as McHugh J said in Boral Besser Masonry Limited v Australian Competition and Consumer Commission (2003) 215 CLR 374 at [247]:
Section 4E does not define what a market is for the purposes of the Act. But it makes clear that the parameters of the market are governed by the concepts of substitution and competition. The inclusion of the terms “substitutable” and “competitive with” in s 4E also means that market definition must be determined in accordance with economic principles. The terms of the Act have economic content and their application to the facts of a case combines legal and economic analysis. Their effect can only be understood if economic theory and writings are considered.
(citations omitted)
1311 Fourth, there is no one correct answer to market definition. As was pointed out by McHugh ACJ, Gummow, Callinan and Heydon JJ in NT Power Generation Pty Ltd v Power and Water Authority (2004) 219 CLR 90 at [68]:
The Act is seeking to advance the broad goal of promoting competition. Certain provisions of the Act, particularly in Pt IV, necessarily turn to a significant degree on expressions which are not precise or formally exact. One example is “market”: there can be overlapping markets with blurred limits and disagreements between bona fide and reasonable experts about their definition, as in this case. Other examples are “substantial”, “competition”, “arrangement”, “understanding”, “purpose” and “reason” (which need only be a “substantial” purpose or reason: s 4F). It is not appropriate to subject the application of this type of legislation to a process of anatomising, filleting and dissecting in the fashion advocated by PAWA.
(citation omitted)
1312 Fifth, to be competitors, parties must be rivals or constrain each other in respect of the relevant acquisition or supply of goods or services. Parties constrain each other if they supply substitutable goods or services to the same class of customers or if they would do so given a sufficient price incentive. The sphere of that actual or potential rivalry or what has been described as competition is sometimes referred to as the market. Indeed, to have relevant rivalry in relation to relevant goods or services, including their ready substitutes on the demand side and on the supply side, whether in terms of their type or supply source and depending upon the cross-elasticity of demand and the cross-elasticity of supply, presupposes the context in which such rivalry occurs. The rivalry is not in the ether. The space where it occurs is usually given the label of “market”. Its dimensions are also geographic (the geographic area of supply and acquisition), functional (the level of the distribution chain at which the supply and acquisition occurs) and temporal but with one qualification. If one is talking about the temporal aspect, one is usually referring to the long run anyway when assessing substitution possibilities on either the demand side or the supply side, with any shorter timeframe moving into the realm of a conceptual discussion of sub-markets.
1313 Sixth, let me at this point say something more on the question of substitutability.
1314 The product and geographic boundaries of a market are partly defined by considering the products and geographic sources of supply that are substitutable for the relevant good or service in question.
1315 Substitution may occur on the demand side or on the supply side. And substitutability itself is a question of degree. Demand side substitution occurs where buyers will switch their patronage from one firm’s product to another, or from one geographic source of supply to another, if given a sufficient price incentive. Supply side substitution occurs where sellers adjust their production plans in response to a sufficient price incentive, substituting one product for another in their output mix, or substituting one geographic source of supply for another. And the greater the degree of substitutability on the demand side or the supply side the greater the degree of competition between the suppliers of the relevant goods or services.
1316 Now in the context of considering questions of substitution, the hypothetical monopolist test (HMT) or what is sometimes known as the small but significant non-transitory increase in price (SSNIP) test can be used to assess substitution possibilities on the demand side.
1317 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
1318 The question posed is whether a hypothetical monopolist supplier could profitably impose a SSNIP, say between 5 to 10%, for the supply of the relevant product or service, with the terms of sale of all other products and services held constant. The SSNIP being considered is relative to the prices that would prevail but for the alleged anti-competitive conduct.
1319 If the SSNIP could not be profitably imposed, 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 a SSNIP which then provides the boundaries of the market.
1320 Now the HMT is only a conceptual aid to assist in market definition, nothing more. And as I say, it is a test looking at demand-side substitutability rather than supply-side substitutability.
1321 The economic rationale that informs this conceptual framework is as follows.
1322 If a hypothetical monopolist can profitably sustain a SSNIP above competitive levels, there must be no other goods or services within the market that are sufficiently close substitutes to the candidate good or service for customers to switch to so as to render the SSNIP unprofitable.
1323 If a hypothetical monopolist cannot profitably sustain a SSNIP above competitive levels, there must be other goods or services that are sufficiently close substitutes to the candidate good or service to which customers can switch, thus rendering the SSNIP unprofitable. Those other goods or services can therefore be included within the market. The exercise is then repeated with the broader set of substitutable goods or services until the SSNIP is rendered unprofitable.
1324 Now in certain markets the presence of what is known as the cellophane fallacy may demand that an assessment of substitution under the HMT must be considered with additional caution.
1325 The cellophane fallacy occurs when the starting price for the narrowest set of goods and services is already significantly above the competitive price. In such a case, a price increase above the prevailing price might result in customers switching to alternatives and render that SSNIP unprofitable. But in those circumstances, it would be wrong to suggest that those alternatives should be included in the relevant market. Such switching behaviour could stem from the fact that either competitive pressure was being exerted from alternative suppliers or the hypothetical monopolist was already charging significantly above the competitive price. I will discuss the cellophane fallacy in more detail later.
1326 Let me note here another point. Most of the authorities describe the SSNIP test in terms of whether a SSNIP would be profitable, not whether it would be profit maximising, which is not the same thing. Now there was a debate between the economists in the Google proceeding concerning this distinction and I will discuss this question in my separate reasons in that proceeding.
1327 Let me make another point. A reliable application of the SSNIP test requires sufficient quantitative data to perform the necessary calculations, in particular, to ascertain the competitive price of the product in question. But in the absence of sufficient quantitative data, the SSNIP test can only be used as an aid to focus the inquiry. It may be applied as a thought experiment or framework to make a qualitative assessment about the product and geographic dimensions of the market.
1328 Further on the question of substitution, it is not in doubt that although s 4E refers to substitutability it is not necessarily the defining feature for identifying a market, as was said in Air New Zealand by the plurality at [25] and [26] in analysing Re QCMA.
1329 Further, one is concerned with close competition in the form of strong substitution, where the evidence indicates there will be a relatively high demand or supply response, given price incentives. Substitution is a question of degree.
1330 Further, one needs to consider the temporal dimension of a market which is the length of time over which substitution possibilities are to be considered in determining its parameters. The CCA is relevantly concerned with substitution possibilities in the longer run and not with a short run, transitory situation.
1331 The temporal dimension was further explained in Re Tooth & Co. Ltd (1979) 39 FLR 1 at 38 and 39 as follows:
… we should be basically concerned with substitution possibilities in the longer run. This does not mean we seek to prophesy the shape of the future – to speculate upon how community tastes, or institutions, or technology might change. Rather, we ask of the evidence what is likely to happen to patterns of consumption and production were existing suppliers to raise price or, more generally, offer a poorer deal. For the market is the field of actual or potential rivalry between firms.
1332 But the long run does not refer to a particular time period, but rather is to be understood in a technical sense, as referring to operational time, being the time required to implement a redeployment of existing capacity in response to relevant incentives.
1333 What constitutes the long run is therefore determined by the commercial realities of the industry in question.
1334 Seventh, the definition of a market does not require satisfaction of any size, value or other de minimis threshold. There may be both a wider and a narrower area of rivalry. But if the narrower area itself constitutes a market, then it is power and conduct in that area that is to be examined.
1335 Eighth, as McHugh J pointed out, the “views and practices of those within the industry are often most instructive on the question of achieving a realistic definition of the market” (Boral Besser Masonry at [257]). And in this regard, as he said, the “internal documents and papers of firms within the industry and who they perceive to be their competitors and whose conduct they seek to counter is always relevant to the question of market definition”. So, what market actors do or do not do can inform market definition. Further, what market actors perceive others to be doing or not doing or what they could do, which perceptions may inform their own actions, can also inform the question of market definition.
1336 Ninth, there is no one correct answer to market definition. Moreover, as Deane J explained in Queensland Wire Industries Pty Ltd v Broken Hill Proprietary Co Ltd (1989) 167 CLR 177 at 196:
…The economy is not divided into an identifiable number of discrete markets into one or other of which all trading activities can be neatly fitted. One overall market may overlap other markets and contain more narrowly defined markets which may, in their turn, overlap, the one with one or more others. The outer limits (including geographic confines) of a particular market are likely to be blurred: their definition will commonly involve assessment of the relative weight to be given to competing considerations in relation to questions such as the extent of product substitutability and the significance of competition between traders at different stages of distribution…
1337 Tenth, there may be sub-markets. Accepting, as one must, that within a market there may be demand-side substitutability and supply side-substitutability, there may be even more narrowly defined markets within the broader market where there may be discontinuity in substitution possibilities particularly in the short term so that only a closer and more immediate set of substitutes are relevant. So, such sub-markets may be a useful tool in conceptualising and analysing the short-run effects of change.
1338 Eleventh, a market ought not be defined in an unduly narrow manner. Taking too rigid an approach is apt to lead to unrealistic results. A market that is too narrowly described will create the appearance of more market power than in fact exists, and too broad a description has the converse effect.
1339 Twelfth, in Queensland Wire, Mason CJ and Wilson J said that “[d]efining the market and evaluating the degree of power in that market are part of the same process, and it is for the sake of simplicity of analysis that the two are separated” (at 187).
1340 Thirteenth, in Singapore Airlines Limited v Taprobane Tours WA Pty Ltd (1991) 33 FCR 158, French J said that there is necessarily a close relationship between the delineation of a market and the description of the distribution of power within it. His Honour then added that there is feedback between any proposed market and the structure and power distribution which that proposed market throws up.
1341 Now to conclude at this point I would note the observations in Australian Competition and Consumer Commission v Flight Centre Travel Group Limited (2016) 261 CLR 203 at [68] to [70] per Kiefel and Gageler JJ that I do not need to set out. But Flight Centre is instructive here as an example of taking into account the commercial context in which the relevant conduct takes place so as to ensure that the market is not divorced from commercial reality.
1342 Flight Centre was a travel agent that sold international airline tickets to customers as agent for certain airlines. The airlines also sold air tickets directly to customers. The ACCC alleged that the travel agent had contravened the price fixing provisions of the CCA by attempting to persuade each airline to agree not to sell tickets directly to customers at prices lower than the fares made available to the travel agent. The critical issue in the case was whether, despite the agency relationship, the airlines and Flight Centre were nonetheless in competition with each other.
1343 A majority of the Court rejected the ACCC’s primary contention that Flight Centre and the airlines competed against each other in a market for the supply of distribution services to airlines and booking services to customers. The basis for this rejection was that it was quite artificial to describe an airline as providing those services to itself when it was selling a ticket directly to a customer. But as noted at [73], there was no want of realism in describing Flight Centre as having provided distribution services to an airline when selling that airline’s ticket to a customer.
1344 Despite rejecting the ACCC’s primary market, the High Court determined that the special terms and conditions of the agency agreement between Flight Centre and the airlines meant that the travel agent was in competition with each airline in the market for the supply to customers of contractual rights to international air carriage. The decisive considerations were twofold. First, Flight Centre’s authority under the agency agreement extended not only to deciding whether or not to sell an airline’s tickets, but also to setting its own price for those tickets. And second, there was nothing to constrain Flight Centre in the exercise of that authority to prefer the interests of the airlines to its owns interests.
1345 Another feature of the Flight Centre case is that the question of market definition was approached by starting with questions as to what was being supplied, to whom, and at what price.
1346 Now it may be accepted that one should not take the functional approach to market definition too far and that one should not “construct, or deconstruct and reconstruct, the supply of a service in a manner divorced from the commercial context of the putative contravention which precipitates the analysis” (Flight Centre at [70]).
1347 And as demonstrated by the facts in Castlemaine Tooheys Ltd v Williams & Hodgson Transport Pty Ltd (1986) 162 CLR 395 at 403, Wilson J explained:
Here the transactions under scrutiny encompassed no more than the supply of goods. The beer was to be supplied at the premises of the retailer. Each supply was a single transaction which could not be broken up into its several elements of sale and delivery without doing violence to the reality. Delivery to the premises was an essential and therefore inseparable concomitant of the supply of the beer. In different circumstances it might well be appropriate to characterize the delivery of the goods as the supply of a service. But not here. No question of supplying a service arises.
1348 Now Apple says that it is artificial to split out the provision of payment solutions services as a separate market and that even if justified by economic theory it would not be consistent with commercial reality to do so. And Apple says that to do so would not truly reflect the commercial reality of the relevant relationship (Flight Centre at [123] per Nettle J).
1349 But in my view there is no artificiality or a lack of commercial reality by positing a separate market. And it cannot be the case that a supplier, purely by imposing a tie under a contractual obligation, can by such a means define away a separate market. And to use the words of Wilson J, the payment solution service was not “an essential and therefore inseparable concomitant” of app distribution services provided by Apple. I will return to this topic much later in my reasons as there is a little more to say about it.
1350 In summary then, the relevant frame of reference is as follows. I should first identify what is said to have been done in contravention of the CCA, what product or services are being supplied by the allegedly contravening party, and then ask what market definition best assists an assessment of that conduct and its asserted anti-competitive attributes.
1351 Further, as the defined market should comprise an area of potential close competition in particular goods or services and their substitutes, the appropriate starting point is to consider what the allegedly contravening party supplies, to whom, and at what price.
1352 And where the relevant goods or services are supplied under a contract, including in particular an agency contract, the approach to market definition must be consistent with the provisions of the contract under which the relevant goods and services are supplied. If that is not the case, the market definition will become divorced from the commercial context of the putative contravention and will not accord with commercial realities.
Apple’s threshold difficulties
1353 Now Apple criticises what are said to be Epic’s finely-drawn single-brand markets, which by definition erect Apple as the only supplier in those markets. It is said that to define a product dimension in a way that excludes other brands of the product will exclude real substitution possibilities.
1354 Further, Apple says that a functional, yet commercially realistic, approach to market definition does not countenance the identification of a market in which competition would be possible only in the theoretical circumstance that the defendant grants access to its property, which it otherwise does not permit and would not permit even in competitive conditions where existing conditions are truly not competitive.
1355 Apple made reference to Monroe Topple & Associates Pty Ltd v Institute of Chartered Accountants in Australia (2001) 122 FCR 110 where Monroe Topple alleged that the ICAA engaged in contravening conduct which substantially lessened competition in a market for the supply of certain support services to candidates seeking accountancy certifications.
1356 It was said that the ICAA had substantial market power in a CA certification market, being a market for the supply of the certification and admission to membership of the ICAA of persons as chartered accountants. But the trial judge rejected the pleaded market because there was absent the essential element of potential competition and potential substitutability in respect of the relevant services. It was said that certification and admission to membership of the ICAA was uniquely ICAA’s to grant such that there was no possibility for any substitutable product or for any competitor to enter the supposed CA certification market. That conclusion was upheld on appeal.
1357 Now Apple accepts that a market may be a field of not only actual but also potential rivalry. And a substantial lessening of competition in a market calls for a comparison of likely future competitive conditions with and without the impugned conduct, rather than a before and after comparison.
1358 Clearly, as Apple accepts, Part IV of the CCA leaves room for cases where the appropriate market lens is a field of rivalry that does not yet exist, but is only nascent or potential. But whilst a market may be a field of potential rivalry, Apple says that it cannot be just a field of theoretical rivalry. And it says that the distinction between potential and theoretical rivalry is important.
1359 A market may exist even though the rivalry it describes is merely potential because, say, the sources of substitution and therefore constraint arise from the real prospect of new entry or even a reasonable perception of the real possibility of new entry. But Apple says that putative rivalry is not elevated from the purely theoretical to the cognisably potential where that putative rivalry could only exist if one fashioned mandatory relief to compel a firm to supply a service that it has never supplied and where the non-supply of the service cannot be shown to be the outworking only of a lack of competitive conditions.
1360 Apple accepts that a market can exist even if there is only one seller, because even formidable barriers to entry could change, such that one can meaningfully postulate potential competition.
1361 But Apple says that as Heerey J explained in Monroe Topple, “the position is different when the good or service is incapable of separation from the identity of the supplier” (at [82]).
1362 Now Apple says that the point is particularly acute where the property in question is intellectual property. It says that this is so because intellectual property arises from statutory norms which offer limited monopoly rights to incentivise investment and innovation. It says that the good or service is, because of the intellectual property rights which define it, incapable of separation from the identity of the supplier.
1363 Firms compete to innovate and acquire those statutory rights. So, when one asks of an intellectual property holder who might have a degree of market power by virtue of its IP rights, whether it would be able to restrict supply in competitive conditions, one cannot take a temporal perspective that excludes the anterior competition for the IP rights.
1364 Apple says that it is illogical, by reason of internal contradiction, to posit competitive conditions in which its IP rights do not exist, and then conclude that, in those conditions, it would need to licence those rights in order to compete with others also licensing the rights.
1365 Apple says that whilst competition law properly regulates IP rights-holders from dealing with their property in ways that might impair competition in relevant markets, competition law does not seek to undermine IP rights through the use of markets unrealistically defined by reference to those rights.
1366 Further, Apple says that other authorities illustrate the need to identify potential rather than hypothetical competition.
1367 Queensland Wire concerned the supply by BHP of Y-bar, a steel product which was used to manufacture star pickets, a popular kind of rural fencing.
1368 Now Apple says that the case did not depend on a confected single-brand market. Rather, BHP straightforwardly had substantial market power in a market for steel products. It supplied Y-bar to its own subsidiaries, who then traded in a competitive market for rural fencing. It refused to supply Y-bar to its subsidiaries’ actual competitor(s) in rural fencing markets or offered to supply on prohibitive terms.
1369 Apple says that BHP’s control of Y-bar did not arise from particular innovation or intellectual property. It arose from its dominance in the manufacture of steel products generally. BHP’s position was not analysed in a market for the supply of BHP Y-bar. On the contrary, the upstream market was simply steel products and BHP had substantial dominance in the market even conceived at that level of abstraction, which was appropriately capable of taking account of substitutes had they existed. If there had been a competitive market for steel products, BHP could not have afforded to restrict its supply of Y-bar.
1370 Apple says that such circumstances are far removed from the present context before me, where the conditions under which Apple operates its App Store are conditions it has developed in order to compete with other platforms. They are not conditions which Apple can only afford to offer because of market power.
1371 Apple has referred to Dowling v Dalgety Australia Limited (1992) 34 FCR 109 which concerned a livestock association established by three major pastoral houses to manage the Goondiwindi Saleyards at which they conducted livestock auctions. Mr Dowling, an independent auctioneer, wanted access to the saleyards in order to conduct his auctions, but the association’s agreement was that the saleyards would not be let to outside agents. There were no satisfactory alternative locations at which Mr Dowling could auction livestock. Mr Dowling argued that there was a market for auctioning livestock in Goondiwindi and sought an order compelling the association to permit him to auction livestock at their Goondiwindi Saleyards.
1372 But the relevant market was found to be livestock selling services, not just auctioneering services. That was because all selling services were closely related and substitutable, though auctioneering was the most popular.
1373 Moreover, in considering s 46, the trial judge accepted the association’s submission that no market existed that arose from the right of ownership of the Goondiwindi Saleyards as it might, for example, where a proprietor was in the business of granting licences to use the saleyards and refused to do so.
1374 Apple says that a firm’s investment in its own platform to facilitate transactions between buyers and sellers, however integral to the firm’s commercial success, does not become common property under competition law because others assert that they would like to use it to compete with the firm.
1375 Further, Apple says that NT Power is not an example of the capacity of s 46 to emulate access remedies otherwise available under the distinctive regime in Part IIIA of the CCA.
1376 Now the High Court observed in obiter dicta that s 46 might be attracted to conduct involving a refusal to supply intellectual property, or a supply of it on particular conditions, and that remedies for contravention of s 46 could involve coercive supply of goods or services, and the Court also rejected a submission that a firm’s exploitation of property rights was necessarily outside the control of s 46 given that property rights can be a source of market power. But Apple says that that was not to say that one can define a market by reference to a firm’s property rights in order to bootstrap the analysis of market power.
1377 Now the markets in question were electricity markets involving the functions of transmission, distribution and, perhaps, infrastructure and carriage. But the Power and Water Authority (PAWA) had market power in one or more of those markets because it was the owner of natural monopoly assets. It did not have market power because the market had been defined as PAWA-branded electricity.
1378 As in Queensland Wire, if PAWA had been supplying electricity services in a competitive market, then it could not commercially have restricted supply to NT Power.
1379 Apple says that these cases illustrate that there is no basis to take a firm’s property such as intellectual property as the starting point for defining the product dimension of a market. Rather, the product dimension should be characterised in a commercially realistic fashion, which allows for the possibility of substitutes. Apple says that it may then be, on factual analysis, that a firm has market power because of some accumulation of property rights relevant to trading in that market.
1380 In summary, Apple says that Epic’s posited market for iOS app distribution is, by definition, a market for the provision of rights to access Apple’s platform, with all of the associated tools, technologies and supporting intellectual property, and use Apple’s platform by distributing third party apps outside the App Store. But Apple does not and never has granted such rights.
1381 Further, Apple says that it makes no sense to posit that there is and has been since 2008 a market in which Apple has actual or potential rivals in the provision of a service of this kind. No such rivals could exist unless Apple decided, for the first time, to grant them the rights that they would need to operate in this way.
1382 So, Apple says that Epic’s market for iOS app distribution services is contrived and legally impossible. It says that it is not a sensible lens to analyse commercial realities or the conduct that has occurred.
1383 Further, Apple says that I cannot use my fairy wand to wave into existence either a market or a compulsory access regime. It says that it is not within my power to compel Apple to bring a market into existence by ordering that Apple grant the necessary access to its tools, technology and supporting intellectual property. It is said that Epic is in substance trying to create a compulsory access regime in respect of Apple’s iOS ecosystem, but through Part IV of the CCA, not Part IIIA.
Analysis
1384 Now I have no difficulty in rejecting Apple’s self-centred argument that there can be no field of rivalry between Apple and any potential competitor for the provision of services for the distribution of iOS apps or for the provision of in-app payment solutions services, in circumstances where Apple’s intellectual property rights give it exclusive control over any market in which Apple might compete with such competitors.
1385 As Epic points out, to posit that Apple’s exclusive control over any relevant market arises by reason of Apple’s lawful control over its intellectual property begs the question as to whether, on the facts of this case, Apple’s control has been lawfully exercised. Neither intellectual property rights nor the terms of an intellectual property licence can provide any shield against the operation of the CCA in the absence of a relevant statutory exemption or exception.
1386 Furthermore, even if access to a corporation’s property is a prerequisite to the functioning of a market, that does not mean that that market does not exist for the purposes of competition law. And if the conduct of that corporation in respect of such a market otherwise satisfies the terms of ss 45, 46 or 47, the corporation will thereby commit a contravention, a consequence of which might include an order requiring the contravener to give competitors access to its property.
1387 As Epic correctly characterised the matter, Apple’s argument amounts to a contention that the market definition exercise depends wholly on Apple’s commercial choices and that the iOS app distribution market should be rejected because competition in that market depends on Apple granting access to its property, which Apple does not do and which is no more than theoretical. I have no difficulty in rejecting such an Apple-centric perspective.
1388 Now in Queensland Wire, BHP was the only manufacturer of Y-bar in Australia, and no significant quantities had been imported. A Full Court of this Court had decided that because BHP had never sold Y-bar, there had never been a market for Y-bar so as to attract the operation of s 46.
1389 On appeal, Deane J found that a local market nevertheless existed for Y-bar. It was sufficient for the existence of such a market that there be an arm’s length potential purchaser and a potential vendor. The fact that there were no local arm’s length sales of Y-bar arose only because BHP’s price was unrealistically high. His Honour (at 196) was of the view that:
… a market may exist for particular existing goods at a particular level if there exists a demand for (and the potential for competition between traders in) such goods at that level, notwithstanding that there is no supplier of, nor trade in, those goods at a given time — because, for example, one party is unwilling to enter into any transaction at the price or on the conditions set by the other. …
1390 Necessarily, any sale by BHP of Y-bar to a potential purchaser would have involved a transfer of BHP’s property to the purchaser, which property BHP had not previously made available to any arm’s length purchaser otherwise than for an unrealistically high price.
1391 In NT Power, the appellant, NT Power, sought access to electricity transmission and distribution infrastructure owned by PAWA. Without that access, NT Power could not sell electrical power to consumers. Those facts did not cause the High Court to question the existence of a market or markets predicated on PAWA’s infrastructure, namely, the market or markets for the supply of services for the transport of electricity along PAWA’s infrastructure, including its transmission and distribution network.
1392 Relevantly, the plurality also considered a submission by PAWA as to the relationship between the provisions of Part IIIA of the CCA and s 46. Aside from noticing that s 44ZZNA provides that Part IIIA is to have no effect on the operation of Part IV, their Honours made these pertinent observations about the operation of s 46 in cases concerning access to property, including intellectual property (at [85]):
… The legislative scheme contemplates that whether the conduct is refusal to supply intellectual property, or the supply of it on particular conditions, s 46 can be attracted. The fact that s 46 can apply to intellectual property rights, and hence to the market power which they can give, suggests that it can apply to the use of market power derived from other property rights not specifically mentioned in the Act. …
(citations omitted)
1393 Now as I have said, Apple says that the iOS app distribution market should be rejected because competition in that market depends on Apple granting access to its property, which Apple does not and would not do, and which is no more than theoretical.
1394 But as Epic correctly points out, the same oddity that is said to attend Epic’s case would arise in asking whether it is rational or possible for a new entrant to trespass onto the real property of a business and start conducting a rival business from that property. But that is, in substance, the same circumstance as arose when NT Power sought access to PAWA’s property to start conducting a rival business to PAWA’s.
1395 The fact that the property was PAWA’s did not mean that it was not rational or possible to ask whether NT Power could compete with PAWA, or that there did not exist any relevant market. To the contrary, the relevant market or markets were predicated on PAWA’s property, which was also a key criterion in determining the existence and extent of its market power.
1396 Further, according to the plurality in NT Power, property rights can be a source of market power attracting liability under Part IV of the CCA, and “intellectual property rights are often a very clear source of market power” (at [125]).
1397 Further, even if Apple could establish that the markets for which Epic contends are subject to Apple’s exclusive control by reason of its intellectual property rights, it does not follow that those markets are in any way artificial, or that Apple does not have substantial power in them, or that Apple’s anti-competitive conduct falls outside the scope of ss 45, 46 and/or 47 of the CCA.
1398 In NT Power, PAWA was found to have substantial power in markets for the supply of services for the transport of electricity along PAWA’s infrastructure, howsoever defined, which were therefore defined by reference to PAWA’s proprietary infrastructure. The majority rejected a submission that certain markets did not exist because PAWA did not supply goods and services in the market, and had only ever used its infrastructure for its own purposes. It did so because there was at least the potential for transactions, including because NT Power wanted to acquire the relevant services.
1399 Moreover, in Queensland Wire Deane J observed (at 196):
While actual competition must exist and be assessed in the context of a market, a market can exist if there be the potential for close competition even though none in fact exists. A market will continue to exist even though dealings in it be temporarily dormant or suspended. Indeed, for the purposes of the Act, a market may exist for particular existing goods at a particular level if there exists a demand for (and the potential for competition between traders in) such goods at that level, notwithstanding that there is no supplier of, nor trade in, those goods at a given time – because, for example, one party is unwilling to enter any transaction at the price or on the conditions set by the other. It is, however, unnecessary to pursue that question for the purposes of the present appeal.
1400 Dawson J stated (at 200):
… It must be sufficient to constitute a market that there is a product for exchange, regardless of whether exchange or negotiation for exchange has actually taken place.
1401 Toohey J said (at 211 and 212):
… It would be a curious consequence if the offering by B.H.P. of a limited supply of Y-bar established a market for that product but the withholding of supply altogether meant that there was no market. …
1402 Contrastingly, Apple seeks to deny the potential for transactions in the iOS app distribution market by focusing exclusively on Apple’s own perspective. In so doing, it ignores that there exists a “product for exchange”, that there exists demand for alternative iOS app distribution services, and that there exist potential suppliers of iOS app distribution services other than itself.
1403 I agree with Epic that that self-reinforcing constricted focus is inconsistent with both NT Power and Queensland Wire.
1404 Further, Apple’s reliance on the statement of McHugh J in Boral Besser Masonry is misplaced. Rather than considering the possibility of rivalry, his Honour was referring to interactions between producers and consumers in addressing the different question of substitution at the outer bounds of an extant market.
1405 But in the present case there is nothing theoretical about the interactions between producers and consumers of iOS app distribution services. Apple supplies those services at a considerable scale every day. This is to be contrasted with the potentialities that were sufficient for the definition of markets in Queensland Wire and NT Power.
1406 Further, Australian Competition and Consumer Commission v Pfizer Australia Pty Ltd (2018) 356 ALR 582 is also inconsistent with Apple’s contention.
1407 Greenwood, Middleton and Foster JJ held that Pfizer had market power in the market for the supply of atorvastatin that spanned two relevant periods, with the first period being from late 2010 until late 2011, during which atorvastatin was supplied only by Pfizer under its subsisting patent, and the second period being between January 2012 and May 2012, during which Pfizer continued to supply its branded drug under its subsisting patent but also launched a generic atorvastatin. In this second period, Pfizer also licensed another entity to market atorvastatin on and from 19 February 2012. There was also a third period after May 2012 when the patent expired but the Court did not have any evidence that would have allowed it to define a market for that period.
1408 It was said at [238]:
Three separate periods are to be identified and distinguished. The first period is the period before January 2012. In particular, the period between late 2010 and late 2011. Throughout this first period, atorvastatin was supplied in Australia only by Pfizer and only as a branded product (Lipitor). Pfizer accepted at trial and on appeal that, throughout this first period, the relevant market was the atorvastatin market (as defined by the ACCC). The second period is the period between January 2012 and 18 May 2012. During this second period, Pfizer continued to supply Lipitor but also launched its generic atorvastatin under the name “Atorvastatin Pfizer”. After 18 February 2012, Ranbaxy Australia began to supply its generic atorvastatin (Trovas) in Australia. Its market share was insignificant. A number of other substantial manufacturers of generic pharmaceuticals intended and were expected to commence supply of generic atorvastatin soon after 18 May 2012. The impending entry of those generics manufacturers was going to be a close constraint upon Pfizer in the relevant market after 18 May 2012. The basis of that close constraint was the ability of those generics manufacturers to supply and thus compete, not only in respect of atorvastatin, but across a range of generics which was their usual mode of supply. The third period is the period after 18 May 2012, the date when the atorvastatin patent would expire.
1409 It was said at [256]:
For the duration of the whole of the period of the relevant impugned conduct for s 46 purposes and up until the time when pharmacies could sell generic atorvastatin under the PBS acquired from Pfizer’s competitors (Ranbaxy Australia from 1 April 2012 and others from 1 June 2012) there was no supply-side substitutability by reason of Pfizer’s patent.
1410 More generally, and consistently with what I have said earlier as to how market definition should be approached, it was said at [282] and [286]:
The starting point for our consideration of the correct definition of market in the present case is the identification of what it is that is said to have been done in contravention of s 46 and in contravention of s 47.
…
As the authorities make clear, the Court begins with its articulation of the impugned conduct and asks what market identification best assists the assessment of that conduct and its asserted anti-competitive attributes. The Court is looking to identify the area or areas of close competition of relevance to the impugned conduct. What is the field or rivalry between the relevant competitors?
1411 Further, it was said at [294] to [298]:
As to time, as we have already mentioned, ultimately the parties agreed that, in the period from mid-2010 to the end of 2011, the relevant market was the atorvastatin market. Throughout that period, Pfizer had control of the atorvastatin patent and, for that reason, had a monopoly over the supply of atorvastatin in Australia which it exploited by supplying Lipitor, its branded product, as a single molecule. It did not supply its generic product atorvastatin Pfizer at any time during this period.
The second and most significant period was the period from January 2012 up to the date when the atorvastatin patent expired (18 May 2012). This was the period when the critical steps giving effect to Project LEAP, viz the making of the bundled offers in January and February 2012 and the subsequent supply of atorvastatin in accordance with those offers, were taken.
The third period was the period after the expiry of the atorvastatin patent ie the period after 18 May 2012. This was the period to which Pfizer’s allegedly anti-competitive purposes were directed. The primary judge noted (at [260]) that the definition of the relevant market post 18 May 2012 had not been addressed in the evidence before him so that, for that reason, could not be resolved. In the same paragraph of his Reasons, his Honour also observed that, whether there was a generics market for pharmaceuticals in 2012 and 2013, as submitted by Pfizer, was not a question which had to be resolved in the present case. These remarks were correct. …
Thus, it was essential in the present case to define the relevant market as it existed in the period between January 2012 and 18 May 2012 and to have some reasonable idea of that market in the period immediately after the expiry of the atorvastatin [patent].
The critical issue insofar as the definition of the relevant market in the first half of 2012 was concerned was: What was the product dimension of the relevant market? The ACCC and its expert, Dr Pleatsikas, were of the opinion that the product dimension was the single molecule atorvastatin. Pfizer and its expert, Dr Addanki, argued that the true product dimension of the relevant market in this period was a broad range of generic pharmaceuticals, even though atorvastatin was never supplied as part of such a range at any time in this period nor had it been so supplied at any time in the past.
1412 Further, it was said at [302] and [303]:
Ranbaxy Australia was the only supplier of atorvastatin in Australia in addition to Pfizer in the period from January 2012 to 18 May 2012. Other generics manufacturers were not supplying in the market until June 2012. For some months after June 2012, atorvastatin continued to be supplied as an individual molecule and not as part of any broad range of generic pharmaceuticals. This period was, as expected by all relevant players, a period of intense competition. The competition was, however, in respect of the supply of the single molecule — atorvastatin — and not in respect of a broad range of generic pharmaceuticals which by then included atorvastatin.
As submitted by the ACCC, Pfizer’s submissions failed to distinguish between substitution possibilities and close constraints. Pfizer’s approach also blurred the distinction between defining a market and discerning whether any particular supplier of goods has market power in that market as defined.
1413 I would just interrupt the flow here to say that Apple’s case and Google’s case both suffer from a failure to properly distinguish between substitution possibilities and close constraints as I will discuss in detail later and also in my reasons in the Epic v Google proceeding.
1414 Further, it was said at [307]:
For all of the above reasons, Pfizer has failed to demonstrate error in the primary judge’s conclusion that the relevant market for the purposes of the ACCC’s s 46 case and for the purposes of its s 47 case throughout the period from mid-2010 to 18 May 2012 (and for some months thereafter) was the atorvastatin market (ie the market postulated by the ACCC). …
1415 So, an essential step in the reasoning was to define the relevant market in the second period because that was the period in which Pfizer was alleged to have taken advantage of its market power by making bundled offers to pharmacies that covered both its patented product and its generic version of atorvastatin. The Court held that the subsistence of the patent in the first period and the second period did not prevent the recognition of a market for the supply of goods and services within the meaning of s 46.
1416 Now Apple further argues that the CCA does not countenance markets defined by reference to its intellectual property rights. But the iOS app distribution services market is defined by reference to services actually supplied by Apple, rather than being defined by reference to intellectual property rights.
1417 In any event, and as Epic points out, Apple’s argument is merely another way of saying that a market should not be defined if it consists of the provision of services utilising particular property of a single firm, contrary to NT Power and ACCC v Pfizer.
1418 Further, I also agree with Epic that Apple’s reliance on Monroe Topple is likewise misdirected.
1419 Heerey J said at [82]:
… Of course, a market can exist even if there is only one seller (or buyer). This is because the concept is as much concerned with potentialities as present actualities. Barriers to entry may be formidable, for example in preprivatisation Australia where telephone services were provided by a statutorily entrenched monopolist. But this could change, as in fact it did. In such a case the good or service is something external to the monopolist. The possibility always exists, however theoretical, for the good or service to be provided by new entrants to the market. But the position is different when the good or service is incapable of separation from the identity of the supplier. To take another example, there might be said to be an Australian novelists' market in which novelists compete to sell their novels to publishers. But one would not say there was a separate Tim Winton novels market or a separate Richard Flanagan novels market.
1420 Tamberlin J said at [130] to [133]:
Where there is no competition in the market, because of domination by a monopoly, it cannot be said that “the market” has disappeared. While there may be no present competitive activity in a market dominated by a monopoly, it does not follow that there is no market because there is an absence of actual competition. There may be potential competition. However, prima facie, at least, the absence of actual or prospective competition in the goods or services in question or their substitutes, is an important indication that there is no market.
In my view, it is not correct to contend that the position in the present case is similar to that which prevails where there is a market but no competition or substitutability because an existing monopoly precludes any competitive or substitution activity. In the case of a market dominated by a monopoly there may remain the prospect of future potential competition by the market being opened up. In the present case there is no real prospect of such potential competition. The conferral of a professional, educational certification or endorsement that the standards of a particular professional body have been met cannot, in my opinion, be considered analogous to a market in relation to a brand product. As the primary judge emphasised, the service offered and the training and educational activity engaged in are unique.
To speak in terms of a “CA certification market” therefore in the present case, is artificial and inappropriate.
The contention that there is not a CA certification market so narrowly defined, in circumstances where there is a broader market for certification services, is supported by the fact that there is a broader market for certification which sits more easily with the concepts of competition and substitution within a market. The existence of such a market tends to indicate that it is too narrow an approach to proceed on the narrower basis that there is a separate CA certification market.
1421 Further, he said at [137]:
… If one asks the question who apart from the ICAA can confer CA certification as a chartered accountant either at the present time or foreseeably in the future? The answer must be “no-one”. This is because only the ICAA can ever confer such a CA certificate according to its standards and requirements. The grant of its certification cannot ever be the subject of substitution or competition. It is not possible to envisage the provision of CA certification by the Society or any other body. Other bodies apart from the ICAA and the Society may be established from time to time and may offer admission into their accounting profession, but such entry involves a different service or product in a broader market namely, the market for certification as opposed to CA certification. If the ICAA conducts itself in an unreasonable way in relation to its certification, then candidates for admission to the accounting profession can go to the Society, or any other body that offers certification, rather than to the ICAA.
1422 The following conclusions can be drawn from Monroe Topple.
1423 Both Heerey J and Tamberlin J expressly distinguished the case before them from a case where there is an existing monopoly but its existence does not exclude the prospect of future potential competition being opened up.
1424 Further, Heerey J and Tamberlin J concluded that the alleged CA certificate market was artificial because the change from the initial PY Training Program to what was called the CA Program was in reality simply a variation of a single professional training and qualification program, and no new market came into existence with that change.
1425 Further, Tamberlin J concluded that the supposed CA certification market was artificial because only the ICAA could ever confer a CA certificate, and the grant of such a certificate could not ever be the subject of substitution or competition.
1426 But I agree with Epic that the above circumstances have no analogy to the iOS app distribution market, which does not presuppose that any third party assumes the identity of Apple.
1427 Absent Apple’s conduct, there could and would likely be potential suppliers of iOS app distribution services. The present unity of product and supplier in Apple’s case is the result of a commercial decision made and enforced by Apple, rather than inhering in any intrinsic inability of any firm other than Apple to supply iOS app distribution services.
1428 Further, Dowling v Dalgety does not stand for the proposition that a firm’s “own platform … does not become common property under the competition law because others assert that they would like to use it to “compete” with the firm”. Such an assertion is inconsistent with the way in which Dowling v Dalgety was explained and distinguished in NT Power, where the majority concluded (at [126]):
In short, Dowling v Dalgety Australia Ltd is not authority for any general proposition that a property owner who declines to permit competitors to use the property is immune from s 46. That proposition is, in any event, intrinsically unsound.
1429 Further, s 44ZZNA demonstrates that recourse to Part IIIA to inform the scope of Part IV is misplaced. Section 44ZZNA provides that the former is to have no effect on the operation of the latter.
1430 Moreover, in NT Power it was concluded at [85]:
Indeed, the supposed disharmony would weigh against s 46 being used to create an access regime of any kind, and Lee J, who was of the opinion that s 46 “does not purport to interfere with the due exercise of rights of property per se”, gave various examples of the supposed inability of one competitor to obtain access to the real or personal property of another. However, private traders could be obliged to supply goods or services against their will before s 2B was enacted, provided the preconditions to s 46 liability were satisfied. Lee J accepted that this was so for intellectual property rights. The exclusion by s 51 of various types of conduct from Pt IV is limited in relation to intellectual property rights. In deciding whether Pt IV has been contravened, anything specified in, or specifically authorised by, a Commonwealth Act must be disregarded - but not an Act relating to patents, trademarks, designs or copyrights: s 51(1)(a). A contravention of a provision of Pt IV is not to be taken to have been committed by various licences and other contracts, arrangements or understandings relating to patents, registered designs, copyright and other rights, and trademarks - but this does not apply to ss 46, 46A and 48: s 51(3). The legislative scheme contemplates that whether the conduct is refusal to supply intellectual property, or the supply of it on particular conditions, s 46 can be attracted. The fact that s 46 can apply to intellectual property rights, and hence to the market power which they can give, suggests that it can apply to the use of market power derived from other property rights not specifically mentioned in the Act. It follows that, provided the notoriously difficult task of satisfying the criteria of liability can be carried out, s 46 can be used to create access regimes, and that s 2B is not to be read down as if it could not.
1431 So, s 46 can be used to create access regimes, including with respect to intellectual property rights, and so to the market power which they can give.
1432 Further, s 51(1)(a) makes it clear that Parliament did not intend that intellectual property rights could provide a broad shield to contraventions of Part IV. Indeed, as Epic says, that result is indisputable following the repeal of s 51(3), which, in any event, never applied to s 46 and did not in terms extend to refusals to license intellectual property.
1433 Now Apple’s whole case thesis seems to be that because it has exclusive rights to certain broadly-asserted intellectual property, it should be at liberty to exploit its rights in that property, including in relation to the provision of services that are not the subject of any intellectual property, in a manner outside or beyond the constraints of the provisions of the CCA. But if that is its case, I reject it.
1434 Let me make one other point. Epic Games ran a similar case as the present case in the Northern District of California (Epic Games Inc v Apple Inc, 559 F Supp 3d 898 (ND Cal, 2021)) and on appeal to the United States Court of Appeals for the Ninth Circuit (Epic Games, Inc v Apple, Inc, 67 F 4th 946 (9th Cir. 2023)). But its market definition was not accepted. But it is unproductive to analyse those reasons in any detail. I am applying legal and economic concepts under Australian law on the basis of the evidence and arguments put before me.
1435 Now before proceeding further I should say something about the economic experts. I will then elaborate further on some of the economic themes by reference to some of the economic literature. I will discuss some other legal principles applicable to s 46 much later in my reasons after I have disposed of market definition questions.
The economic experts — general
Epic’s experts
1436 In the Apple proceeding Epic led evidence from Professor Julian Wright and Professor Avi Goldfarb on economics and econometric questions.
1437 Professor Wright has considerable expertise in platform economics, including digital platforms. These have been the subject of both his research and teaching activities, as well as his consulting to regulatory authorities and commercial entities.
1438 Professor Wright, an expert economist, gave evidence for Epic in the Apple proceeding. He is a professor in the Department of Economics at the National University of Singapore.
1439 Professor Wright prepared two reports dealing with questions of market definition, market power and competition questions generally. His second report responded to the reports of Professor Hitt, Mr Houston and Dr Majumdar.
1440 Professor Wright participated in a joint expert report with Professor Hitt, Professor Goldfarb, Mr Houston, Mr Holt and Dr Majumdar. He gave evidence in concurrent evidence sessions and was cross-examined by Mr Darke SC for Apple.
1441 In my view Professor Wright displayed extensive expertise and had complete independence and objectivity. In terms of independence and objectivity he had the edge over Professor Hitt and Mr Houston in my view.
1442 I have no caveats at all over his reliability and most of his views concerning the underlying subject matter. As should be apparent, where opinions have conflicted I have preferred the evidence of Professor Wright over the evidence of Professor Hitt and/or Mr Houston.
1443 Now Mr Darke SC attempted in cross-examination to cast doubt on Professor Wright’s framework and his conclusions. But in my view he was substantially unsuccessful. In my view Professor Wright’s evidence particularly concerning market definition best accorded with the commercial reality of what Apple was doing, the services it supplied, the context and the framework within which I should assess Apple’s alleged conduct.
1444 It is convenient to mention one other matter at this point.
1445 Mr Darke SC on one particular day cross-examined Professor Wright about his understanding of IAP and how that fitted into the question of market definition and in particular whether there was a separate payments solutions market. The next day, although the parties and I had moved on to a new topic, Mr Darke SC sought to go back for his hat so to speak on the previous day’s topic. I did not permit this, and no doubt Mr Darke SC may have felt aggrieved by not being permitted to revisit the topic with the witness. But the Court had to move on. Moreover, the questions more turned on fundamental base facts as to what Apple was supplying or providing and at particular points, which were matters for me and submissions ultimately, rather than economic theory. If Professor Wright was in error in the foundational factual position, then his secondary and overlayed opinions would fail for lack of a proper foundation as I explained to Mr Darke SC, albeit that he seemed reluctant to so accept.
1446 Professor Goldfarb, a professor in marketing, data science, artificial intelligence and economics at the University of Toronto, Canada, gave expert evidence for Epic in both the Apple proceeding and the Google proceeding.
1447 He had specific and detailed expertise in analysing consumer behaviour related to digital markets and applying econometric analysis to such topics. Of all of the experts addressing such topics, his views on the appropriate econometric and associated analysis and questions had the most influence and weight with me.
1448 In the Apple proceeding, in his two primary reports he addressed the substitutability of the usage of native apps on iOS devices with other apps, the substitutability of in-app purchases with out of app purchases, the Fortnite hotfix event and Fortnite adjusted revenues in that context. He also replied to Professor Hitt’s and Mr Houston’s evidence.
1449 He also participated in a joint economic expert report with Professor Hitt, Mr Houston, Mr Holt, Professor Wright and Dr Majumdar. His evidence was given in concurrent evidence sessions. He was cross-examined by Mr Darke SC for Apple.
1450 In my view Professor Goldfarb was a very impressive and reliable witness and I have no significant caveats about any of his evidence. I will discuss the specific subject matter of his evidence in the Apple proceeding later. But I should note that for the most part I have preferred his evidence over the corresponding Apple witnesses, namely, Professor Hitt and Mr Houston.
1451 In the Google proceeding, in his primary report Professor Goldfarb addressed analogous questions but focused on Android smart mobile devices. In his reply report he responded to the reports of Professor Asker and Professor Gneezy.
1452 He also participated in a joint economic expert report with Professor Asker and Ms Edwards-Warren. His evidence was given in concurrent evidence sessions. He was cross-examined by Mr Moore SC for Google.
1453 I would make similar observations concerning the quality of Professor Goldfarb’s evidence to what I have said about his evidence in the Apple proceeding. Specifically, where there have been differences between Professor Goldfarb and Professor Asker on econometric analysis, I have preferred the views of Professor Goldfarb.
1454 Professor Goldfarb also participated in a joint expert report with Professor Gneezy and Professor Luca. In a concurrent evidence session he was briefly cross-examined by Mr Yezerski SC for Google. I will address that evidence later.
1455 Finally, lest there be a doubt, I have accepted his themes dealing with the perspective and behaviour of users, which have been colloquially described in the evidence as, first, “clicks are costly” and, second, “device first”.
1456 His second report was directed to assessing the extent to which iOS users and developers treated alternative platforms as substitutes for iOS native app usage and in-app purchases.
Apple’s experts
1457 Apple led evidence from Professor Loren Hitt and Mr Greg Houston.
1458 Professor Hitt, an expert economist, gave evidence for Apple. He is a professor in the Operations, Information and Decisions Department, Wharton School, University of Pennsylvania.
1459 He prepared a report dealing with questions of market definition, market power and competition questions generally. He also responded to reports from Professor Wright, Professor Goldfarb and Mr Holt.
1460 Professor Hitt participated in a joint expert report with Professor Wright, Professor Goldfarb, Mr Holt, Mr Houston and Dr Majumdar and gave evidence in concurrent sessions. He was cross-examined by Mr Young KC for Epic and Mr Bannon SC for the class applicants.
1461 There is little doubting Professor Hitt’s fine expertise and his distinguished background. But I did prefer the evidence of Professor Wright and Professor Goldfarb. I say that for several general reasons.
1462 First, Professor Hitt did not have complete independence given that he had previously given evidence for Apple and had already formed and expressed views on analogous questions in related US proceedings.
1463 Second, I did not consider that he approached the market definition question by properly looking at Apple’s position and alleged conduct and then formulating a definition based upon or properly considering what Apple did and supplied or is alleged to have done.
1464 Third, in relation to market definition and what Apple supplied or provided to developers and users, I found his product or service description of “app transactions” and a market for “app transactions” or a sub-set or many subsets thereof to be problematic. I will elaborate on this later.
1465 Fourth, he did not have the much deeper experience as an anti-trust economist that Professor Wright had. Indeed, it would seem that he did not have significant experience in carrying out any HMT analysis or test. Professor Hitt’s research has focused on the economic value of information technology and consumer behaviour.
1466 Let me elaborate on the first point.
1467 Now Professor Hitt has been retained by Apple to provide evidence in numerous proceedings, including the proceedings brought by Epic against Apple in the US. Professor Hitt said that, whilst not a majority of his work, this constituted a substantial portion. In my view, Professor Hitt’s ongoing and repeated role as an expert witness on behalf of Apple has affected his ability to bring a fully objective mind to the issues in this proceeding.
1468 Further, there were problematic aspects concerning the source of his knowledge and the bases of his opinions. For example, in answer to questions posed in cross-examination, Professor Hitt suggested that his opinions were sound because he had had the opportunity to study the App Store for approximately five or six years, with great access to documents and materials. Now whilst those documents may have been disclosed in Professor Hitt’s reports in proceedings in the US, it is not apparent that they were all disclosed in his report in this proceeding.
1469 More specifically, Professor Hitt’s role in the proceedings brought by Epic against Apple in the US causes me some doubt in accepting his evidence, particularly where it is contradicted by Professor Wright.
1470 In the US proceedings, Apple led evidence from Professor Lafontaine and Professor Schmalensee, in addition to Professor Hitt.
1471 In those proceedings, Professor Hitt relied on Professor Lafontaine for the identification of the relevant product and for market definition. In the present proceedings, Professor Hitt adopted the procedure for defining markets advanced by Professor Lafontaine.
1472 Similarly, in the US proceedings, Professor Hitt relied on the evidence of Professor Schmalensee for two-sided market issues as to the particular case. This tends to support the view that I should prefer the evidence of Professor Wright over that of Professor Hitt in relation to matters concerning two-sided markets as applied to the present case, given Professor Hitt’s evident partial reliance on the opinions of others for his understanding of those issues. Professor Hitt’s partial reliance on Professor Schmalensee also affected his assessment of whether IAP is a separate product. In the US proceedings, it was Professor Schmalensee who addressed that question. Professor Hitt did not give evidence on the topic. The views proposed by Professor Hitt in his evidence in this proceeding were derived from those expressed by Professor Schmalensee. I would accord limited weight to Professor Hitt’s evidence on this topic, given its evident derivation from the opinions expressed by a different expert whom Apple elected not to call in this proceeding.
1473 Now I accept that Professor Hitt did in some sense exercise a degree of independence. But it does seem to me that the views of others had some influence, and he did not have complete independence.
1474 I will return to another point concerning Professor Hitt in a moment. But let me first say something about Mr Houston.
1475 Mr Houston, an expert economist and the founding partner of Houston Kemp, gave evidence for Apple in the Apple proceeding concerning market definition, market power and other competition questions. He responded to Professor Wright’s evidence. He also prepared a supplementary report. He also dealt with some aspects of Mr Holt’s evidence.
1476 He also participated in a joint expert report with Professor Hitt, Professor Wright, Professor Goldfarb, Mr Holt and Dr Majumdar. But I constrained his participation in the concurrent evidence sessions for reasons previously indicated to the parties, save that he did participate in one concurrent evidence session with Professor Hitt and Mr Holt.
1477 Mr Houston was separately cross-examined by Mr Young KC for Epic. Further, Mr Bannon SC for the class applicants cross-examined Mr Houston in the concurrent evidence session that I have just mentioned.
1478 Clearly, Mr Houston is a fine economist and a very experienced expert witness. But I had significant difficulties with the way in which he had been retained, being briefed with significant US evidentiary material from prior proceedings that may have coloured his approach and influenced his views on market definition so as to align with the views of Professor Hitt and Apple’s apparent theme on market definition across the litigation that it was involved with.
1479 There was a considerable overlap between his evidence and the prior US evidence of Professor Hitt and Professor Schmalensee as set out in the table in the aide memoire that Mr Young KC handed to me. Before he prepared his evidence, he was briefed inter-alia with the evidence of Professor Hitt and Professor Schmalensee in the US proceeding. But in fairness, he was also briefed with both Apple’s and Epic’s contentions in the US proceeding.
1480 In my view this all cast doubt on whether his views were completely independent and objective. Mr Houston’s reasoning must have been influenced by these materials, either consciously or subconsciously. I have not accepted Mr Houston’s protestations to the contrary during cross-examination. Whether or not Mr Houston or members of his staff consciously followed the evidence of Professor Hitt and Professor Schmalensee, in my view his reasoning was likely to be significantly influenced by those materials.
1481 I have no difficulty in saying that on the overlapping topics and where there has been a conflict I have preferred Professor Wright’s evidence over Mr Houston’s evidence on market and competition questions. But there were aspects of Mr Houston’s evidence concerning matters of general theory concerning two-sided platforms that I found to be useful and which I will address in a moment.
1482 Let me deal with one other topic. During cross-examination, Professor Hitt revealed that he had had an email exchange with Mr Houston during the conclave, which was not copied to Professor Wright or Professor Goldfarb. That email, when subsequently produced in response to a call, revealed that Professor Hitt and Mr Houston had a substantive exchange about Professor Hitt’s report, their contributions to the joint expert report, and the evidence of both Professor Wright and Professor Goldfarb, without the knowledge of Professor Wright or Professor Goldfarb. But having considered the matter carefully and heard Epic’s criticisms on the topic, in my view although the exchange was undesirable it did not substantially undermine their credibility. Having said that, it may be necessary for the Court to modify its applicable practice note so as to make it clear that such communications between only experts for one party during the running of a conclave are not desirable and ordinarily should not take place absent a compelling reason.
1483 I will say something later about Apple’s evidence led from Dr Adrian Majumdar and the class applicants’ evidence led from Mr Derek Holt on some economic questions concerning profitability and market power.
1484 Let me at this point say something about the economic literature and some of the general economic themes discussed by the experts before me in the Apple proceeding.
1485 I should also note here that the economic concepts including the HMT that I have discussed in my reasons in Epic v Google apply to my discussion in these reasons, although of course more quantitative analysis was involved in the evidence in that proceeding by virtue of Professor Asker’s detailed analysis.
Some economic literature relevant to markets
1486 A useful summary of some of the relevant economic principles is set out in M. Motta, Competition Policy: Theory and Practice (Cambridge, 1993) at 101 to 113 which I have drawn from.
Implementing the SSNIP test
1487 As I have indicated, the SSNIP test provides a useful approach to market definition, but it is necessary to discuss how to make it operational. And obviously, the reliance on a hypothetical monopoly situation entails that there exists no data that would allow for a literal application of the test. But let me discuss the tools that can be used to implement the test.
1488 Let me say something about own-price elasticity. One of the most useful pieces of information relevant to the definition of a product market is the own-price elasticity of demand, which is defined as the percentage change in the quantity demanded that follows a 1% increase in the price of a product. Suppose for instance that one is interested in the merger between two sellers of bananas, and you want to define the relevant market. Knowing that the own-price elasticity is, say, 0.2, one can infer that a 10% increase in the price of bananas will lead to a 2% decrease in the demand for bananas. Since only a very small number of consumers will turn to other fruits or stop buying altogether, the price rise is likely to be profitable. So, with this data it would be appropriate to define the relevant market as the market for bananas.
1489 But the simple statistical observation that over a certain period a 10% increase in banana prices has been associated with a 2% decrease in the number of bananas sold does not get you very far. A number of other variables will probably play a role in the demand for bananas, such as the prices and availability of other fruit, the general price level, disposable income and so on. Imagine for instance that in the period considered the price of bananas rose by 10% but the prices of oranges, apples, pineapples and kiwi fruits all rose by a different amount. Then the observation that demand for bananas has decreased by 2% is of no help, as many other variables affecting the demand for bananas have also changed.
1490 To take into account the different variables that are likely to have an impact on the demand for bananas, one needs to formulate and estimate an econometric model. And it is from such a model, and to the extent that it gives results that are statistically significant, that one should obtain estimates of elasticities that can be properly used for anti-trust analysis.
1491 Elasticity estimates should be obtained from representative data, and the time span one looks at matters. Consumers might take time to adjust their behaviour to a price change, and the demand reduction after a price rise is not likely to be immediate. Moreover, the appropriate time span will probably change from market to market.
1492 Let me say something about cross-price elasticities. If obtained from a properly specified econometric model, cross-price elasticities might also help to understand the competitive constraints exercised by other products on the product or group of products under examination for market definition purposes. The cross-price elasticity between products A and B is defined as the percentage change in the demand for product B when there is a 1% increase in the price of product A.
1493 When own-price elasticity for the product considered, say product A, is high enough to lead one to believe that a hypothetical monopolist would not profitably raise prices of product A in a small but significant way, it becomes important to identify which products exercise a constraint on A. Cross-price elasticities might help to rank the closest substitute, which together with product A will become the object of the next step of the HMT.
1494 When estimates of cross-price elasticities, say between bananas and any other fruit, are low, they indicate that such other fruit are not perceived by consumers as substitutes for bananas, and suggest a separate market for bananas.
After-markets or secondary markets
1495 One question that sometimes arises is how to define markets when there exist primary and secondary products, which are also called after-markets, such as cars (primary product) and spare parts (secondary product), or washing machines (primary product) and technical assistance (secondary product). Often, a certain type of secondary product is designed for and can fit only a certain brand of the primary product. So, a certain brand of cars may require special headlights that do not fit any other brand. If the car maker also produces headlights, defining the relevant product market as headlights for a particular brand of cars might result in a dominant position of the car maker in the secondary market, even if the car maker has a weak position in the primary market.
1496 Now the framework offered by the HMT can be useful in addressing this problem.
1497 The relevant question is whether a hypothetical monopolist, to continue the example, selling spare parts for a certain car brand would be able to profitably increase prices in a significant way. Note that if existing consumers have already bought that certain car brand they cannot turn to other spare parts; it is supposed that they are incompatible. But consumers who are considering whether to buy that particular brand of car might turn to other car makers instead, to the extent that they base their purchase decision on the overall estimated lifetime cost of the car, which includes the price of the car and the expected cost of replacing spare parts and getting after-sales services, and so on. If the spare parts at hand are sufficiently important for the overall expected cost of the product, and there are a sufficient number of buyers who will take it into account, the hypothetical monopolist will not find it useful to impose a SSNIP, and the market should be defined as the market for cars and spare parts together.
1498 In practice, the answer to the question of whether secondary products should be defined as a separate market will depend on the following variables. First, whether the price of the secondary product at issue is a considerable proportion or not of the price of the primary product. Ashtrays will more likely be put into a separate market than car engines. Second, one must consider not only the price of the spare part but also the probability of its replacement. Prices being equal, a spare part which is commonly known as very likely to break down will be less likely to be put into a separate market than a spare part whose failure probability is widely expected to be very low; the latter would not be considered by consumers when buying the car. Third, one needs to consider that some buyers are more sophisticated than others. When the buyers are final consumers, they might be less informed about the probability that spare parts or after-sales services are needed and they might be less aware of those secondary products’ prices. Conversely, when the primary product is an input which is bought by a firm, one would expect the buyer to be better informed about the expected cost, as to both the probability that they are needed and their costs, of secondary products. In the latter case, the market definition will, all else being equal, be wider than in the former.
1499 Now a notable case about after-markets or secondary markets is Eastman Kodac Co. v Image Technical Services Inc. 504 U.S. 451 (1992) which I do not need to dwell on for the moment.
The cellophane fallacy
1500 I have already touched on the cellophane fallacy, but let me say a little more. P. Davis and E. Garcés discuss the cellophane fallacy in Quantitative Techniques for Competition and Antitrust Analysis (Princeton, 2010) at 207 to 209. Let me draw on their discussion.
1501 In United States v E. I. DuPont de Nemours & Co 351 US 377 (1956) the issue that needed to be determined was whether cellophane was the appropriate product for market definition purposes. At that time DuPont sold 75% of all cellophane wrap but only 20% of all flexible packaging material, a potential alternative market definition.
1502 The Court accepted Dupont’s market definition as flexible packaging material and accordingly that DuPont had not attempted to monopolise that market. The reason given was that at the prevailing price levels, the Court found substantial evidence of demand substitution between cellophane and other packaging materials, such as greaseproof paper.
1503 This case has given rise to the term or label cellophane fallacy. It arises in the following way. If one was looking at evidence from a market which was already monopolised, then the price would already be raised to the point where a number of consumers would already have looked around for imperfect substitutes and indeed switched to them. Furthermore, the remaining customers may substitute away in large numbers if prices were further increased by small amounts since monopolists will always increase prices up to a level where their demand becomes elastic. As long as the demand elasticity is below 1, it is profitable to raise prices and a monopolist would already have done so.
1504 But this provides a difficulty when defining markets in the anti-trust context using evidence of observed levels of substitution.
1505 One will find lots of substitution at monopoly prices and so one will always find markets to be larger than one would if competitive prices were used as the benchmark, since prices will have been raised to the point where consumers are considering switching.
1506 What is the lesson from all of this? For the HMT one should evaluate the profitability of a price increase starting from competitive conditions, that is, starting with competitive prices and margins. But the difficulty is that one may not know what the competitive conditions are, and any assumptions about the competitive price level may problematically determine the answer for market definition. So, if one determines that actual prices are more than 5% above the unobserved and assumed competitive market prices, then one will conclude that the market definition is sufficient and the player is a monopolist. But such an approach would be circular. The assumption would determine the conclusion.
1507 Now whilst I am here I may as well say something about the reverse cellophane fallacy.
1508 Take the scenario when observed prices are below competitive prices. At prices below competitive prices consumers may think that the choice between two products is obvious and so little switching between products in response to small variations in relative prices may occur and be observed. If so, one may conclude that the markets should be narrowly drawn even if, in truth, pricing constraints are severe. The context of a possible predatory pricing scenario is where one must be careful of making the reverse cellophane fallacy.
1509 I should note that Davis and Garcés explained the following scenario. If consumers react to new information by making an explicit evaluation about whether to continue with a particular activity, that is, re-optimising, whereas in the absence of change they will continue with their present activity, then as with more traditional menu costs, it may be optimal for the firm to introduce price changes in large discrete amounts infrequently rather than small amounts frequently. The result may be that observed prices are below the competitive level so that firms will appear to have a clear incentive to increase them. The implication for market definition may be that markets are drawn too narrowly in such situations.
1510 Let me now turn to some economic evidence concerning two-sided platforms.
Economic principles governing the analysis of two-sided platforms
1511 Let me here set out some of the economic evidence and literature concerning two sided-platforms. I should say upfront that there was substantial agreement between the experts concerning the relevant concepts, albeit that there were differences in expression. Where any substantive difference arises and also matters, I will identify this.
1512 But I should make one important point upfront. It is important to make a distinction between a two-sided platform and a two-sided single market. One should not collapse that distinction. The reader will understand that distinction from the careful analysis of Breyer J (in dissent) in Ohio v American Express Co 585 US 529 (2018) at 552 et seq. In the case before me I have a two-sided platform(s), but that does entail any two-sided single market definition. And even if it was appropriate for the majority in Ohio v American Express to find a two-sided single market, I am dealing with the question of market definition in the context of the CCA. And in that sense, the analysis that I am required to carry out has a greater resonance with Breyer J’s approach, albeit in dissent.
Two-sided platforms — Mr Houston’s evidence
1513 Mr Houston for Apple gave evidence that network effects or network externalities exist where the value a user derives from a business or platform is affected by the behaviour of other users of the same business or platform. In the case of two-sided platforms, these effects may be either direct, where demand from a customer in group A depends on the demand from other customers in group A, or indirect, where demand from a customer in group A depends on the demand from customers in some other group, B.
1514 Now there is a more comprehensive definition of two-sidedness that identifies three conditions for platforms to emerge. Those conditions are that there must be, first, two or more distinct groups of customers, second, network effects associated with customers on opposite sides interacting, and third, a need for an intermediary to internalise those network effects.
1515 There is also an alternative definition of two-sidedness, which is to the effect that a platform is two-sided if the platform can affect the volume of transactions by charging more to one side of the market and reducing the price paid by the other side by an equal amount.
1516 It has also been suggested that a platform is two-sided if the price structure it sets is non-neutral, that is, if the decomposition of prices between the two sides can affect the degree to which the two groups of customers transact. For this to be true, customers on opposite sides of the platform must not be able to defeat a change to the price structure by privately contracting with one another and negotiating a degree of pass-through. If this were possible, an intermediary would not be required to internalise the network effects between the two sides.
1517 There are two distinct forms of network effects concerning two-sided platforms.
1518 First, there are membership effects, whereby one group of users derives greater value from a platform when there are more users in the other group, and vice versa, holding all else equal.
1519 Second, there are usage effects, whereby one group of users derives greater value from a platform when users from the other group use the platform more, and vice versa, holding all else equal.
1520 In summary, the relevant economic characteristics and features of two-sided platforms, which distinguish them from typical, one-sided firms, are that, first, they attract two distinct groups of users, second, they internalise the indirect network effects linking the two groups of users, of which there are two forms, and third, the volume of interactions between the two groups of users can be affected by adjusting the price structure, that is, by adjusting the individual prices charged to each side rather than just their sum.
1521 An important consequence of indirect network effects is that substitution away from a platform, in response to an adverse change in terms, by one group of users will most likely affect the propensity for substitution by the other group of users. The adverse change in terms for one group of users is likely to cause a feedback loop.
1522 So, an increase in the price charged to users in group A may result in a reduction in quantity demanded from a platform by that group. The indirect network effects then imply that users of group B derive less benefit from interacting with the platform because there are fewer users of group A using the platform, and so the group B users reduce their demand for the platform. And what then follows is that the indirect network effects then imply that users of group A derive even less benefit from the platform because there are fewer users of group B using the platform, and so the group A users reduce their demand further, and so on.
1523 Further, these feedback loops can increase the responsiveness of demand to changes in price even if, say, customers on side A are not very sensitive to price.
1524 Accordingly, the pricing decisions of a two-sided platform typically depend on two matters.
1525 First, the price elasticity of demand for the product or service offered, as it applies in relation to each side, and the relative price elasticity of each side compared to the other side.
1526 Second, the sizes of the network effects conveyed by each side in relation to the other.
1527 It is common for a two-sided platform to set a low, zero or sometimes negative price to users on one side and a positive price to users on the other. For example, shopping centres are two-sided platforms which seek to attract and facilitate interactions between consumers and tenants, that is, providers of goods and services. Shopping centres tend not to charge consumers to enter a shopping centre or to transact with tenants but, rather, derive the majority of their income from charges applying to tenants. If, for example, group A exerts large positive network effects on group B, it may be profit maximising for the platform to grant free access to group A and earn all revenue from group B. This strategy would encourage many group A users to join the platform, which would in turn entice many users from group B by means of the positive indirect network effects being exerted.
1528 In contrast, it is much less common for products or services provided in other contexts to involve a zero price. A firm may charge a zero price for products that are strongly complementary, such as premium upgrade strategies and free software.
1529 In addition to pricing decisions, platforms may establish conditions of use that govern the conduct of platform users to ensure that users on one side do not reduce the value of the platform for the other side. Such conditions might reasonably be expected from a platform facing effective competition seeking to maximise the number of interactions it facilitates. A platform may undertake an efficient business response in which it has established efficient rules for reducing negative externalities. Such a platform might exclude a user of the platform who violates the rules of the platform.
1530 For a two-sided platform it is necessary to account for two matters.
1531 First, the fact that substitution can take place on both sides of the platform.
1532 Second, that there are feedback loops caused by indirect network effects, whereby substitution away from the platform by one group of users can lead to substitution by the other group, and vice versa, which may lead to a low, zero or negative price for users on one side and/or may lead to conditions of use governing the conduct of users on either or both sides.
1533 The presence of indirect network effects means the marginal cost of serving each side is not necessarily the appropriate frame of reference for competitive prices charged on either side of a two-sided platform. Indeed the price on one side could be well above marginal cost, while the price on the other side could be below marginal cost.
1534 Two-sided platforms have been categorised in the literature as either two-sided transaction platforms or two-sided non-transaction platforms, where the former are identifiable by the presence of an observable transaction between users on each side of the platform, facilitated by the platform. An equivalent definition is that a two-sided platform is a transaction platform if it is possible to charge users on a per-transaction basis, rather than just for membership of the platform.
1535 Whilst membership effects are a feature of all two-sided platforms, usage effects linking the two groups of customers are a feature of two-sided transaction platforms.
1536 Usage effects are present when members of one group of users derive greater value from a platform when the other group uses the platform more. Accordingly, all else equal, the network effects linking the customer groups of a two-sided transaction platform are stronger than those linking customers of a two-sided non-transaction platform.
1537 When conducting an assessment of competition which may include considering a two-sided transaction platform, one relevant product to consider is the transaction facilitated by the platform.
1538 Further, for a transaction between users on opposite sides of a two-sided platform to occur in fixed proportions, the ratio of users on each side involved in a transaction must be constant. For example, a transaction between an app user and a developer always involves exactly one user and developer, that is, the ratio is one.
1539 Let me deal with some further aspects raised by Mr Houston concerning the SSNIP test. But let me be clear that what he discussed was his views concerning the SSNIP test in its application to a two-sided transaction market, being a single market. Now I have rejected that foundation. But some of his points are not completely beyond redemption and so I will record them here. He said the following.
1540 A typical SSNIP test, which is applied to assist in the definition of a one-sided market, hypothesises a 5 or 10% price rise and asks the question as to whether substitution by consumers, or entry by alternative suppliers, would be so great as to cause the price rise to be unprofitable.
1541 In applying this to a two-sided transaction market, a modified SSNIP test should generally account for the following.
1542 First, it should consider all relevant prices charged in the candidate market supplied by the hypothetical monopolist, that is, prices charged on both sides of the platform.
1543 Second, it should allow the hypothetical monopolist to adjust the relative price structure, that is, the ratio of the prices paid by the two groups of users, in the optimal manner.
1544 Third, it should account directly for the presence of indirect network effects.
1545 So, it must incorporate within-platform, cross-side effects, that is, the value derived by customers on one side of a platform from the number and usage of customers on the other side of the same platform.
1546 And it must incorporate cross-platform, cross-side effects, that is, the value derived by customers on one side of a platform from the number and usage of customers on the other side of a rival platform.
1547 A single-sided analysis that does not consider these effects is likely to give rise to unreliable conclusions. Such an analysis will tend to overstate the profitability of a potential price rise, because it does not take into account an important potential effect of a reduction in demand on one side, being the likelihood of reduced demand on the other side and so on. By consequence, a single-sided analysis entails a significant risk that a market is defined too narrowly. A hypothetical monopolist does not face close competitive constraints if a SSNIP is profitable, and so additional products/services may not be added to a candidate market for which a SSNIP is profitable. It follows that overstating the profitability of a SSNIP may cause a market to be defined too narrowly.
1548 In addition, the typical SSNIP test, that is, one in which a small price rise typically of 5 or 10% is hypothesised, becomes inoperable when the existing price is zero, as is commonly the case on one side of a two-sided platform. 5% of zero is still zero.
1549 Pricing decisions by two-sided platforms typically depend on the price elasticities of demand and the sizes of the network effects on each side of the platform. This contrasts with pricing decisions in traditional markets, which tend to relate more closely to the marginal cost of production.
1550 Consequently, prices on either side of a platform may be above or below marginal cost, independently of the potential presence or absence of substantial market power.
1551 Examining the prices set by a two-sided platform without appropriately accounting for two-sidedness risks the erroneous conclusion that a firm is exercising substantial market power, when in reality it is effectively constrained by rivals. Further, it can lead to the erroneous conclusion that competition in a market is operating effectively, when in reality a firm is exercising substantial market power.
1552 The standard SSNIP test framework must be modified to offer reliable results in a two-sided context. Similarly, the assessment of competition and competitive constraints must be adapted to address the presence of indirect network effects for essentially the same reasons, that is, a change in the number of users or their demand on one side of a platform can affect demand on the other side.
Multi-sided platforms — Professor Wright’s evidence
1553 Professor Wright for Epic explained the following matters.
1554 Multi-sided platforms are intermediaries which enable interactions between different groups of affiliated users. The platforms provide products and services that bring together groups of users in two-sided networks. By affiliation, what is meant is that users make a deliberate choice to join or participate on the particular platform. For example, online marketplaces like eBay enable sellers to have their products discovered by potential buyers, and if these buyers have created an account with the marketplace, to purchase from sellers.
1555 Multi-sided platforms often exhibit network effects.
1556 Network effects arise when the value of a product increases as more people use the product. For example, the value of eBay to potential buyers is likely to increase as the number of sellers offering products on eBay increases. The value of eBay to sellers is also likely to increase as it attracts more potential buyers.
1557 For such markets, economists describe the two sides as being linked together by cross-side network effects, which is often called indirect network effects. This implies that the demand from one group of users can affect the demand from the other group. For example, compared to a rival marketplace, sellers may prefer to list on eBay if eBay has a larger number of signed up buyers that use it and buyers may prefer to sign-up to and use eBay if it has a larger number of sellers listing products.
1558 For such platforms, there is a need to consider whether to define a relevant market for the products offered by the platform(s) as a whole, that is, encompassing user groups on each side together, or to define separate markets for the products offered by the platform(s) to each side.
1559 There is no consensus among economists on the right approach. Some economists adopt a single market approach in some situations. Others always use the two separate markets approach.
1560 Now just to flag the point here, in my view the correct approach involves the rejection of a single two-sided transaction market approach, and I have addressed this in detail later and separately in discussing the relevant focal product for the purposes of market definition under the requirements of the CCA in the light of the impugned conduct under consideration and the question of substitutability.
1561 Now regardless of whether one adopts a single market approach or a multi-market approach, when the demand from both sides of a two-sided platform is linked by cross-side network effects, interactions between the two sides should be taken into account in assessing potential competitive constraints as part of market definition and the assessment of market power.
1562 And as is the case with all multi-sided platforms, an assessment of market power on one side also involves a consideration of any competitive constraints provided by the operation of the other side of the platform.
1563 So, if prices charged on one side have an impact on the other side’s demand, that should be taken into account in the HMT.
1564 Professor Wright considered that a key determinant of whether it matters if a single-market or multi-market approach is used is whether substitution possibilities are very different on each side.
1565 Where substitution possibilities differ significantly between sides, a multi-market approach provides the flexibility to allow for the scope of the market to vary depending on whether the perspective of customers on one side or the other is being considered.
1566 Further, differences in substitution possibilities on the different sides of the platform may warrant a multi-market approach.
1567 Whether substitution possibilities are actually significantly different between the different sides of a platform can depend on a range of factors including the degree of product differentiation on each side, or each user group’s perception of product differences, and behavioural factors such as the homing decisions on each side. This refers to the decision by users to adopt only one platform for a given product or adopt multiple platforms for the same product (multi-homing).
1568 For example, sellers can sign up to and list their products only on eBay, or they can also simultaneously sign up to and list them on other marketplaces in Australia, such as Amazon, Etsy, Facebook Marketplace and Gumtree.
1569 Likewise, consumers can consider signing up and purchasing only on eBay, or they can create accounts with multiple marketplaces so that they can consider making a purchase from whichever one(s) they prefer.
Two-sided platforms — Professor Hitt’s evidence
1570 Professor Hitt for Apple focused on platforms with two sides, for example, developers and consumers, or two-sided platforms, although the same insights generally extend to platforms with more than two sides. He further focused on a specific type of two-sided platform, being a two-sided transaction platform.
1571 Professor Hitt aligned a two-sided transaction platform with a single two-sided transaction market. I have rejected that latter concept, but for the moment it is convenient to set out here his evidence, particularly as it concerns two-sided platforms. He said the following.
1572 A two-sided transaction platform generates value by facilitating transactions, being a simultaneous and observable exchange, usually involving payment, between two customer groups. Not all two-sided platforms facilitate transactions. So, newspapers are two-sided platforms that bring together advertisers and readers who view the ads. But the interaction between the two sides does not typically lead to a transaction through the platform.
1573 Economists generally recognise transaction platforms as having particularly strong bilateral indirect network effects.
1574 Platforms generally, and transaction platforms specifically, have distinct economic characteristics that distinguish them from other types of economic arrangements.
1575 First, two-sided platforms bring two different sets of customers together and facilitate interactions between them through the platform. To be successful, a firm operating a two-sided platform needs to attract users from both customer groups through a strategy that involves choosing a set of services to offer, policies and rules governing the behaviour of participants, and pricing. Making these decisions, that is, platform governance, is important in enabling platforms to create value.
1576 In D Evans, “Governing Bad Behavior by Users of Multi-Sided Platforms,” (2012) 27(2) Berkeley Technology Law Journal 1201, it is said (at 1203 and 1204):
Multi-sided platforms create value by helping two or more different types of users, who could benefit from getting together, find and interact with each other, and exchange value. They include software platforms (e.g., Apple’s iOS), financial exchanges (e.g., NASDAQ), search engines (e.g., Microsoft’s Bing), social networks (e.g., LinkedIn), shopping malls (e.g., Water Tower Place in Chicago), advertising-supported media (e.g., CNN), and e-commerce sites that connect business and shoppers (e.g., Amazon). Multi-sided platforms solve a transaction problem that prevents these different types of users from getting together on their own to exchange value. There are positive externalities between the multiple types of users. Platforms provide ways to promote these positive externalities and thereby create value for the community of users they serve.
Whenever people and businesses get together, and in any community, there are many opportunities for people and businesses to behave badly and to thereby generate negative externalities. This bad behavior can reduce economic efficiency and in the extreme lead to the tragedy of the commons. Multi-sided platforms such as eBay develop governance systems to reduce this bad behavior and minimize negative externalities …. Multi-sided platforms develop systems of rules and penalties to manage many of the same kinds of problems that communities subject to public laws and regulations face. These platforms enforce such rules by exercising their property rights to exclude users from the platform. In some cases, the rules and penalties imposed by the platform are similar to, and in some cases close substitutes for, rules and penalties adopted by a public regulator.
Private control is likely to be more efficient than social control in dealing with negative externalities in platform communities. The platform owner can monitor bad behavior more closely and deal with this behavior more quickly than can a public regulator. Multi-sided platforms face antitrust complaints concerning reductions in service or denial of service by the platform. …
1577 Second, two-sided platforms are characterised by indirect network effects.
1578 In B Jullien et al, “Two-sided markets, pricing, and network effects,” in K Ho et al (eds), Handbook of Industrial Organization, (2021, vol 4) it is said (at 490 and 491):
We generally consider a two-sided market to be one in which at least two distinct sets of agents (or sides) interact through an intermediary—the platform—and in which the behavior of each set of agents directly impacts the utility, or the profit, of the other set of agents. The impact of one set of agents on the other, and the resulting feedback to the first set of agents, is an indirect network effect.
1579 Indirect network effects exist when the value of using the platform to customers on one side of the platform is higher when there are more customers on the other side of the platform.
1580 A network effect is indirect when the value to one group of customers depends on how many members of a different group participate.
1581 In C Tucker, “Network Effects and Market Power: What Have We Learned in the Last Decade?” (2018) Antitrust 72, it is said (at 72):
Economists use ‘network effects’ to describe contexts in which a good or service offers increasing benefits the more users it has. Network effects can be direct—for example, a fax machine becomes more useful as other people also use fax machines. Network effects can also be indirect so that they flow across different sets of users. For example, Uber would not be a very useful app for a rider if there were no drivers using the platform. Similarly, drivers would not want to use the Uber app if no riders were using it.
1582 Due to indirect network effects, it is critical for a two-sided platform to attract and retain customers on both sides of the platform. Failing to do so can lead to a negative feedback loop: a loss of customers on one side of the platform makes the platform less attractive to customers on the other side of the platform, which may depress their participation and in turn lead to more exit from customers on the first side of the platform, and so on. This type of feedback loop may amplify the impact of a change in a platform’s services, prices, or policies.
1583 In D Evans and R Schmalensee, “Failure to Launch: Critical Mass in Platform Businesses,” (2010) 9(4) Review of Network Economics 1, it is said (at 4 and 22):
If the business finds itself with less than this critical mass of participants, however, network effects will drive a downward spiral toward a stable equilibrium with zero participation.
…
In the case of indirect network effects, which is our primary focus, participation by each customer group affects the quality of the product experienced by the other group, and, though the dynamics are more complicated, participation levels below critical mass will set off a similar downward spiral.
1584 These dynamics often require two-sided platforms to adopt more sophisticated and complex strategies for running the platform compared to those of other firms.
1585 Specifically, two-sided platforms must balance the need to attract customers from both sides and establish a profitable platform. So, a firm may choose to establish rules that limit certain behaviours of customers on one side of the platform to the benefit of the customers on the other side of the platform. But if this rule attracts customers to the latter side, it can ultimately increase the value of participating on the platform for customers on the former side through indirect network effects.
1586 A two-sided platform will also need to consider its pricing structure, as it has many options for how to structure payments for different sides of the platform. The firm may choose to set different prices or a different price structure, for example, a fixed fee for access or a commission as a percentage of transactions, on each side of the platform.
1587 In D Evans and R Schmalensee, “The Industrial Organization of Markets with Two-Sided Platforms,” (2007) 3(1) Competition Policy International 151, it is said (at 160 and 161):
For many platforms it is possible to charge two different kinds of prices: an access fee for joining the platform and a usage fee for using the platform. . . . The profit-maximizing reliance on access versus usage fees depends on many factors including the difficulty of monitoring usage and the nature of the externality between the two sides. …
1588 In many instances, a platform may choose to set a zero price, or even a negative price in the form of rebates or rewards, to one side of the platform to increase demand by customers on the zero-price side of the platform as this will in turn increase demand by the customers on the other side of the platform when indirect network effects are strong.
1589 Further, an overall pricing strategy may not be set to maximise profits from either side in isolation and instead take into consideration both the direct and indirect effects of the strategy. So, discounting an unbundled component can increase profits to the point where negative prices become optimal.
1590 Now Professor Hitt described the App Store in the following terms.
1591 The App Store is a two-sided transaction platform that allows consumers and app developers to transact with each other on iOS devices. The App Store must attract both consumers, on the one side, and app developers, on the other, in order to establish a successful transaction platform. Furthermore, the App Store is subject to bilateral indirect network effects. Consumers value the platform more when there are more app developers on the other side, and vice versa.
1592 As such, the App Store provides a variety of services and features to attract both app developers and consumers. Apple chooses to offer many services and features for free and only charges directly for a small subset of services and features, or bundles of services and features.
1593 In particular, Apple charges app developers a commission for paid downloads and digital in-app purchases, including in-app subscription purchases, which is a percentage of the price paid by users, as well as an annual developer fee to transact through the App Store. Apple does not charge consumers directly for using the App Store. Only developers pay commission, and only on paid downloads and in-app purchases.
1594 Generally speaking this was an accurate description in my view.
1595 Let me at this point say something about an economic article that Professor Hitt drew my attention to.
Two-sided transaction markets — Filistrucchi
1596 In L Filistrucchi et al, “Market Definition in Two-Sided Markets: Theory and Practice,” (2014) 10(2) Journal of Competition Law & Economics 293, it is said (at 300):
However, one of the first and most important contributions of the theory of two-sided markets is that giving away a product for free may be a profit maximizing strategy for a firm, even for a monopolist. The reason is that by giving away a product for free, a platform boosts the number of people receiving that product. Although it loses money on one side, it may recover this loss on the other side, making higher profits overall than if it were to sell on both sides at a positive price.
1597 Further, and as Mr Houston also flagged, issues arise when attempting to extend the SSNIP test to a two-sided market. The authors expressed the following views.
1598 First, given that in a two-sided market firms set two prices, one on each side of the market, the question is which price the hypothetical monopolist should be raising.
1599 Second, given that in a two-sided market there are indirect network effects between demands and therefore profits on the two sides, the issue is whether one should consider profits on one or both sides of the market.
1600 Some economists have warned against the application of a one-sided SSNIP test in defining markets when two-sided platforms are involved.
1601 The first reason is that, in a two-sided market, the traditional SSNIP test cannot be applied as it is usually conceived. Market definition should account for both sides of the market in order to correctly assess the competitive constraints faced by firms. The logic of the SSNIP test should thus be extended, and therefore also the formulae for critical loss analysis, in order to account for the indirect network effects between the two sides of the market when judging the profitability of a price increase.
1602 Considering a two-sided platform with sides A and B linked by positive indirect network effects, the application of a one-sided SSNIP test on side A would only account for the direct effect that a price increase will have on the demand and profits of side A. It will not account for the fact that a reduction of the number of customers on side A is likely to lead to a reduction of the number of customers on side B such that, if the price on side B is kept constant, there would be a loss in profits also on side B. It would also not envisage the fact that the smaller number of customers on side B will in turn reduce the demand of side A, and so on. Hence, it would also underestimate the loss in profits on side A.
1603 Positive indirect network effects between the different sides of the platform reduce the profitability of any price increase. As there is always at least one positive indirect network effect, the risk of applying a standard SSNIP test, which does not account for feedback effects, is that in such cases the market will be defined too narrowly.
1604 The second reason why the test should be modified is that, if one wants to use a SSNIP test or critical loss analysis in a two-sided market, one should follow the original rationale of the test, that is, defining the market as the smallest set of products on which a monopolist would find it profitable to exercise market power by non-temporarily raising the price above the current competitive level by a small but significant percentage at least.
1605 In order to ensure that the test is based on the same rationale, the SSNIP test in a two-sided market should take into account the changes in profits on both sides of the market and all feedback between demands on the two sides of the market following the hypothetical monopolist’s price increase.
1606 In a market characterised by a transaction between end users, for example, in the payment card market, the SSNIP test should be implemented by raising the price level, that is, the price of the transaction, allowing the monopolist to optimally adjust the price structure, that is, the ratio between the prices paid for a given transaction by the two sides.
1607 In a market without a transaction among end users, for example, in a media market, the test should instead be implemented by raising first the price on one side of the market, and then the price on the other side of the market, each time allowing the hypothetical monopolist to optimally adjust the price structure. Only if the market were found to be characterised by a single externality could the traditional SSNIP test and single-sided formulae for critical loss analysis could be applied to define the market on the side that does not exert an externality on the other.
1608 Now whilst there is consensus in the literature that one should take into account changes in profits on both sides of the market and all feedback between demands on the two sides, it is debated whether the hypothetical monopolist should be allowed to optimally adjust the price structure.
1609 In particular, some economists have suggested new formulae to perform critical loss analysis in a two-sided market when one wants to define two interrelated markets. These formulae are derived under the assumption of linear demands and constant marginal costs, as is usually the case in single-sided markets, but also under the additional assumption that the hypothetical monopolist raises the price on one side while keeping the price on the other side fixed.
1610 Contrastingly, other economists have claimed that the hypothetical monopolist should be allowed to optimally adjust the price structure, that is, roughly, the ratio of the two prices, when it is asked to raise the price on either side or the price of the transaction. They point out that a real monopolist would adjust the price structure when asked to raise the price, so that if one wants to know whether a hypothetical monopolist in the market would find it profitable or optimal to raise price on one side by a given amount, then one should allow it to optimally adjust the price structure.
1611 Dr Filistrucchi has proposed some critical loss analysis formulae to perform the SSNIP test in a two-sided non-transaction market under the usual assumptions of linear or isoelastic demand and constant marginal costs. He has then argued that, while using the standard single-sided critical loss analysis formulae would lead to the definition of a relevant market that is too narrow, adopting the formulae proposed by others would lead to the definition of a market which is too large.
1612 Indeed, not allowing the price structure to be adjusted optimally would overestimate the loss in profits due to the increase in prices, because by definition the optimal adjustment by the hypothetical monopolist will tend to reduce such a loss.
1613 Now all of this is very well, but as I say I have rejected a single two-sided transaction market.
1614 Let me at this point say something about the economic literature concerning tying.
Two-sided platforms — tying
1615 Let me start off with some general themes.
1616 In a chapter, Assessing the Competitive Effects of Bundling (Economics of Antitrust: New Issues, Questions and Insights (2004) edited by Dr L. Wu, NERA) at 109, Mr Houston and Ms Carol Osborne wrote the following concerning bundling and tying which I generally accept.
1617 The first strategy is product bundling, which occurs when distinct products are sold as a package, say the products are technologically integrated such as computer hardware with software.
1618 The second strategy is tying, which differs from bundling in that the products are generally sold separately allowing the consumer to choose the relative quantities in which the products are sold, but one product is only made available or priced at a discount on the condition that the other is purchased as well.
1619 In most cases, bundling and tying are beneficial for consumers in that they lead to lower prices. Sellers value these strategies because they may increase the firm’s sales, reduce its cost of providing maintenance and service, or assure product performance and quality. But some firms may attempt to engage in bundling or tying to reduce or eliminate competition. In such circumstances, the near-term benefits of lower prices or improved product performance or quality for consumers may come at the expense of higher prices and reduced choices later on.
1620 More often than not, bundling arrangements form part of a sensible competitive strategy. These may arise from either the demand or supply side characteristics of bundled products. So, bundling may reflect synergies or cost savings that are achieved when the bundled products are produced jointly as part of the same manufacturing process.
1621 Similarly, consumers will benefit if bundling can reduce the cost of delivery or the transactions costs from having to deal with multiple vendors. The installation of cable connections for Internet and pay-TV services together, for example, is considerably more cost-effective than installing them separately.
1622 But not all bundling arrangements are innocent of anti-competitive intent or effect. Some bundles are designed or priced in an attempt to gain, retain, or abuse market power. So, bundling may facilitate predation or below-cost pricing that is intended to remove a rival in the long term. Bundling may also enable a firm to leverage its power from one market to another through price and non-price means.
1623 They also commented on leveraging market power through tie-ins in the following terms.
1624 A firm with monopoly power in the provision of a particular product may attempt to leverage this into a second market by tying the purchase of the first product (the tying product) to the purchase of a second product (the tied product).
1625 That the objective of such leveraging may be to increase the price of the tied product above competitive levels has largely been refuted on the basis that it “double counts” monopoly profits.
1626 If a multiproduct firm faces competition in the market for the tied product, consumers will impute the value of the tying product. Under these circumstances, the firm can be no better off than if it had supplied the products both individually and in bundled form.
1627 An alternative anti-competitive leveraging strategy depends on the bundling firm’s ability to reduce rivals’ sales in the tied market to the point where they become unprofitable and are forced to exit. This is more likely to be feasible in industries characterized by substantial fixed costs, in which firms require some minimum level of sales to remain profitable at the competitive price.
1628 Firms may use bundling or tie-in arrangements to leverage power from one market to another without necessarily affecting the prices paid by consumers. So, if a firm has a monopoly in one product, it may be able to compel consumers to purchase from it other products that they may otherwise have purchased from rival companies or not have purchased at all.
1629 Despite the potential for bundling and tying arrangements to be used in this way, such non-price strategies often form part of a competitive strategy by firms, including those that may have monopoly power, to increase sales, improve efficiency or ensure product quality.
1630 Because efficiencies of this kind can increase market share, it is not at all clear that consumers have been harmed, even if there is a reduction in the number of competitors in the marketplace.
1631 In D Evans and R Schmalensee, “Markets With Two-Sided Platforms” in Issues in Competition Law and Policy (2008, American Bar Association) ch 28 it was explained by Dr Evans and Professor Schmalensee that under a rule of reason analysis the economics of two-sided platforms can provide an explanation for certain tying practices that seem to reduce consumer choice and harm consumers.
1632 So, a platform provider may design the platform including the various services and features to harness internalised externalities, minimise transactions costs between the customers and both sides, and maximise the overall value of the platform.
1633 As part of harnessing externalities, the platform provider may want to increase positive indirect network effects whilst limiting negative indirect network effects. As a consequence, the two-sided platform may impose requirements on side A that do not benefit them directly and which customers on that side might even reject after comparing private benefits and costs.
1634 But such requirements may benefit side B. And if the demand increases on side B, these requirements may increase the value placed on the platform on side A, and in fact could increase value so much that the feature provides a net benefit to side A.
1635 Further, the potential for profits on the other side provides a possible incentive for exclusive contracts in two-sided platforms.
1636 Further, for two-sided platform businesses, it is at least possible that there is an externality. Exclusive contracts on one side might help a platform gain market power on other sides. The consumers agreeing to the exclusive contracts on one side might, at least in the short run, gain from or be indifferent to exclusivity, but they may not take into account the costs to consumers on the other sides from decreased platform competition.
1637 It is possible for a two-sided platform to use exclusive contracts to exclude competitors. But as with exclusivity in one-sided markets, this can only be a concern if one firm has exclusivity over most or all of the market and if the exclusivity is persistent and durable. For example, consumers on the non-exclusive side could respond by moving to a competing platform, so exerting pressure on consumers on the exclusive side to end exclusivity.
1638 Moreover, in markets with significant buyer concentration, the buyers would be reluctant to agree to exclusivity if there is some expectation that it will lead to dominance by that platform, as that will likely result in higher prices in the future for all sides.
1639 As with one-sided markets, one needs to consider whether the efficiencies from exclusive contracts, for example, in helping to create a platform that might not otherwise exist for the benefit of consumers, offset possible costs from reducing competition.
1640 In M Whinston, “Tying, Foreclosure, and Exclusion” (1990) 80(4) The American Economic Review 837, Professor Whinston also explained the following matters.
1641 A firm engages in tying when it makes the sale or price of one of its products conditional upon the purchaser also buying some other product from it.
1642 A primary basis for condemning this practice relies upon the leverage theory of tying, that is, tying provides a mechanism whereby a firm with monopoly power in one market can use the leverage provided by this power to foreclose sales in and thereby monopolise a second market.
1643 Now in recent years the leverage theory has come under attack. The standard criticism seems to proceed along the following lines.
1644 Suppose that a firm is a monopolist of some good A that a consumer values at level VA and that costs CA to produce. Say the consumer also consumes some other competitively supplied product B that he values at level VB and that can be produced at a unit cost of CB. Now, the monopolist could require the consumer to purchase good B from it if he wants good A, but what will the monopolist gain? The consumer will only purchase such a bundle if the price of the bundle is no larger than VA + CB, and so the monopolist can do no better than earning (VA – CA), the level it earns selling good A independently. So, there is only one monopoly profit that can be extracted.
1645 Resonating with these themes are the observations in R Posner, Antitrust Law: An Economic Perspective (1976, University of Chicago Press) where it was said:
[A fatal] weakness of the leverage theory is its inability to explain why a firm with a monopoly of one product would want to monopolize complementary products as well. It may seem obvious ... but since the products are by hypothesis used in conjunction with one another ... it is not obvious at all. If the price of the tied product is higher than the purchaser would have to pay on the open market, the difference will represent an increase in the price of the final product or service to him, and he will demand less of it, and will therefore buy less of the tying product. …
1646 But tying may be an effective and profitable means for a monopolist to affect the market structure of the tied good market, that is, monopolise it, by making continued operation unprofitable for tied good rivals.
1647 Now the literature assumes that the tied good market has a competitive, constant returns-to-scale structure. But with this assumption, the use of leverage to affect the market structure of the tied good market is impossible.
1648 So, in contrast to a concern over the effects of tying on market structure, the focus in the literature is on a demand-side notion of leverage, which is the idea that taking the prices charged by tied good competitors as given, a firm might be able to extract greater profits from consumers by tying.
1649 But in Professor Whinston’s models he addressed three questions. First, can tying succeed in altering the market structure of the tied good market, and if so, how? Second, is it a profitable strategy? Third, what are the welfare consequences? Let me say something about the first and second questions.
1650 As he concluded, tying can lead to a monopolisation of the tied good market. The mechanism through which this exclusion occurs is foreclosure. By tying, the monopolist reduces the sales of its tied good market competitor, thereby lowering his profits below the level that would justify continued operation.
1651 Tying is frequently a profitable strategy for the monopolist in these models, and it is often so because of its potential for altering the market structure of the tied good market. But the particular circumstances in which tying is a desirable strategy for the monopolist depend in part on whether he is able to make a pre-commitment to tie.
1652 In many circumstances this is indeed possible. One of the primary ways in which this can be accomplished is through product design and the setting of production processes, both of which may involve significant sunk costs. By bundling components of its system together or by making interfaces between the separately sold components incompatible with their rivals' components, firms can pre-commit to their marketing strategy.
1653 So, tying can be profitably used as an exclusionary device.
1654 Professor Whinston also considered the case of complementary products used in fixed proportions.
1655 He first considered a model of fixed proportions where the tied good market involves differentiated products with scale economies in production and an oligopolistic, rather than a competitive, market structure.
1656 In such a case, a monopolist of one component never finds it worthwhile to tie in order to reduce the level of competition in the market for the other component.
1657 The key point is that with complementary products used in fixed proportions, the monopolist can actually derive greater profits when its rival is in the market than when it is not because it can benefit through sales of its monopolised product from the additional surplus that its rival's presence generates due to product differentiation.
1658 Professor Whinston’s analysis demonstrates that once one allows for scale economies and strategic interaction, tying can make continued operation by a monopolist's tied market rival unprofitable by leading to the foreclosure of tied good sales. Such a strategy can be a profitable one for a monopolist, often precisely because of this exclusionary effect on market structure.
1659 Let me note one other matter here. Apple says that Professor Wright only sought to disavow the application of the principles discussed by Professor Whinston on the basis that IAP is a separate product by reason of there being separate demand. But Professor Wright discussed the principle in the article and explained why he did not think it was applicable to the present circumstances, namely because in-app purchases and app downloads are not consumed in fixed proportions.
Market definition – the parties’ cases
1660 Let me begin with some introductory remarks on the parties’ positions.
Epic’s case on the relevant market – summary
1661 Let me begin by setting out a summary of Epic’s case on market definition. It is convenient for the moment to address Apple Inc and Apple Pty Ltd together.
1662 Epic says that Apple contravened s 46(1) by engaging in conduct that had the likely effect or purpose of substantially lessening competition in the iOS app distribution market. I will say something about the iOS in-app payment solutions market later.
1663 Epic says that Apple supplies a range of services for the distribution of iOS apps from developers to iOS device users, including curation, display, search, downloading and updates. It says that the iOS restrictive terms and the iOS app distribution conduct concern those services and that Apple’s conduct prevented iOS developers and iOS device users from using any alternative distribution channel for iOS apps, and required the use of IAP for all in-app purchases of digital content.
1664 Epic says that the appropriate lens through which to assess whether Apple has substantial market power in relation to the distribution of iOS apps, and the purposes and likely competitive effects of Apple’s conduct, is the market for the supply of services to developers and iOS device users for the distribution of iOS apps to iOS device users. And it says that Apple is presently the monopoly supplier in the market and faces no material competitive constraints.
1665 Epic says that app distribution is the process involved in getting apps from developers to users’ devices. And it necessarily includes the process by which users discover, retrieve and install apps.
1666 It says that a developer of an iOS app that wishes to have it accessed by iOS device users must have a means by which to make it available to them. Similarly, it says that iOS device users who wish to access iOS apps must have a means of doing so. The App Store is the mechanism that Apple offers, and the sole mechanism Apple permits, to facilitate both outcomes.
1667 Epic says that the primary role of the App Store is the distribution of apps to iOS device users. An important function of the App Store is to deliver apps to iOS devices. Apple uses a centralised distribution model to distribute native apps through the App Store. This is the procurement element of app distribution encompassing app discovery, app retrieval and app installation.
1668 Epic says that Apple’s role extends beyond the mere delivery of iOS apps. Apple is also responsible for marketing iOS apps, and soliciting and obtaining orders for iOS apps. Further, Apple, through the App Store, helps users discover new apps every day. Through the App store, Apple provides services for the discovery and distribution of apps.
1669 Epic says that the iOS app distribution conduct and the iOS restrictive terms prevent the distribution of iOS apps to iOS device users other than through the App Store and require Apple to be appointed as the developers’ agent for the marketing and downloading of apps on the App Store. So, there is the preclusion of any other app store on iOS.
1670 Epic has relied upon Professor Wright’s approach which commenced the market definition exercise by recognising the nature of the conduct that is under examination and treating services for the distribution of iOS apps as the focal product. Contrastingly, Professor Hitt and Mr Houston asserted that the relevant product is app transactions.
1671 Now Epic says that there is imprecision in the use of that term by Professor Hitt and Mr Houston. Apple does not supply “app transactions”, and nor does the App Store. Developers and iOS device users engage in relevant transactions, such as downloads, the acquisition of paid apps, updates and, subsequently, in-app purchases that take place between developers and iOS device users after the iOS app has been downloaded.
1672 Epic says that what Apple does do through the App Store is supply services to enable the search for, discovery, download and update of iOS apps. Apple also supplies in-app payment solution services, which facilitate in-app purchases in iOS apps that have already been discovered and downloaded.
1673 Now Epic says that Professor Hitt and Mr Houston did not cogently articulate what it means to say that the product supplied by Apple is “transactions”. But let it be assumed that the only sensible meaning one can ascribe to the notion is that it refers to the services Apple provides to facilitate transactions such as downloads, updates and later in-app purchases. Epic says that nevertheless Apple through the App Store provides services that do more than facilitate paid transactions. Moreover, it says that the avenues of potential competition with Apple extend beyond the facilitation of downloads, updates and in-app purchases.
1674 Epic says that the definition of “app transactions” used by Professor Hitt and Mr Houston encompasses quite different concepts. On the one hand it includes downloads and updates, but on the other hand it includes in-app purchases.
1675 Epic says that Professor Hitt and Mr Houston did not explain why it is appropriate to shoe-horn these separate types of services together into one product. Moreover, most of Professor Hitt’s and Mr Houston’s asserted competitive constraints are at most relevant only to in-app purchases and not downloads and updates.
1676 Epic says that a monopolist supplier of services for downloading and updating iOS apps could only be constrained by behaviour that sees a reduction in demand for the services it supplies, being services for downloading and updating iOS apps, which will not occur if iOS device users continue to use iOS apps.
1677 Demand for those services, as well as the other elements of the service supplied by Apple, will not be diminished simply by an ability for users to purchase digital content outside an iOS app for use within the app.
1678 Epic says that the market definition process is to be undertaken with a view to identifying the market that best assists an assessment of the conduct said to be done in contravention of the CCA. That market must have economic and commercial reality and not be artificial and contrived.
1679 Epic says that the idea of a market for “transactions”, abstracted from the actual services supplied to developers and users by Apple through the App Store, is such an artificial construction.
1680 As used by Professor Hitt and Mr Houston, Epic says that the notion of “app transactions” does not include many aspects of the services provided by Apple, such as curation, display and discoverability. And it says that in fact, Professor Hitt and Mr Houston mostly used the term to refer only to in-app purchases of digital content.
1681 Epic says that the conduct at the heart of the claim is the prevention of other avenues of distribution of iOS apps. And a market definition that excludes key elements of the services provided by app stores, including Apple through the App Store, would frustrate an analysis of the competitive effects of that conduct.
1682 It says that it would not permit an inquiry as to the effects of the conduct on the ability for there to be competition from new app stores across multiple dimensions, including in relation to curation, search and discovery. Indeed these elements are missing from the product dimension of the market posited by Professor Hitt and Mr Houston.
1683 Consequently, Epic says that “app transactions” is not the correct lens through which to assess current, or counterfactual, competitive conditions.
1684 Further, Epic says that an abstract notion of “transactions” as the relevant product would also be at odds with the core notion of a market for the purposes of the CCA, being one for the supply of goods or services. Section 4E defines a “market” as a market in Australia for goods and services, including other goods and services that are substitutable for, or otherwise competitive with the first mentioned goods and services. A market is a space in which transactions take place in respect of goods or services. The transactions take place in the market. They do not define its product dimension.
1685 Epic says that the relevant product for beginning the market definition inquiry comprises the services Apple provides through the App Store that facilitate the distribution of iOS apps.
1686 Now following the determination of the focal product, Epic says that the next task is to identify whether there are any close substitutes for the relevant services supplied by the firm in question, which impose close competitive constraints on a supplier of those services.
1687 Epic says that substitutability involves questions of degree. Moreover, the fact that customers may on occasion select one product rather than another does not establish that those two products are substitutable, so as to be within a single market. They may be distinct products for each of which there is a distinct demand. What is relevant to consider for present purposes is substitution that imposes a significant constraint.
1688 So, Epic says that applying the concepts of close competition and substitutability to a particular case is not a simple matter of asking whether two or more products have ever been interchanged, or whether they serve the same or similar functions, let alone whether some users have ever used both products. Evidence that some consumers acquire two types of services is at least as consistent with those services being independent or complementary products as it is with them being substitutes.
1689 Now Epic says that the inquiry as to whether a supplier of the relevant services would face close competitive constraints can be assisted by an application of the HMT, both at a qualitative level and through a more quantitative application of the SSNIP test.
1690 Now in the present case, Epic says that Apple is the only supplier of iOS app distribution services and it is the actual monopolist of those services. So, it says that evidence in relation to the App Store is probative of whether a hypothetical monopolist of those services would face competition from close substitutes.
1691 Now Epic says that various potential avenues of substitution could plausibly have been a source of competitive constraint, such as the possibility of substitution to services related to Android native apps, web apps, and the availability of non-mobile devices, such as PCs and consoles on which different versions of an app that has been configured for a different operating system may be distributed.
1692 But Epic says that none of these possibilities, whether assessed separately or collectively, impose a close competitive constraint on Apple. It has made the following points.
1693 First, it says that services for the distribution of native apps on Android are not a close substitute for such services on iOS. Before an iOS device user could even consider substituting in that fashion, they must use an Android device. But it says that the evidence suggests that most do not.
1694 The majority of iOS device users do not also have an Android device on which they could obtain, use or transact in apps. So, to access an Android app, the vast majority of iOS device users would need to purchase an Android device. But Epic says that users are unlikely to take that step for the purpose of accessing different app distribution services in response to changes in the price of distribution services. And that is particularly so at any point in time at which the user would not otherwise be acquiring a new device, given the cost of a device.
1695 Further, Epic says that even for those users who are otherwise intending to acquire a new device, something that occurs at lengthy intervals, there are significant barriers to an iOS device user acquiring an Android device, including switching costs and network effects.
1696 Further, it says that developers and users are unlikely to treat distribution of native apps through Android devices as substitutable with distribution on iOS devices. So, a supplier of iOS app distribution services will not be closely constrained by the possibility of developers or iOS device users substituting to distributing or obtaining apps on Android devices.
1697 Second, Epic says that a potential alternative to the distribution of apps on iOS devices is the use of web apps. Web apps are app-like pages that run in a web browser, but there are substantial differences between native apps and web apps that mean they are not close substitutes. Further, users and developers do not view them as close substitutes.
1698 Epic says that the prospect of developers and users switching to using web apps does not closely constrain Apple in its supply of iOS app distribution services, and would not constrain a hypothetical monopolist of those services.
1699 Epic says that because users and developers do not treat web apps as close substitutes for native apps, the ability to distribute and obtain an app as a web app does not impose a close competitive constraint on the supply of iOS app distribution services.
1700 Third, Epic says that a potential alternative to distribution of apps on iOS devices is the distribution of differently configured apps on non-mobile devices, such as PCs and consoles. But it says that they are not closely substitutable.
1701 It says that many apps are developed specifically for mobile devices and are not available on non-mobile platforms. Further, switching to obtain an app on another platform is not an option for users of those apps.
1702 It says that users are not likely to incur the cost of obtaining a PC or console in response to modest changes in the price of iOS apps, or in-app purchases, or the number and variety of apps available on iOS. Further, even those iOS device users who do have a PC or console are unlikely to treat using apps on them as substitutable with using apps on their iOS device. This is consistent with Professor Goldfarb’s observation that users tend to display behaviour consistent with a concept described as “device first”.
1703 It says that there are two key aspects to this concept, which concept I have discussed in detail elsewhere. One aspect is that several external factors are central to the choice of device, including location, time of day, Wi-Fi access, time, and mental attention available. The other aspect is that different devices are conducive to different usage experiences in terms of time spent, information frictions, connectivity, and need for focus. Together, these features suggest that the usage of smartphone and other devices, by the same users, often involve different motivations and contexts.
1704 Now Epic points out that Professor Goldfarb conducted his own analysis of Fortnite usage data around the time Fortnite was removed from the App Store in August 2020. But Epic says that even in this extreme case, which was the economic equivalent of an infinite price increase, iOS users did not substitute the vast majority of their lost gameplay with play on PCs or gaming consoles.
1705 And Epic says that there was a similar lack of diversion of spending by iOS Fortnite users from iOS to other devices following the removal of Fortnite, which is consistent with the conclusion that iOS device users do not treat the acquiring of digital content on non-iOS devices as substitutable for doing so on iOS devices.
1706 In general, Epic says that the evidence establishes that iOS device users do not view using apps on non-mobile devices as closely substitutable for doing so on an iOS device and would not switch to obtaining and using an app and the associated distribution services on a non-mobile device in response to modest changes in the price of iOS apps, or in-app purchases on iOS apps, or number and variety of apps available on iOS.
1707 Now Apple says that it is constrained by the ability of iOS device users to purchase digital content through a channel other than on iOS, but to use the content in their iOS app. But Epic says that this is not a real or relevant constraint.
1708 First, it says that it is not a mechanism that involves any reduction in the quantity of iOS app downloads or updates, or iOS app distribution services. A user engaging in that behaviour must still obtain and update the relevant iOS app from Apple using the App Store. There is no substitution away from the services provided for facilitating distribution of iOS apps.
1709 Second, it says that the ability of an iOS device user to use digital content purchased on another channel, in an iOS app, is dependent on both the developer and Apple permitting this to occur. Many developers do not allow such behaviour. Further, although Apple presently allows users of iOS apps to use content purchased on different channels, it did not do so before 2018. Moreover, Apple always has the power to remove this permission at its sole discretion.
1710 Third, it says that it would seem that iOS device users, developers and Apple do not consider purchasing digital content on non-iOS channels for use in iOS apps to be a close substitute for purchasing that content in the iOS app, let alone a close constraint on iOS app distribution services.
1711 Fourth, it says that there are significant frictions associated with leaving an iOS app to make a purchase on a non-iOS channel. So, iOS device users are unlikely to treat that option as a substitute for making an in-app purchase within the iOS app.
1712 Let me address in summary another point made by Epic.
1713 Epic points out that Professor Wright’s application of the HMT further demonstrates that there are no close constraints on iOS app distribution services. This is so for the following five reasons given by Professor Wright.
1714 First, developers are not likely to delist their apps from iOS in response to a modest increase in commissions. Doing so would deprive them of the ability to reach the large and valuable base of iOS device users, who do not multi-home to a significant extent and are unlikely to switch to another mobile device for the sake of accessing a single app.
1715 Second, developers are not likely to alter their business model away from paid downloads or in-app purchases to an advertising-supported model. For many developers, monetising through in-app advertising is unlikely to be attractive due to its effect on the user experience. Even for those developers for whom in-app advertising may be an option, they would be able to utilise that option without surrendering the option of monetising through paid downloads and in-app purchases.
1716 Third, most developers are prevented by Apple’s rules from diverting users to acquiring digital content on another channel by turning off in-app purchases in iOS. Even for those developers who could utilise an exception to do this, it is unlikely to be attractive for many developers due to the increased frictions associated with out-of-app purchases for users.
1717 Fourth, developers are unlikely to increase app or in-app purchase prices on iOS to divert users to alternative channels. Similarly, developers are unlikely to decrease the quality of their iOS apps relative to those apps on other platforms in response to an increase in commissions.
1718 Fifth, even if some developers do pass on an increase in commissions in the form of higher app or in-app purchase prices, this is unlikely to have a sufficiently large effect on users’ demand to make the commission increase unprofitable for Apple.
1719 For these reasons, Epic says that the relevant market is the iOS app distribution market.
1720 Now Epic has pleaded an alternative market that encompasses services for the distribution of native apps on iOS and Android devices, which I will refer to as the app distribution market. But I do not need to elaborate further at this stage on this alternative save to say that in my view, a market defined in this way does not provide the most appropriate lens through which to assess the competitive effects of the iOS app distribution conduct or iOS restrictive terms.
Apple’s case on the relevant market - summary
1721 Apple says that the alleged market for iOS app distribution services ought not be accepted. It is said that the alleged market for the distribution of iOS apps to iOS device users is both too narrow and too broad.
1722 Apple says that it is too narrow because it improperly excludes all non-iOS app transactions. Consequently, it ignores substitute app transaction platforms on which app developers and app users engage in app transactions, as is demonstrably the case in respect of Fortnite.
1723 And Apple says that it is too broad because it combines all app transactions across all types of apps, be they for games, dating, music, banking, photography or otherwise. This is divorced from reality. Different competitive conditions apply to different types of apps and the relevant substitute transaction platforms will differ. There is a distinct game industry that exists to develop, market and address game apps, but not other apps.
1724 Further, Apple says that the alternative alleged market for the distribution of iOS apps and Android apps to iOS device users and Android devices is similarly too narrow. It is limited to only tablet and smartphone distribution, to the exclusion of other app transaction platforms that connect developers and app users. It is also too broad for the same reasons.
1725 Further, the alleged iOS in-app payment solutions market fails to recognise that in-app payment solutions services are an essential part of an app transaction and so are not in a separate market.
1726 Further, in seeking to isolate a market limited to the provision of payment solutions on iOS devices, Apple says that Epic disregards the fact that developers can choose to monetise their apps on different transaction platforms and by means other than in-app purchases, and that app users can also choose their transaction platform, and sometimes a particular payment method.
1727 It is said that the artificiality of Epic’s alleged markets may be demonstrated by analysing the extent to which it is rational or possible for new entrants to enter the relevant market. Here the relevant market on Epic’s case is the “market” for the provision of services by which Apple distributes apps to iOS users. This defines the market itself as something that Apple has exclusive control over by virtue of its intellectual property rights. There is no field of rivalry. I have elaborated on the detail of this argument elsewhere.
1728 Apple says that it makes little sense in that context to ask whether it is rational or possible for a new entrant to enter that postulated market, when that could not occur unless and until Apple chooses to allow it. That is not because, for example, of any power arising from the competitive environment in which Apple operates. It is simply because of Apple’s lawful control over its own property. That was true in 2007 when Apple invented the iPhone, and chose initially to distribute only its own apps. That remained true in 2008 when Apple chose to allow third party developers, on specified terms, to use Apple’s intellectual property and gain access to the platform. The same oddity would arise in asking whether it is rational or possible for a new entrant to trespass onto the real property of a business and start conducting a rival business from that property.
1729 Apple says that that analysis reveals that the alleged markets, in addition to being at odds with commercial reality, are of no functional utility in understanding competitive forces. It also seeks to convert the protections against anti-competitive conduct in Part IV of the CCA into a compulsory regime for free access to the Apple software and iOS user base.
1730 Now Apple says that the relevant product for market definition in this case is app transactions, not app use, app distribution services or in-app payment solutions. App transactions comprise app downloads, in-app purchases including subscriptions and app updates.
1731 Apple says that there is substitution between platforms when it comes to such transactions. And it is said that this can be illustrated in the case of Fortnite by focusing on the transactions by which a commercial return is gained by Epic. Epic’s virtual currency (V-Bucks) consists of fungible digital items, and generally V-Bucks acquired from any source can be used within Fortnite on any platform and in any form of the game, that is, native app or game streaming service, to exchange for digital content such as a dance move. That digital content travels with the user’s account and can be used wherever and however Fortnite is played.
1732 Apple says that it is not in dispute that the App Store is a two-sided transaction platform that facilitates transactions between app developers, who supply apps and in-app content to app users, and app users who acquire apps and make in-app purchases from developers. It says that such platforms facilitate observable transactions between app users on both sides of the platform. The platform generates value for both groups of users when there is a transaction between them. It says that the transaction is the relevant product, and market definition must take into account both sides of the platform.
1733 Apple says that there is nothing anomalous in treating both app downloads and in-app purchases together. It says that the App Store, like other platforms, facilitates both types of transaction and developers can substitute between them. If, for example, Apple increased the App Store commission rate for app downloads, but not in-app purchases, developers who monetised their apps by charging for downloads could easily switch to charging for in-app purchases. That is demonstrated by the fact that developers have moved markedly from paid downloads to in-app purchases since the introduction of the latter on the App Store in 2009.
1734 Apple says that to separate app downloads and in-app purchases would be to confusingly bifurcate a single transaction platform. Apple says that the problematic result, which arises on Epic’s case, is that the facilitation of in-app purchase transactions does not form part of any relevant market, despite such transactions accounting for the vast majority of paid transactions facilitated by the App Store since at least 2014.
1735 Apple says that the choices of developers and app users to use a particular transaction platform depend on a range of factors such as the attributes and services offered by the platform and the value developers and app users each attribute to the platform. App transaction platforms therefore compete not just on price such as commissions payable by developers, but also quality and features offered to developers and app users.
1736 Further, app users who download apps may pay a fee for app downloads and/or in-app purchases, in which case the developer may have to remit commission to the platform provider. So far as the App Store is concerned, Apple collects a fee only when a developer chooses to charge the user for app downloads or to make in-app purchases of digital goods and services.
1737 So, Apple like many other app platform providers charges commissions on such app transactions, not usage.
1738 Apple also says that Professor Goldfarb’s focus on time spent playing or using an app was not appropriate because the data shows that app users do not necessarily play where they pay. Moreover, for many apps, use is free.
1739 Further, Apple says that apps may be downloaded by a single user onto many types of physical devices such as smart phones, PCs, tablets, game consoles, smart TVs, TV streaming devices, set top boxes, virtual reality equipment and wearable devices. App users may use several different devices and multi-home to engage with substantively the same app. But Apple says that the use of a device is not to be conflated with an app transaction. App transactions are the product that transaction platforms facilitate.
1740 Apple says that a threshold problem for Epic’s alleged markets is that the competition the subject of this case does not relate to app distribution or use, but to app transactions.
1741 Apple says that app transactions are what the App Store facilitates or, in other words, produces, and developers, app users and Apple only benefit from the App Store if such transactions occur. Even developers who do not monetise their apps through paid transactions, for example, developers who monetise through advertising, do not benefit unless app users first transact by downloading their apps. Platform operators are driven by transactions, from which they may derive revenue. Developers, including of “freemium” games such as Fortnite, share that fundamental focus upon transactions. A “freemium” game is free to download, but has paid offerings within the game. In order to define a market, it is necessary to identify the field of rivalry. The rivalry here relates to transactions, and in particular revenue resulting from transactions.
1742 Platform operators compete to win transactions and thereby win revenue. Apple says that it is erroneous to suggest that a service must be identified. But even if it were necessary, Apple says that the App Store does provide a service, that is, facilitating transactions between developers and app users.
1743 And Apple says that it is not appropriate to attempt to break up this service into its component parts such as curation, display and search. The facilitation of transactions on the App Store includes all of those supporting activities.
1744 Further, Apple says that there is nothing elusive or novel about a transaction market or a two sided transaction market; see, for example, Filistrucchi, L et al, “Market definition in two-sided markets: theory and practice” (2014), which I have discussed earlier.
1745 Further, Apple says that in analogous US litigation the subject of Epic Games Inc v Apple Inc, 559 F Supp 3d 898 (ND Cal, 2021) and Epic Games, Inc v Apple, Inc, 67 F 4th 946 (9th Cir. 2023), it was found that the relevant market was for transactions. Now it is convenient for me to say here that this was little more than a jury point. Foreign cases and their conclusions are a function of their different legislative, precedential, evidentiary and adversarial foundations as applied to the issues identified and the arguments put and fought. It is simply unproductive to linger on any analysis of them.
1746 Further, Apple says that app users can readily transact on their platform of choice. Apple says that that reality is demonstrated by Fortnite, Epic’s game.
1747 Fortnite is available to be downloaded as an app for free and played on multiple platforms, including PCs, PlayStation, Xbox, Nintendo Switch and Android mobile devices. Fortnite can also be played through a web browser, on an iOS device or any other device with a web browser, using a game streaming service. Generally, a key feature is cross-platform play.
1748 The playing of Fortnite delivers no revenue to Epic. Epic earns revenue from transactions which some app users make to acquire V-Bucks for use within the game. V-Bucks can be purchased on all of the platforms where the game can be played and using any device. They can also be purchased from the Epic Games Store website, using any web browser, and by acquiring redeemable cards from retail stores. V-Bucks can be redeemed for digital content, such as “skins” and “emotes”, which can be used within the game. Commercially, it does not matter where or when those V-Bucks are redeemed for such digital content. The redemption can occur on any platform, regardless of where the V-Bucks were acquired, with the exception of Nintendo Switch. This is known as cross-wallet functionality. Digital content that has been acquired by a user through this process stays with the user’s account, wherever they choose to play Fortnite.
1749 Apple says that these elements of the commercialisation, user experience and functionality of Fortnite expose the artificiality of Epic’s market analysis. Apple says that Epic’s analysis isolates the distribution of a particular technical form of the game, that is, a native app on a particular platform being in this context iOS, without regard to the alternative ways that Fortnite is in fact accessed and played, and V-Bucks are purchased.
1750 Further, Apple says that when it comes to market definition the relevant issue is not limited to actual substitution, but includes potential substitution. Market participants are constrained by both actual and potential substitution. Apple says that there is the potential to substitute transactions in games like Fortnite. It is open to any developer, in a number of ways, to substitute away from a platform or away from particular charges. This can occur by providing a discount on its preferred platform and promoting that discount to app users, by monetising its apps in a way that does not attract commission, by removing its apps from a platform, or by reducing the resources it expends on developing and updating apps for one platform relative to others. And Apple says that even if Epic chooses not to take advantage of the options available to it, that does not deny the potential for substitution. This includes Epic’s choice ordinarily to maintain uniform pricing for V-Bucks on different platforms, and so negating any incentive for app users to engage in actual substitution.
1751 Further, as Apple points out, Professor Goldfarb has propounded two aphorisms in support of the proposition that app users do not substitute between competing platforms: “device first” and “clicks are costly”. But Apple says that each should be rejected.
1752 Now “device first” is the proposition that app users will choose a device first and that they will therefore not substitute between platforms. But Apple says that that proposition is not supported by the economic literature. It is said that the literature relied upon by Professor Goldfarb establishes the much less contentious proposition that users behave differently on different devices. App users can and do move transactions to another platform, such as a website or web app. They can do this without even changing devices and without changing the amount of time they spend playing from one device to another.
1753 Further, Apple says that “clicks are costly” involves the contention that different platforms, for example, web apps or game streaming services, are not substitutes for native apps because they require more clicks. Again, Apple says that the use of this slogan is not supported by the cited economic literature. Further, Apple says that the contention lacks an evidentiary foundation. It is said that the evidence does not establish any substantial difference in clicks, let alone that it is sufficiently costly to mean that app users do not substitute or could not substitute with an incentive, for example, between native apps and a website or a web app.
1754 Now I should note here that I have discussed Professor Goldfarb’s aphorisms elsewhere in my reasons and have largely accepted Professor Goldfarb’s exposition and the utility of these two pithily expressed concepts.
1755 Generally, Apple says that the market proposed by Epic is too narrow in that it ignores multiple other competing platforms that connect developers and app users.
1756 Moreover, Apple says that it is too broad in that it covers all apps, despite the very different competitive conditions applying to different types of apps, including in particular game apps.
1757 Further, Apple says that it operates, in respect of Epic, in a two-sided market for digital transactions in respect of game apps, facilitating those transactions for both sides by means of the App Store two-sided transaction platform.
1758 Let me say something more about Apple’s case concerning two-sided platforms. Apple says that Epic’s case fails to take account of the features of two-sided platforms. And it makes the following points.
1759 First, Apple says that such platforms attract two distinct groups of users.
1760 Second, it says that they have indirect networks effects between app users and developers comprised of the following elements. There are membership effects where one group of users derives greater valuer from a platform with more users in the other group and vice versa. There are usage effects where one group of users derives greater value from a platform when users from the other group use the platform more, and vice versa. Further, the attractiveness of the platform to one side is affected by the attractiveness of the platform to the other side, such that the needs of both sides need to be balanced. App users value the App Store more highly if there are more developers offering more apps and in-app purchases, and vice-versa. Apple therefore has an interest in ensuring that the platform is secure and reliable for app users and that digital products are delivered to app users as promised, whilst also assisting as many developers as possible to make quality apps available on the App Store.
1761 Third, Apple says that the volume of interactions between the two groups can be affected by the price structure(s) on each side.
1762 Professor Goldfarb used the “device first” concept in support of his view that use of native apps on iOS devices are not substitutable with usage on other devices. But Apple says that he thereby failed to analyse consumer substitution behaviour with respect to app transactions. A consumer facing a price increase for transactions through one platform could choose to move the transaction to another platform without shifting the time they spend playing from one device to another.
1763 Apple says that Professor Wright conflated the costs of switching mobile devices with switching costs for shifting app transactions away from the App Store, when in fact iOS app users need not switch mobile devices to substitute transactions as they could for example make transactions through websites accessible through any mobile device.
1764 Apple says that as a result of indirect network effects, substitution on one side of the platform will likely affect the propensity of substitution on the other side, with changes in terms on one side likely to cause a feedback loop. Fewer users on one side or users on one side transacting less may reduce the demand on the other side.
1765 Accordingly, Apple says that pricing decisions on two-sided platforms typically depend on price elasticity of demand and network effects conveyed between both sides. Pricing strategy is therefore directed not to maximising profits from either side in isolation, but must consider the effects of the strategy on both sides. Unlike one-sided markets, it is common for two-sided platforms to set a low, zero or negative price to users on one side and a positive price to users on the other. The presence of indirect network effects also means that the marginal cost of serving each side is not necessarily the appropriate frame of reference for competitive prices on either side of the two-sided platform.
1766 Apple says that the commercial context in which app transactions occur includes payment of commissions to Apple for paid app downloads and in-app purchases. Other app transaction platforms on which developers and app users may transact act as a competitive constraint on Apple. Those platforms too, have an interest in maximising the quantity and value of transactions on their platforms.
1767 Further, Apple says that in a two-sided market any attempt to apply the SSNIP test is complicated and needs to take account of various matters being the following: (a) the prices charged on both sides of the platform; (b) the optimal adjustment of the price structure; (c) the presence of indirect network effects and positive feedback loops; and (d) so, within-platform, cross-side effects, being the value derived by customers on one side of the platform from customers on the other side of the same platform, and cross-platform, cross-side effects, being the value derived by customers on one side of the platform from customers on the other side of a rival platform.
1768 Further, part of Apple’s case is that gaming apps are separate and distinct from other apps.
1769 Apple says that the App Store and other app transaction platforms facilitate transactions involving very different types of apps, including games, video streaming, medical, music, finance, business, health and fitness, social networking, dating, shopping, weather and magazine and newspaper apps. Further, these disparate transactions are not all substitutes for each other.
1770 Apple says that transactions for different types of apps face different competitive conditions, which must be taken into account when defining a market. There are different competitive conditions across genres for transactions, such that it is not appropriate to cluster all app transactions into a single market. Apple says that the evidence demonstrates that it is in the two-sided market for digital transactions in respect of game apps in which the relevant the conduct occurs, and must be analysed.
1771 Further, Apple says that developers’ monetisation strategies differ by app type. It has made the following points.
1772 First, it says that one has the fact that 98.4% of in-app revenues for game apps were from non-subscription in-app purchases. In contrast nearly all other app genres generated the majority of their revenue on the App Store from subscription in-app purchases.
1773 Second, it says that one has the fact that the proportion of app transactions that were free was higher in genres such as shopping, finance and travel (over 97% were free) as compared to genres such as games (70%), sports (71%) and magazines and newspapers (51.3%).
1774 Third, it says that only 4.5% of business apps were monetized through the App Store, in contrast with over a quarter of photo and video apps that monetized directly through paid transactions in the App Store.
1775 Fourth, it says that the average commission rate for in-app purchases was 18.6% for entertainment apps compared to 29.8% for game apps.
1776 Further, it says that developers tend to focus on particular genres. So, 17.1% of developers that offered more than one app through the App Store offered only game apps. App developers in health and fitness, magazines and newspapers, stickers and sports were also concentrated in individual app genres and did not develop apps for other genres. On the other side of the transaction platform, many app users transacted through the App Store only for specific genres. So, 34.6% of user accounts only made paid transactions for a single app genre. App users may also focus their spending in narrow categories. So, 25.4% of user accounts that spent money on game apps did not spend money on any other genres.
1777 Further, it says that many platforms distinguish between transactions for games and non-games, with games often being categorised under a separate tab. Of the 27 different categories of apps which developers may choose to classify their app on the App Store, the only category of apps which has a separate tab is for games. Games are arranged under a “Games” tab, whereas apps in the other 26 categories are arranged together under an “Apps” tab.
1778 Further, it says that Apple’s business is structured such that teams are split between games and non-gaming categories. Further, games are generally released globally, whereas distribution of non-game apps may vary between each local App Store. Some competitive platforms such as Steam exclusively or nearly exclusively provide game app transactions. Some platforms such as Microsoft Store charge different commissions on game app transactions as compared to non-game app transactions.
1779 Further, it says that game developers, save for large organisations like Microsoft, generally specialise in development of game apps. This means that the ease of substitution by developers between production of game apps and production of other apps is limited, so that conditions of competition which apply to the ability to substitute transactions may be different. The technology used in the development of game apps and non-game apps is different. Non-game developers tend to focus on native, web or hybrid “approaches” to building apps rather than utilise a particular engine. Game developers tend to make greater use of graphics processing and technology.
1780 Let me say something about Apple’s case concerning substitutability of transactions across different platforms.
1781 Apple says that the relevant question for substitution of transactions across platforms is whether there is a sufficiently strong competitive constraint from the potential for app users and developers to make substitute transactions on alternative platforms to the App Store if Apple increased prices or reduced the quality of service to either or both user groups.
1782 Apple says that given that the App Store is a two-sided transaction market, substitutability for both sides of the platform being app users and developers must be accounted for.
1783 Now other than the SSNIP test, Apple says that Epic’s assertion that substitution is either non-existent or limited rests principally on two slogans: “device first” and “clicks are costly”. It says that those slogans should be rejected.
1784 Further, it says that a critical characteristic of app users and developers with respect to game app transactions is that they engage in multi-homing, that is, they make transactions facilitated by many platforms across a range of devices. This further enforces the ability and tendency of app users and developers to substitute transactions across platforms.
1785 It says that developers almost invariably develop apps on multiple platforms, except for instances where console and PC game app transaction platforms such as the Epic Games Store which have negotiated exclusivity arrangements that limit distribution on other platforms.
1786 It says that in the case of app users, they too make use of multiple platforms.
1787 Further, it says that other app transaction platforms are in the same markets for different types of app transactions as the App Store because of the close competitive constraints from app users and developers transacting outside the App Store.
1788 In particular, Apple says that the following consequences are likely if it either increases the price it charges to app users (presently zero) or developers such as commissions for facilitating transactions between them, or reduces the quality of the App Store.
1789 First, developers may substitute away from the App Store by one or more of several means, including offering app users the ability to transact on other platforms at the same or a different price, monetising their apps in ways that do not attract commission, removing their apps from the App Store, or reducing the resources they expend on developing and updating apps for the App Store relative to other platforms.
1790 Second, app users may substitute their transactions from the App Store to other app stores with little or no effort, especially in light of multi-homing behaviour and the fact that transactions for the same digital content such as V-Bucks can be made on different platforms and used across platforms.
1791 Third, the first two matters may cause the numbers of app users, developers, apps and the value of app transactions on rival transaction platforms to increase at the expense of the App Store.
1792 Fourth, Apple says that the matters just referred to may lead to a mutually reinforcing cycle of indirect network effects for both developers and app users, causing developers to focus further on alternative transaction platforms that are more popular with app users and therefore more profitable, and causing app users to increase further their use of alternative transaction platforms with more developers and a greater number of higher quality apps.
1793 Further, Apple says that the close substitutability of rival app transaction platforms is also evidenced by the ability of rival platforms to expand quicky and easily to serve additional users at low marginal cost, and the marginal cost to Apple from each additional transaction on the App Store is low, which means the variable margin on each transaction is high and losing sales has a large impact on Apple.
1794 Further, Apple says that as to game app transactions in Australia, such transactions may occur on or by using various modes or mechanisms.
1795 Further, Apple says that it is a matter for developers to choose the transaction platforms on which to offer their games. If a developer chooses not to offer a game on a specific platform at any given point in time that does not preclude that platform from being a substitute, bearing in mind that a market includes the area of potential as well as actual close competition. And developers may expand the reach of their games on platforms over time.
1796 Further, Apple says that game developers also decide where and how app users will pay for games, hence facilitating app user substitution across platforms. For example, developers can enable customers to use in-game currency purchased through alternative platforms on iOS devices, that is, cross-wallet play. Developers may allow linking of in-game content and game progression across devices using a common user account which spans different game app transaction platforms, that is, single sign-on, thereby enabling continued game play, that is, cross-progression. Offering virtual currency and single-sign on are features that further strengthen substitutability between app transaction platforms. All of these matters further reinforce the conclusion that transactions through alternative game app transaction platforms can be functional substitutes for transactions through the App Store.
1797 Apple also says that various particular characteristics of game app transactions and real world competition also demonstrate that transactions on other platforms are substitutes for game app transactions on iOS. First, the same transactions such as the purchase of V-Bucks can be effected across multiple platforms including PCs, consoles and web streaming services. Second, substitution occurs not just within the same game but also between similar games on different platforms. Third, there is growing cannibalisation between hand-held gaming devices and smartphones. Fourth, cloud gaming services can offer a comparable gaming experience to native PC and console game apps, and their revenues continue to grow. This demonstrates their ability to constrain the market power of the App Store and other game app transaction platforms. Fifth, if app users own multiple devices such as iPads, PCs, Android phones, handheld game devices and smart TVs, then the distribution of apps on iOS devices can be a substitute for the distribution of apps used on non-iOS devices, including devices that are not smartphones or tablets.
1798 So, Apple says that Epic’s proposed iOS app distribution market and app distribution market do not properly identify the product in issue, fail to identify close substitutes and ought be rejected.
1799 Apple says that the true market in which Apple provided services to Epic via the App Store is the market for game app transactions, or other app transactions, which can be performed across a wide array of platforms.
1800 Now it will become apparent from what follows that I have generally accepted the main themes of Epic’s analysis and its market definition. Let me now turn in more detail to the question of the relevant focal product to begin with for the purposes of market definition.
Market definition – what is the relevant product?
1801 Let me say at the outset that I have preferred Professor Wright’s approach to the approach of either Professor Hitt or Mr Houston in determining the appropriate product dimension for market definition purposes.
1802 Professor Wright approached the task of market definition from the starting point of identifying the conduct at issue including identifying the services supplied by Apple that are particularly affected by the impugned conduct.
1803 Further, I agree with Epic that his identification of the services provided by Apple accords with the commercial realities.
1804 Now contrastingly, Professor Hitt said that the relevant product is “app transactions”. And he arrived at that conclusion from the premise that the App Store is a two-sided platform that facilitates transactions. So, his identification of the product derived from his description of the nature of the App Store as a transaction platform, rather than any analysis of what services Apple actually provides. But I agree with Epic that that is a problematic approach.
1805 Moreover, Professor Hitt’s market definition approach was not tailored to an assessment of the conduct at issue in this proceeding. Indeed, and as Epic has pointed out, Professor Hitt conceptualised the market first, as something which exists independently of the conduct at issue, before looking to see whether the conduct fits within the market.
1806 As Epic points out, when pressed during cross-examination to identify where in his written market definition exercise he took the conduct into account, Professor Hitt was only able to refer to his recitation of the pleaded allegations. His written analysis took little account of the conduct at issue.
1807 Further, Mr Houston also failed to assess the relevant product in a commercially realistic way tailored to the conduct at issue.
1808 Further, Mr Houston’s analysis was not directed to ascertaining what service Apple in fact supplies as a matter of commercial reality. Rather, he focused more on Apple’s present monetisation strategy.
1809 Further, Professor Wright, having identified the relevant candidate products by reference to the commercial reality and having regard to the conduct at issue, then conducted a thorough assessment of the substitution possibilities for those services. This included a detailed and methodical review of all potential avenues of substitution. It also included assessments of the incentives faced by developers and users, existing data on their behaviour, and estimates of elasticities of demand. It has not been suggested that Professor Wright failed to take into account any relevant possible avenue of substitution.
1810 His analysis was both qualitative, in considering the likelihood of developers responding to price or quality changes by substituting away from Apple’s services, and quantitative, through use of a SSNIP test.
1811 Contrastingly, Professor Hitt’s substitution analysis began with the proposition that the mere existence of other app transaction platforms, and the mere fact that developers and consumers multi-home, confirms that competition occurs for transactions.
1812 Professor Hitt accepted that these matters were an important part of his justification of his choice of market. He suggested that his substitution analysis, done subsequently, was also included.
1813 But when one considers Professor Hitt’s analysis of constraints, it is apparent that he did not consider whether developers and users would switch away from their existing use of services supplied by Apple in response to small changes in the price or quality of those services. Further, it is apparent that he relied principally on the fact that developers and users multi-home and, on occasion, engage in transactions for digital content on devices other than iOS devices. But that is not an assessment of whether the various alternatives are close economic substitutes. They are not.
1814 Similarly, Mr Houston failed to engage in an assessment of the likelihood of substitution in response to small changes in price or quality of Apple’s services. In essence, as Epic correctly characterised it in my view, he just made an assertion of the ability of developers and users to move away from Apple’s services, coupled with an unsubstantiated statement that they would have the incentive to do so. But there is no analysis to enable one to conclude that they would be likely to do so. So, Mr Houston did not address the costs involved in switching, or in making out of app purchases.
1815 As Epic put it, the evidence of Professor Hitt and Mr Houston amounted to little more than an assertion that it is technically possible for users and developers to use different services, that is, that there are technical substitutes for Apple’s services.
1816 Now in my view app distribution services is the correct focal point for market definition.
1817 App distribution is the process involved in getting apps from developers to users’ devices. It necessarily includes the process by which users discover, retrieve and install apps, which may include a process of curation, through which a distributor defines the set of available apps.
1818 In contradistinction to disaggregated alternatives, app stores make app distribution convenient for users and developers by unifying app discovery, app retrieval and app installation.
1819 A developer of an iOS app who wishes to have it accessed by iOS device users must have a means by which to make it available to such users. Similarly, iOS device users who wish to access iOS apps must have a means of doing so.
1820 The App Store is the mechanism that Apple offers, and the sole mechanism Apple permits, to make iOS apps available to users.
1821 Apple is an intermediary that provides a range of intermediary services for which it levies a commission upon developers. In the case of each developer, Apple provides those services pursuant to the DPLA and either the schedule 1 agreement or schedule 2 agreement.
1822 Irrespective of whether a developer makes available a free app, a paid app, or an app with in-app purchases, Apple provides the same range of services to developers as their agent pursuant to these contracts. Those services include hosting the app, marketing and promoting the app, soliciting and obtaining orders for the app from users, and preparing apps for download by users by adding a security solution and other optimisations.
1823 Professor Wright correctly commenced his market definition exercise by recognising the nature of the conduct under examination. By reference to the services Apple provides pursuant to the DPLA, he then correctly identified services for the distribution of iOS apps as the focal product.
1824 Apple contends for a market which it describes as a market for app transactions. Apple says that the single product supplied via the App Store is app transactions, with that term described as comprising a download, an app update, or an in-app purchase. So it is said that the product dimension is a download, an app update, or an in-app purchase. But in my view that market definition is artificial. Further, and as Epic pointed out, there are three things to note.
1825 First, an app transaction defined in that way is not a good or a service.
1826 Second, the product alleged to be supplied through the App Store was limited to the transaction, in distinction to the other elements of the App Store, such as creating a platform through which developers can publish their apps and from which a consumer can download the application, and the facilitation of observable transactions.
1827 Third, the concept of an “in-app purchase” is not confined to in-app purchases of digital content and includes in-app purchases of physical goods or services.
1828 Moreover, Apple’s defence eschews any notion that the relevant product supplied by Apple comprises services for facilitating the downloads, updates and in-app purchases said to constitute the relevant product.
1829 Apple is not the buyer or seller of apps in a meaningful way in the present context. The vast majority of transactions take place between developers and users. Apple supplies the platform and provides platform services.
1830 Now Professor Hitt’s opinion was that Apple provides a variety of services related to apps, but the relevant product is “app transactions”, defined to mean app downloads, app updates and in-app purchases, where in-app purchases is defined to mean in-app purchases of digital content. That definition of the relevant product can be contrasted with Professor Hitt’s opinion that the App Store provides a variety of services and features to attract both app developers and consumers.
1831 Further, Mr Houston said that the product supplied by Apple was transactions. In his first report, Mr Houston was explicit that services provided by Apple, such as support services and App Store tools, were not part of the relevant product. He was clear in his opinion that services offered by Apple to users, such as the provision of the ability to download apps and the curation of the App Store, were not part of the relevant product.
1832 Further, in its written opening submissions, Apple said that the relevant product for the purposes of market definition is “app transactions”. But Mr Darke SC for Apple, recognising the difficulty in advancing a case that defined the product dimension of a market by reference to nebulous “app transactions”, which were neither a good nor a service, put something different in his oral opening submissions in an attempt to address the problem. He said:
… when we talk about the relevant product to market definition in this case being app transactions, we are talking about services for facilitation of app transactions. And we don’t mean facilitation in a narrow or technical sense; we mean the range of services the App Store provides, proprietary tools and technologies, an App Review process, marketing support, app and in-app purchase discovery services, and a safe and secure system for effecting digital transactions and so on, all of which encourage or promote app developers and users to transact with each other.
1833 But the contrast between this attempted finesse and the written opinions expressed by Professor Hitt and Mr Houston, and Apple’s pleaded case, is well apparent.
1834 Now Apple disputes all of this and says that Professor Hitt’s second “key takeaway” in chapter 5 of his report was that the App Store creates value by facilitating transactions. Moreover, on 18 separate occasions in his report, Professor Hitt explained that his conception of the markets was premised on Apple providing services to facilitate transactions. Further, Apple says that similarly, on 24 different occasions Mr Houston said that his conception of the market was also based on the facilitation of transactions. But I agree with Epic’s characterisation of their evidence. I will deal with this in a moment.
1835 Now following this change in position, the economic expert witnesses participated in a conclave and produced a joint report, and Mr Houston produced a supplementary report.
1836 In the joint report, Professor Hitt said that services that are offered to facilitate app transactions, such as app discovery, quality assurance, or payment processing, enable and facilitate the provision of app transactions and are an integral part of the delivery of app transactions. But despite this, he said that the appropriate product for examining all of Apple’s challenged conduct is app transactions.
1837 As for Mr Houston, I agree with Epic that in his supplementary report he said contradictory things. He said that the markets for app transactions include the provision of services designed to allow and encourage app users and developers to make app transactions, for example, app curation and discovery services. But then he said that a market cannot be identified by reference to those services as there are no relevant actual or potential transactions.
1838 Now in the concurrent evidence session, Professor Hitt said that the relevant product is app transactions. But he agreed that the App Store provides many other services, such as discovery and app review, that are an integral part of providing app transactions.
1839 Now as Epic correctly contends, there are only two possibilities as to the way in which the position adopted by Apple’s expert economic witnesses can be assessed. One alternative is that Apple’s experts maintained the view expressed in their initial reports that the only relevant product is app transactions. The alternative is that each of Apple’s experts changed his position and now accepts that the relevant product includes the full range of distribution services, including app curation and app discovery.
1840 I agree with Epic that the first of these alternatives is the preferable understanding of their evidence, since Professor Hitt’s and Mr Houston’s entire market and competition analysis proceeded on the basis that the relevant product is app transactions and not the wider set of services provided by Apple to developers via the App Store. And if that is the case, there is a significant discrepancy between the evidence given by the economic experts and the case that Mr Darke SC opened with.
1841 Alternatively, if one opts for the second alternative, it follows that Apple’s experts now accept that the relevant product includes the full set of distribution services, including app curation and app discovery. But this focal product is in substance indistinguishable from the relevant product definition advanced by Epic and supported by Professor Wright.
1842 In these circumstances, but subject only to the appropriateness of payment solutions being treated separately, it is appropriate to adopt the relevant product proposed by Professor Wright as the foundation of the market definition inquiry. That position is fortified when one considers the commercial evidence.
1843 Let me now set out in some detail Apple’s case on the relevant product for the purposes of market definition.
Apple’s arguments concerning the relevant product
1844 As I have said, Apple says that app transactions are what the App Store facilitates or, in other words, produces, and what developers, app users and Apple benefit from if such transactions occur. Platform operators are driven by transactions, from which they derive revenue. Developers, including of freemium games such as Fortnite, share that fundamental focus upon transactions.
1845 Apple says that Epic’s markets do not have a locus of transactions. Instead, they are an artificial construct designed to arrive at the conclusion that there are not one, but two single product markets, of the kind that antitrust economists consider theoretical.
1846 Apple points out that it has been observed that single product markets are just as unlikely in the particular context of digital platforms. In B Jullien and W Sand-Zantman, “The Economics of Platforms: A Theory Guide for Competition Policy” (2021) 54 Information Economics and Policy 1, it was said (at 10):
… Given that platforms with very different profiles may compete, the concept of a single product market definition or several independent markets will not fit the situation of platforms, except in rare occasions. Indeed platform competition involves a nexus of markets, related through heterogenous envelopment strategies …
1847 Further, according to Apple, one of the other difficulties with Epic’s case is the assertion that the propositions that it advances about app markets are universally true, including for non-game apps. It says that it is wrong to assume that propositions about game apps are true of non-game apps.
1848 Apple says that consideration of the commercialisation, user experience and functionality of Fortnite exposes the artificiality of Epic’s market analysis. That analysis isolates the distribution of a particular technical form of the game, that is, a native app on a particular platform, being iOS, without regard to the multitude of alternative ways that Fortnite is in fact accessed and played, and without regard to the fact that the game is monetised through the sale of V-Bucks.
1849 Apple made reference to Epic’s own conduct when it launched Project Liberty. Epic was aware that it could count on the revenue streams continuing to flow from transactions on competitor platforms. Epic encouraged Fortnite users to carry on playing, and carry on buying V-bucks, on competitor platforms. As predicted, the users did, and the “party continued” just as Epic said that it would.
1850 Apple says that even accepting for the sake of argument that it is appropriate to narrow the focus just to iOS users playing Fortnite and engaging in transactions within the Fortnite game itself on iOS devices, it can be seen that Epic’s market is artificially narrow.
1851 Apple says that even on that premise, there are substitutable services. An iOS user on an iOS device can today play Fortnite, and engage in transactions within Fortnite for digital content, without using an iOS native app. That is because Fortnite is available on game streaming services that can be accessed from any iOS device, without downloading any app or accessing the App Store. There is no requirement for Epic to comply with the App Store review guidelines, use IAP or pay Apple any commission.
1852 Further, Apple says that there are different competitive conditions in respect of game apps. Quite apart from the question of the various features that distinguish game apps from other apps, there are entire platforms that are either exclusively, or almost exclusively, directed to game apps or, more accurately, to monetising those apps through game app transactions.
1853 Further, Apple says that there are different characteristics of game apps as compared with non-game apps and has made the following points.
1854 On the App Store, apps in the category of games are arranged under a “Games” tab, whereas apps in the 26 other categories are arranged together under an “Apps” tab. Further, teams within Apple’s editorial and business management streams are split between games and non-games categories. That includes different teams for curation and business development of games and non-games. Further, Apple Pty Ltd tracks billings for the games category separately from other aspects of the App Store business.
1855 Further, developers of game apps, save for large organisations like Microsoft, tend to specialise in the development of games. Developers of non-game apps often specialise in the development of one or more non-game apps.
1856 The tools used by game developers tend to be very different from those used by other types of developers. Games developers make greater use of graphics processing and technology in the development of their game apps than non-game developers.
1857 There is generally also a different approach to monetisation. Game developers tend to monetise via in-app purchases, while developers of non-game apps have become increasingly focused on subscription revenue.
1858 Further, with very limited exceptions such as China and Korea, games in the App Store are generally released globally, whereas the distribution of non-game apps may vary between each local App Store.
1859 Further, Apple says that the realistic substitution possibilities differ for different app genres. A proper attempt to define a market for distribution or even payment solutions would need to account for the variation in substitution possibilities as between different app genres.
1860 Apple says that it cannot be assumed that a single market for all apps would be an appropriate lens to examine relevant competition.
1861 So, Professor Hitt identified distinct markets for digital game app transactions and TV and video streaming app transactions. He identified differences in competitive environments for other kinds of app such as books and audiobooks, music and audio streaming, news and magazines, and social media.
1862 Now Professor Wright said that segmenting distribution services according to app type was inappropriate because the distribution services that Apple provides are the same for different app genres. But Apple says that Professor Wright conceded that he did not know the specifics, and he agreed that the differences seemed plausible or reasonable.
1863 Relatedly, Professor Wright said that treating different app genres as generating different markets was inappropriate because of supply-side substitution possibilities, that is, a supplier of distribution services to game app developers could easily supply the same services to video app developers. But Mr Houston said that there was no evidence of the degree or likely strength of these supply-side substitution possibilities.
1864 Apple says that Professor Wright’s speculation took insufficient account of the indirect network effects of two-sided platforms. Professor Wright agreed that the strength of indirect network effects can vary between app genres.
1865 Apple says that consideration of different app genres does not involve any departure from commercial reality. Certain platforms focus principally on particular app genres, such as the Epic Games Store and Steam, which service games apps and do not distribute video-streaming apps. The Microsoft Store separates games apps, for which it charges a 30% commission, and other apps, and has different policies for each.
1866 Let me turn to another point that Apple has raised concerning the inappropriateness of making a distinction between distribution services and payment solutions.
1867 Apple says that the distinction between distribution services and payment solutions does not reflect the reality of the products that Apple, and other app platforms, supply.
1868 Apple says that in defining a product dimension, it is appropriate to start with a consideration of the total package of economic value or utility that the App Store offers.
1869 Apple says that whether it is then appropriate to divide the total package into discrete products must take into account that, as a matter of commercial reality, most products are composites of various parts. That is because, from an economic perspective, offering a single product is likely to be beneficial for consumer welfare when doing so reduces distribution costs, lowers the cost of ensuring compatibility, enhances accountability or protects intellectual property.
1870 Apple says that the starting point must therefore be that the App Store, like two-sided transaction platforms in general, provides the single basic service of facilitating the transactions between app developers and app users.
1871 It says that there is no relevant difference between describing what Apple supplies as services facilitating app transactions, or app transactions simpliciter. Both descriptions capture the same economic concept. It says that app transactions simpliciter are the productive outcome of the facilitation services. Focus on that outcome permits attention to constraining substitution possibilities.
1872 Apple says that it is constrained by the possibility that developers and users consummate their transactions somewhere else, that is, using someone else’s facilitation services, including the possibility of self-supply. More precisely, Apple is constrained by the possibility that developers and users consummate paid transactions, for which the App Store derives commissions, elsewhere.
1873 Apple says that for Epic to start from the position that Apple supplies a distribution service risks over-simplifying the service to a one-sided service to app developers. Apple is a two-sided platform and supplies at least most of its services jointly to developers and users. There are strong network effects.
1874 Further, Apple says that to identify the product as distribution does not appropriately reflect the legal and economic nature of the relationships between Apple, app developers and app users which are created or affected by the DPLA. Apple says that the following key points should be emphasised in relation to the appropriate characterisation of the product.
1875 First, Apple says that Epic is wrong to discern in the DPLA a separate agreement for the distribution of apps, distinct from the licence to use Apple's tools and technologies, derived from and including its associated intellectual property. There is a single commercial bargain between Apple and the developer, which includes the terms of the schedules. There is a licence to use Apple’s tools and technologies, derived from and including its IP, to test and develop apps for distribution, if selected, on the App Store on all the terms set out in the DPLA and the applicable schedule.
1876 Second, Apple says that although the DPLA is an agreement between Apple and an app developer, many of its terms reflect the fact that Apple is providing a service jointly to app developers and app users.
1877 Where the developer intends to charge end-users a fee for the app or within the app through the in-app API, the developer must enter into an agreement with Apple in the form of the schedule 2 agreement before any such commercial distribution of the app or the additional content, functionality or services for which the developer will charge a fee. The terms of schedule 2 are then incorporated into the DPLA (clause 7.2).
1878 Apple’s distribution of an app is conditioned on the app not affecting app users in certain specified, detrimental ways. So, an app must tell the user that a video or microphone recording is being made. There are limitations on apps collecting user or device data, including location data. Further, apps cannot contain objectionable or inappropriate material. Further, apps cannot contain malware or viruses or the like.
1879 Apple has the right to make refunds to users, and where necessary to require the developer to reimburse or grant Apple a credit for the amount refunded.
1880 So, Apple says that it would involve a legal misconstruction of the DPLA to say, simplistically, that Apple supplies distribution services. The service it supplies encompasses distribution of certain apps, but the distribution component cannot be isolated from the true service, which is a two-sided service to developers and users to facilitate transactions between them.
1881 But Apple says that even if I took a narrower view of the DPLA, so that it was confined to the relationship between Apple and an app developer, that formal relationship would nonetheless be seen as one which expressly contemplates simultaneous relationships between app developers and app users, and Apple and app users.
1882 An appropriate product dimension for the purposes of market definition would not exclude from view those relationships, with a resulting product, such as distribution services, that failed to capture commercial reality.
1883 Apple says that the economic exercise of market definition would miscarry if it was tied too closely to a purely formal contractual analysis.
1884 And even if I started with a conception of Apple’s service as a distribution service, it does not follow that “payment solutions” should be excised from the distribution service.
1885 Apple says that there is some vagueness about precisely what Professor Wright categorised as distribution versus payment solutions. It seems, ultimately, that Professor Wright conceived of the payment solution product as the narrowest functionality required to facilitate the actual payment for an in-app purchase of digital content, and that anything else was either part of the distribution service or omitted from his analysis.
1886 Professor Wright’s separate identification of iOS in-app payment solutions as a distinct product rested on an assumption that Apple facilitates in-app purchases of digital content only insofar as it provides the payment solution. His assumption was that it is the app developer that is delivering the content to the end-user. Apple says that that assumption is incorrect.
1887 In fact, in respect not only of app downloads and updates, but also in respect of in-app purchases, Apple provides access to the iOS operating system, a range of proprietary technologies and tools such as SDKs and APIs which developers use to develop and test digital content for in-app purchase, App Store review of digital in-app content, discovery services for digital in-app content, and security and related services.
1888 Moreover, Apple says that these services, including the use of SDKs and APIs to develop and test new in-app content, App Store review of new in-app content, and discovery services for such content, continue to be provided in relation to in-app purchases after the app to which they relate has been distributed and without any need for the app to be updated.
1889 Apple says that Professor Wright accepted that he did not precisely know what Apple was doing versus what the app developer was doing in relation to effecting digital in-app purchases.
1890 Further, Apple says that he later accepted that Apple’s proprietary technologies for testing and developing in-app content, app review for digital in-app content, marketing and discovery services, and security and related services contribute to the value of in-app purchases and fall outside of his iOS in-app payment solutions market. Those services he subsequently claimed to include in his distribution service.
1891 Further, Apple says that Professor Wright did not have a technical understanding of how this distinction might be drawn, saying that if there were some minor technical aspects that the hypothetical monopolist needs to allow the app developer to unlock, or access the API, then that would be included within his distribution service. And he accepted that, on his analysis, there is not a bright-line distinction.
1892 Apple says that this vagueness about the product definition arises because the product definition does not reflect the commercial reality of the product that Apple and other platforms supply, which is app transactions, facilitated by an integrated package of services including in-app payment solutions.
1893 Now Apple says that Professor Wright’s analysis of a separate iOS payment solution for in-app purchases proceeded on the assumption that the payment solution is the technology that has been used to facilitate in-app purchases and that the other features of Apple’s IAP are separate from the payment solution and missing from the analysis or part of distribution. And it is said that he referred to IAP as primarily the payment solution because that was his focus.
1894 But Apple says that that evidence revealed that Professor Wright’s product definition was driven by his focus rather than a real-world, practical appreciation of IAP.
1895 Apple says that the commercial reality is that it does not provide a payment solution in the narrow sense of Professor Wright’s a priori focus.
1896 Apple provides IAP, which is much more than payment facilitation, and even then does so as part of its supply of a wide range of services that facilitate not only in-app purchases but all app transactions.
1897 Apple says that Epic's proposed iOS in-app payment solutions market depends on the supply of iOS in-app payment solutions being a separate service from that of facilitating app transactions. It is not. It is an integral part of that service.
1898 Apple says that it does not provide a discrete payment solutions service, and it does not purport to operate in a market that involves competition against providers of payment solutions services. Payment processing is just one aspect of the broad suite of services comprising the IAP system.
1899 IAP is functionally integrated into iOS, the App Store and Apple’s “commerce engine”. It is economically problematic to suggest that the App Store or IAP is in competition with payment processors or to compare their commissions.
1900 Apple says that although the feature of payment processing is technically capable of being separated and treated as a separate component part of a transaction, that is not evidence that there is a standalone market for iOS in-app payment solutions.
1901 And Apple says that it is irrelevant that in particular jurisdictions it has been legally compelled to disaggregate a part of the broader service that Apple ordinarily offers. That has resulted in a sub-class of developers, and their users, who no longer receive the same kind of services associated with access to IAP and the Apple commerce engine, from any source.
1902 Apple says that where third-party payment processing is available to developers, the evidence establishes that there is almost no take up of third-party payment processing under reasonable pricing conditions.
1903 Apple says that it is commercially unrealistic to separately identify the payment solution as a distinct product dimension when, in commercial fact, the App Store utilises an integrated service involving a payment solution to provide the benefits of integration which cannot be provided otherwise.
1904 It says that Professor Wright’s separate identification of iOS in-app payment solutions as a distinct product involves the further economic contortion of separately identifying a one-sided service to developers, even though the App Store is a two-sided platform and even though, in every other respect, the App Store is properly characterised in an economic sense as providing services jointly to developers and users.
1905 Distinguishing payment solutions in this way from discovery, review, security and other services was based on an unconvincing assertion that the payment solution, unlike other components of Apple’s product, is clearly offered by Apple to the developer.
1906 Apple says that the economic contortion is even more apparent in Professor Wright’s iOS app distribution market, in which he located the payment solution for app downloads. Professor Wright described this as a one-sided service to the app developer as part of an overall two-sided service, which is the whole distribution service to app users and app developers.
1907 Apple says that a commercially realistic view of the App Store does not involve these artificial distinctions.
1908 There is indeed an overall two-sided service to app users and app developers of which payment solutions is a component along with all the other services that Apple provides to facilitate app transactions.
1909 It is artificial to include the payment solution for app downloads in the overall service and to hive-off the payment solution for in-app purchases.
1910 Let me deal with another dimension in this context being whether the payment solution for physical goods and services falsifies or points against the integrated product definition. Epic says that it is a point against such a definition, but Apple disagrees.
1911 Apple says that it does not facilitate transactions for physical goods or services to the same degree or in the same way as in relation to transactions for digital content. That is the reason why IAP is not available for physical goods and services.
1912 That does not point to payment solutions being a distinct and severable product. As a matter of economic characterisation, it simply reflects that there are some app transactions for which the full suite of Apple’s facilitative services is not and cannot be deployed. That is not to deny that the product Apple supplies is a full suite of services to facilitate app transactions.
1913 Apple says that Professor Wright accepted that it is more economically efficient to integrate the in-app payment solutions for digital goods than for non-digital goods.
1914 The platform effects of requiring non-integrated payment solutions for non-digital goods cannot be equated with the platform effects of permitting non-integrated payment solutions for digital goods.
1915 Because of the technical control that Apple has over digital content and delivery, it has a level of security, assurance and integrity to protect from adverse platform effects. For non-digital goods, Apple does not have that level of control or involvement to begin with.
1916 Further, on this topic, Apple says that the evidence establishes an absence of distinct demand for in-app payment solutions. I have dealt with this question in a separate part of my reasons. It suffices to say here that I have rejected this submission.
1917 Further, Apple says that a further difficulty with Professor Wright’s separate iOS payment solution for in-app purchases product is that splitting the transactions which the App Store monetises, being downloads and in-app purchases, into separate markets fails to take into account the constraints that each place on the other.
1918 A developer can respond to a commission increase by changing its monetisation strategy. In fact, developers have over time shifted from monetising downloads to monetising in-app purchases. The fact that this shift has occurred even in the absence of any difference in commission rates for paid downloads and in-app purchases makes it plain that substitution between those types of transactions could and would occur in response to a such a difference.
1919 Professor Wright did not accept that the developer’s optionality as to monetisation represented true substitutability. His evidence was that the ability to make in-app purchases is conditional on the app first having been downloaded, so that the download cannot be avoided by recourse to in-app purchases.
1920 Apple says that that reasoning does not reflect the reality that a profit-maximising app store is motivated to ensure that paid transactions occur on its platform. That motivation might lead an app store to care about free, being zero-price, transactions, to the extent that network effects will attract and retain paid transactions. To that extent, the desire to retain free transactions will act as an additional constraint on the app store. But the motivation to attract and retain paid transactions means that a developer’s options for monetisation are necessarily the primary constraint on a profit-maximising app store.
1921 Apple says that it is particularly significant in this respect that in-app purchases make up some 98% of App Store billings. A developer can choose to monetise in a way that avoids payment of commission to Apple, for example, by monetising in-app purchases which can be transacted outside of the App Store.
1922 Now there seemed to be a suggestion in Professor Wright’s evidence that if Apple had market power in a distribution market, then monetisation options would not constrain Apple, because Apple could always extract value at the point of the download. But Apple says that that assertion is not based in any evidence, or commercial reality, and is not obviously true given the strong network effects that have led to overwhelmingly free downloads.
1923 Apple says that to define a market by reference to the theoretical possibility that Apple might remove the ability of developers to substitute between paid downloads and in-app purchases is at odds with commercial reality given that Apple has allowed developers to choose between those and other forms of monetisation without deviation since the introduction of in-app purchases in 2009.
1924 It also overlooks the fact that the existing monetisation options plainly reflect Apple’s preferred method of monetising the App Store and that most app stores provide developers with the same monetisation options.
1925 Let me deal with one final matter concerning services provided by Apple to facilitate in-app transactions.
1926 An issue that assumed some prominence in the context of the economic evidence was the connection between the services provided by Apple to facilitate app downloads and the services provided by Apple to facilitate the provision of in-app content.
1927 Apple says that it is artificial to treat the provision of in-app content to a user as a separate transaction between the developer and the user that occurs independently of Apple and the App Store.
1928 In a variety of ways, Apple says that it facilitates and remains involved in the provision of in-app content to iOS users.
1929 First, in-app content is developed and operates through the developer’s use of Apple’s tools and technologies, including iOS itself and the various SDKs and APIs provided by Apple. Apple provides developers with access to a suite of tools that enable the creation of in-app digital content that operates on iOS.
1930 Second, Apple’s app review process includes review of in-app content. That is an ongoing process.
1931 Third, Apple promotes both apps and in-app content to users.
1932 Fourth, the delivery of in-app content depends on the operation of Apple’s IAP system and the use of Apple’s tools and technology, which is also facilitated through the DPLA.
1933 Fifth, Apple assumes responsibility for dealing with users in respect of issues and concerns about the delivery of in-app content, including refund requests.
1934 More generally, Apple says that there is no relevant temporal distinction between the relationship between Apple and the developer that facilitates app downloads, and the relationship between Apple and the developer that facilitates the provision of in-app content.
1935 The process of review of apps and of in-app content is ongoing. The technical facilitation is continuous. The promotional activities of Apple are continuous. Apple’s responsibility for the delivery and performance of in-app content is continuous.
1936 So, Apple says that there is an ongoing relationship that spans the availability of an app for download, the provision of in-app content for the app and beyond. So, for example, Apple will promote in-app content for an app that has already been downloaded and thereby encourage the further transaction involving the provision of in-app content.
1937 Apple says that these points are illustrated by considering the example of Fortnite, which has delivered significant economic returns to Epic through the monetisation of in-app content, provided on a continuous basis and regularly updated.
Analysis
1938 Now as Epic points out, clearly Apple does not produce or supply app transactions as such. Any such transaction is something engaged in by and between a developer and a user.
1939 As Epic points out, to reflect the commercial reality, the focal product must reflect the services Apple is obliged to provide under its contracts with developers and market definition that is not consistent with the relevant contract under which the services are provided is not commercially realistic.
1940 As clause 7 of the DPLA provides, if selected by Apple, an app may be “distributed … through the App Store”. If a developer wishes to avail itself of this service, to have its app delivered to users via the App Store, it must appoint Apple as its agent.
1941 The obligations Apple assumes if it is appointed as a developer’s agent are enumerated in schedule 1 in respect of free apps or in schedule 2 in respect of paid download apps or apps with in-app purchases of digital content.
1942 Clause 1.1 of schedule 2 provides that a developer appoints Apple as its agent for the marketing and delivery of the developer’s app to users, and that Apple will make the app available for download by users through the App Store for and on behalf of the developer.
1943 In furtherance of the appointment of Apple as a developer’s agent, Apple is authorised and instructed to do various things, including to market, solicit and obtain orders on the developer’s behalf for the developer’s app, to provide hosting services to allow users to access the developer’s app, to make copies of, format, and otherwise prepare the app for acquisition and download by users and to allow users to access and re-access copies of the app.
1944 These services are clearly encompassed by the concept of app distribution services.
1945 And as pointed out by Epic, it is in consideration for Apple’s provision of these services, as agent for the developer, that Apple is entitled to its commission.
1946 Further, it is not seriously in issue that Apple is not involved in making the purported transactions. Apple supplies services to enable the search for, discovery, download, and update of iOS apps. When an app is downloaded and paid for, when it is later updated, and when in-app digital content is purchased and used, the transactions are between the developer and the user. Apple’s DPLA makes that clear.
1947 And as I have already said, the services for which Apple is remunerated through its commission are those app distribution services.
1948 I agree with Epic that it is detached from commercial reality to adopt a market definition exercise that commences with the elusive concept of “app transactions” as the focal product, instead of the services that Apple provides to facilitate the distribution of apps and for which Apple earns its commission.
1949 Now, as Epic points out, the conclusion that Apple provides distribution services to iOS app developers and iOS users is also apparent from the way in which Apple describes its operations. There is no mention within Apple’s internal documents of the App Store supplying app transactions. Rather, the documents are replete with descriptions of services properly characterised as distribution services.
1950 And I agree with Epic that from the earliest days of the App Store, contemporaneous documents tell a consistent and more realistic story. Mr Jobs described the App Store at the launch of Apple’s SDK on 6 March 2008 in this way:
… So you are a developer and you’ve just spent two weeks or maybe a little bit longer writing this amazing app and what is your dream? Your dream is to get it in front of every iPhone user and hopefully they love it and buy it, right? That’s not possible today. … Well, we are going to solve that problem for every developer, big to small, and the way we are going to do it is what we call the “App Store”. This is an application we’ve written to deliver apps to the iPhone … And so our developers are going to be able to reach every iPhone user through the App Store. This is the way we are going to distribute apps to the iPhone.
1951 Mr Jobs went on to explain how Apple proposed to curate the App Store, and make it easy for users to discover and install iOS apps:
So let’s take a look inside the App Store … We’ve got Categories here if you want to find a game, if you want to find a business application, you want to find an application about finance, as an example. Easy to find stuff and browse the different categories. Of course, we’ve got our top downloads, top 50 in this case, where I can see what the most popular apps are being downloaded. And, if I know what I want, I can easily search for something, in this case a Backgammon game, and instantly find it. I can tap on it, get some screen shots and get a write-up on it. And if I’m interested in using it, this one happens to be free, I just tap up there and I tap the “install” button and the app is wirelessly downloaded to the iPhone using the cell network or Wi-Fi. It’s that simple to put the app right on the phone.
1952 As is apparent, these statements emphasise that the services provided by Apple are in the nature of search, discovery and facilitation of distribution.
1953 Further, Mr Schiller said that an important function of the App Store is to deliver apps to iOS devices and the goal of the App Store is to allow third-party distribution. And Mr Federighi also explained that Apple opened the App Store in 2008 to distribute native apps from third-party developers to iPhone users and that Apple uses a centralised distribution model to distribute native apps through the App Store.
1954 More recently, in its Form GD notification to the European Commission dated 3 July 2023, Apple explained that its “App Stores have each been designed to distribute apps to a specific OS and device”, “[t]he App Stores are distribution channels to reach end users, some of which may be considered as (much) more significant gateways than others. … each Apple App Store serves as a gateway to reach a distinct group of end users” and that the “iOS App Store plays a significant role in the distribution of apps to end users”.
1955 I agree with Epic that it is apparent that the contractual framework, and Apple’s conception of its economic activity, confirm that the relevant product which it provides is services for the distribution of iOS apps.
1956 Now Apple says that it and its experts have always said that the relevant product is services for facilitating transactions, but this assertion is problematic for the reasons given by Epic.
1957 First, the relevant references served up by Apple do not meet the descriptions given to them by Apple.
1958 Second, Professor Hitt and Mr Houston each distinguished between services for facilitating app transactions and the transactions themselves, the latter of which they said were the relevant product.
1959 Third, to the extent that Professor Hitt and Mr Houston conducted an analysis of substitution possibilities, they did so by reference to transactions and, more particularly, purchases of digital content, and not the services for facilitating transactions.
1960 Fourth, their key reasoning, including their concentration on digital content purchases on other platforms, proceeded on the footing that the relevant product was “app transactions” and the relevant market was for “app transactions”.
1961 Generally, I agree with Epic that Apple’s approach is not consistent with a proper competition assessment or a suitable market definition exercise.
1962 The conduct at the heart of Epic’s claim is Apple’s prevention of other avenues of distribution of iOS apps, which requires examination of how iOS apps can be distributed to iOS device users, and from whom the services for facilitating that distribution can be acquired. And to exclude key elements of the services provided by Apple through the App Store to facilitate that distribution would frustrate an analysis of the competitive effects of that conduct. It would not permit an inquiry as to the effects of the conduct on the ability for there to be competition from new app stores across multiple dimensions, including in relation to curation, search and discovery.
1963 Consequently, I agree with Epic that app transactions is not the correct lens through which to assess current, or counterfactual, competitive conditions.
1964 Instead, Apple’s conduct involves the supply of all of the services it provides to developers as agent pursuant to the DPLA. These services, and the impugned conduct, affect all apps distributed through the App Store. The product dimension must accurately account for the full bundle of agency services that Apple provides under the DPLA to enable a proper inquiry as to the effects of Apple’s conduct.
1965 Further, Apple’s attempt to combine in-app purchases with app downloads and updates into one relevant product is problematic. Downloads and updates of iOS apps cannot be substituted for comparable services on non-iOS channels without changing device. iOS app users who choose to purchase digital content on other channels to use in an iOS version of an app must still use Apple’s distribution services to download and update the app.
1966 Apple’s attempt to combine downloads, updates and in-app purchases as if they were a single product supplied by Apple diverts attention from the question of whether Apple has market power arising from its control of app distribution services for iOS devices.
1967 I agree with Epic that the product definition proposed by Apple does not allow me to test whether Apple’s actual supply of distribution services is constrained by the prospect of users acquiring substitutable distribution services elsewhere, or even by reason of the fact that Apple has since 2018 allowed digital content purchased by a user on other non-iOS channels to be used within the user’s iOS apps.
1968 Contrastingly, the separate consideration of services for distribution and services for in-app payment solutions permits a proper assessment of whether Apple has market power, and whether its conduct affects competition, in respect of each of those sets of services.
1969 Further, I reject the suggestion that the appropriate competition assessment requires consideration of a conglomeration of services because Apple’s provision of distribution services is constrained by the threat of users making purchases of digital content elsewhere. As Epic points out, any such threat exists only because of Apple’s present monetisation strategy, namely, the collection of revenue in respect of its distribution services by means of commissions on paid app downloads, in-app subscriptions and other in-app purchases of digital content.
1970 Moreover, that state of affairs does not suggest that Apple’s distribution services are the subject of any constraint from out-of-app purchases, and in fact suggests a lack of constraint. Further and indeed, Apple could, in its absolute discretion under the DPLA, revert to a position where it banned the use of content purchased elsewhere.
1971 More generally, Apple is the sole supplier of iOS app distribution services. And if it wanted to, it could at any time change the way in which it monetises all or any of its services. It could charge fees to all apps, regardless of monetisation scheme, for listing on the App Store. It could increase the charges it already levies for discovery through ads in the App Store or for preferential featuring within search results. And it could charge developers a percentage of revenue derived from in-app advertising. Indeed, it could adopt any number of other monetisation schemes that do not involve app transactions.
1972 And as Epic points out, the ability to monetise in other ways highlights the need to consider the constraints facing Apple and the competitive effects of its conduct through the lens of the services it supplies, in distributing apps and separately in providing a payment service to facilitate certain in-app purchases.
1973 Ultimately, the relevant question is what if any close substitutes exist for Apple’s iOS app distribution services, and separately for Apple’s payment service.
1974 In my view, a proper assessment of the current state of competition, and of the effect of Apple’s conduct, requires me to consider the services that Apple supplies to facilitate app distribution, and to do so separately from Apple’s provision of its payment service in connection with in-app purchases of digital content.
1975 Now Apple seeks to criticise the separate treatment of in-app payment solution services on the basis that, in reality, Apple supplies a single integrated service. But I do not accept this position.
1976 First, even assuming that Apple supplies various services as a package, the relevant question for the purpose of determining whether there is a tie is whether there is distinct demand for the different component services. There is.
1977 Second, as a matter of fact, Apple’s services are not as integrated as Apple has put.
1978 Third, bearing in mind the purposive approach to market definition, it is preferable to consider the services distinctly, as it enables a more accurate consideration of the competitive conditions in the factual and counterfactual.
1979 Now Apple says that Epic’s pleading about payment services is exceptionally narrow.
1980 But the pleaded concept of services enabling or facilitating the acceptance or processing of payments is a wide one. Apple itself says that it provides a wide range of services in facilitating in-app purchases. Neither Epic’s nor Apple’s conception of facilitation excludes the provision of a range of features that affect the quality or utility of the payment services.
1981 Furthermore, Epic’s case about payment services does not involve deconstructing important elements of Apple’s ecosystem. On Apple’s own evidence, its distribution of apps for physical purchases where it mandates alternative payment systems does not have the effect of deconstructing its ecosystem. Nor do the various exceptions that Apple allows where alternative payment systems can be used have that effect.
1982 Let me now address in more detail Apple’s focus on monetisation for the purposes of market definition.
1983 Now Professor Hitt and Mr Houston sought to justify their focus on “app transactions” on two bases. First, they said that Apple is compensated for the services it provides in facilitating transactions on the App Store almost entirely through the commission earned from paid downloads and in-app purchases. Second, they said that app stores receive revenue when app transactions take place, meaning that a separate competition assessment of services beyond the transaction is not warranted.
1984 But I agree with Epic that this focus on Apple’s commission ignores important ways in which the App Store benefits Apple. Specifically, it ignores the way in which Apple monetises its search and discovery services through its search ads. And it overlooks that the provision of distribution services to as many developers and users as possible generates significant benefits for Apple beyond its commission, as discussed below.
1985 The App Store is a two-sided platform which exhibits indirect network effects. A mutually reinforcing feedback loop is created, whereby app users derive value from being able to access more apps, and app developers derive value from being able to distribute their apps to more users.
1986 This feedback loop is based primarily on user and developer engagement with, and use of, the App Store, rather than transactions only.
1987 As Epic points out, the commercial importance of App Store usage to Apple stems from the fact that the more users engage with the App Store, the more likely it is that Apple will generate revenue. Examples of the ways in which Apple benefits from distributing all apps no matter how they are monetised on the App Store are as follows.
1988 First, there is greater revenue from search advertisements on the App Store. Apple earns revenue from developers who pay to place an advertisement that shows up at the top of a search result if their app is appropriately related to a user’s search.
1989 Second, there is greater usage of monetised apps. Many users desire both monetised apps and non-monetised apps. The more users engage with the App Store to acquire non-monetised apps, the more likely they are to engage with monetised apps as well.
1990 Third, there is an increased audience for Apple’s own apps distributed through the App Store.
1991 Fourth, there are greater payments from Google pursuant to arrangements that require Apple to make Google Search the default search engine in certain iOS apps.
1992 Fifth, there is greater revenue from the annual membership fee that Apple charges developers. Increased App Store usage by users attracts more developers which then leads Apple to collect more in membership fees.
1993 Sixth, Mr Schiller gave evidence that Apple distributes apps even where it does not receive a commission in exchange for doing so, because it confers a commercial benefit to Apple. Apple does not charge any commission for free apps, but nonetheless gains a commercial benefit through making its hardware, software and services more attractive to consumers. Moreover, Apple benefits from the multi-platform rule under which Apple does not receive any commission from eligible apps. Specifically, as I have discussed elsewhere, the rule allows an iOS user to bring content onto their iOS app, which promotes greater use of the iOS app and delivers a series of indirect benefits to Apple.
1994 And clearly Apple benefits from the multi-platform rule through network effects.
1995 I agree with Epic that the focus of Apple and its expert witnesses on its commission is untenable because it would create an implausible outcome. If Apple were to change its monetisation strategy, such as by charging for App Store listings or charging more for advertising, instead of levying a commission on in-app purchases, the relevant product would also have to change despite the App Store still supplying the same distribution services.
1996 It is problematic for Apple to focus on monetisation. Apple does not charge a commission for the majority of app transactions such as free apps or apps offering in-app purchases of physical goods and app updates. And most users do not undertake paid app transactions. The majority of app developers do not monetise via in-app purchases of digital content.
1997 So, as Epic points out, the focus on monetisation misses a substantial portion of the relevant interactions, which therefore risks an erroneous assessment of competitive conditions. As Professor Wright explained, there are many aspects of distribution services that Apple could monetise at any time that it wanted.
1998 Let me say something more about the question of in-app purchases.
1999 Now as I have discussed in detail elsewhere, in-app payment solutions services are a separate product from distribution services and should be treated as such. In short, payment solution services can be, and are, supplied separately from distribution services, and there is distinct demand for those services.
2000 Now given the assertions by Apple to the effect that in-app purchases are part of the same relevant product as downloads and updates, there are further reasons why it is inappropriate to treat the payment service that Apple supplies to facilitate in-app purchases of digital content as part of the same product as app downloads and updates.
2001 First, Apple plays a different role in respect of in-app purchases. Whereas Apple takes responsibility for hosting, marketing and delivering all apps to users as agent for developers, it plays no role in effecting in-app purchases if one leaves aside its payment service.
2002 Second, Apple refuses to play any role in relation to in-app purchases of physical goods or services.
2003 Third, clause 3.1 of the schedule 2 agreement provides that developers, rather than Apple, are responsible for hosting and delivering content or services sold by the developer using IAP, that is, in-app purchases of digital content. This is in contrast with Apple’s role in respect of app downloads.
2004 This difference alone suggests that it is a mistake to treat in-app purchases as part of the same product supplied by Apple as app distribution services.
2005 Fourth, the inclusion of in-app purchases of digital content within the product description is at odds with the exclusion of in-app purchases of physical goods or services. The substantive difference between the two is that Apple compels the use of IAP for the former but prohibits it for the latter. This is a choice about Apple’s monetisation strategy.
2006 Now the suggestion put to Professor Wright in cross-examination, and said to be supported by evidence referred to in an aide memoire handed to me at trial, that Apple is involved in in-app purchases through the app review process is a distraction.
2007 All that evidence shows is that Apple reserves the right to review additional content that a developer wishes to add to the functionality of its app in a way that will work with Apple’s in-app purchase API when a later purchase transaction arises. That is, in substance, the same as Apple’s role in reviewing app updates.
2008 Importantly, it is a step that precedes, and is disconnected from, any actual in-app purchase by a user.
2009 Apple’s involvement in any subsequent purchase that a user might initiate is limited to the compelled use of IAP.
2010 Apple’s present strategy of monetising app distribution services through commissions on certain in-app purchases should not drive the selection of the relevant product. Moreover, Apple’s conception of app transactions as comprising app downloads, app updates, and in-app purchases is problematic because in-app purchases are a fundamentally different type of transaction when compared to downloads and updates.
2011 Generally, I do not consider in-app purchases initiated by a user as part of the same market in order to consider the true economic constraints on Apple.
2012 First, a monopolist supplier of services for downloading and updating of iOS apps could only be constrained by behaviour that produces a reduction in demand for the services it supplies, that is, services for downloading and updating iOS apps.
2013 That will not occur if iOS device users continue to use iOS apps. Demand for those services, as well as the other elements of the service supplied by Apple, will not be diminished simply by users being able to purchase digital content outside an iOS app for use within the app.
2014 Second, a demonstration of the separateness of app downloads and app updates on the one hand, and Apple’s provision of its payment service when a user makes in-app purchases on the other, can be found in Apple’s own conduct both in the early days of the App Store and today in various parts of the world, where it has been required by regulation to permit developers to acquire payment solution services from third-party providers.
2015 Let me now say something as to the relevance of IAP being integrated.
2016 Now Apple said that Professor Wright conceived of the payment solutions product as the narrowest functionality required to facilitate payment. But Professor Wright’s evidence was that he considered that payment solutions provide additional services, such as tracking payment and analytics.
2017 Further, Apple has said that the separate identification of iOS in-app payment solutions as a distinct product rests on an erroneous assumption that the developer, and not Apple, delivers the in-app digital content to the user. But the assertion that it plays a role in delivery of in-app digital content to users cannot be maintained, for the following reasons.
2018 First, Apple’s own agreements provide that the developer is responsible for hosting and delivering in-app content sold using IAP. Now although Apple may in some circumstances facilitate the delivery, many developers do not involve Apple in the actual delivery portion of the in-app content. The developer delivers the purchased content.
2019 Second, none of the matters that Apple lists as evidence that it facilitates in-app purchases of digital content, such as providing access to iOS and to a range of proprietary technologies which developers use to develop and test digital content for in-app purchase, are involved in the process for app downloads and updates. They are related to the ancillary step of development and testing.
2020 Third, in any event, those matters do not make Apple part of the transaction in which a user purchases and a developer delivers in-app digital content. That transaction takes place through the use of Apple’s IAP functionality. They are part of the distribution services that Apple provides before the user gets to the in-app purchase stage that enables the unlocking of the content from the developer.
2021 Further, the nature of the service supplied by Apple is necessarily a question of fact, about which none of the experts was able to give direct evidence. So, I do not accept Apple’s assertion that an integrated payment solution enables the provision of benefits that cannot otherwise be provided.
2022 Now Apple says that because it forces developers to use IAP for the in-app purchase of digital content, it offers an integrated service involving a payment solution that is a different product to an unintegrated payment solution.
2023 But third-party payment solutions offer a wide variety of features, many of which are equivalent to those offered by IAP such as data analytics, and some of which IAP does not offer such as refund management and the ability to have a direct relationship with customers. And as Epic says, this is an example of product differentiation, which is a normal feature of many markets that benefits developers who have varied needs and for whom Apple’s one-size-fits-all approach is unsatisfactory.
2024 But in any event, Apple does not explain how the existence of any such integrated benefits makes it commercially unrealistic to identify payment solutions as a distinct product. Indeed, it is in tension with its own position where Apple itself has made the commercial choice not to supply IAP, or to allow developers to use an alternative to IAP, in a range of app transactions on the App Store, including in-app purchases of physical goods or services, such as Uber, Airbnb and Booking.com, and for the benefit of participants in its video partner program.
2025 I agree with Epic that there is nothing inconsistent about the existence of two separate but tied product markets.
2026 Further, in support of its contention that payment solutions for in-app purchases are part of an integrated service, Apple relies on the alleged need for a platform operator to deny developers the choice that they would otherwise exercise to acquire those services separately.
2027 But the evidence on which Apple relies does not bear on the question of whether it is appropriate to treat the services separately. But in any event, I am not satisfied that there are any platform benefits that would be significantly undermined by developers having the ability to use alternative payment solutions.
2028 Further, I reject the suggestion that a third-party payment solution would make the App Store significantly vulnerable to security breaches. I have addressed this in detail elsewhere.
2029 Moreover, Apple’s own commercial choice to mandate the use of third-party payment solutions for purchases of physical goods and services suggests that it does not consider such payment solutions to pose a material risk to the App Store. As Epic points out, Apple does not impose any additional security or data privacy requirements in respect of those alternative payment solutions.
2030 In my view there is no significant additional security risk associated with the use of alternative payment solutions for in-app purchases of digital goods and services that does not already exist in the case of in-app purchases of physical goods and services.
2031 Generally, I agree with Epic that a proper competition assessment is better able to be carried out if I consider the services for distribution of iOS apps separately from services for facilitating payments for in-app purchases.
2032 So, in my view, Epic’s identification of the relevant focal product is correct.
Application of the HMT
2033 Now as I have indicated elsewhere, the HMT starts by identifying the focal product and then considers if a hypothetical monopolist of that product could profitably impose a small but significant and non-transitory increase in price (SSNIP). If the answer is yes, that product forms a relevant market for competition analysis, because there are no other products that are sufficiently close substitutes. If a SSNIP would not be profitable, because customers would switch to other products, the market scope is expanded to include those products and the question is asked again. The process is repeated until a relevant market for competition analysis is identified.
2034 So, the HMT searches for the close competitive constraints on the focal product. If the SSNIP is profitable, all the close competitive constraints are under the power of the hypothetical monopolist. If the SSNIP is not profitable, the hypothetical monopolist is disciplined by competitive forces and the market definition needs to be expanded to capture those constraints.
2035 Now with sufficient and probative data, the HMT can be performed wholly or substantially quantitatively. But it is more often used as a guiding structure, with various qualitative and quantitative analyses being used to perform the thought experiment. Professor Wright took such a hybrid approach.
2036 Now the HMT’s application is more complex when the service is provided through a platform connecting two distinct user groups. So, it is necessary to take into account the presence of network effects, sometimes referred to as feedback effects. In this case, iOS developers and iOS users are connected by Apple’s role as an intermediary in operating the App Store. It is important to account for two matters.
2037 The first matter is any feedback loop(s) that may arise in response to the SSNIP. That is, one needs to consider not only the direct response to the SSNIP but also how that response may create feedback loops between the distinct user groups participating on the platform.
2038 The second matter concerns differences in the substitution options available to each of the distinct user groups. Substantial differences may justify defining separate markets for each user group.
2039 Further, the cellophane fallacy, which I have introduced earlier in my reasons, creates the need for caution in considering evidence of substitution to assess the relevant market. Conceptually, the relevant market should be assessed by considering likely switching in response to a SSNIP applied to the competitive price level.
2040 But there may not be direct evidence on such switching if prevailing prices are already substantially above the likely competitive level, reflecting that the firm in question already has market power. If so, the relevant market may need to be defined by reference to a range of indirect evidence.
2041 Now one type of indirect evidence is evidence from similar markets in other jurisdictions or settings which are more competitive or in which there have been changes in the prices of similar products. Such evidence may provide information on the competitive price level and/or the likely share of customers that would switch between products when there are changes in the relative levels of the prices of those products.
2042 Another type of evidence is the extent of switching at prevailing price levels.
2043 So, if few customers switch away from the firm’s product in response to an increase in its price, then it is likely that switching would be even more limited if the firm was setting prices below the prevailing price level, but still above the competitive level, given that customer willingness to switch away from a product is likely to increase the higher the price of that product relative to the price of potential alternatives. Similarly, if a small price reduction causes little increase in the sales of the product at the expense of sales of other products, then it is unlikely that the product has close substitutes. Alternatively, if a small price reduction, relative to the price of alternative products, causes a large increase in sales of the product as a result of switching from other products then it is more likely that the product is supplied in a broader market containing the other products.
2044 Now before proceeding further, let me summarise the views of Professor Wright before descending into the detail. I have found Professor Wright’s views to be more persuasive than the views of Professor Hitt or Mr Houston.
2045 Professor Wright assessed whether a hypothetical monopolist for the supply of iOS app distribution services in Australia would likely find it profitable to sustain a SSNIP above the competitive level or whether there exist close substitutes for the supply of such services. He concluded that the hypothetical monopolist would likely find it profitable to sustain a SSNIP above the competitive level and therefore he identified a relevant market limited to iOS app distribution.
2046 He showed that a SSNIP applied to any commission level at or below the current level charged by Apple is likely to be profitable. The profitability of such a SSNIP arises from the likely limited extent of switching to alternatives by app developers and app users in response to an increase in Apple’s commissions. This is evidence of the iOS app distribution market being a relevant market.
2047 He examined evidence of commission rates of app stores on other operating systems where there are multiple app stores. He found that Apple’s current commission rate is generally already far more than 5 to 10% higher than the effective commission rate of these other app stores.
2048 He considered this to be further direct evidence that a SSNIP above the competitive price level would be profitable for Apple, that is, the monopolist supplier of distribution services for iOS apps, and hence of the iOS app distribution market being a relevant market.
2049 But contrastingly, Professor Hitt and Mr Houston said that Professor Wright’s two approaches to conducting an HMT were deficient and failed to address any relevant questions. They said that his analysis suffered from circular reasoning and biased interpretations of available evidence. They said that Professor Wright’s application of the HMT framework was unreliable and had a fundamental deficiency.
2050 But Professor Wright said that the HMT provided a useful conceptual framework to determine whether different types of products should be part of the relevant market.
2051 First, Professor Wright’s application of the HMT did not assume that Apple is a monopolist. He started his analysis with a candidate market for the supply of services for the distribution of iOS apps. He explained that Apple is the monopolist supplier in this candidate market. He found that a SSNIP applied to Apple’s current commission rates would be profitable based on evidence of a lack of actual substitution. He acknowledged that this finding implies that Apple sets its current commission rates below the level that would maximise its profit and he provided observations consistent with this. He concluded that there is a relevant market for iOS app distribution.
2052 Importantly, his application of the HMT framework could have resulted in Apple not being a monopolist, for example, that the App Store is in the same market as other app stores that provide distribution services for apps for use on different operating systems. He could have concluded so if the evidence had been consistent with a sufficient degree of actual substitution to these alternative app stores rendering a SSNIP unprofitable and necessitating the expansion of the candidate market in the HMT framework to include these other app stores.
2053 Second, Professor Wright’s application of the HMT framework considered all avenues of substitution for app distribution services and the extent of indirect constraints, not involving the supply of app distribution services, including all those identified by Professor Hitt and Mr Houston. He identified all potential substitutes available to both app developers and app users as well as potential indirect constraints, including all those identified by Professor Hitt and Mr Houston, who often only focused on in-app purchases. He did not ignore any potential alternatives or constraints. Rather, he considered each one individually and in combination. He examined the relevant evidence and drew conclusions about the likelihood of actual substitution to alternatives for app distribution services. He also considered indirect constraints not involving the substitution of app distribution services, such as app users purchasing digital content in other channels with the intention of using that digital content in their iOS apps in response to a SSNIP.
2054 He concluded that the App Store has no close substitutes for app distribution services.
2055 Third, Professor Wright’s application of the HMT framework considered the relevant starting price, anchored in market reality.
2056 To determine the relevant market for assessing Apple’s conduct, he considered what Apple is currently effectively charging for app distribution services. Given Apple is tying app distribution services on iOS and in-app payment solutions on iOS, he estimated an effective price for app distribution services based on Apple’s commission on paid app downloads and an estimate of the proportion of Apple’s commission on in-app purchases which can be considered as payment for app distribution services.
2057 Now Professor Hitt and Mr Houston criticised Professor Wright’s allocation of Apple’s commissions between app distribution services and in-app payment solutions but failed to acknowledge that his findings were robust to any allocation of commissions. In other words, he would still have found that Apple is the monopolist supplier of app distribution services on iOS regardless of allocation.
2058 Further, Professor Wright’s approach was conservative as it allocated a fraction of the commissions charged on in-app purchases to app distribution services. If he had instead assumed that the only price for app distribution services is the commission on paid downloads, then he would have considered switching in response to a SSNIP, which is only applied to the commission on paid downloads, which would be a much more limited SSNIP given that most app developers’ revenue is generated through in-app purchases.
2059 The level of switching away from iOS by app developers and app users in response to this much more limited price increase would be expected to be less than the level of switching in response to a SSNIP applied to both paid downloads and in-app purchases, and so it is more likely that a limited SSNIP would be profitable for Apple.
2060 Fourth, Professor Wright’s application of the HMT framework considered the two-sided nature of the relevant platform, both by anchoring the price increase in commercial reality, and by accounting for indirect network effects. His application of the HMT framework considered a SSNIP applied to the price level, that is, the level of commission and reflected assumptions on the level of pass-through, accounting for possible variations in the incidence of price changes on app developers versus on app users. His application of the HMT framework also considered indirect network effects. He assessed the likely overall profitability of the SSNIP taking into account the likely responses of app developers and app users, and any feedback effects between them. He explained that because app users’ reactions to the SSNIP have no material impact on app developers’ decisions in relation to distributing their apps via the App Store, any potential subsequent rounds of feedback effects between app developers and app users would be insignificant.
2061 Fifth, Professor Wright’s application of the HMT framework started with the narrowest relevant set of products, that is, iOS app distribution services not further segmented by app genre.
2062 Professor Wright took the approach, with which I would agree, that the market definition exercise should be a focusing process to provide the clearest picture of the relevant competitive process in light of commercial reality. It should be tailored to the conduct at issue.
2063 As Professor Wright analysed the matter, and with which I would agree, in the present case Apple through the App Store provides essentially the same app distribution services irrespective of the app genre. Further, Apple’s conduct applies across all genres of apps, with only very limited special exemptions for some app genres or specific apps. Only developers of apps covered by the reader rule, which is limited to certain genres and requires Apple’s approval on an individual app basis, are permitted by Apple to stop allowing iOS in-app purchases whilst allowing purchases of digital content on other channels.
2064 Sixth, whilst the HMT is a standard and useful framework for market definition, information on the precise amount of switching which would take place in response to a SSNIP is often not available. So, as Professor Wright said, and with which I would agree, although the HMT may be used as an aid to arrive at the appropriate market definition, it need not be used. And its utility will depend on the extent to which it is based on adequate data.
2065 Professor Wright sought to apply the HMT by reference to the data he had been given. But he faced some data limitations in doing so, so he also based his assessment on a range of qualitative evidence demonstrating how the relevant markets and competition within them are working in practice.
2066 Further, Professor Wright considered that the comparison of Apple’s commission with competitive benchmarks was informative. He explained that Apple is profitably setting its commission significantly above the competitive benchmarks of the commissions set by app stores on other operating systems where there are multiple app stores. He said that the evidence is consistent with Apple finding it profitable to sustain a SSNIP above the competitive price, that is, above the competitive commission level. He said that the evidence suggested that the App Store is not subject to the same competitive constraints as the app stores which charge substantially lower commissions, and that the App Store is not competing closely with those other app stores.
2067 Professor Wright considered this to be direct evidence that a SSNIP above the competitive price level would be profitable for Apple, that is, the monopolist supplier of services for the distribution of iOS apps, and hence of the iOS app distribution market being a relevant market.
2068 But even if Professor Wright were to accept that the product was app transactions, that would not have altered his approach to the HMT framework, and he would still have found the existence of an iOS-only app transactions market.
2069 Let me now address Apple’s arguments in more detail.
Apple’s arguments
2070 Apple says that there are real difficulties adapting the HMT framework to two-sided transaction platforms. It says that there is a need to consider the effects on users on both sides and any sort of network effects or interactions between the two sides. It says that the framework should, in response to an increase in commissions charged to developers, allow for change that Apple might make on the app user side. It says that one needs to consider two prices or total price having regard to the two-sided platform.
2071 In the face of those difficulties, Apple says that Professor Wright’s HMT test is not reliable. It says that an HMT framework applied to a two-sided platform needs to consider indirect network effects, and it says that Professor Wright accepted that his SSNIP test did not allow for indirect network effects.
2072 Apple relied upon Professor Hitt’s summary of the key limitations, which limitations related to the substitution possibilities available to developers, the demonstrated ability for new entry, the ability for developers to enable switching by users, and limitations relating to the fact that these real-world facts are not sufficiently accounted for in the assumed elasticities of Professor Wright’s model.
2073 Further, Apple says that there was an inappropriate starting assumption that Apple is offering a price that is less than the optimal monopoly price but more than the competitive price.
2074 Further, Apple says that the substitution possibilities available to developers are particularly important.
2075 The SSNIP test assumes that developers react to a SSNIP only by passing through (0% to 100%) the increase to app users. The reliability of the quantitative analysis therefore depends on the robustness of the anterior analysis assessing the likelihoods of different developer responses.
2076 Those responses to a SSNIP likely include, for example, offering exclusive content on other platforms, developing new apps for other platforms first, delisting from the App Store and offering differential pricing.
2077 Apple says that these possibilities present developers with wide options and complicated choices which a single measure of elasticity does not capture.
2078 Apple says that Professor Wright’s model did not allow for any of those developer responses, or any of those complex choices. There is an absence of any allowance for elasticity of supply. The HMT assumed that developers will simply continue to supply regardless of the price increase, regardless of elasticity and regardless of pass-through. Apple says that this leads to bizarre consequences.
2079 So, the model assumed that developers would continue to supply even when it costs them money to process a transaction.
2080 Apple also says that Professor Wright in his analysis also produced a positive result for Apple when a 100% price increase so as to increase commission to 60% is applied. And whilst Professor Wright’s response that the model was not made to assess such a large increase could be accepted, the point was that by reason of the failure to allow for any developer response, his analysis results in a profit being generated on various alternative assumptions.
2081 Apple said that the same result can be achieved by adjusting elasticity instead of the SSNIP. Large adjustments can be made and Professor Wright’s model continues to project a profitable result for Apple.
2082 Apple says that this undermines the integrity of the model because the model predicts a profit in almost any conceivable scenario, and indeed in many that are not conceivable.
2083 Now Professor Wright accepted that an HMT test should commence with the narrowest candidate market, because an HMT can only reject a market for being too narrow. But Apple says that the iOS app distribution market is too broad in the sense that distribution services is too wide having regard to the different competitive conditions for games, video streaming and other categories of app.
2084 Professor Wright accepted that his SSNIP test would, arithmetically, show as profitable a price increase of some 100%.
2085 Now whilst Professor Wright explained that in that scenario the assumed elasticities would also need to be increased, Apple pointed out that Professor Hitt said that, nonetheless, in the model you can “crank up” the elasticity of demand substantially and still reach the same conclusion.
2086 Apple says that that also casts doubt on the reliability of the model. As Professor Hitt later summarised, the quantitative model was only possible because Professor Wright narrowed it down to an Apple-based market, and that once you do that “the numeric thing doesn’t add anything additional. … you’re just chasing consumer price elasticity”.
2087 In other words, Apple says that the numerical HMT test does not add anything to Professor Wright’s more qualitative opinions about likely responses to a SSNIP.
2088 Apple says that the unreliability of Professor Wright’s SSNIP analysis is also illustrated by the implication that Apple is a monopolist that has failed to set a profit-maximising price.
2089 Let me say something about the elasticities used by Professor Wright and Apple’s criticisms.
2090 Professor Wright placed reliance on internal Apple documents, which he considered supported a demand elasticity assumption of minus 1.
2091 But Apple says that those documents record Apple’s consideration of price tier changes, that is, to users, in response to economy-wide events, such as changes in tax and foreign exchange rates.
2092 Apple says that holding all else equal, such elasticities do not address a change in the price of iOS apps alone or of any individual iOS app.
2093 Apple says that the literature suggests, and Professor Wright agreed at least conceptually, that holding all else constant, elasticity of demand figures relating to price changes in response to economy-wide events will be lower than elasticity of demand figures relating to an increase in the price of iOS apps. As Professor Hitt explained, economy-wide price increases would be expected to affect all of the platforms.
2094 Further, as Professor Hitt said, Professor Wright’s elasticities were general price elasticities. They did not address cross-channel behaviour.
2095 Apple says that that is significant because if one has two goods that are essentially the same, available on multiple channels and used by the same users, that is, multiple channels or platforms on which the same users can and do purchase the same digital content, then if there were price differentials between those channels, users would have the ability to substitute to the lower price channels. Developers have invested a significant amount of resources in facilitating that.
2096 Consistently with that, Professor Hitt later gave the example of two stores next to each other with the same prices for identical goods, in which one store lowers its price. Professor Hitt said that the elasticity of demand in that case is likely to be very high and that Professor Wright’s elasticity figures do not address that type of scenario.
2097 As Professor Hitt said, the response to price changes in two different channels on an identical good would likely be significantly greater than the market-wide response if, for example, a developer decided to increase their price or even if all developers decided to increase their prices by a certain amount.
2098 Moreover, Apple says that the figures that Professor Wright has drawn from the documents are not always consistent with the documents themselves.
2099 The relevant documents indicated that elasticities had increased for some bigger titles. Professor Wright did not know how many apps would be in this category. He did not factor this in, treating the elasticities as average elasticities. But he accepted that the response of larger developers of larger apps would have a bigger effect, in terms of discipline, upon a SSNIP by the hypothetical monopolist. That tends to indicate that his use of an average elasticity in the SSNIP test understated the true elasticity relevant to a SSNIP. Professor Wright also said that he did not know exactly how Apple assessed the elasticities.
2100 So, Apple says that no weight can be placed on his assumption or inference that the recorded figures are relevant figures.
2101 Further, Apple says that the lack of observed pass-through in Professor Hitt’s natural experiments does not reliably imply a lack of substitution possibilities. And Professor Wright was careful not to put the claim any higher than those matters being consistent.
2102 But as Professor Hitt explained, the lack of observed pass-through is also consistent with many other things. There are several other explanations for the observation, including developers’ prices being set by reference to competitors rather than App Store commission, or forms of commitment to uniform pricing across platforms such as most-favoured nation clauses.
2103 And Apple says that this does not involve any foreclosing assumption that there are substitution possibilities. It just shows that the observation is not inconsistent with substitution possibilities.
Analysis
2104 Professor Wright’s application of the HMT appropriately started by considering the services that Apple offers through the App Store, being iOS app distribution services. Whilst Apple is the actual monopolist of these services, because of the impugned conduct, its services are the appropriate starting point for the inquiry.
2105 Now Apple criticised the application of the HMT to iOS app distribution services, arguing that starting the HMT with this product involved circular reasoning because Apple is alleged to be a monopolist. But I agree with Epic that this criticism is misplaced.
2106 Professor Wright’s analysis commenced by identifying the products actually supplied by Apple, namely iOS app distribution services and his subsequent analyses were directed to ascertaining whether the market should be expanded to include other, substitutable, services. If there were such substitutes, then his analysis would have involved considering a further iteration of the HMT, incorporating those services, in which case the hypothetical monopolist would have supplied services beyond those supplied by Apple.
2107 Moreover, as Professor Wright explained, saying that a market definition exercise cannot commence with the allegedly monopolised product creates a circumstance where one could never define a market already monopolised by a single firm. Obviously that is an untenable position to take.
2108 Indeed, as Epic said, an appropriate HMT will often start with a product supplied by a single firm, even if that restriction is imposed by way of the geographic market dimension. The purpose of the HMT is then to identify which other firms or products need to be included in the market analysis.
2109 Now when applying the HMT to an allegedly monopolised product, one potential issue is that the price charged for it may already be above competitive levels. This needs to be considered when interpreting the HMT results to avoid the cellophane fallacy.
2110 In particular, and as I have touched on conceptually elsewhere, when considering the behaviour of some developers or users in switching away from services supplied by Apple, one needs to be mindful of the possibility that they are doing so because the price Apple is charging is well-above the competitive level, in which case their behaviour is not informative of the substitution behaviour one would see in response to small price increases above the competitive level.
2111 Now Professor Hitt suggested that Professor Wright started from a premise that Apple is a constrained monopolist, such that a SSNIP will almost always pass. But Professor Wright explained that his analysis did not assume that Apple was a monopolist and would have been valid if Apple were in a competitive environment.
2112 Further, Professor Wright’s starting point was not too broad. It was said that the HMT should commence with narrower product subsets, such as digital game app transactions, that is, downloading, updating, and making in-app purchases in game apps, and video streaming app transactions, that is, downloading, updating, and making in-app purchases in apps for streaming movie and TV content. But I reject this for the reasons largely advanced by Epic.
2113 First, the HMT, and the market definition exercise more generally, are conducted to identify a market to analyse specific impugned conduct. Apple provides the same services to all developers irrespective of the type of app they develop. Further, Apple’s conduct at issue, and in particular the iOS app distribution conduct, is neither confined to nor targeted at gaming or video streaming apps, and nor is Epic’s complaint.
2114 Second, and relatedly, the approach suggested by Apple’s experts would have the unrealistic consequence of requiring the competitive effects of Apple’s conduct to be assessed in as many different markets as there are app genres.
2115 Professor Hitt’s approach would require definition of different markets for assessment of competitive effects in respect of dating app providers and music streaming apps. Now as Epic said, the unreality of this is highlighted by asking the rhetorical question: in what market or markets should the assessment be made of the competitive effects of Apple’s conduct on a firm that wished to distribute another app store? Professor Hitt’s evidence was that this may well require the definition of every possible app transaction market that reflected the whole variety of apps to be distributed by the other app store.
2116 Third, because the services offered by an app store do not differ by app genre, a hypothetical monopolist of a genre-specific app store would be constrained by the prospect of app stores that supply services for other genres beginning to offer services to the genre in question.
2117 And as Epic explained, even if the impugned conduct were limited to the distribution of video streaming apps or gaming apps, which it is not, the starting point would have to be the distribution of video streaming apps or gaming apps on iOS devices, not the distribution of video streaming apps or gaming apps on all devices. The HMT would then need to be applied to assess if a SSNIP on distribution for those apps on iOS devices would lead consumers to seek distribution services from other platforms, or if suppliers of distribution services for other app genres on iOS would move to supply their services for the genre which is exposed to a SSNIP.
2118 Because there is no functional difference between distribution services for different app genres on iOS, one ends up back at a market for iOS app distribution services and a consideration of the ability to substitute to other platforms.
2119 I also agree with Epic that this same issue caused Apple’s experts to erroneously identify paid app downloads as substitutable with free app downloads in combination with an in-app purchase. These “transactions” are not proper substitutes because both require the consumption of iOS app distribution services.
2120 It is true that in the case of the paid download, payment to Apple is made as part of the consumption of the distribution services, and in the case of the use of an in-app transaction to unlock content within a free app, the payment is made when consuming the tied payment solutions service. But in both cases, the distribution service is being consumed and Apple is being paid. The monetisation point has just shifted from the distribution service to the tied payment service.
2121 If one defines a market by reference to the point of monetisation, one will erroneously identify these two uses of the same service as relevant substitution. But if one defines the market by reference to the actual product being supplied, one will correctly identify that this change in monetisation does not result in a change in the consumption of the relevant product.
2122 Now to conduct the quantitative HMT, Professor Wright estimated an effective price for Apple’s iOS app distribution services by combining Apple’s commission on paid downloads with a portion of its commission on in-app purchases. Apple’s economic experts criticised this approach. But the commission on in-app purchases is for more than just payment processing and instead represents compensation for all of Apple’s services provided through the App Store.
2123 The commercial evidence is clear. Schedule 2 to the DPLA expressly provides that the commission is payable as consideration for Apple’s distribution services. Apple itself considers that its commission on paid apps and in-app purchases is primarily related to the distribution services provided by the App Store. The commission structure, including the commission on in-app purchases, is the model by which the entire App Store is monetised. When forced to adjust the model by regulation, Apple has effectively attributed the majority of the in-app commission to distribution. Through the App Store, Apple provides a platform to distribute iOS apps to consumers.
2124 Now as Epic says, there are numerous ways that Apple could charge for this service. But because Apple chose to do so by tying the service to the use of another service, Professor Wright had to determine an effective price. But that does not mean that the focus of the HMT should shift away from app distribution to some other problematic concept advanced by Apple.
2125 Moreover, I agree with Epic that Professor Wright did not cherry-pick a particular commission allocation mix. Professor Wright conservatively considered all potential scenarios, including one in which all of the commission on in-app purchases is attributed to the effective price for distribution services.
2126 And Professor Wright’s application of the quantitative HMT conservatively considered the full 5 to 10% SSNIP range.
2127 Now Apple put forward a theoretical criticism that only increasing the effective price on developers does not allow the hypothetical monopolist to optimally adjust prices by also imposing a price onto iOS app users. But there is no commercial evidence to suggest that a hypothetical monopolist operating in this market would raise prices on app users. Instead, as Epic said, it is principally via a pass-through of the SSNIP on the commission that users are impacted, whether through changes in price or quality.
2128 Further, Professor Wright’s analysis, through the mechanism of pass-through, does involve the imposition of higher prices on app users as a result of the SSNIP.
2129 In any event, as Epic said, Professor Wright’s approach would, if anything, risk delineating a market that is too broad, because allowing for profitable re-optimisation of commission structures would only make a SSNIP more profitable.
2130 Now it is not in doubt that Professor Wright considered the full range of potential responses by both developers and users, both individually and in combination.
2131 For developers, these responses included, first, delisting from the App Store to divert users, second, changes to development decisions/priorities, third, decreasing investment in their iOS apps, fourth, changing their monetisation model and, fifth, passing through some or all of the commission increase to users.
2132 For users, Professor Wright considered ways by which users could either remain on iOS but reduce their expenditure such as out-of-app purchases, web apps or non-mobile device channels, or change mobile devices by switching to Android. Apple’s economic experts did not identify any other substitution possibilities.
2133 Moreover, the evidence that I have discussed elsewhere demonstrates that developers and users do not consider native iOS apps to have close substitutes. Further, out-of-app purchases do not constrain the hypothetical monopolist of the iOS app distribution services.
2134 Now Professor Wright’s quantitative HMT demonstrated that, using Apple’s transaction data and Apple’s calculations of market elasticities, imposing a SSNIP would be profitable for the hypothetical monopolist of iOS app distribution services.
2135 And as Epic rightly said, this finding was robust to a range of reasonable assumptions in respect of the size of the SSNIP, the elasticity of demand figure used, the level of pass-through to app users and the vertical integration of the hypothetical monopolist into devices.
2136 But because Apple monopolises iOS app distribution services, the successful SSNIP alone cannot be a clear identification of the relevant market. This is because the successful SSNIP raises the question as to why Apple has not already imposed a SSNIP. That is, on the assumption that firms seek to maximise profits, a firm in Apple’s position would be expected to have already imposed any profitable SSNIP.
2137 I agree with Epic that the commercial evidence explains why Apple’s commission is below the rate that its market power may allow.
2138 First, as Epic said, Apple’s rate was not set following an analysis of the revenue stream it would generate. At most, it might have resulted from very limited research into the rates on other platforms, but there are no records to verify this. Now the evidence from Apple’s executives indicated that the original goal of the App Store was not to generate substantial profits but to enhance the value of Apple’s devices. But as demand for iOS apps has grown, and as Epic points out, Apple’s closed approach to app distribution has protected its commission rates from competitive forces and allowed it to generate substantial returns.
2139 Second, as App Store revenue has grown, Apple has come under intense regulatory scrutiny. Accordingly, Apple’s recent conduct is consistent with it defending the pre-existing commission structure from regulatory intervention.
2140 Further, as Professor Wright observed, the small business program is at odds with other commercial platforms in that it gives commission decreases to the App Store’s smallest customers whilst maintaining commission levels for its largest customers. As I discussed with counsel during the hearing, this runs contrary to commercial logic.
2141 Now Professor Hitt and Mr Houston made various criticisms of Professor Wright’s analysis of substitution in response to a SSNIP.
2142 First, it was said that Professor Wright only evaluated the extent of substitution by considering the likelihood of each potential response by developers and users to a SSNIP in turn, rather than considering the overall total effect of potential responses.
2143 Second, it was said that Professor Wright did not adequately account for feedback loops resulting from network effects on the App Store, which would amplify the responsiveness of users on one side of the platform to a reaction by users on the other side of the platform to a price increase.
2144 But I agree with Epic that Professor Wright did account for these factors in his HMT. He also addressed them through his analysis of pass-through, quantity natural experiments and elasticity. Apple’s own evidence of a lack of pass-through demonstrates the aggregate lack of substitution across channels. Further, Professor Wright’s quantity natural experiments are strong evidence that there is virtually no response as a whole from both users and developers, even accounting for any feedback loops between them, to substantial relative changes in iOS commission rates. And further, Apple’s own elasticity figures capture the combined impact of all forms of substitution in response to small price changes implemented by Apple.
2145 Let me deal in more detail with some of the points made by Apple’s experts against Professor Wright’s analysis, some of which I have already touched on briefly. Five specific criticisms were made, each of which I reject largely for the reasons advanced by Professor Wright specifically and Epic generally.
2146 First, as I have already mentioned, it was said that Professor Wright’s application of the HMT framework assumed that Apple is a monopolist.
2147 Now as to this first criticism, Professor Hitt said that Professor Wright assumed but did not demonstrate that there are no close competitors to Apple in either the actual market or the alternative hypothesised market in the HMT. In other words, it is said that Professor Wright assumed that Apple is a monopolist.
2148 Professor Hitt claimed in this respect that Professor Wright’s approach was to simply ask whether an assumed monopolist, when subject to regulation that requires it to set lower prices than it would like, would have an incentive to increase prices to reach profit-maximising levels. The result will always be that it does. So, it was said that his application of the HMT framework would be unreliable. This is not correct.
2149 Professor Wright’s application of the HMT framework did not assume that Apple is a monopolist. He started his analysis with a candidate market for the supply of services for the distribution of iOS apps. He explained that Apple is the monopolist supplier in this candidate market. Given the risk of the cellophane fallacy affecting his analysis, he explained that the results of his analysis need to be interpreted with the following in mind.
2150 If such a SSNIP was found not to be profitable, the test would not be directly determinative as to whether a SSNIP applied to a lower commission rate would be profitable. In that case, this test could not be relied on to define the relevant market without further examination of the evidence. This is because the fact of a SSNIP being found not to be profitable could stem from either competitive pressure from alternative suppliers, or Apple already maximising monopoly profit.
2151 In this case, the test with this result, on its own without further examination of other evidence, would not identify the relevant market.
2152 In such a case, it would be necessary to examine the likelihood of the first point compared to the second point. That is, it would be necessary to examine whether the SSNIP is likely to be unprofitable due to competitive pressure from alternative suppliers in the same market, being the first point, or due to indirect constraints that only become binding at the monopoly price, for example, app developers and app users forgoing app distribution services to use web apps, or app users conducting purchases of digital content on app developers’ websites or alternative channels for use in their iOS apps, thereby constraining Apple’s monetisation of app distribution services via commissions charged on in-app purchases, which suggest the cellophane fallacy is present, being the second point.
2153 If such a SSNIP were found to be profitable, it would suggest that a SSNIP applied to a lower commission rate would also be profitable. This is because app developers and app users are less likely to substitute to alternative channels when the commission on iOS app distribution services is lower. In this case, the test would evidence that the candidate market is a relevant market.
2154 But Professor Wright acknowledged that for a SSNIP applied to Apple’s current commission rates to be profitable, Apple must set its current commission rates below the level that would maximise its profit.
2155 Professor Wright provided reasons for why Apple is likely not maximising profit, at least before considering any regulatory risk. Apple faces regulatory pressure. Further, Apple apparently did not initially set a 30% commission rate to maximise its profits but instead set the rate based on other major platforms’ headline commission rates for digital content at the time.
2156 Further, Professor Hitt’s own evidence is consistent with Apple not maximising profits.
2157 Apple has maintained the same commission rate for most of its revenue base over time despite, according to Professor Hitt, significant growth in the market.
2158 Further, Apple has generally maintained the same commission rate for most purchases of digital content across different genres, despite them, according to Professor Hitt, facing different demand conditions and competitive constraints.
2159 Further, Professor Wright did not assume that Apple is a monopolist. In particular, his application of the HMT framework could have resulted in Apple not being a monopolist, for example, that the App Store is in the same market as other app stores that provide distribution services for apps for use on different operating systems, if the evidence had been consistent with a sufficient degree of substitution to these alternative app stores, rendering a SSNIP unprofitable and, therefore, necessitating expansion of the candidate market in the HMT framework to include these other app stores.
2160 If such a SSNIP were found not to be profitable, the test would not be determinative. This is because the result could stem from either competitive pressure from alternatives, or Apple already maximising monopoly profit.
2161 In this case, the test with this result, on its own without further examination of other evidence, would not identify the relevant market. It would then be necessary to examine the likelihood of competitive pressures from alternatives compared to the second scenario, that is, to examine whether the SSNIP is likely to be unprofitable due to competitive pressure from alternative suppliers in the same market, or due to indirect constraints which suggest the cellophane fallacy is present.
2162 For instance, based on the SSNIP analysis of Professor Wright, if the evidence had been consistent with an elasticity of demand as high as 3.7 with an app developer pass-through rate of 90%, then his analysis would have found the SSNIP to be unprofitable. Because of the risk of the cellophane fallacy, he would have had to further examine the reason for the SSNIP being unprofitable, that is, whether the high elasticity of demand at the current commission level is driven by Apple facing competitive pressure from alternative app stores or being constrained from other channels, such as web apps or conducting purchases of digital content on websites.
2163 If the high elasticity of demand was driven by Apple being constrained from other channels, then it would suggest that the cellophane fallacy is present and that Apple is already maximising its monopoly profit.
2164 The critical elasticity would be 3.5, if losses of device sales from iOS users that would switch to non-iOS devices in response to a SSNIP are accounted for.
2165 As explained by Professor Wright, he expected low levels of pass-through from app developers to app users, that is, the 90% pass-through rate was conservative as it suggests that the SSNIP is almost entirely borne by the app users, which makes it more likely for the SSNIP to become unprofitable. For pass-through rates of 75% or 50%, which Professor Wright still considered to be too high, the elasticity of demand would have had to be up to 4.2 or 5.9 respectively, before the SSNIP would become unprofitable. These critical elasticities would be 4.0 and 5.7 respectively if losses of device sales are accounted for.
2166 That said, and as explained by Professor Wright, the evidence is consistent with a much lower elasticity of demand, in the range of 0 and 2. Additionally, Professor Wright expected the app developer pass-through rate to be limited. So, the evidence is consistent with the SSNIP being profitable.
2167 Professor Wright’s approach to market definition contrasted with the approach of Professor Hitt.
2168 Professor Hitt’s market definition did not follow the logic of the HMT. As I have explained earlier, under the HMT framework, the assessment starts by considering a hypothetical monopolist of the relevant product(s) of the firm under investigation in a focal area. The first question to be considered is whether it would be profitable for the hypothetical monopolist to sustain a SSNIP above competitive levels. If “yes”, then the relevant market is defined as the relevant product(s) of the firm in the focal area. If “no”, and assuming that the situation is not one in which the cellophane fallacy applies, the scope of the products and/or geographic area under consideration is expanded to include the next product and/or geographic area that are the closest substitutes to the product(s) and area(s) already being considered. The question then asked is whether a hypothetical monopolist of the expanded product group/geographic area could profitably sustain a SSNIP above competitive levels. This process is repeated until a product group and geographic area are found such that a hypothetical monopolist supplying that product group in that geographic area could profitably sustain a SSNIP.
2169 But Professor Hitt did not start with the narrowest possible set of relevant products given the conduct in question, that is, Apple’s conduct which applies to iOS apps only, and then follow this sequential process. Rather, he started with the widest possible market in terms of potential alternative suppliers, that is, all app stores on all different operating systems, as well as other channels where purchases of digital content could be made, despite providing very limited evidence of substitution between these different channels.
2170 Professor Hitt’s and Mr Houston’s market definition did not rely on any quantitative evidence of actual substitution for app distribution services. They only identified potential avenues of substitution. They did not account for actual substitution, or how app developers and app users would react to a SSNIP.
2171 Further, Professor Hitt’s interpretation of the HMT included the idea that the signature component of the test is that one begins by changing the competitive structure of the candidate market and placing its products under the control of a hypothetical monopolist.
2172 But under Professor Hitt’s interpretation of the HMT framework, whereby it is necessary to change the competitive structure of the candidate market from the outset, one could never define a market that has already been monopolised by a single firm, as I have already mentioned.
2173 Professor Hitt’s interpretation of the HMT was at odds with Mr Houston’s approach to market definition, which started with the product that is being provided by Apple on the App Store and then considered whether there is a sufficiently strong competitive constraint from the potential for app users and developers to make substitute transactions on alternative platforms to the App Store if Apple increased prices or reduced the quality of service on the App Store to either app users or app developers.
2174 Second, it was said that Professor Wright’s application of the HMT framework resulted in an artificially narrow relevant market as it only considered a limited number of possible substitution options.
2175 Now as to this second criticism, Professor Hitt and Mr Houston said that Professor Wright’s conclusion that app developers and app users would be unlikely to sufficiently respond to a SSNIP such as to make it profitable, and ultimately that there is a relevant market for the supply of services for the distribution of iOS apps, was drawn by reference to an irretrievably compromised market definition process.
2176 In particular, they said that Professor Wright did not properly account for all avenues of substitution.
2177 But when implementing the HMT, Professor Wright identified all potential substitutes for app distribution service available to both app developers and app users, as well as potential indirect constraints, including those related to in-app purchases as opposed to app distribution services. He considered each one individually and in combination.
2178 He examined the relevant evidence and reasoned to conclusions about the likelihood of actual substitution to alternatives for app distribution services and of indirect constraints not involving the substitution of app distribution services, such as app users purchasing digital content on other channels with the intention of using that digital content in their iOS apps in response to a SSNIP.
2179 He concluded that the App Store has no close substitutes for app distribution services.
2180 Third, it was said that Professor Wright’s application of the HMT framework did not use a relevant or defensible measure of price when evaluating the effects of an increase in price.
2181 Now as to this third criticism, Professor Hitt and Mr Houston said that Professor Wright did not use a relevant or defensible measure of price when evaluating the effects of an increase in price. In particular, they said that the starting price, that is, the commission rate, that he used was artificially split between two products, being app distribution services and in-app payment solutions, instead of considering only app transactions as a single product.
2182 In this respect, Professor Hitt said that Professor Wright’s analysis used the same price, that is, the commission rate, for both the iOS app distribution market and the iOS in-app payment solutions market. Professor Hitt said that one price cannot simultaneously represent the price for two products, that is, distribution and payment processing, if these are indeed separate markets.
2183 Similarly, Mr Houston said that the price upon which Professor Wright imposed a SSNIP was applied, among other transactions, to the commission collected by Apple on in-app purchases, even though in-app purchases were excluded from the iOS app distribution market that he defined. Mr Houston seemed to suggest that this made Professor Wright’s approach unreliable.
2184 But Apple’s experts failed to engage with the reasoning of Professor Wright. He explained why, to determine the relevant market for assessing Apple’s conduct, he considered what Apple is currently effectively charging for app distribution services.
2185 Given that Apple is tying app distribution services on iOS and in-app payment solutions on iOS, he estimated an effective price, that is, commission rate, for app distribution services based on Apple’s commission on paid app downloads and an estimate of the proportion of Apple’s commission on in-app purchases that can be considered as payment for app distribution services. This was for the following reasons.
2186 App distribution services on the App Store include the integral service of accepting and facilitating payments for paid download apps. This occurs during the matching process between app developers and app users on the App Store, in which the latest version of the app is delivered by Apple via the App Store to the app user. As such, the commission Apple charges app developers for paid download apps is a relevant price for app distribution services.
2187 App distribution services exclude services to app developers for accepting and facilitating payments for iOS in-app purchases after the app user and app developer have already been matched and the latest version of the app has been delivered by Apple via the App Store to the app user. But it may be that some proportion of the commission charged for iOS in-app purchases is effectively an additional payment levied on app developers for iOS app distribution services via the App Store.
2188 Reflecting this, Professor Wright considered a SSNIP based on a 5 to 10% increase on the full commission that Apple collects for paid apps, and a 5 to 10% increase on the commission that Apple collects for iOS in-app purchases net of the 5 percentage points which he assumed relates to the competitive price for Apple’s payment solution.
2189 That said, Professor Wright disagreed with Professor Hitt and Mr Houston for the following reasons, which I accept.
2190 As I have said, they criticised Professor Wright’s allocation of commissions collected by Apple between app distribution services and in-app payment solutions but failed to acknowledge that Professor Wright’s findings were robust to any allocation of commissions. He explained that his conclusions on the relevant market were not sensitive to the assumption he made as to what proportion of the commission on iOS in-app purchases is effectively a payment for distribution. Indeed, he considered all possible allocations.
2191 Further, as I have said, they failed to recognise that Professor Wright’s approach was conservative, as it allocated a fraction of the commission charged on in-app purchases to app distribution services. If he had instead assumed that the only price for app distribution services is the commission on paid downloads, then he would have considered switching in response to a SSNIP that was only applied to the commission on paid downloads, which would be a much more limited SSNIP given that most app developer revenue is generated through in-app purchases.
2192 As I have said, switching away from iOS by app developers and app users in response to this much more limited price increase would be expected to be less than the switching in response to a SSNIP applied to both paid downloads and in-app purchases, and so it is more likely that a limited SSNIP would be profitable for Apple.
2193 So, Professor Wright’s finding that the SSNIP on commissions for both iOS paid downloads and iOS in-app purchases is profitable also implies that a SSNIP on iOS paid downloads alone would be profitable.
2194 Similarly, Professor Wright also found that a SSNIP on the commission charged on in-app purchases, where the entire commission is allocated to the in-app purchases, would be profitable. He also showed that if one does not allocate between app distribution services and in-app payment solutions and apply a SSNIP to both simultaneously, then the SSNIP is still profitable and Professor Wright would still have found an iOS-only market, although he did not consider combining app distribution services and in-app payment solutions to be the correct lens through which to examine Apple’s conduct and its effect on competition. Again, this shows that his conclusions on the relevant market for app distribution services and in-app payment solutions were not sensitive to any allocation of commissions.
2195 Apple is currently tying app distribution services on iOS and in-app payment solutions on iOS. Professor Wright considered it reasonable to assume that a share of the commission on iOS in-app purchases is also an effective payment for app distribution services.
2196 This would appear to be consistent with Apple’s change in pricing policy in response to regulatory interventions in the Netherlands and South Korea, as well as recently in the US and in the EU.
2197 Apple has permitted the use of different payment solutions in the Netherlands for dating apps and has pre-approved four third-party payment solutions for in-app purchases in South Korea.
2198 App developers opting for third-party in-app payment solutions pay a 26% to 27% commission rate on in-app purchases in cases where they otherwise would have paid a 30% commission rate. These commission rates were not made in response to competition from other platforms, but rather in response to regulatory interventions.
2199 Similarly, in the US Apple has allowed app developers to use a link to their own website for purchases of digital content alongside Apple’s IAP. App developers opting for the use of a link to their own website pay a 27% commission rate on purchases of digital content conducted on app developers’ websites in cases where they otherwise would have paid a 30% commission rate.
2200 In the EU, as a response to the Digital Markets Act, Apple will explicitly charge a 3% additional commission fee for the use of IAP on apps distributed through the App Store, which app developers will not incur if they use a third-party or their own in-app payment solution.
2201 Fourth, it was said that Professor Wright’s application of the HMT framework did not properly account for the two-sidedness of the platform by only implementing the price increase on one side of the platform, by not allowing the hypothetical monopolist to optimally adjust price level and structure and by failing to sufficiently consider indirect network effects.
2202 Now as to this fourth criticism, Professor Hitt and Mr Houston said that the typical SSNIP is difficult to apply to a two-sided platform and, if it is to be applied, it must be augmented to account for optimal adjustments of price, indirect network effects and feedback loops. Further, they said that Professor Wright’s application of the HMT framework fell short in accounting for two-sidedness.
2203 In particular, they said that it did not allow for increasing prices simultaneously on both app users and app developers independently. They said that it did not allow for optimal adjustment of the hypothetical monopolist’s price structure following the SSNIP. And they said that it did not sufficiently consider the indirect network effects and positive feedback loops associated with substitution on the App Store.
2204 Let me make a number of points.
2205 Professor Wright’s application of the HMT framework anchored the price increase in commercial reality.
2206 Now Professor Hitt said that it would be nonsensical to apply a SSNIP only to app developers. He said that the only way that Professor Wright allowed consumers to be affected by a SSNIP was through developers’ decisions on whether to pass through the commission rate increase to consumer prices, which would make Professor Wright’s analysis no different from the assessment of a SSNIP on a one-sided input supplier. Professor Hitt said that when applying a SSNIP on commissions charged for paid downloads and in-app purchases, Professor Wright did not consider app developers that currently distribute apps on the App Store but monetise those apps outside or partially outside of the App Store.
2207 Professor Wright disagreed with Professor Hitt for the following reasons, which I accept.
2208 It is incorrect that the HMT framework cannot be applied to Apple’s commission rate. Apple’s commissions apply to paid downloads and in-app purchases, and are directly incurred by app developers, being only one side of the platform. Apple does not charge app users a direct price for using the App Store. So, Professor Wright considered it reasonable to consider a SSNIP on current commissions, whilst accounting for possible pass-through from app developers of the commission increase into higher app and/or in-app prices paid by the app users.
2209 But in any event Professor Wright did consider different levels of pass-through in his analysis, including unrealistically high levels, and therefore implicitly accounted for a change in the way Apple could charge for app distribution services, that is, the incidence of the commission and so whether it would be supported by app developers only or also by app users indirectly.
2210 His approach was consistent with the literature referred to by Mr Houston, which posits that in a two-sided transaction platform one should instead check the profitability of an increase in the price level, that is, the sum of the prices paid for the transaction by the two parties, and then consider potential changes in pricing structure.
2211 Given that the App Store and other similar app stores do not set a price to app users for using their services, Professor Wright’s SSNIP did indeed apply to the relevant price level levied on the app developers, that is, the level of commission.
2212 In any case, his assumptions on the level of pass-through accounted for possible variations in the incidence of changes in the price level, that is, the commission level, on the two sides, that is, app developers and app users.
2213 Further, Professor Wright disagreed that his analysis would be no different from the assessment of a SSNIP on a one-sided input supplier. This is because he allowed for the possibility that if app and in-app prices had changed enough such that many app users switched away from the App Store, there could be feedback effects on app developers’ decisions to make their apps available on the App Store. This is a difference from the standard analysis of a one-sided input supplier.
2214 Professor Wright did consider app developers that currently distribute apps on the App Store but monetise those apps partially outside or entirely outside of the App Store.
2215 Apple also charges app developers annual fixed fees to distribute their apps on the App Store, imposed on all app developers, regardless of whether those app developers monetise their apps partially or entirely outside of the App Store. Professor Wright did not include annual developer fees in his quantitative analysis of the SSNIP. But he explained that this did not affect his conclusions for the following reasons.
2216 These are fixed fees and hence do not impact developers’ costs of supplying additional sales. This makes these fees unlikely to be passed through into developers’ prices for app and in-app purchases, as fixed costs, unlike marginal costs, do not directly impact a firm’s profit-maximising level of prices and volumes provided that the firm is able to recover its fixed costs.
2217 Further, the size of these fees, being USD 99 or USD 299 for the Apple developer enterprise program, also makes them likely to be absorbed by all but the very smallest app developers.
2218 Further, to the extent that app developers do absorb these increases in fixed fees, as Professor Wright considered likely given their relative immateriality, this would increase the profitability of the overall SSNIP for Apple.
2219 So, ignoring them in a quantitative assessment of whether a SSNIP is likely to be profitable is a conservative assumption. It makes the SSNIP less likely to be profitable, and ultimately it makes it less likely to find a relevant market for iOS app distribution services, with Apple being a monopolist in this relevant market.
2220 Apple also earns revenue on search advertisements, which would be relevant in terms of distribution services for all apps distributed on the App Store regardless of monetisation.
2221 Professor Hitt and Mr Houston focused only on commission revenue and ignored Apple’s revenue from search advertising on the App Store. Apple has two distinct sources of advertising revenue, being revenue from advertising and search results on the App Store, and revenue from advertising and web search engines outside the division to which the App Store belongs to. Only the former is potentially relevant for a SSNIP.
2222 In any event, the purpose of the market definition exercise is to identify competitive constraints faced by Apple and ultimately examine the existence of market power and the effects of the conduct at issue on competition. As evidenced by Professor Wright’s application of the HMT framework, clearly Apple could sustain a SSNIP on its current commission levels, which is evidence of market power in itself.
2223 Further, Professor Wright said that the Apple experts focused on potential avenues of substitution for specific types of digital content only, being game apps and video streaming apps, and did not consider actual substitution in response to any potential app and/or in-app price changes on the app user side.
2224 Further, Professor Wright’s application of the HMT framework did consider indirect network effects.
2225 Mr Houston said that Professor Wright’s approach failed to properly account for indirect network effects. Professor Hitt further said that the existence of strong indirect network effects on a transaction platform such as the App Store makes analysing a SSNIP more complicated, and that the literature often suggests that doing so requires many data inputs that often makes such an exercise difficult to conduct. Similarly, Mr Houston claimed that the typical SSNIP is very difficult to apply to a two-sided market and, if it is to be applied, must be augmented.
2226 But Professor Wright did account for indirect network effects for market definition purposes and demonstrated that this can be done in a rigorous way.
2227 He explained that the iOS app distribution market involves a multi-sided platform, in which app developers and app users will each value the presence of the other. The demand of app developers to use the App Store is likely to depend on the number of users acquiring iOS apps and making iOS in-app purchases. Further, the demand of app users to use the App Store is likely to depend to some extent on the number of iOS apps made available by app developers in the App Store. These inter-relationships mean that there can be feedback effects whereby changes in the number of app developers or app users can impact the demand for and usage on the other side of the platform.
2228 He further explained that the HMT should take into account the multi-sided nature when examining the profitability of a price increase for the distribution of iOS apps, including any feedback between the two sides of the platform.
2229 Professor Wright therefore assessed the likely overall profitability of the SSNIP taking into account the likely responses of app developers and app users, and any feedback effects between them. He explained in this respect that given that there is no material impact from user reactions to the SSNIP on app developers’ decisions, at the margin, in relation to the App Store, it implies that any subsequent rounds of feedback effects between app developers and app users would be insignificant.
2230 Now on this latter point, Mr Houston said that this finding conflicted with the economic literature on this topic, which recognises that even when sensitivity to price on one side is low in isolation, demand on that side may be very price-sensitive once feedback loops are considered.
2231 But the economic literature does not speak to the strength of indirect network effects in a given case, and certainly not with respect to a marginal change in price as is relevant for a SSNIP test. Rather, the literature stresses the importance of accounting for these factors in the assessment, which Professor Wright did.
2232 Further, even if indirect network effects may be present, the extent to which they influence the result of the SSNIP test should be investigated on a case-by-case basis, which ultimately depends on the strength of these indirect network effects at the margin, that is, the strength of the feedback effects in response to a small change in the usage of the platform by either side of the platform.
2233 As Professor Wright said, Professor Hitt and Mr Houston provided no evidence that indirect network effects would be especially strong, at the margin, in the present case.
2234 Professor Hitt and Mr Houston also agreed with Professor Wright’s theoretical predictions about low pass-through from app developers to app users in the factual world. Professor Hitt found no pass-through empirically with natural experiments. As Professor Wright said, the evidence is consistent with insubstantial, if any, feedback effects in response to a SSNIP.
2235 In any event, Professor Wright noted that Professor Hitt’s and Mr Houston’s focus on feedback effects through participation and app usage was inconsistent with their primary focus on app transactions, and, in particular, in-app purchases.
2236 By their logic, if a SSNIP led to a reduction in app transactions on the App Store, then that would not affect the participation of app users or app developers on the App Store as those app users/developers would continue to use the App Store but would reroute their app transactions through alternative channels. As such, there could not be a strong feedback effect or downward spiral under their logic. Instead, such a feedback effect would arise if app developers exited the App Store altogether or app users switched to using another operating system, both of which Professor Wright assessed as potential forms of substitution in his analysis. He found neither was likely to be a significant factor, which is why any feedback effects would be weak.
2237 Further, Professor Wright’s application of the HMT framework conservatively considered that the hypothetical monopolist would not optimally adjust the price structure.
2238 Professor Hitt said that Professor Wright’s approach did not allow the hypothetical monopolist to optimally adjust the price structure or to raise prices that consumers pay to the platform at all. Similarly, Mr Houston said that Professor Wright did not allow for the optimal adjustment of the price structure following the SSNIP such that his approach would not properly account for two-sidedness.
2239 Professor Wright first noted that Apple is not charging app users for app distribution services. Professor Hitt and Mr Houston provided no evidence that Apple would consider charging app users for access to the App Store, or for downloading apps or updating apps. In this case, there is nothing to re-optimise on the app user side.
2240 That said, if it were profitable for a hypothetical monopolist app store to start charging app users directly for app distribution services as part of a SSNIP, then Professor Wright’s approach of ignoring this possibility would be conservative compared to that scenario, that is, his approach would tend to delineate too broad a market.
2241 He found that without adjusting the price structure, a hypothetical monopolist would find a SSNIP profitable. If a hypothetical monopolist were to also adjust the price structure to increase its profits, a SSNIP would be even more profitable.
2242 Fifth, it was said that Professor Wright’s application of the HMT framework did not start with the smallest set of substitute products for which a hypothetical monopolist would find it profitable to increase prices, that is, commission rates, and instead asserted a market for all iOS apps.
2243 Now as to this fifth criticism, Professor Hitt and Mr Houston said that Professor Wright included all apps together in his market for iOS app distribution but did not contemplate the question of whether different types of apps should be the subject of such a broad grouping, and so in the same product dimension of the market. They said that his analysis should have started with a series of candidate markets for a narrower set of apps, in particular, gaming apps or video streaming apps.
2244 Professor Wright disagreed with their claim that his market definition is too wide because it encompasses all iOS apps across genres.
2245 Professor Wright proceeded on the basis that identifying a market and defining its dimensions is a focusing process through which one aims to provide the clearest picture of the relevant competitive process in light of commercial reality, and should be tailored to the impugned conduct at issue. In that sense, market definition exercises are purposive, instrumental or functional. I could not agree more.
2246 Now given that, first, Apple provides through the App Store essentially the same app distribution services irrespective of the app genre, second, Apple’s impugned conduct applies across all genres of apps with only limited exemptions for some app genres or specific apps and, third, indirect network effects between app developers and app users on the App Store work across all genres of apps and not for specific app genres only reflecting the fact that these indirect network effects result from app user and app developer participation on the App Store, I agree with Professor Wright that it is not appropriate to delineate the relevant market by app genre to assess the effect or likely effect of Apple’s impugned conduct.
2247 Let me now address some other in one sense discrete topics.
Technical substitutes
2248 Now Apple says that there are technical substitutes across a range of platforms and devices including iOS devices. Further, it says that whilst technical substitutes are not necessarily close substitutes, technical substitutes do by definition respond to price changes between them. And it says that there is at least some economic substitution that occurs between these technical substitutes.
2249 Professor Hitt was of the view that substitution by even a small number of users could constitute economically meaningful substitution as platforms are constrained by the risk of losing even small numbers of users. He expressed the view that even if a small percentage of users move, that could be relevant and could be a concern to a developer or Apple in relation to the App Store.
2250 But of course the issue in controversy is the extent to which there would in reality be meaningful close substitution in response to price changes.
2251 Moreover, a feature of this case is that there have generally not been relevant price changes, such that there is a lack of direct evidence of switching behaviour in response to any price changes.
2252 Now Professor Wright said that whether there is substitutability is an empirical question that would only be addressed by whether, assuming that technically one could readily transact across platforms or devices, there was movement that was responding to a price change. But of course if prices are the same across the different channels, this empirical question would not be answered.
2253 Now Professor Wright gave evidence on whether one sees substitution in response to changes in conditions, such as might be embodied in Apple’s elasticity estimates. Further, Professor Wright analysed the lack of quantity changes in other natural experiments that he referred to.
Elasticity documents
2254 Professor Wright considered various Apple documents which contained estimates of the price elasticity of demand of iOS users for iOS apps. These estimates were derived and relied on by Apple when considering price changes for apps and in-app content in the App Store and similar services. These documents show that Apple observed very limited change in demand by consumers when faced with a price change. The documents show that Apple made commercial decisions on that basis.
2255 Now Professor Hitt said during cross-examination that he agreed with the elasticity estimates Professor Wright derived from these documents. But nevertheless, Apple criticised Professor Wright’s reliance on this evidence during cross-examination on the basis that these documents contained estimates of elasticity calculated in the context of broader economic changes, such as changes to foreign exchange rates and taxation.
2256 But as Professor Wright explained, the fact that these documents often refer to elasticity in the context of considering whether to implement price changes in response to macroeconomic trends of this kind does not diminish the value of the elasticities and nor do they necessarily indicate the context in which these figures were calculated.
2257 Professor Wright agreed that the elasticity of demand in response to economy-wide events will be lower than in circumstances where there are price changes in iOS apps, ceteris paribus, but he cogently explained why that did not affect his views as to the reliability of the figures he used.
2258 Professor Goldfarb also said that even where price changes in such a context were relied upon to calculate elasticity, this broader economic context does not affect the reliability of the results, because the elasticity estimates compare the effect on demand of a price change relative to there being no change in price for iOS apps or in-app purchases. The broader macroeconomic context is a given in such a scenario.
2259 Further, these estimates were used at the highest levels of management within Apple. So, in response to direct requests from Mr Cook, Apple management provided estimates of elasticity based on responses to price changes arising from changes in taxation and foreign exchange rates.
2260 Moreover, Apple did not lead any lay or expert evidence about elasticities of demand or the circumstances in which the estimates relied on by Professor Wright were prepared.
2261 I have no difficulty in drawing the inference that the estimates relied on by Professor Wright were reasonably accurate. And given Apple’s own internal reliance on these elasticity estimates and the agreement between the experts as to their magnitude, I accept that they provide probative evidence that iOS users would not meaningfully reduce their expenditure on iOS apps and in-app purchases when faced with a SSNIP in the price of app downloads and in-app digital content.
Pass-through
2262 Now Professor Hitt conducted several natural experiments concerning three of Apple’s programs in which Apple lowered its commission rates for certain types of apps.
2263 First, there was the small business program with effect from 1 January 2021, where Apple reduced the commission rate to 15% for developers with global App Store net developer revenues of up to $1 million in the previous calendar year.
2264 Second, there was the auto-renewing subscription policy with effect from June 2016, where Apple reduced commission rates from 30% to 15% after a subscriber’s first year of an auto-renewable subscription.
2265 Third, there was the video partner program which commenced in 2016, where Apple reduced its commission rates from 30% to 15% for participants in the video partner program, provided a user signs up using Apple’s IAP.
2266 Professor Hitt’s findings, which were accepted by Professor Wright, from his three natural experiments were that many of the affected app developers did not lower consumer prices for app downloads and in-app purchases when faced with a reduction in App Store commission rates in the actual world.
2267 So, Professor Wright, Professor Hitt and Mr Houston all agreed that developer pass-through of Apple’s commission rate changes was and would be limited in the factual world, although there was some disagreement as to whether the pass-through would be zero.
2268 Now Professor Wright said that the fact that app developers had not passed-through commission changes indicated that there is limited app user substitutability between different channels. Contrastingly, Professor Hitt and Mr Houston said that there can still be substitutability between channels when there is limited pass-through. To support their position, Professor Hitt and Mr Houston threw up various theories.
2269 But let me make the following points based upon Professor Wright’s evidence which I have accepted.
2270 First, Professor Hitt’s natural experiments disclosed a lack of user substitution across channels.
2271 Now Professor Hitt asserted that his findings from the natural experiments did not indicate a lack of substitution, as there are many factors influencing a developer’s choice to pass through a commission rate change on one platform. But the minimal pass-through that Professor Hitt found from his natural experiments is consistent with a lack of substitution across channels.
2272 I accept Professor Wright’s conclusion that a lack of substitution across channels is the most natural economic explanation for why there was no positive pass-through.
2273 Professor Wright explained that the lack of evidence of pass-through was consistent with a lack of substitution across channels and was inconsistent with Professor Hitt and Mr Houston’s basic theory of transaction-level substitution. Professor Wright explained the theoretical foundation for this view. The logic is straight-forward. If app users readily substituted between different channels, app developers would have a strong incentive to reduce their app and/or in-app prices on iOS following a reduction in Apple’s commissions. The incentive would be to divert purchases from platforms with higher commissions to iOS in order to benefit from Apple’s lower commissions.
2274 Further, Apple relied on Professor Hitt’s comments on Professor Wright’s evidence about the implications of a lack of pass-through to contend that Professor Wright was careful not to put his opinion higher than that the lack of observed pass-through was consistent with a lack of substitution.
2275 Now in the joint expert report, Professor Wright was clear that the lack of pass-through was inconsistent with the basic theory of transaction-level substitution proposed by Professor Hitt and Mr Houston. And in cross-examination, he expressed the view that limited pass-through indicates that there is no substitution between the App Store and alternative channels.
2276 Second, Professor Hitt’s and Mr Houston’s alternative pass-through theories were flawed.
2277 Now to justify the argument that there is substitution across platforms despite there being no pass-through, Professor Hitt and Mr Houston made a number of problematic arguments. And they contorted themselves in an attempt to avoid the fact that a lack of substitution across channels is the most natural economic explanation for limited pass-through.
2278 Professor Hitt said that in relation to app developers who monetise through in-app advertising in addition to in-app purchases or paid downloads, some developers would respond with negative pass-through. Professor Hitt said that some app developers would raise prices in response to lower commission rates because with lower commission rates, using in-app purchases may become more profitable for them than alternate sources of monetisation like in-app advertising.
2279 But this monetisation strategy only applies where app users cannot pay to avoid watching advertisements. For example, users of online newspaper subscriptions cannot pay an extra fee to avoid advertisements. If developers who partially monetise through advertisements also give users the option to purchase a premium account to avoid advertisements, as occurs with, for example, YouTube, there would likely be pass-through. If there is a commission decrease, such developers would be incentivised to decrease the premium subscription price to increase the number of users who purchase the premium account, that is, the payment method subject to the lower commission.
2280 Now it was agreed that there is a mix of the two advertising monetisation models. But Professor Wright found that the majority of developers provide users with the option to avoid advertisements, as is done by the developers of YouTube, Microsoft Office and Duolingo. Professor Hitt’s reasoning was at odds with the economic literature, which finds that app users consider in-app advertising and in-app purchases to be substitutes in terms of purchasing additional digital content for a given app. I accept that positive pass-through is more likely for developers who monetise partially through advertisements and who consider advertising a reasonable substitute for in-app purchases.
2281 Further, Professor Hitt said that as developers compete with other providers of digital content that do not pay commissions to Apple, some developers would choose not to pass-through commission changes. But even if developers are facing this mode of competition, economic theory indicates there would be some positive pass-through. The only exception in which there would be no pass-through is if there was perfect competition. If there was perfect competition, economic theory indicates that the price would be zero because it would be priced at marginal cost. Professor Hitt’s response, being that some developers do have positive marginal costs, is inconsistent with his own findings of limited pass-through. If some developers have positive marginal costs, economic theory suggests that pass-through would be greater than limited.
2282 Further, Mr Houston said that even when there is substitution across different channels, multiple effects would be at play which could either increase or decrease app developer profits if prices were reduced on iOS following a reduction in Apple’s commissions. But as Professor Wright said, this reasoning is ultimately misleading as it does not consider the net effect of these effects, which is what is relevant to developer decisions.
2283 On the contrary, Professor Wright formally demonstrated that the net effect is positive for a single app developer offering its app on two substitutable channels. Professor Wright also explained that a net positive effect is likely when the app developer competes with apps that are not subject to the commission change. By contrast, Mr Houston did not provide any evidence nor formal economic analysis to support his view.
2284 I accept Professor Wright’s opinion that minimal developer pass-through in Professor Hitt’s natural experiments is indicative of a lack of substitution across channels. This is the most natural inference to draw from the economic evidence relating to pass-through and I have no hesitation in drawing it.
2285 Third, let me say something further about the quantity natural experiments.
2286 Now Professor Wright adapted Professor Hitt’s three natural experiments to consider whether Apple’s reduction in commission for some developers precipitated a change in the quantity billed on the App Store as opposed to a change only in developer prices. Professor Wright found that there was no clear shift in quantity following the reduction in Apple’s commission rate, which is consistent with app developers not improving the quality of their iOS apps, or putting in more effort such as by advertising, to divert app users to the App Store.
2287 These findings demonstrate that there was no user or developer substitution across channels in response to these price changes. They also demonstrate that there was no developer response that would affect demand for Apple’s services, such as a reduction in investment in the quality of the app.
2288 Now Professor Hitt agreed with the findings of Professor Wright’s quantity natural experiments. Professor Hitt accepted that if there is no pass-through into prices, there would not be any expected quantity change in response to a commission change. So, developers are unlikely to react to a commission change in a way that leads to lower levels of demand for their iOS apps and, therefore, for Apple’s services.
2289 But Professor Hitt then failed to explain why there was no quantity change despite there being, on his thesis, options for developers to react to the commission rate through quality adjustments and changes to business models. Quantity effects of this kind would be the most direct way to assess whether a change in iOS commissions actually affected quantity on iOS as opposed to other channels, and Professor Wright’s analyses demonstrated that there is no clear shift.
2290 Furthermore, Professor Wright demonstrated that for relative price changes in the other direction, that is, where Apple’s commission rate underwent a relative increase, there are similarly no observable quantity effects.
2291 Professor Wright concluded that, in January and February 2022, there was no noticeable change in the number of subscription transactions or in the number of subscription apps on the App Store following the large reduction in the Play Store’s commission for subscriptions. The change resulted in Apple’s effective commission rate being around 80% higher than Google’s for apps that were directly affected by the change. Despite the limited time period, if there is strong substitution across channels, one would have expected some decline in the number of subscription transactions through developers managing to divert some of their transactions to the Play Store with its significantly lower commissions.
2292 Professor Wright’s quantity natural experiments provide evidence that both users and developers do not react to substantial relative changes in iOS commission rates. They demonstrate that developers did not respond in any meaningful way that led to consumers changing their spending habits following a commission change on iOS. Professor Wright’s findings suggest the following.
2293 Developers do not treat other channels of distribution as substitutable for the App Store, as they did not seek to steer users to iOS in response to a reduction in Apple’s commission, or the flipside scenario, through price or quality adjustments or any other means.
2294 Further, users do not substitute spending on other channels with spending on iOS in response to a reduction in relative commission on iOS, or the flipside scenario, either directly or in response to lower levels of investment by developers.
2295 Professor Hitt’s only real criticism of Professor Wright’s quantity natural experiments was that the time horizon of one year may not be long enough to observe a relevant quantity response, or that quantity responses might occur “off-app” so as to not be detectable in App Store data. These are not convincing arguments for the following reasons.
2296 Professor Wright used the same data and time horizon for his quantity analysis as Professor Hitt himself used in his report in relation to the natural experiments. If one year would be a reasonable period to observe a change in price, it should remain a logically sound period to observe a change in quantity, especially in response to the same event.
2297 Further, as Professor Wright said, a one year time horizon is the normal period for the application of the HMT. It is unclear why a time period that is considered to be appropriate for antitrust economic analyses such as the HMT would be somehow inappropriate to observe a quantity response on iOS as a result of a significant change in Apple’s commission. If it takes more than a year to see any response in quantities, it can hardly be said that there are close competitive constraints.
2298 Further, developers may respond to a commission change in a myriad of ways, some of which may produce faster quantity responses on iOS than others. For example, if a developer were to respond to a commission reduction on iOS by offering exclusive in-app content, it is plausible to expect an increase in the volume of transactions on the App Store within a year period. On the other end of the spectrum, Professor Wright accepted that it is possible that a long-term change in developer investment into iOS, for example, less frequent updates compared to on other platforms, may not have a discernible quantity effect within a year.
2299 But on balance, given the potential breadth of developer quality responses to a change in iOS commission rate, it is telling that by the end of one year, there was no observable quantity change at all between Professor Wright’s control and treatment groups across the three natural experiments.
2300 Further, if anything, given the size of the commission changes in the natural experiments, one would have expected to see a larger quantity shift within one year than in response to a small price change. The fact that there was no clear shift at all within the time period undermines the opinions of Apple’s experts regarding substitution.
2301 Further, Apple has not adduced any evidence to substantiate Professor Hitt’s claim that extending the time horizon for the natural experiments would reveal a quantity response. The natural experiments were based on App Store data, and it would be reasonable to expect that if there were data from later years that supported his claim, Apple would have relied upon that data. As it stands, Professor Hitt’s argument does not rise above the level of mere conjecture. I reject it.
2302 Let me deal with one final matter by way of a thought experiment, which was raised by Professor Wright in his analysis.
What if the product is app transactions?
2303 Even assuming that the focal product is app transactions, encompassing app downloads, app updates and in-app purchases, according to Professor Wright this would not have altered his approach to the HMT framework and he would have found the existence of an app transactions market for iOS apps only.
2304 This is because his analysis had already considered all forms of potential and actual price-based substitution and constraints.
2305 In particular, as part of his various sensitivity analyses, he considered the profitability of a SSNIP applied on Apple’s full current commission rates across all paid transactions combined, that is, paid downloads and in-app purchases.
2306 Professor Wright considered the effect of the Australian App Store increasing its effective commission rate in 2021 by a SSNIP of 7.5%. He assumed this would apply as a 7.5% increase on the full commission collected for paid apps and iOS in-app purchases, that is, he assumed, for the sake of the exercise, that no share of Apple’s commission on iOS in-app purchases is attributable to the payment solution.
2307 As he explained, given the iOS app distribution conduct, Apple is currently the monopoly supplier of such distribution services with distribution taking place via the App Store. As such, evidence in relation to the App Store can help inform whether a hypothetical monopolist would face any close substitute(s) or indirect constraints so as to render a SSNIP unprofitable. He therefore referred interchangeably to the App Store and the hypothetical monopolist for the supply of iOS app distribution services.
2308 In response to such a SSNIP, few app developers would be likely to delist their apps from the App Store. This is because of the large and valuable app user base that the App Store provides, much of which is unique to iOS. App developers are much more likely to absorb some or all of the commission increase as lower net revenue, and pass-through any remaining part onto app users through higher app and/or in-app prices.
2309 So, Professor Wright considered that effectively all app developers would continue distributing their apps on the App Store.
2310 Professor Wright assumed that there would be an overall pass-through rate of 50%, even though economic theory suggests pass-through rates may be considerably lower than this. He expected that very few if any apps would exit from the App Store. These would likely be smaller apps that are Australia-focused and that over the relevant period generate limited iOS revenues so that they only marginally cover their fixed costs of remaining active on iOS. These apps would not have any material impact on the profitability of the SSNIP for Apple because such apps generate relatively little revenue and app users may simply substitute to alternative iOS apps when such apps leave and hence continue to generate commission revenue for the Australian App Store.
2311 So, Professor Wright considered that effectively all app developers would continue distributing their apps on the App Store.
2312 Professor Wright considered that app users affected by the price increase from the pass-through would reduce their demand for apps. He assumed a market elasticity of demand of -1, in line with the evidence reviewed.
2313 Based on these considerations, Professor Wright estimated that Apple would make an additional annual profit of AUD 39.7 million from the SSNIP. This additional profit would derive from Apple earning a higher commission on approximately the same user expenditure in line with the assumed overall elasticity of demand.
2314 So, Professor Wright concluded that such a SSNIP would be profitable.
2315 Now this supported an iOS-only app transactions market. But as I have indicated, Professor Wright did not consider app transactions as the product to be the correct lens through which to examine the effects of Apple’s conduct, and neither do I.
2316 Finally, Professor Wright considered that it is not appropriate to delineate markets by app genre, even if he were to have incorrectly adopted Professor Hitt’s and Mr Houston’s approach to defining the relevant product. I do not need to linger on this last point given my primary conclusion on product definition.
2317 In summary, in my view Professor Wright’s evidence and analysis is both cogent and compelling. His application of the HMT supports the product dimension of the relevant market contended for by Epic.
Concepts relevant to the behaviour of users
2318 In addressing the question of substitution, it is convenient to begin with some concepts, and for that purpose it is necessary to discuss some evidence from Professor Goldfarb.
2319 Now the questions Professor Goldfarb was asked to answer relate to two general areas.
2320 The first of those is the substitutability of usage of native apps on iOS devices with other apps, whether on the same or other devices. The second area relates to the substitutability of in-app purchases with out-of-app purchases.
2321 In responding to these questions, Professor Goldfarb relied on two key concepts that relate to how devices are used by consumers to help inform his conclusions around the substitutability of different types of apps, on different types of devices, and the substitutability of in-app and out-of-app purchases. These concepts have been labelled by Professor Goldfarb as “device first” and “clicks are costly”.
2322 I should say at the outset that generally speaking I accept these two concepts and Professor Goldfarb’s evidence concerning them. It will be convenient for me from time to time to use the labels, although I accept that they are not technical terms and the relevant literature hardly uses them as terms of art.
The concept of “device first”
2323 Device first describes a behaviour that users often exhibit in choosing devices to use and activities on those devices. By devices, one is referring to smartphones, PCs, tablets, and gaming consoles.
2324 The device first concept, related to circumstances where users look to engage in activities on electronic devices, has two key aspects. First, external factors such as context such as a free afternoon, and environment such as at home or work are central to the choice of device. Second, different devices are conducive to different usage experiences, such as gaming or watching a movie. For leisure activities, a user seeks to maximize enjoyment of leisure time subject to what devices are available to them, the amount of time they have to allocate, and their individual preferences.
2325 Even if the consumer has multiple devices available, like both a PC and smartphone, given time constraints or other preferences, gaming on smartphones versus PC or watching a movie on a smartphone versus streaming on a Smart TV may not be direct substitutes given the other constraints faced by a user.
2326 Nevertheless, device first is an important driver of behaviour, but not the only driver of behaviour. There could be examples where a user is indifferent between using one device or another given their devices available and use context. There are certain productive or communication activities that are particularly suited to one device or another, in which a user chooses the task first and then the device most suited: for example, work-related tasks or text messaging.
2327 Professor Goldfarb developed his understanding of this concept through his work studying differences in internet search behaviour and environmental context for consumers on mobile phones versus a PC. Specifically, this concept underlies his finding that smartphone searchers prefer geographically close brand results and top-ranking placements compared to consumers searching on PC. The device first concept is also consistent with other findings around consumer preferences across different devices leading to differing device choices depending on use context. He summarised these findings across several other academic studies.
2328 A paper by Jung et. al., (2019) encounters user behaviour related to device first when estimating the differences in user engagement with online dating Apps on smartphones versus PCs (Jung, J., Bapna, R., Ramaprasad, J., & Umyarov, A. “Love unshackled: identifying the effect of mobile app adoption in online dating” (2019) MIS Quarterly, 43(1), 47 to 72). The authors find that, on average, users are more engaged with online dating Apps on mobile phones and ultimately achieve more matches as they log in more often and throughout the day compared to PC use. Increased engagement with dating Apps via mobile phones was found to be related to ubiquitous access to smartphones, including more frequent, but shorter use sessions. The researchers additionally find differences in impulsivity and levels of inhibition in use of online dating Apps on smartphones versus PC, with differences in inhibition particularly strong for men.
2329 Professor Goldfarb considers that these differences could be reflective of differing user preferences leading them to seek smartphones over PC for use of this particular app or be reflective of the environment a user was in at the time. This appears to be reflective of a device first consumer decision making process, whereby a user with multiple spare moments throughout the day chooses to use their mobile phone and engage with an online dating app on their mobile phone given environment, time constraints, and device availability, making use of these Apps on smartphones of limited substitutability with PC.
2330 Aguiar (2019) also studied users’ allocation of time between smartphones and PCs across a broader set of content categories (Aguiar, Luis, “Going mobile: The effects of smartphone usage on internet consumption”, JRC Digital Economy Working Paper, No. 2019-07, European Commission, Joint Research Centre, Seville). Key differences were found in the ways users allocate time to different web domains through browsers or apps accessed on smartphones versus PC. The authors find empirical evidence of an increase in usage of social networking and gaming domains as smartphone usage increases relative to desktop, but that time spent on other domain categories such as shopping, news, search, money management, and price/product comparison is inversely related to smartphone usage. The authors note that the latter categories are ill-suited for smartphones, which have higher costs associated with searching and processing information.
2331 These findings, that different categories of activities are more suited to smartphones or PC and that user behaviour is different on smartphones and PCs, underlie the second aspect of the device first concept, that different devices are conducive to different usage experiences. These search and information processing costs are likely one reason why smartphone use might be associated with shorter but more frequent sessions and make it an appropriate device choice in some circumstances, while a PC would be an appropriate device choice when the user has more time available. The features of the device determine its selection and the extent to which it is a substitute or a complement for other devices.
2332 In Professor Goldfarb’s research with Ghose and Han (2013) (Ghose, A., Goldfarb, A., & Han, S. P. “How is the mobile Internet different? Search costs and local activities” (2013) Information Systems Research, 24(3), 613 to 631), the authors studied differences in the ways users deploy smartphones and PCs for internet search, finding that smartphone users show stronger preferences for brands that are geographically closer to their location and that the ranking of results is a more relevant factor on smartphones. The importance of geographic proximity suggests that users search on smartphones when on-the-go.
2333 That ranking results are more important emphasizes that, as detailed in Aguiar (2019), the cost of searching is higher on smartphones, leading users to have lower depth of searching, including the process of scrolling further down a screen to see lower ranked search results.
2334 Professor Goldfarb also found differences in search behaviour on smartphones versus PCs. Consumers who perform searches on both smartphones and PCs tend to have different components of their search process carried out on each device. While search on smartphones emphasizes more broad browsing, search on PC is more in-depth and occurs at a point when a consumer is more likely to make a purchase. This again demonstrates behaviour consistent with device first. Different devices are conducive to different usage experiences.
2335 Other literature also notes key differences between user behaviour on smart mobile devices and other devices.
2336 Lurie et. al. (2018) note that two factors are likely to directly and interactively affect mobile decision-making and choice (Lurie, N. H., Berger, J., Chen, Z., Li, B., Liu, H., Mason, C. H., ... & Venkatesan, R. “Everywhere and at all times: mobility, consumer decision-making, and choice” (2018) Customer Needs and Solutions, 5, 15 to 27 at 16). Those are a device’s capabilities and the extent those capabilities are available regardless of time and location, and mobile context or use setting defined by where the user is and what he or she is doing.
2337 Andrews et. al. (2016) also find that mobile context matters to users’ behaviour on devices, finding that consumer behaviour on smartphones, specifically susceptibility to mobile ads, varies depending on how crowded the use environment is (Andrews, M., Luo, X., Fang, Z., & Ghose, A. “Mobile ad effectiveness: Hyper-contextual targeting with crowdedness” (2016) Marketing Science, 35(2), 218 to 233).
2338 Ransbotham et. al. (2019) finds that content such as online reviews created on smart mobile devices are more concrete and less extreme than reviews created on desktop devices, though of lower quality (Ransbotham, Sam & Lurie, Nicholas & Liu, Hongju. “Creation and Consumption of Mobile Word of Mouth: How Are Mobile Reviews Different?” (2019) Marketing Science 38(5):773 to 792 at page 774, 786).
2339 These differences in user behaviour on smart mobile devices compared to desktop devices are consistent with users choosing different activities and approaches to those activities when using smart mobile devices. The device becomes central to the usage case, and hence external factors such as location and time available that determine device selection, play an important role in determining usage.
2340 As the above literature suggests, smart mobile devices have several key features that make them suitable for use in situations when other devices are unsuitable. For example, due to the small size, portability, and cellular data availability for smartphones, users often have the ability to use their smartphone in situations in which other devices, for example, a gaming console or PC, would be unavailable. In contrast, when users anticipate that they will have an extended period of time in the same place, they may sit in front of a PC. Once the device is chosen, features on smartphones such as geolocation can further assist a user in specific contexts, like looking for a local restaurant when away from home or having the ability to take photos for social media accounts with a built-in camera. Further, that gaming consoles have controllers and more advanced computer chip technology make them more suitable for intensive play. Once a user selects a device, all these factors affect the activity chosen.
2341 Like smartphones, tablets also have their own usage situations. An internal November 2016 Google document containing research on tablet users notes that of the tablet users surveyed, many described using their devices at a certain time, in a certain location each day (“Understanding Tablet Users). This description is consistent with the first aspect of device first, that external factors such as context and environment are central to the choice of device. For example, a tablet may be a user’s device of choice while at home but not in a fixed location within the home. Users may use tablets in such situations as lying in bed or while sitting on their couch and watching television at the same time.
2342 Because smart mobile device usage is often a function of situational convenience, if a user’s preferred smart mobile device app is unavailable, they are likely to choose a different activity or app on their smart mobile device rather than switch to an alternative non-smart mobile device.
2343 When Fortnite became unavailable on iPhones, users who previously played Fortnite on their iPhone while commuting, for example, are likely to have switched to an alternative activity on their iPhone during that time, such as playing a different smartphone game or scrolling a social media account. Further, mobile gaming enables on-the-go play as one important feature. Further, the advantages of gaming on mobile include that it is location-independent. Finally, mobile gaming can be a secondary, multitasking activity, meaning that users are playing a game on mobile while they are also watching TV. A PC or console would not be a viable substitute in such circumstances.
2344 Whilst playing Fortnite on PC may be an additional, complementary activity in which some smartphone Fortnite players engage, that PC-playing time is unlikely to replace the mobile device playing time.
2345 This evidence suggests users often display behaviour that suggests a concept that he calls “device first”. There are two key aspects to this concept.
2346 First, that several external factors are central to the choice of device, including location, time of day, Wi-Fi access, time, and mental attention available.
2347 Second, that different devices are conducive to different usage experiences in terms of time spent, information frictions, connectivity, and need for focus.
2348 Together, these features suggest that the usage of smartphones and other devices, by the same users, often involve different motivations and contexts.
2349 Now Professor Hitt made a number of assertions that Professor Goldfarb misapplied the literature and otherwise introduced concepts with no academic basis.
2350 Professor Hitt asserted that Professor Goldfarb’s definition of “device first” stated that consumers will choose which apps to use only after they have chosen a device. This is not correct. The concept of “device first” has two main components. First, external factors and environment are central to the choice of device. Second, different devices are conducive to different usage experiences.
2351 Professor Hitt quoted Professor Goldfarb’s explanations of “device first,” in that “context (e.g., free afternoon, spare five minutes before class) . . . [is] central to the choice of device,” that “different devices are conducive to different usage experiences,” and that “consumer preferences across different devices [lead] to differing device choices depending on use context”.
2352 Professor Goldfarb explained that device first describes a behavior that users often exhibit in choosing devices to use and activities on those devices. Professor Goldfarb further explained that device first is an important driver of behavior, but not the only driver of behavior.
2353 The literature from which Professor Goldfarb drew these concepts consisted of his own work and the work of other established researchers. This literature found that apps on different devices have different user experiences and context specific use cases leading to differing user behaviour. Contrary to Professor Hitt’s assertions, each of these papers established at least one of the two factors, that is, user experience and context.
2354 In Ghose, Goldfarb, and Han (2013), Professor Goldfarb found that differing environmental contexts and user experience lead to variation in internet browsing between mobile phones and personal computers.
2355 In Jung et al (2019), the authors noted that mobile app adoption induces users to become more socially engaged, relative to PC users. This is consistent with “device first”. Researchers find that the increased engagement on mobile phones is because mobile app users log in more frequently throughout the day compared to PC users. The authors of this paper themselves note that their findings show complementarity between mobile and PC usage of these apps.
2356 Professor Hitt stated that Aguiar (2019) only compares activity levels across devices. Professor Goldfarb summarised that the author finds that certain categories of apps (e.g., gaming and social networking) are more suitable for smartphones and others (e.g., shopping, news, search, money management, price/product comparison) are more suited to desktop.
2357 The authors stated that the empirical analysis shows an increase in the usage of social networking and gaming domains as smartphone usage increases relative to desktop. On the other hand, time spent on other domains categories such as shopping, news, search, money management, and price/product comparison decrease with an increase in smartphone usage.
2358 Professor Goldfarb emphasised that the authors noted that the latter categories are ill-suited for smartphones, which have higher costs associated with searching and processing information. In other words, different devices have different usage experiences and this paper addresses these differences.
2359 In Han et al., (2022), the authors focus on the consumer purchase decision process to demonstrate that different situational contexts lead to different usage patterns on devices; see Han, S., Han, J. K., Im, I., Jung, S. I., & Lee, J. W. “Mapping consumer’s cross-device usage for online search: Mobile-vs. PC-based search in the purchase decision process” (2022) Journal of Business Research, 142, 387 to 399, at 388. Specifically, consumers tend to engage in pre-research with mobile early, and then followed by PC-based search closer to the purchase date. Different devices also have marked differences in when or how they are used for a given purpose. In the case studied in the paper, this was for the search for information and price quotes, and ultimately, the purchase of a good.
2360 Andrews et. al. (2016) studied how mobile phone users react to ads when they find themselves in different contexts. The authors showed that consumers behave differently when their commute is crowded versus not. This provides direct evidence that use context and environment directly influences how users behave.
2361 Finally, Ransbotham et. al. (2019) studied the change in attitude of users when participating in the same activity (online reviews) but via different platforms (smartphone vs. non-smartphone). The study found that users provide different reviews when interacting on smartphones versus personal computers. The authors point out that mobile reviews tend to be in real-time and more concrete, which suggests that the situation (on-the-go versus at home) shapes how users interact.
2362 The research from these papers demonstrates “device first”. Each paper supports the points that either external factors are central to the choice of device, for example, location, time of day, mental attention, etc., and/or that different devices are conducive to different usage experiences in terms of time spent, information frictions, connectivity, and need for focus.
2363 The usage of smartphones and other devices, even by the same users, often involves different motivations and contexts.
2364 Applying the “device first” concept, Professor Goldfarb explained that native app usage on smartphones is highly dependent on external factors and environments. Further, it provides a different usage experience than non-smartphone app usage, that is, apps on desktop computers, laptop computers, or gaming consoles.
2365 So, consumers are not likely to treat native apps on smartphones, namely iOS apps on iOS devices, as substitutable with apps on desktop computers, laptop computers, or gaming consoles, except to a limited extent.
2366 Generally speaking I accept Professor Goldfarb’s “device first” concept.
The concept of “clicks are costly”
2367 Now “clicks are costly” is a phrase Professor Goldfarb used to describe the phenomenon of users finding the requirement to execute additional steps to perform activities on electronic devices such as information gathering or transaction, to be burdensome enough to deter the user from completing the activity.
2368 Evidence of this effect can be found in academic literature. Any type of friction that may exist between the desire of a consumer to buy or acquire a good and executing the buying or acquiring reduces the likelihood of the user following through.
2369 The frictions users experience need not only be actual clicks themselves but include cognitive costs and the cost of time. Users encounter such frictions while navigating screens that include clicks and scrolls, considering and understanding the prompts to ensure selecting the right buttons, any evaluation of potential risks in the process, the entering of sensitive information, and the cost of time that the process requires. As the information required becomes more complex, the cost increases, although there can be significant costs to even small steps or simple requests.
2370 Search costs in general have been widely studied in the economic literature. One strand of that literature aims to quantify the search costs present in different markets.
2371 In Honka, E. “Quantifying search and switching costs in the US auto insurance industry” (2014) The RAND Journal of Economics, 45(4), 847 to 884, the author quantified search costs in the automobile insurance market by analyzing the impact of the steps a customer must execute to obtain quotes from insurance providers. Honka finds that internet searches for quotes have a cost of $35 on average which is approximately 5% of the premium prices paid by consumers. In the study, search costs include, among other things, going to insurers’ websites, inputting car and driver characteristics, and consenting to information disclosures. The results suggest that consumers find these costs high enough as to deter them from engaging in further searches and save money, which the author mentions as the main driver for customer retention in this market.
2372 In Honka, E., Hortaçsu, A., & Vitorino, M. A. “Advertising, consumer awareness, and choice: Evidence from the US banking industry” (2017) The RAND Journal of Economics, 48(3), 611 to 646, similar results were shown in a different market, namely bank accounts. They estimate search costs associated with finding a new bank account in the US banking industry and find that search costs equal as much as about 30% of the interest earnings in bank accounts on average, which, similarly to the car insurance case, is a sizable amount relative to the end good in question but likely smaller in absolute terms.
2373 The study of Hu, M., Dang, C., & Chintagunta, P. K. “Search and learning at a daily deals website” (2019) Marketing Science, 38(4), 609 to 642 estimated search costs, among other relevant features, in online deals websites. The core of the business model studied involves daily emails to customers with offers of promotional deals. The search steps consumers execute in this context include clicking and scrolling both the email and website. The authors quantify search costs to be between $26 and $98 per deal (transaction), which is a significant share of the price at which the items studied (i.e., deals being advertised) are sold, and large relative to the time required to undertake the searches. In the paper, the mean price (USD) of a deal is $37.28 with a standard deviation of $109.64. Hence a search cost of $26 would represent a 69.74% of a deal with the average price.
2374 In Jeziorski, P., & Segal, I. “What makes them click: Empirical analysis of consumer demand for search advertising” (2015) American Economic Journal: Microeconomics, 7(3), 24 to 53, there was a study of the costs of search for consumers looking at advertising on the internet. In their paper, the authors use a mathematical model of ad clicking costs as a function of ad position, scrolling to get to the option, and a cost associated with the click itself. Part of the utility maximization process being modeled is that the user minimizes (costly) clicks relative to the benefit derived. The results of their paper show that search costs are 10 to 24 times bigger for an ad placed fifth than that placed first in an ad list. Again, simple process frictions such as scrolling down a page and clicking have a large impact on consumer completion of tasks, that is, consumer clicking through to an advertisement.
2375 Professor Goldfarb has also studied search costs in online markets, in particular in mobile settings. In his paper with Ghose and Han (2013), they show how different search costs are when comparing personal computing and smartphone browsing. Using data from an unnamed South Korean microblogging site (a la Twitter), they found that search costs are higher for smartphone searches than for personal computer browser searches.
2376 Professor Goldfarb notes that over the course of the development of the internet and online markets, many costs that were relevant in brick-and-mortar settings have decreased in online markets. In Professor Goldfarb’s paper (2019) (Goldfarb, A., & Tucker, C. “Digital economics” (2019) Journal of Economic Literature, 57(1), 3 to 43), the authors review how digital technology has changed economic activity by significantly reducing costs associated with the “traditional” economy, one of them being search costs. This does not mean, however, that search costs have become non-existent or are less relevant. Whilst lower search costs overall have allowed for business to grow and for the variety of goods being offered to increase, that is, it is easier to find rare and niche products for example, and less costly to display available items for sale online than in physical shelves, search costs remain large enough to have a meaningful impact on user behaviour.
2377 In short, there is strong evidence in academic literature that users find the various frictions they encounter when engaging in searches for a particular product or answer, or transactions to obtain a desired good, to have a cost. While this cost can differ depending on the channel used, such as smartphone versus computer and digital versus physical goods, the cost overall remains often surprisingly high. In situations where users encounter frictions, some users choose not to incur these high costs of the friction associated with additional clicks, and thus will not complete the associated transactions.
2378 Now the clicks are costly concept indicates that users should be more likely to execute transactions if there are fewer frictions in the process.
2379 Professor Goldfarb performed an analysis examining user iOS App Store transactions before and after Apple enabled iOS devices to allow for biometric user authentication in 2013, first with the introduction of Touch ID. The introduction of Touch ID decreased the number of steps required by a user to execute a transaction. Instead of having to enter a password each time to make a transaction, users only needed to touch the biometric sensor on their phone to make a purchase.
2380 Professor Goldfarb expected that due to the costs users associate with clicks, once users can more easily execute transactions through Touch ID biometric authentication rather than the additional click required with typing in passcodes and/or passwords, their number of transactions will increase.
2381 The analysis showed that users execute 13.84% more transactions per month when using a biometric enabled iPhone relative to a non-biometric enabled one. This is consistent with the clicks are costly concept.
2382 His analysis found a significant effect of biometric-enabled transaction flows on the number of transactions executed, underlining the concept that clicks are costly. That fewer clicks lead to more transactions in this example on iOS is more broadly applicable to the clicks are costly concept. This result indicates that two Apps with differing amounts of clicks, for example, native app versus web app, or differing payment models such as in-app and out-of-app, may not be strong substitutes if additional clicks on one form would lead to fewer transactions.
2383 Professor Goldfarb disagreed with the implication made by Professor Hitt that Professor Goldfarb has misapplied his own research. Despite the relevance to his analysis and resulting opinions, Professor Hitt did not substantively engage on these points.
2384 Honka (2014) refers to “clicks are costly” as “search and switching costs”. These costs are the “steps a consumer must execute to obtain quotes from insurance providers”. That the paper studies search costs in automobile insurance does not make it any less relevant for the matters here discussed, as Professor Hitt implied in his report.
2385 Professor Goldfarb noted that Professor Hitt’s arguments that these literature do not apply because they are not specifically about app distribution or purchase platforms is a moot point given that the entire practice of applied microeconomics is to study certain phenomena, for example, the impact of search costs on consumer behaviour, using available data in one specific market such as insurance markets and discussing how these points might generalize to other markets. To say a research paper is not applicable to understanding how consumers are impacted by general concepts like search costs would then invalidate most empirical microeconomic research.
2386 On the contrary, it highlights that consumers can face significant costs when selecting between otherwise potentially substitutable products. This is directly related to the matter at hand. It illustrates why consumers do not consider in-app purchases as substitutable with out-of-app purchases, except to a limited extent, and why consumers do not treat native apps on iOS as substitutable with web apps on iOS, except to a limited extent.
2387 Similar generalizable points can be drawn from a study of the US banking system by Honka et al (2017). Here, the authors not only establish that search costs impact consumers, but they quantify just how large search costs in the form of additional clicks are for consumers relative to the value of the good they are seeking.
2388 Hu et al (2019) provided search costs estimates for “online deals websites.” The authors estimate the search costs associated with scrolls, clicks and navigation through several windows, undertaken by users in order to purchase the deal they want. These actions are similar to the set of steps that an app user has to follow in order to conduct an out-of-app purchase.
2389 Relatedly, Jeziorski and Segal (2015) provides a theoretical foundation and empirical estimation of the costs associated to scrolling and clicking on ads (links). This paper shows how changing the position of ads (e.g., links or buttons) changes the cost of scrolling and clicking for consumers.
2390 Further, Professor Goldfarb referred to his own work in Ghose et al (2013). The authors studied how search costs vary when users complete the same set of tasks, which was to navigate and engage in a microblogging site, in different platforms. They found that, in this particular case, search costs were higher when completing tasks on a mobile device (smartphone) than when doing so on a personal computer. The authors explained that this is likely because the smaller screen generates a need to scroll to search more frequently on a mobile device. It was said because consumers exert more cognitive effort (and perhaps more physical effort) while scrolling down a list of items displayed on small screens, they expected the ranking effect based search costs to be higher on a mobile phone as compared to a PC. They expected this to be true regardless of whether users engage in directed search or undirected browsing.
2391 Across a range of products, each paper assessed frictions in digital markets, arising from clicks, scrolling, navigating through windows, and other actions.
2392 Professor Hitt did not adequately acknowledge that native app users have to undertake such actions in order to either access or use a web app or to make an out-of-app purchase. Understanding the considerable cost of these actions for consumers is thus relevant to Professor Goldfarb’s conclusions around substitution.
2393 Further, I should note that Apple accepted that additional clicks can add friction to a process. But Apple said that it does not follow that the degree of “clicking” involved in moving between devices and platforms is so significant as to prevent substitution in and of itself. I accept what Apple says. But it is one matter that must be considered.
2394 Further, I also agree with Apple that there is no abstract rule about how many clicks could lead to abandonment of transactions. One cannot realistically specify a number of clicks which will cause a user to abandon a transaction. The significance of clicks in any given case will depend on a combination of factors and the overall effect will be a question of degree.
2395 Now in one sense I can agree with all of this. But clearly the “clicks are costly” theory supports the notion that the greater the number of clicks required, the less the attraction to the user or potential user all else being equal, which may impact on the likelihood or prospect of substitution.
2396 Further, Apple’s offering of biometric features, which reduce clicks, is another reflection of the “clicks are costly” principle. As I have said, Professor Goldfarb tested this concept directly in the biometrics analysis he performed. As I have said, that analysis showed that Apple’s technology changes over time reduce frictions for consumers and increase the number of transactions that consumers make. With each additional click removed, consumers spend more.
2397 Now I agree with Epic that Professor Hitt made several criticisms about this biometric analysis without offering evidence to support his assertions or an alternative interpretation. They were unconvincing.
2398 Generally speaking, I accept Professor Goldfarb’s clicks are costly concept.
Is the relevant metric usage or spending?
2399 Let me address another conceptual difference between the experts.
2400 Now Apple said that a vice in Professor Goldfarb’s evidence was his focus on usage, rather than spending.
2401 Apple said that usage of apps on iOS is free and so generates no revenue for Apple. So, as Professor Hitt explained, when considering competitive constraints on the App Store, it is necessary to focus principally on paid transactions, that is, spending rather than usage.
2402 Now Professor Goldfarb sought to justify his focus on usage by saying that that is what gives consumers value. But Apple said that that in itself is a doubtful proposition, price being a much more direct measure of value than usage.
2403 But in any event, Apple says that the question of what gives consumers value is not the relevant question for market definition. The relevant question is what close constraints are there on the ability of Apple profitably to raise the price or reduce the quality of the relevant product it supplies?
2404 Accordingly, it says that it is necessary to focus on the sources of Apple’s revenue and profit, rather than the source of value to consumers.
2405 Moreover, Apple said that usage is not a good proxy for spending in the present case. That is because users do not necessarily spend, that is, make transactions, on the same platform as they use a particular app. So, usage and spending may be split across platforms.
2406 Now Professor Goldfarb accepted that, on occasion, Fortnite users pay and play on different platforms. But according to Apple he attempted to minimise the extent to which that occurs by reference to an analysis of Fortnite data in table 5 of one of his reports. But Apple says that that attempt should be rejected.
2407 Table 5 records that, between 1 January 2020 to 9 August 2020, close to 92% of Fortnite users who had a paid Fortnite transaction on a particular platform on a given day only played on that day on the same platform.
2408 Apple says that that analysis takes no account of users who transacted and played on a single day purchasing more V-Bucks than they spent during their play on that day, that is, users purchasing on one platform with a view to spending on that platform and other platforms on which they play over subsequent days.
2409 Indeed, Apple says that purchasing V-Bucks on one day and using them on another day is likely given that Epic sells V-Bucks in bundles that do not correspond to the price of digital items. So, if a user wished to purchase a skin for 1,200 V-Bucks, it would be necessary to purchase a bundle of 2,800 V-Bucks, being the next option above 1,000 V-Bucks. Apple says that facilitating this sort of activity is the point of Epic enabling cross-wallet functionality in Fortnite.
2410 Relatedly, Apple says that there is evidence of Fortnite users on both iOS and Android not paying where they play.
2411 So, between January and July 2020, a fair percentage of Fortnite users with gameplay on iOS and at least one Fortnite transaction made a purchase only on a non-iOS device; that is, they played on iOS, but paid only on non-iOS devices.
2412 Likewise, between February 2018 and November 2021, a majority of Android and Play Store Fortnite users transacted exclusively outside Android stores and the Play Store respectively.
2413 Further, Apple said that the Fortnite hotfix diversion further demonstrates that users can and do move between platforms.
2414 Professor Hitt estimated that the share of iOS user spending that was diverted to other platforms in the 4 and 12 weeks following the Fortnite hotfix was 36.9% and 29.3% respectively, resulting in Epic recapturing 48.8% and 37.1% of iOS user net revenue in those periods. Those figures are generally consistent with Professor Goldfarb’s calculations.
2415 Apple said that as Professor Hitt observed, on any view that is a substantial amount of movement of iOS user spending from one platform to others.
2416 Whilst the diversion figures reduce over longer periods, being to 28.5% and 23.7% of iOS user spending over 20 and 28 weeks respectively, those longer periods are more likely to be affected by events extraneous to the hotfix and are, therefore, less reliable.
2417 Apple said that it would be odd to think that a Fortnite user who had diverted their spending from iOS to other platforms for, say, 12 weeks following the hotfix, would suddenly decide, because of the hotfix rather than some new, extraneous event, to cease their Fortnite spending.
Analysis
2418 Now I have little concern with Epic’s focus on app usage in determining matters of substitution. It is either directly relevant or it is a useful proxy.
2419 I agree with Epic that spending, whilst not an irrelevant consideration, is not the sole or even best way of assessing the substitutability of iOS or Android app distribution services. App usage is an appropriate metric because it is the natural proxy for the acquisition of distribution services. One needs to download an app in order to use it. Moreover, I have accepted Epic’s case that the relevant product is distribution services, and not transactions.
2420 Now Professor Hitt and Mr Houston assert that user spending is the relevant metric rather than app usage. But I disagree.
2421 Apple benefits from the usage of iOS apps, indeed the mere usage. Apple does not charge any commission for free apps, but nonetheless gains a commercial benefit through making its hardware, software and services more attractive to consumers.
2422 Further, Apple benefits from the multi-platform rule under which Apple does not receive any commission from eligible apps. Specifically, the rule allows an iOS user to use content within their iOS app that they have purchased elsewhere, which promotes greater use of the iOS app. This delivers a series of indirect benefits to Apple.
2423 Similarly, as to the reader rule, it is clear that even without receiving a commission, there would be indirect benefits to Apple from having more good apps on the App Store.
2424 Further, Professor Hitt acknowledged that free apps are an important part of the value created by the App Store for users, and that services relating to these apps are a critical part of the services offered by the App Store. But if that be so, this reflects the relevance of usage as a metric to assess substitution. An exclusive focus on user spending is not appropriate.
2425 Moreover, as well as these direct benefits to Apple arising from app usage, Professor Goldfarb explained that usage of native iOS apps provides benefits to developers across all monetization strategies, including through direct network effects. And as should be apparent, the usage of an app also generates benefits for users.
2426 Now Professor Hitt claimed that multi-homing gives users the ability and incentive to alter the value or volume of transactions they make without changing the devices they own, or how they use those devices. He asserted that a consumer facing a price increase for transactions for content through one platform could choose instead to make their transactions on another platform without shifting the amount of time they spend playing from one device to another.
2427 But I agree with Epic that the evidence demonstrates that users are unlikely to switch in this way. Now Professor Hitt sought to address the common occurrence where users may not have their PC or console with them by positing that users may substitute between transactions inter-temporally, but there was little evidence that users do this.
2428 Further, I agree with Epic that Professor Hitt’s and Mr Houston’s position further depends on their problematic view that the relevant product is transactions, which I have not accepted.
2429 I also agree with Epic that their position fails to engage with the benefits Apple, developers and users obtain from usage and is narrowly focused on the manner in which Apple presently monetises its services.
2430 Further, Professor Goldfarb analysed Fortnite data and found that there was a strong correlation between a user’s total expenditure and total playtime and between the proportion of their expenditure and usage which takes place on a given platform. Indeed, it is likely that the longer a user spends in an app, the more likely they are to make in-app purchases.
2431 This is intuitive in the context of Fortnite, as Epic said. For example, two friends may play or use Fortnite together with only one making in-app purchases. It is reasonable to expect that, if the non-paying user stops playing Fortnite, the enjoyment their friend (the paying user) derives from Fortnite is diminished and they may make fewer or no in-app purchases as a result.
2432 Further, I accept Epic’s position that the positive correlation between usage and spend was an important reason why Epic implemented cross-play on Fortnite. Cross-play refers to the ability of Fortnite users who access the game from different platforms (eg, Xbox and iOS) to play together in the same session of Fortnite.
2433 Further, as Epic points out, Professor Hitt’s own findings suggest that usage and spend are likely to be correlated. Based on the Fortnite data, he found that Fortnite users spend the vast majority (91.5%) of their time playing Fortnite on non-iOS devices. Further, he found that the vast majority of Epic’s Fortnite revenue (91%) is generated on non-iOS platforms.
2434 Let me address Professor Asker’s analysis.
2435 Professor Asker focused only on substitution in revenue but acknowledged that usage was linked to revenues because of the importance of indirect network effects. But this supports Professor Goldfarb’s point that usage is relevant to understanding indirect network effects at least.
2436 Further, as Professor Goldfarb and Ms Edwards-Warren explained, the network effects created by different usage patterns may take time to have an impact upon spending. As a result, understanding substitution of usage is important to understand revenue substitution. Further, substitution in usage of one app may also affect usage and spending on other apps, thereby having broader network effects. Considering only users that spend also excludes the majority of users and apps.
2437 I agree with Epic that all these matters indicate that both usage and spending are relevant to the substitution inquiry in the present case, consistent with Professor Goldfarb’s evidence as to the strong correlation between the two.
2438 Further and in any event, Professor Wright’s SSNIP analysis took into account spend.
2439 Let me now turn to some specific topics concerning competitive constraints and substitution.
Competitive constraints and substitution — mobile vs non-mobile
2440 Now Apple put a case that significant competitive constraints and substitution existed as between mobile and non-mobile services, particularly concerning playing games and game apps.
2441 Of course Epic’s case was not confined to game apps, so substitution (if any) in that narrower dimension does not answer Epic’s case concerning its product definition of the relevant market. But if I had accepted Apple’s ambitious app transactions market, then Apple’s point might have more force in the context of its formulated market definition. But Apple’s point is generally relevant to broader competition questions in any event.
2442 Now as Apple contends that questions of substitution, market definition and market power as they relate to game apps must be assessed in the particular technological context in which apps are downloaded, accessed and played, and in which transactions relating to in-app content occur, let me begin by setting out the various types of devices used to play games and engage in game app transactions.
2443 Generally there are devices such as laptop computers including Windows and macOS versions, desktop computers (PCs) including Windows and macOS versions, iOS mobile smartphone devices, Android mobile smartphone devices, iPads, being tablets manufactured by Apple and operated using iOS, and tablets using non-Apple operating systems, in particular Android. Let me elaborate on some others.
2444 Nintendo Switch is a handheld gaming console manufactured by Nintendo. It is designed to operate either in a fixed console mode when it is plugged into its dock, or as a handheld console. If it is played in fixed mode, it is connected to a TV or other monitor with a cable.
2445 In handheld mode, it can be played offline or connected to wireless internet, including by using a hotspot internet connection through a mobile device. In handheld mode, a Nintendo Switch has a built-in display and battery life sufficient to maintain a reasonable gaming session. It is functionally equivalent to a tablet, but with physical game controls integrated on either side of the screen.
2446 PlayStation is a gaming console manufactured by Sony. Its primary mode of operation requires being connected to a TV or a monitor display using an HDMI cable, with the console connected to the internet through either a wireless connection or a cable. The user uses the game controller, which is connected to the console using Bluetooth or a wire.
2447 PlayStation 5 has a web browser that can be accessed by the user.
2448 PlayStation can be used in remote play mode, where the game runs on the console but the game is displayed and played on a mobile or iPad that is connected to the console through the internet. A PlayStation controller can be connected to the mobile phone or iPad using Bluetooth.
2449 PlayStation Portal Remote Player is a dedicated device that is used to play remotely through a PlayStation console. Remote play requires a wi-fi connection, including by hot-spotting from a mobile device.
2450 Xbox is a console manufactured by Microsoft. It connects to a TV or monitor using an HDMI cable and connects to the internet using through a wireless connection or a cable. It has a game controller that connects to the Xbox using a Bluetooth connection or a wire.
2451 Xbox can be played in remote play mode using a mobile or tablet that is connected to the internet. An Xbox controller can be connected to the mobile phone or tablet using Bluetooth.
2452 Microsoft does not yet have a dedicated device for remote play, but there have been media reports suggesting that Microsoft is intending to launch one.
2453 There are various manufacturers of Windows laptops. They connect to the internet through a wireless connection or a cable and are operated primarily using a mouse or a keyboard. It is also possible to use a dedicated game controller on a laptop, either through Bluetooth connection or a wired connection. Web browsers are a standard feature of every laptop operating system.
2454 Smartphones and tablets all have web browsers and touchscreen controllers. They can all be connected to a dedicated game controller using a Bluetooth connection.
2455 Another handheld device that can be used to play games is a Steam Deck, which is manufactured and distributed by Valve, the operators of the Steam app store. A Steam Deck can be used offline or online using a wireless connection. A similar handheld gaming device is the ROG Ally.
2456 Like the Nintendo Switch, a Steam Deck can be connected to a TV or monitor, or used as a handheld mobile device with a built-in display, controls and battery life sufficient to maintain a reasonable gaming session.
2457 Smart TVs are televisions with internet connections that can run apps on the television. The Samsung Gaming Hub can be used to play games on smart TVs. Samsung promotes Fortnite as a featured game on the Samsung Gaming Hub. It is played through game streaming services.
2458 Further, virtual reality headsets can also be used. Meta sells a MetaQuest virtual reality headset. Meta also distributes games that can be played using the headset. And Apple distributes a similar virtual reality headset called the Vision Pro, which can access a web browser.
2459 Let me identify the options for distributing game apps and transactions for digital content.
2460 Now the following distribution and access channels exist for either downloading or accessing game apps on smartphones and tablets: web app distribution via a web browser, that is, non-native apps; websites for playing games directly through a browser; the App Store for iOS native apps; the Android marketplaces for native Android apps, being Google’s Play Store and other Android third party app stores, for example, Samsung Galaxy Store and Amazon Appstore; direct distribution websites for sideloading of native apps on Android devices; game streaming services; game subscription services; websites directly distributing in-app content; examples include the Epic Games Store website, Xbox store, and the PlayStation store.
2461 The following distribution and access channels exist for either downloading or accessing game apps on laptops and desktops utilising Windows and/or iOS: online app stores, such as the Mac App Store, Steam and PC game stores; websites for direct distribution of native apps; websites for direct distribution of in-app content; game streaming services; game subscription services; websites directly distributing in-app content such as the Epic Games Store website, Xbox store, and PlayStation store; Google Play Games for PC, which was released in 2022 and is an emulator that enables a device to run software designed for another platform.
2462 Google Play Games for PC enables users to play on their PCs games accessed through the Play Store and designed for Android. It is now available in over 50 countries across the world with over 250 titles.
2463 Each of the gaming consoles Xbox, PlayStation and Nintendo operate their own console specific stores.
2464 When it comes to conducting transactions for in-app digital content for game apps, the following platforms are available in Australia: PC platforms such as Steam, Microsoft Store and the Mac App Store; device-specific platforms for smartphones and tablets such as the App Store, the Play Store, Huawei AppGallery and Samsung Galaxy Store; console-specific platforms such as the Sony PlayStation Store, the Microsoft Store for Xbox and the Nintendo eShop; web browsers accessing publisher-owned stores such as Epic Games Store, CD project and Electronic Arts where transactions occur through the developer’s website; web browsers accessing indie game stores, such as Green Man Gaming, Humble Bumble, Indie Gala, and itch.io.; web portals, such as Agame, Big Fish Games and Crazy Games; games subscriptions services where games may be downloaded for a monthly price, such as Apple Arcade and Netflix Games; cloud gaming services, where app users can live stream games via remote servers, such as Xbox Cloud Gaming (XCG), NVIDIA GeForce Now, PlayStation Plus Premium and Amazon Luna; and social media platforms such as Meta and Twitch.
2465 Let me set out a brief description of game streaming services, although I have dealt with web streaming in more detail elsewhere.
2466 Game streaming services enable users to play games on a device, including a PC, gaming console, smartphone or tablet that is connected to the internet, without the games in question being installed as apps on the user’s device. Processing of the game occurs remotely, on servers accessed by the internet which receive and send signals from the user, with video of the game streamed to the user’s device.
2467 Game streaming services are growing in popularity as a distribution method. The emergence of game streaming as an option for users and developers, and a competitive constraint on pre-existing platforms, exemplifies a broader point. The games industry is a fast-moving industry when it comes to technological change. The platforms available on computer, console and mobile apps, game streaming services and websites have evolved rapidly over time and continue to do so.
2468 The trend is towards improvements in the performance and popularity of game streaming services. This will be linked to technological improvements in the capabilities of remote servers, continued advancements in internet speeds and reduction in costs as scale increases.
2469 As I have said elsewhere, I accept that such services may in certain contexts be substitutes. But they are not on any reasonable view close substitutes, particularly given their technical limitations and difficulties referable to the user experience.
2470 Further, as Apple has identified, there are other services for accessing games.
2471 A related and in some cases overlapping way of accessing games is through a game subscription service. These involve a developer or an app store providing users with access to a library of first-party games developed by the owner of the service and/or third-party games on a subscription basis. Such games may be available for download and/or streamed using cloud internet functionality.
2472 Game subscription services have grown in popularity since 2014. Examples of popular game subscription services include the following.
2473 EA’s Origin Access is a service that was first launched on the PC and Xbox One in 2014, then on PlayStation 4 in 2019, then Steam in 2020. It has since been rebranded to EA Play Basic and EA Play Pro.
2474 Google Play Pass is a service that is offered by Google and gives users of Android devices access to over 450 games. Google pays royalties to developers to publish games.
2475 Apple Arcade is a service that is offered by Apple and gives users of iPhones, iPads, Mac computers and Apple TV access to over 200 games. Apple Arcade supports cross-progression so that users can start playing a game on one device and then pick up where they left off on another Apple device.
2476 Xbox Game Pass is Microsoft’s game subscription service for Xbox which provides users with access to hundreds of first-party and third-party games. Microsoft offers an equivalent service for Windows PCs. The highest Game Pass subscription, Xbox Game Pass Ultimate, allows users to access the library from their Xbox or PC and stream Xbox games to other devices using Xbox Cloud Gaming. In June 2023, Microsoft announced that it had executed a deal with NVIDIA to provide for the streaming of PC titles available through Game Pass via NVIDIA’s GeForce Now streaming service.
2477 PlayStation Plus (formerly PlayStation Now) is Sony’s game subscription service for PlayStation which offers hundreds of first-party and third-party games to users and enables them to play purchased games online. The highest subscription tier expands the library of games available to users and allows them to access games using cloud streaming on a test basis.
2478 Netflix Games is available within the Netflix App on iOS through the App Store and Android devices through the Play Store, and via Netflix’s video streaming service.
2479 Ubisoft+ is a service offered by Ubisoft on Windows PCs and Xbox. Some games in Ubisoft+ can be streamed using Amazon Luna. Games in Ubisoft+ are also available via streaming on GeForce Now.
2480 GameClub is a service offered by Take-Two Interactive on iOS and Android devices. Cross-play between Android and iOS devices is available for some games accessed via GameClub.
2481 Nintendo Switch Online is a service offered by Nintendo for the Nintendo Switch.
2482 Now before proceeding further, it is necessary to say something more about the technical concepts applicable to the operation of games.
2483 Many games are monetised by facilitating in-app transactions using a digital currency that is acquired with real money, and then available to be spent to acquire digital content associated with the game.
2484 Cross-wallet functionality in a game means that a user may acquire game currency for their account on one platform but spend that currency on a different platform. Cross-wallet functionality makes it easier for users to switch platforms, which includes switching to iOS and switching away from iOS. Cross-wallet functionality can promote greater use of the iOS app, which delivers indirect benefits to Apple.
2485 In most cases, the user experience to effect transactions to purchase game content or bonus features is substantially the same on different platforms. For example, in Fortnite, a user who purchases V-Bucks from the Epic Games Store website via a web browser can use those V-Bucks on in-game purchases on their mobile phone, PC or console. All consoles have cross-wallet functionality except Nintendo.
2486 Cross-platform play or cross-play enables users to play the same game across platforms, so that users playing a game on one platform, for example, a console can play with or against users on a different platform, for example, a PC. For example, PC and mobile users can battle each other in Star Trek: Fleet Command and PC, mobile, Xbox, PlayStation and Nintendo Switch users can all play in the same session of Among Us. Successful cross-play games include Minecraft, Hearthstone, Roblox, Genshin Impact, and Rocket League, each of which can be cross-played between mobile and PC.
2487 Cross-progression functionality allows a user to play and progress within a game on one device and then continue their progression for that game on another device. As with cross-wallet functionality, this is facilitated by the user operating an account that can be activated on multiple devices and platforms. Games with cross-progression functionality include Call of Duty: Modern Warfare and Star Trek: Fleet Command.
2488 In around 2017 developers, including Epic and Microsoft, began approaching Apple expressing the view that cross-platform and cross-wallet play was a growing trend in gaming and should be facilitated. In around 2018, Fortnite became the first AAA game to enable cross-platform play functionality across consoles, PCs and mobile devices.
2489 If Apple wanted to continue to be viewed favourably by developers and consumers, it had to offer comparable features to other game transaction platforms, such as cross-platform and cross-wallet play. In light of these trends, and in response to developer feedback, Apple decided to permit this capability in apps on the App Store.
2490 Apple’s rules allow for in-app content acquired elsewhere to be used within native apps downloaded from the App Store. Pursuant to the reader rule and multi-platform rule, consumers can use content purchased outside an iOS app, inside an iOS app, without making any in-app payments. So, users that have purchased subscriptions to Netflix via their website can access the content under those subscriptions in their iOS apps without making any payment for the subscription or any additional content they may choose to access.
2491 The multi-platform rule creates convenience and efficiencies for users who utilise different app marketplaces for gaming. Apple receives no commission on paid content purchased through other platforms and used in apps on iOS devices. Moreover, Apple does not impose pricing parity requirements on developers and pricing is at the discretion of developers using the price matrix.
2492 Through the combination of cross-progression and cross-wallet functionality on multi-platform games, users can shift between devices. This in turn encourages them to play each game more frequently.
2493 Epic was involved in the promotion of cross-play, cross-purchase and cross-progression, and has benefited from those functionalities. Cross-play in particular results in users spending more time and money. These functions serve to facilitate users moving freely between devices when playing, and conducting transactions in relation to, Fortnite.
2494 Of course some of these concepts also apply to non-game contexts.
2495 Let me say something about multi-homing by users, which is relevant to the question of substitution.
2496 A characteristic of app users and developers with respect to game app transactions is that they engage in multi-homing, that is, they make transactions facilitated by many platforms across a range of devices. So, there is the ability of app users and developers to substitute transactions across platforms.
2497 App users make use of multiple platforms. Many iOS users have access to devices with other game app transaction platforms.
2498 An Apple survey of iPhone owners in October 2020 found that 46% owned a Mac laptop or desktop, 56% owned a Windows PC laptop or desktop, 25% owed a gaming console and 9% owned a non-iPad tablet. An Apple survey of iPad buyers in June-September 2021 found that 58% owned a Windows PC laptop or desktop, 19% owned a gaming console and 17% owned a non-iPhone smartphone.
2499 The ability to transact through a web browser or a game streaming service, as an alternative to transacting within a native app, means that alternative platforms can be available even on the same device including on an iOS device.
2500 The following particular characteristics of game app transactions and real world competition also demonstrate that transactions on other platforms are substitutes for game app transactions on iOS.
2501 First, the same transactions, for example, the purchase of V-Bucks, can be effected across multiple platforms including PCs, consoles and web streaming services.
2502 Second, substitution occurs not just within the same game, but also between similar games on different platforms.
2503 Third, there is growing cannibalisation between handheld gaming devices, such as the Nintendo Switch, Steam Deck and ASUS ROG Ally, and smartphones.
2504 Fourth, cloud gaming services can offer a comparable gaming experience to native PC and console game apps, and their revenues continue to grow. This demonstrates their ability to affect the market power of the App Store and other game app transaction platforms.
2505 Fifth, if app users own multiple devices such as iPads, PCs, Android phones, handheld game devices, smart TVs, etc, then distribution of apps on iOS devices can be a substitute for distribution of apps used on non-iOS devices, including devices that are not smartphones or tablets.
2506 Let me at this point say something about Fortnite.
Fortnite — relevant features
2507 Fortnite is free to download. Further, Fortnite is available to play, without downloading any native app, through game streaming services.
2508 Now because of cross-play functionality, Fortnite can be played by users on any device where the game is available, and players within a game of Battle Royale can play against others who are playing the same game on a different device or platform.
2509 Further, because of cross-progression functionality, the progress that a user makes playing the game on any particular device or platform will be recognised on any other device or platform where that user plays Fortnite.
2510 Further, the primary method of monetisation of Fortnite involves users spending real money to acquire V-bucks. V-bucks can be acquired from within the app on any device or platform, within the game on a streaming service or at the Epic Games Store on the internet. It is not possible to acquire V-bucks, or spend V-bucks, while playing the game.
2511 Because of cross-wallet functionality, where a user acquires V-bucks from any source, those V-bucks will be associated with the user’s account and be available to be spent on any device or platform, with the exception of Nintendo Switch.
2512 Further, any digital content acquired by a user by spending V-bucks remains accessible by the user on any device or platform.
2513 Further, Fortnite is available via game streaming services in Australia. That option is actively promoted by Epic, including as a means of playing Fortnite on iPhones. The Epic website states that there are many ways to play Fortnite on mobile devices. Further, for example, in March 2020, Mr Sweeney published a tweet stating that cloud streaming services will also be key players in ending the iOS and Google payment monopolies and the 30% “taxes” imposed by Apple and Google.
2514 In addition to Epic, various of the game streaming services actively promote playing Fortnite on their service. NVIDIA promotes Fortnite as a game available to be played through its GeForce Now streaming service. The GeForce website promotes powerful 4K cloud gaming being available in Australia. There is full cross-wallet, cross-progression and cross-play through NVIDIA GeForce Now.
2515 In May 2022, Microsoft introduced Xbox Cloud Gaming in Australia. Mr Sweeney expressed his excitement about this development in a tweet at the time. Mr Sweeney described the launch of Xbox Cloud Gaming as “monumental” news because Fortnite became available via Xbox Cloud Gaming to play for free, streaming on web browsers on iPhone, iPad and Android. Through that mode of access, there is no need for a subscription to the streaming service. Epic does not need to pay any commission to Apple or Google for in-app purchases made through the streaming service. Further, Epic has encouraged users to play Fortnite on Xbox Cloud Gaming.
2516 Further, when Mr Grant announced the launch of Fortnite on Xbox Cloud Gaming, he noted that anything with a web browser could run Fortnite. Further, Xbox Cloud Gaming used Epic’s Fortnite mobile touch controls, so that a user could play Fortnite on an iOS or Android device without having to buy an external game controller.
2517 Fortnite can now be played using the following devices and connection methods: on an Xbox console, using the Fortnite app downloaded on the console, or using a game streaming service through the web browser on the console; on a smartphone or tablet device, connected remotely to an Xbox console using the Fortnite app downloaded on the console; on a PlayStation 4 or PlayStation 5, using the Fortnite app downloaded on the console, or using a game streaming service through the web browser on the console; on a smartphone or tablet device, connected remotely to a PlayStation 4 or PlayStation 5 console using the Fortnite app downloaded on the console; on a PlayStation Remote Portal, connected remotely to a PlayStation 4 or PlayStation 5 console using the Fortnite app downloaded on the console; on a Nintendo Switch, using the Fortnite app downloaded on the device; on a Steam Deck device or a ROG Ally device, using a game streaming service; on an Android smartphone or tablet device, using the Fortnite native app downloaded through the Samsung Galaxy Store, or directly downloaded from the Epic Games Store; on an Android smartphone or tablet device, using a game streaming service through a web browser or a game streaming app; on an iOS smartphone or tablet device, using a game streaming service through a web browser; on a laptop or desktop Windows computer, using the Fortnite app downloaded from the Epic Games Store in the case of a Windows laptop or using a game streaming service through the web browser on the computer; and on a laptop or desktop macOS computer, using a game streaming service through the web browser on the computer.
2518 Further, Fortnite is promoted on the basis that it is the same game across all platforms, notwithstanding that there are variations in the technical performance of the game on different platforms.
2519 Now as Apple points out, decisions about the development and exploitation of Fortnite have been informed by data about the behaviour of users, in terms of both play and expenditure, across different devices.
2520 I accept that levels of retention and monetisation of Fortnite players were lower on iOS and Android than on other platforms. And I also accept that hard-core gamers, who play more regularly and for longer, tend to play Fortnite more on console whereas casual gamers tend to play more on mobile.
2521 Further, Epic’s customers generally make transactions through multiple platforms.
2522 Professor Hitt engaged in a detailed analysis of Fortnite user behaviour with respect to app transactions and sources of Epic’s Fortnite revenues. His analysis revealed the following.
2523 First, in the period 26 February 2018 to 9 August 2020, before Fortnite was removed from the App Store, only 9.04% of Fortnite revenue in Australia was through the App Store.
2524 Second, in the period 26 February 2018 to 9 August 2020, Fortnite users who made transactions via the App Store spent approximately five times more on Fortnite on other transaction platforms such as PlayStation Store and Xbox.
2525 Third, between January and July 2020: (a) 25.9% of app users with an iOS purchase in Fortnite also made purchases on a different platform; (b) among Fortnite users with gameplay on iOS and who had at least one Fortnite transaction, 61.5% also purchased on a platform other than iOS; (c) 38.2% of app users who purchased V-Bucks on iOS also redeemed them on a different platform; (d) 23.8% of app users who redeemed V-Bucks on iOS also purchased V-Bucks on a different platform.
2526 Fourth, in the four weeks following the removal of Fortnite from the App Store, 36.9% of gross iOS spending on Fortnite in Australia moved to other platforms.
2527 Now according to Apple, this data is indicative of the existence and substitutability of rival game app transaction platforms through which Epic transacts with Fortnite users. I accept that there is some substitution, but none of the points that Apple has made indicates close substitutability such as to impact on questions of market definition.
2528 More generally Professor Hitt said that for each platform on which Fortnite is available, a large number of Fortnite users already access Fortnite on at least one additional device. These users could therefore make game app transactions for Fortnite through those different game app transaction platforms. This demonstrates that these consumers can easily substitute game app transactions through other platforms.
2529 Professor Hitt said that the specific subset of users who accessed Fortnite on iOS spend the vast majority of their time and money with regard to Fortnite on non-iOS devices and through game app transactions other than the App Store.
2530 Professor Hitt said that many Fortnite players on iOS make purchases, including purchases of V-Bucks, on alternative game app transaction.
2531 Professor Hitt said that Fortnite users spent the vast majority of their time playing Fortnite on non-iOS devices, and the vast majority of Epic’s Fortnite revenue was generated on non-iOS platforms.
2532 But Professor Hitt had to accept that these measures of multi-homing were not informative of whether these purported alternatives are close substitutes for the services provided by the App Store. Considering multi-homing in isolation does not really advance the correct inquiry.
2533 Further, I also agree with Epic that Mr Schiller’s assertions that of iOS Fortnite users who made paid transactions between January 2020 to July 2020, more than half only made purchases on non-iOS platforms, and that this content was nevertheless accessible on iOS devices, only evidences multi-homing behaviour.
2534 Further, according to Apple, users do not pay where they play. But in my view, if this is meant to be a statement of general application then it is false. In my view, the reverse position is the general rule. Users generally speaking pay where they play.
2535 Now Apple criticised Professor Goldfarb’s analysis of Fortnite data that showed that users overwhelmingly pay where they play in the course of a day, primarily on the basis that users may purchase V-bucks on one day and use them on a different platform on another day. But as Epic said, the premise for this criticism was that users were likely to purchase more V-bucks than they immediately needed.
2536 But as Professor Goldfarb pointed out, the Fortnite data shows that the most common purchase is of the lowest amount of V-bucks. Moreover, his view was that if users did not pay and play on different platforms within a single day, there was no reason to think they were likely to do so from one day to the next.
2537 Moreover, there is a strong correlation between the propensity of a user to play on a platform and pay on that same platform.
2538 Now Apple pointed to evidence of instances in which a user with game play on iOS and at least one Fortnite transaction made a purchase only on a non-iOS device as evidence of users not playing where they pay. But as Professor Goldfarb explained, these statistics were not consistent with users not paying where they play, namely, that they do not measure the type of behaviour sought to be measured. He also addressed similar data and explained why it was not relevant. These statistics could capture instances of users who might only have played once on iOS, but otherwise played and spent on non-iOS platforms.
2539 Further, the vast majority of Epic’s active user base uses either PC or console. The percentage of users using streaming services is in the same ballpark as the percentage of users that play on Android.
2540 There are cohorts of gamers who prefer to play the same game on a mobile device rather than play the game on PC.
2541 It is not uncommon for players to play a game across multiple devices and to pick up on one device a point of gameplay reached on another device.
2542 I have separately discussed Google’s quantitative analysis elsewhere.
Perspective of developers
2543 Let me say something more on the matter from the perspective of developers and the relevant evidence.
2544 Now some developers seek to release their apps on both mobile and non-mobile platforms, where that is technically feasible and sensible. It would seem that developers recognise the discrete user bases and use cases.
2545 Epic launched Fortnite on mobile devices even though the app was already available on PC and consoles. As Mr Sweeney explained, to expand the Fortnite user base, he believed that it was necessary to make Fortnite accessible to users across as many devices as possible, and that expanding onto mobile would attract new users who may have heard about Fortnite, but who did not or did not usually play games on a personal computer or console.
2546 Mr Sweeney’s views about the desirability of making Fortnite available on mobile were based on his understanding of the differences between mobile and non-mobile devices, and the distinct user bases on those platforms.
2547 He said that there are important differences between personal computers, consoles and mobile devices. Consoles are almost exclusively used for gaming whereas personal computers and mobile devices are general purpose devices, which have a wide range of functions including web browsing, sending and receiving emails and operating software applications. It was his understanding that many people who owned mobile devices did not own personal computers or consoles. He perceived that mobile devices were treated as a necessity and were owned by many people who would never engage with Fortnite on a personal computer or console.
2548 Mr Sweeney explained that he saw expanding onto mobile as an opportunity to enable existing Fortnite users to play Fortnite when they were away from their PC or console.
2549 But device differences also pose challenges for developers who make their apps available across mobile and non-mobile platforms. Mr Sweeney gave evidence of challenges Epic confronted when seeking to optimise Fortnite for mobile devices due to smaller screen size, lower quality display, and the need to accommodate touch screen controls. These challenges make clear that developers cannot easily switch between distributing apps on mobile devices and non-mobile devices, or vice versa, even if that were otherwise commercially attractive.
2550 Mr Sweeney’s views about the complementary or supplementary nature of mobile and non-mobile devices were tested in cross-examination. He gave the following evidence which I accept.
2551 When it was put to Mr Sweeney that if PCs and consoles did not compete with mobile platforms, there would be no point highlighting their relative value propositions, Mr Sweeney responded that one could highlight their value propositions because they are complementary and that both could be a valuable part of a user’s life and gaming interests. He said that gamers use mobile devices to play games in some contexts, like when they are on the go, and they use consoles to play games in other contexts, which is when they are using their television. And he said that some gamers use both in different scenarios.
2552 When asked whether he regarded consoles and PCs as competing with mobile platforms for gamers, Mr Sweeney said that he did not think that they are in competition. He said that a console does not fit in one’s pocket, but in a broader sense, they are all devices that a user could use to play a game in various situations. He did not think that anybody could possibly choose a console instead of a mobile device.
2553 When taken to a document in which Mr Sweeney said that bringing Fortnite to iOS and Android would sell a lot of Xboxes, he explained that when a user is at their TV, the user would want to have the better experience, but when the user is on the go, the user could have the mobile experience.
2554 Mr Sweeney explained his use of the word “complementary” in the following terms:
Well, your Honour, what I mean specifically here with gamers is that a lot of people play mobile games when they’re on the go, and some of those gamers also own a console, and if you’re in front of your TV, then you would probably play on your console, and you would find that a better experience in that scenario but an impossible scenario when you’re not at your television, and that a gamer might enjoy Fortnite more and play Fortnite more if they’re playing it both on mobile and on console.
2555 Mr Sweeney was taken to an email chain with Mr Spencer, head of Xbox Gaming at Microsoft, that included references to the possibility of Fortnite users on mobile devices upgrading to consoles. It supported the view that mobile usage is supplementary to, rather than a close substitute for, console usage. There would be no need for users to “upgrade” if consoles did not provide a materially improved experience for users.
2556 Indeed, if a user who plays Fortnite on a mobile device chooses to “upgrade” to playing Fortnite on console, it is difficult to conceive of them playing Fortnite on console instead of mobile, which is what substitution presupposes.
2557 There are many contexts and times of the day where a user does not have access to their console or PC. As to a potential drift of Fortnite users from mobile to consoles, there is an important distinction between drift, as a long-term trend, and substitution. Just as the long-term trend from horse and cart to the motor car is not understood by economists to be an example of substitution, long-term trends from mobile to console gaming should not be misconstrued as indicative of competition.
2558 Such movement is not about people choosing at the margin of substitution and, as such, it is not informative as to whether users would substitute from mobile to non-mobile platforms in response to a small change in relative price or quality.
2559 But I do accept that to some extent there is some competition between mobile and non-mobile platforms, but not such as to impact on the question of market definition.
2560 Mr Weissinger said that launching Fortnite on mobile devices would mean users could easily play Fortnite “on the go”, wherever they are, such as outside of the house, on public transport, at work, at a friend’s house or when travelling.
2561 Mr Grant said that developing Fortnite for multiple platforms allowed Epic to access as many potential users as possible and, for users with multiple devices, developing Fortnite for multiple platforms provided those users with ways to play Fortnite in a range of situations.
2562 Further, mobile and non-mobile user bases are drawn from different demographics.
2563 Mr Weissinger explained that it was his view at the time that mobile-specific characteristics would enable Epic to attract a new and different audience to Fortnite beyond the traditional personal computer and console gaming user base. He identified that the new and different audience included casual gamers who do not own specific gaming hardware, primary mobile gamers for whom mobile is their primary gameplay device, and a large potential user base of women.
2564 Mr Allison stated that the distribution of mobile versions of games on mobile devices is important to game developers, as almost everyone has a mobile phone but not everyone has a personal computer or console, and many of those who own a personal computer do not use it for gaming. By distributing a title on both Android and iOS mobile devices, developers access a much broader range of potential users, including casual or “on the go” users, who may otherwise be unlikely to interact with the title on personal computers or consoles.
2565 Mr Schiller recognised that developers will commonly develop for and release games on most major platforms at or about the same time. Mr Schiller pointed to Minecraft, an app owned by Microsoft, being available on multiple platforms including the App Store, Play Store, Nintendo eShop and the PlayStation Store. This is in addition to the app being available on the Windows Store and the Xbox Store, each owned by Microsoft.
2566 Ms Wong said that developing cross-platform apps enables developers to maximise monetisation across platforms concurrently.
2567 She said that the broad range of content distribution channels means that developers have greater choice to develop cross-platform apps, maximising monetisation across platforms concurrently. For example, a game can be made available for download on the Play Store and the App Store for mobile play but also be made available as a console game via Xbox, Nintendo and PlayStation, as well as being included in a games subscription service such as Xbox Games Pass and Apple Arcade.
2568 She also said that in her experience, the platforms that a developer chooses are largely driven by the style of the game and the developers’ preference in accordance with their business strategy. For example, she had observed that for a deep immersive game where the gameplay mechanics are made for PC, a developer may choose to only develop for Steam, assuming the core players will play at home where they have access to Wi-Fi, a large screen with their PC, laptop and/or TV, good quality audio and comfort to play for hours. Alternatively, if the game can be equally engaging on the small screen, such as mobile or tablet, and consumer demand to play “on the go” is present, a developer may choose to include a mobile app release of their game and distribute on the Play Store and the App Store.
2569 There was broad agreement among the lay witnesses that releasing an app on both mobile and non-mobile platforms is additive. If they were substitutes, developers would expect cannibalisation between platforms and would have little incentive to develop apps that are compatible with PCs and consoles in addition to mobile apps.
2570 Let me deal with some other aspects of Professor Hitt’s evidence.
2571 First, Professor Hitt’s evidence on the use of mobile, PC, and gaming consoles was consistent with these platforms serving separate consumer bases. Professor Hitt’s evidence did not support the notion that consumers treat native apps on iOS devices as substitutable with native apps on “non-iOS” devices.
2572 Professor Hitt’s discussion of app platforms highlighted the distinction between mobile, PC, and console products. As Professor Goldfarb pointed out, Professor Hitt’s evidence was consistent with these platforms serving separate consumer bases.
2573 He said that game developers choose which app platforms to design for depending on specific context factors of their game. He also said that developers choose what app platforms to develop for based on a game’s specifications, the available developer tools on a given platform and consumer preferences.
2574 That a developer chooses to design a game only for console is not in itself compelling evidence that gaming consoles and smartphones are substitutable products. Instead, it can indicate that these devices serve different consumer bases.
2575 Take the Nintendo Switch device’s inability to handle games that take advantage of the processing power of Xbox or PlayStation consoles. A developer of a game requiring a high degree of processing power would not treat the Switch and perhaps any smart mobile devices as a substitute for Xbox or PlayStation.
2576 The game that they would be required to design for use on the Nintendo Switch or a smart mobile device would likely have a different gaming experience when compared to that on Xbox or PlayStation, and would serve a supplemental audience to the developer’s core audience. That different gaming experience may then attract different sets of users. For users who do use apps across more than one device, the different gaming experience may attract that user at a given point in time.
2577 That popular games such as Minecraft or Genshin Impact have offerings across multiple devices and their associated app platforms does not suggest that these are substitutable platforms. They are offerings for different consumers seeking different user experiences. Minecraft has different user experiences on mobile versus PC. Users of Genshin Impact use different devices in different contexts.
2578 The different platforms that developers choose to design their games for create different usage experiences and thus target different users or users in specific contexts. The latter in particular relates to the concept of “device first”. Different devices are conducive to different usage experiences.
2579 Second, Professor Hitt did not refute the results of Professor Goldfarb’s substitution analysis across native apps on iOS and apps on desktop, laptops, and gaming consoles.
2580 The evidence that consumers and developers see native apps on iOS, desktop, laptops, and gaming consoles as differentiated products aligns with the proposition that consumers do not treat these platforms as substitutes, except to a limited extent.
2581 Professor Goldfarb assessed whether consumers treat the usage of the Fortnite native app on iOS as substitutable with apps on other desktop, laptop, or gaming consoles by analysing the changes in play hours following removal. Professor Goldfarb used this analysis to understand consumer behaviour when faced with the equivalent of an infinite price increase, testing whether consumers divert any of their usage to other apps.
2582 Professor Goldfarb found that for users who had used Fortnite only on iOS prior to the removal, 33.52% of use on Fortnite’s iOS native app was recovered on native apps on non-iOS devices by one year post-removal.
2583 For users who used Fortnite via the iOS native app along with the Fortnite app on other non-iOS devices, Professor Goldfarb found similar low diversion of use to other platforms post-removal.
2584 Now Professor Hitt dismissed this result for not focusing on transactions. But this removal analysis shows that when a user’s preferred mobile platform was no longer available, the user did not make up the majority of those lost play hours or lost spend on other platforms. Over the long term post-removal, users even reduced their play hours on some other platforms.
2585 Professor Hitt did not address this analysis in his criticism of the device first concept.
2586 Professor Hitt said that to formally test for the device first concept, one would need to determine whether users are more likely to substitute to a different activity on the same device than to the same activity on a different device.
2587 Professor Goldfarb considered the results of the removal analysis in light of this suggestion. Should the device first concept hold, when a Fortnite iOS user no longer has access to the Fortnite iOS app, they would not switch to use Fortnite on a different device. Instead, they would switch to another activity on their iOS device.
2588 Whilst Professor Goldfarb could not formally test switching to usage of an alternative activity on a user’s iOS device, Professor Goldfarb did observe that users do not switch a majority of time previously spend using iOS Fortnite to using Fortnite on other devices. This is consistent with the device first concept, in that different devices are conducive to different usage experiences. It supports the idea that users do not treat native apps on iOS, and desktop, laptops, and gaming consoles as substitutes, except to a limited extent.
2589 Further, I agree with Epic that Mr Schiller’s evidence made clear that Apple is in reality substantially indifferent to competitive developments in the PC sector. This is incompatible with the notion that Apple competes with PC stores. Indeed, and as Epic points out, it contradicts evidence that the App Store competes in an increasingly crowded market of app transaction platforms, which are available across multiple devices including tablets, smartphones, laptops, PCs, Macs and game consoles.
2590 Further, Apple’s approach to cross-platform functionality and its introduction of the multi-platform rule is further evidence that the App Store is not subject to any meaningful competitive pressure from PC stores. Apple sought to depict itself as being less restrictive than other platforms.
2591 Further, Mr Schiller gave evidence that, under the multi-platform rule, Apple receives no commission on paid content purchased on a non-iOS platform. Moreover, Apple does not require developers to maintain price parity between platforms. Developers are free to price their in-app content on the App Store higher than the same content sold through other platforms. The multi-platform rule applied to Fortnite, and if a user purchased V-bucks on another platform they could use those same V-bucks on iOS, unless the other platform imposed restrictions preventing cross-wallet functionality. In such circumstances, no commission would be payable to Apple.
2592 Further, Google’s approach to cross-platform functionality indicates that it does not perceive non-mobile platforms to be a substantial competitive threat.
2593 Generally, in my view Apple’s and Google’s respective conduct demonstrates a recognition that users generally speaking are unlikely to switch from iOS or Android devices to using PC or console platforms. There is no real and substantial substitution, although there is a lot of complementary usage.
PCs and consoles — analysis
2594 Now it seems clear to me from the evidence that mobile devices and non-mobile devices serve different purposes. Further, they have distinct user bases. Moreover, for the most part, insofar as their user bases overlap, their usage is complementary or supplementary.
2595 The distinct roles of mobile and non-mobile devices is reflected in a number of observable characteristics about the industry. Many mobile apps are not available on PCs or consoles, and vice versa. Further, a sizeable proportion of iOS users do not have a PC or a console, and are unlikely to obtain one if the price of iOS app distribution services were to increase.
2596 From a user’s perspective, if an app the user wishes to use is not available on non-mobile platforms, they will plainly not switch to using those alternative platforms to use that app.
2597 Further, even where an app may be available on both mobile and non-mobile platforms, users are unlikely to consider these close substitutes.
2598 There are important technical differences between mobile and non-mobile devices that mean they lend themselves to use in different contexts or for different purposes.
2599 Further, whilst many developers do not release the same app on mobile and non-mobile platforms, including because of the unique characteristics of mobile and non-mobile platforms, many do. For those developers, this strategy is aimed at reaching the largest pool of potential customers so as to maximise monetisation across platforms concurrently.
2600 Now it may be accepted that users and developers multi-home across devices. But the fact that there is multi-homing behaviour is not of any real significance. Measures of multi-homing are not themselves informative as to whether these purported alternatives are, in fact, close substitutes for the services provided by the App Store. The possible availability of other channels is insufficient to establish that they are close constraints. To establish the latter proposition, one needs evidence of actual substitution, including switching by app users and developers to other channels in response to relative price changes. There is no such evidence.
2601 Further, whilst the Fortnite removal event was an extreme scenario and limited to a single app, it is instructive of the limited degree to which iOS device users are willing to switch to using alternative platforms. Even in this extreme case, being removal or, in economic terms, an infinite price increase, iOS users did not substitute the vast majority of their lost gameplay with play on PCs or gaming consoles. Nor did they switch the substantial majority of their spending. The evidence indicates that users do not treat usage or the purchasing of in-app content on iOS devices as substitutable with those activities on non-mobile devices.
2602 Further, if limited substitution occurred following the removal of Fortnite, then even more limited substitution would be expected following a SSNIP.
2603 Now Apple says that the App Store competes with transaction platforms on PCs and consoles, and that it is constrained by the prospect of iOS users and developers of iOS apps switching to those platforms.
2604 Google says that PCs and consoles provide close competitive constraint to the Play Store in Professor Asker’s markets for facilitating transactions for digital content.
2605 Further, Professor Hitt and Mr Houston said that it is easy to make app transactions across different app stores on different devices, that there is a lack of significant switching costs for app users, and that there is widespread multi-homing. Similarly, Professor Asker referred to the high degree of cross-platform ability to transact as a reason that other transaction venues should be considered substitutes to the Play Store.
2606 Now the relevant question is whether users and developers switch away from using either iOS or Android app distribution services to an alternative on PCs and consoles, in response to a small change in the relative price or quality of those services.
2607 Postulated behaviour that leaves demand for iOS or Android app distribution services unchanged is not relevant to this inquiry.
2608 There are basic differences between mobile and non-mobile devices and as a result they have distinct user bases and their usage is complementary or supplementary.
2609 As such, users generally do not switch between the App Store and Android app stores on the one hand, and PC and console platforms on the other, and will not do so in response to small changes in the price or quality of iOS or Android app distribution services. This is confirmed by the low diversion of Fortnite usage and expenditure from iOS and Android to other platforms following the removal of Fortnite from those platforms.
2610 These characteristics of the user bases are a result of the following.
2611 First, a sizeable proportion of mobile device users do not have a PC and/or console, and would be unlikely to obtain one if the price of mobile app distribution services were to increase.
2612 Second, mobile device users who do have a PC or console do not have access to those devices at all times or in all contexts, and use them for distinct reasons from those for using mobile devices.
2613 Third, mobile device users are unlikely to switch to using their PC or console once they have decided to use their mobile device on any particular occasion.
2614 Because users do not substitute PC and console platforms for the App Store or Android app stores, developers must develop for iOS in order to distribute their apps to iOS device users and must develop for Android in order to distribute their apps to Android device users. Consequently, developers are unlikely to consider distribution of their app on non-mobile devices as a substitute for each avenue of mobile distribution.
2615 Indeed, many popular PC and console apps are not available as native mobile apps. This is in part because of the difficulty of porting apps from PC or console to mobile. Further, many apps developed for mobile are not also developed for PCs or consoles, further limiting the ability or willingness of users to switch between the two.
2616 Let me get into the detail by observing, as I have already said, that the user bases of mobile and non-mobile devices are distinct.
2617 Many mobile device users do not own a PC or console and will not acquire one to access apps.
2618 Mobile devices have surpassed other types of device to become a near ubiquitous part of modern life. But ownership rates of PCs and consoles are considerably lower.
2619 An iPhone buyer study conducted by Apple found that, among iPhone buyers in Australia in the fourth quarter of 2020, 20% owned and used a console, and 60% owned and used a PC. This figure excludes Macs. Despite having access to internal Apple documents recording the proportions of iPhone buyers who owned and used non-mobile platforms, Professor Hitt preferred to rely on a survey conducted by a third party which concerned a less relevant question, being the proportion of Australian internet users that had accessed the internet in the previous six months using particular devices.
2620 In considering whether users of iOS devices are likely to switch to accessing apps on non-mobile devices, the proportion of iPhone owners, as opposed to the population at large, that own and use those non-mobile devices, as opposed simply to having at least once used them to access the internet, is a more useful metric.
2621 The same is true of Android users. A December 2018 Google survey identified that 47% of US Android smart mobile device users owned a Windows laptop and 20% also owned a MacBook. Console ownership is even lower. For example, a July 2023 Google document estimated that there are around 3.7 billion mobile users globally, but only 300 million console users.
2622 In other words, a material proportion of mobile device users do not own and use a PC or console and would need to incur the substantial cost of purchasing such a device to switch. The only reliable way to access these users is through their mobile device. For these users, a significant barrier to switching to use a console or PC will be that they must first purchase that device. Users would not do this in response to a small relative increase in the price, or decrease in quality, of iOS or Android app distribution services.
2623 Further, mobile and non-mobile devices have different use cases and are used in different contexts.
2624 Even for those users who have both mobile and non-mobile devices, users treat use of the different types of device as supplementary or complementary, rather than as substitutes, because they have different use cases and are used in different contexts. App usage rather than in-app spending is the appropriate metric.
2625 Certain basic differences between mobile devices and PCs mean they are suited to different use cases, and for use in different contexts. From a technical perspective, Professor Somayaji explained the following.
2626 Different categories of hardware address different consumer needs. For example, desktop and laptop computers typically offer significant amounts of computing power, large displays, and support use cases where users spend an extended block of time using an app while in one place. Mobile phones, by contrast, have evolved to support use cases where users need rapid access to data and contacts while on the go, and feature responsive, network-connected hardware packed into a small and portable form factor. Gaming consoles, as a third variation, are computers that have adapted almost exclusively to provide optimal gaming experiences, and typically feature strong graphics processors and game controllers designed specifically for gaming use cases.
2627 In part reflecting these technical differences, many apps are only available on mobile devices, and not on consoles or PCs. This means that, in many cases, it is not possible for users to switch from accessing their app on their mobile device to accessing the same on their PC or console.
2628 Of the top 100 revenue generating apps on the App Store in 2021, 46% were distributed on mobile devices only, and 18% were also distributed on one or more consoles. Of the top 50 revenue generating apps on the Play Store, 38% were distributed on the Microsoft PC store and 10% were distributed on the Microsoft Xbox Store, with other PC and console stores containing an even lower proportion. The position is similar in respect of free apps on the Play Store. In addition, the inverse comparison also shows a lack of crossover. The top games on PC and console stores do not appear on the Play Store.
2629 In addition, many apps are written specifically for use on mobile devices. There is no real prospect that users of these apps on mobile devices will switch to using these apps on non-mobile devices, even if they are available.
2630 Now Professor Goldfarb explained the effect of technical differences on users’ device usage in the following terms, which seemed to me to be not contentious, and indeed in some respects obvious.
2631 Smart mobile devices have several key features that make them suitable for use in situations when other devices are unsuitable. For example, due to the small size, portability, and cellular data availability for smartphones, users often can use their smartphones in situations in which other devices such as a gaming console or PC would be unavailable. In contrast, when users anticipate they will have an extended period of time in the same place, they may sit in front of a PC. Once the device is chosen, features on smartphones such as geolocation can further assist a user in specific contexts, such as looking for a local restaurant when away from home or having the ability to take photos for social media accounts with a built-in camera. Certain features of PCs may better help users express themselves, as shown in the higher quality associated with online reviews written on desktop devices. That gaming consoles have controllers and more advanced computer chip technology make them more suitable for intensive play. Once a user selects a device, all these factors affect the activity chosen.
2632 Professor Goldfarb’s evidence was reinforced by other witnesses whose evidence addressed the difference between mobile and non-mobile devices, including portability of mobile devices, the higher performance and processing power of PCs and consoles, and the need for users to use additional hardware or accessories, as compared to mobile.
2633 Professor Goldfarb used the term “device first” to describe how users’ choice of the device they wish to use is influenced by the particular context a user finds themselves in, the activity they wish to engage in, and the particular features of the device(s) available to them. He identified two key aspects to this concept.
2634 First, several external factors are central to the choice of device, including location, time of day, Wi-Fi access, time, and mental attention available.
2635 Second, different devices are conducive to different usage experiences in terms of time spent, information frictions, connectivity, and the need for focus. Together, these features suggest that the usage of smartphones and other devices, by the same users, often involve different motivations and contexts.
2636 In the case of mobile devices, he reasoned that their usage is often a function of situational convenience. So, should the user’s desired app be unavailable on their mobile device, a user is more likely to switch to using a different app on that device, or engage in a different activity entirely, rather than switch to a non-mobile device to access the app. That reasoning is supported by the views of developers and users as recorded in Epic’s and Google’s internal documents reflecting the result of interviews conducted by Google with developers of games apps and survey responses from Fortnite players that indicated the ways in which they access the app on different devices.
2637 Professor Goldfarb’s description of consumer behaviour using the language of device first was clear and supported in substance by the literature including some articles he authored.
2638 Based on his analysis including the Fortnite removal event, Professor Goldfarb concluded that users do not treat usage of native apps on non-mobile platforms as substitutable for usage of those apps on iOS and Android devices, except to a limited extent.
2639 Professor Goldfarb’s analysis of the Fortnite removal event indicates that there is no meaningful degree of substitution between mobile and non-mobile platforms and corroborates his evidence about consumer behaviour. The Fortnite removal event shows that users do not treat apps on mobile and non-mobile devices as substitutes. Now when considering this analysis, it is important to bear in mind the following.
2640 When a product with several close substitutes is no longer available, one would expect all, or nearly all, the demand for that product to transfer to its substitutes. Therefore, if users treated access to Fortnite on different platforms as closely substitutable, then almost all the use and spending which would have occurred through those platforms should transfer to the remaining platforms. In this regard, the experts generally agreed that a small increase in the price of Fortnite in-app purchases would not be expected to induce as much substitution as occurred following its removal, which can be thought of as an infinite price increase.
2641 Further, Fortnite has far more cross-platform functionality than most mobile apps, and is unusual in its availability on other platforms, including consoles and PCs. As a result, it would be expected that the extent of diversion observed following the removal of Fortnite would be far greater than what one would expect for almost all apps on the App Store and the Play Store.
2642 Professor Goldfarb found that following the removal of Fortnite from the App Store, iOS users did not substitute the vast majority of their lost gameplay with play on PCs or gaming consoles. In fact, users who played on iOS as well as another platform decreased their average playtime on those other platforms when Fortnite was removed from the App Store.
2643 Analysing Fortnite spending data from the same period also supports a lack of substitution between these devices. Professor Goldfarb and Professor Hitt agreed that only around 30 to 35% of the revenue which would have been earnt from iOS Fortnite users was diverted to other channels following the removal.
2644 Now given the experts’ agreement on approximate diversion figures, I reject Apple’s suggestion that these results are driven by lower levels of retention of Fortnite players on iOS. Any such difference would also be reflected in the pre-removal period, and is thus disproved by the fact that both Professor Goldfarb and Professor Hitt found that their treatment and control groups exhibited parallel trends. Further, Apple has not presented any evidence to substantiate this claim.
2645 This evidence strongly indicates that users do not treat apps on iOS devices as substitutable with apps on PCs and consoles, whether in relation to usage or spending. Moreover, even if limited substitution occurred following the removal of Fortnite, then even more limited substitution would be expected following a SSNIP.
2646 The same conclusions can be drawn from Professor Goldfarb’s analysis of the Fortnite removal event in respect of Google.
2647 In respect of diversion in usage, Professor Goldfarb found that for users who only played Fortnite via the Play Store, complete removal led to only around 19 to 44% diversion to non-Android channels.
2648 In respect of diversion in revenue following removal, Professor Goldfarb’s results in table 11.B showed that around half of spending was lost altogether, only around a third of spending diverted to non-Android channels and diversion to Samsung Galaxy was the single largest figure, except at a post 52 week period.
2649 Now Professor Asker’s diversion analysis is also relevant, but his analysis was affected by methodological flaws in his econometric analysis. I have dealt with Professor Asker’s results elsewhere in my reasons in the Epic v Google proceeding.
2650 Mr Sweeney also said that the removal of Fortnite from the App Store and Play Store resulted in very limited user switching between mobile and non-mobile platforms.
2651 Now Mr Sweeney was taken to an email from him to Microsoft in which he described the extraordinary opportunity that Project Liberty would provide Microsoft.
2652 Mr Sweeney explained that the opportunity that he was referring to was that Fortnite was likely to become unavailable through the two leading mobile app stores, leading users who wanted to play Fortnite to consider the possibility that they might want to play it on console, and that if it were unavailable on mobile, then perhaps they could play it on another device.
2653 That Mr Sweeney hoped that some users who would otherwise be lost would play on consoles following this event does not speak to substitution. The fact that some mobile device users may choose to play Fortnite on a console or PC is not indicative of what would occur as a result of small changes in the relative price or quality of iOS app distribution services.
2654 In cross-examination, Mr Sweeney was taken to a board update which contained projected profit and loss impacts if Fortnite were removed from the App Store and Play Store. This depicted that a proportion of mobile revenue would transfer to other platforms. He was also taken to a document which contained projections of the revenue impacts of Fortnite’s removal from iOS and the Play Store. This depicted that if Fortnite were removed from iOS and the Play Store shut down, some additional revenue would move to PlayStation 4.
2655 But given the nature of the removal of Fortnite, it is unsurprising that Epic forecast that some lost revenue would be recovered through other channels. In any event, regardless of Epic’s perceptions I have Professor Goldfarb’s analysis which showed that very little diversion occurred in practice.
2656 Further, let me say something about Apple’s views about mobile usage.
2657 Ms Wong’s evidence corroborated the views expressed by Professor Goldfarb and Professor Wright that mobile usage is supplemental to non-mobile usage. She said that she had observed that Australian users consume a range of digital content across their personal devices. Users switch between devices depending on varied factors, including, but not limited to, the type of content that they are consuming, the time of day, access to Wi-Fi, and their location, whether that be at home, in transit, or in some other location.
2658 Further, Apple’s own assessment of how its customers use its products, including mobile devices, being iPhones, and non-mobile devices, being Macs and Apple TV, reveals a similar picture of supplementary usage.
2659 In July 2023, Apple made a submission to the European Commission in relation to the designation of a series of its products as Core Platform Services, some extracts of which were drawn to my attention. The submission described in detail the ways in which Apple ensured that its mobile and non-mobile products were suitable for distinct use cases. It contained reference to users using different devices to pursue different and unique combination of use cases. The submission reflected Apple’s view that iOS was predominantly used for [REDACTED] [REDACTED] [REDACTED] whilst macOS was predominantly used for [REDACTED]. Further, Apple itself accepted that it was immaterial whether two services have overlapping user groups. What mattered was whether these user groups use the services in question for the same or a different purpose. And so, Mac users who acquire an iPad are not doing so to replace their Mac, but because they use the right tool at the right time. Further, Apple recognised that each App Store serves as a gateway to reach a distinct group of end users because demand for apps in the App Stores is driven by the Apple device used by a given end user. Consistent with their function as distinct sales channels to reach different end user groups, each App Store offers different App Store Connect functionalities to developers.
2660 It follows that the fact users use both mobile and non-mobile devices, that is, multi-home, does not evidence substitution.
2661 Let me now deal with some other matters and return to the question of some relevant functionalities.
Cross-wallet and cross-platform functionality
2662 Now Apple says that the whole point of cross-wallet functionality is to enable users to switch purchases of identical virtual currency between platforms.
2663 But I agree with Epic that such functionality does not establish the requisite substitution. Cross-progression and cross-wallet functionality allow users to take virtual currency or other items of digital content purchased while playing on one device and use it when playing on a different device.
2664 Now Epic introduced cross-progression and cross-wallet features in order to encourage users to play Fortnite in more contexts and to grow its revenue. This seems to have been based on Epic's recognition that mobile usage is supplementary to console and PC usage, and that users tend to pay where they play.
2665 Now Mr Sweeney accepted that the concern of console platforms regarding user switching was well founded. But he believed that any outflow of revenue from one platform to another would be negligible. So, Mr Sweeney offered the true up arrangement to Sony to assuage its concerns.
2666 Now Apple relies on that arrangement in support of its contention that there is competition between platforms. But I agree with Epic that the fact that [REDACTED] [REDACTED] since the introduction of a materiality threshold demonstrates that Sony’s concerns were short-lived and problematic.
2667 As Epic points out, it would seem that Mr Sweeney was confident that users would not switch devices to obtain cheaper V-Bucks such that he offered to compensate Sony in the event that users did so.
2668 In September 2018, Epic and Sony agreed to amendments to their exclusivity and co-marketing agreement to permit cross-play and cross-progression between PlayStation, Xbox and Switch. Those amendments included a clause under which Epic was required to make a payment to compensate Sony for any shortfall in its 30% commission entitlement by reason of Fortnite users on PlayStation spending more money on other platforms relative to the amount of time played on PlayStation, referred to by Epic as a true-up payment. The purpose of these payments was to ensure that Sony was not worse-off as a result of permitting cross-progression.
2669 A formula was devised to determine the quantum of any such payment. The formula required Epic to make payment to Sony if the revenue earned [REDACTED] [REDACTED] was less than the sum of revenue earned [REDACTED] [REDACTED] and revenue earned by [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] multiplied by [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED]
2670 Epic made [REDACTED] payments to Sony pursuant to this clause between September 2018 and September 2019. The payments were made approximately [REDACTED].
2671 The table below contextualises the size of these payments by reference to the 30% commission Epic ordinarily paid Sony to distribute Fortnite. The table sets out the gross revenue earned by Epic from Fortnite on PlayStation [REDACTED] and the [REDACTED ][REDACTED] as reported to Epic’s board, the ordinary commission Epic paid to Sony over that period, which is calculated by taking 30% of such gross revenue, the amounts of each true-up payment for roughly the same time periods, and the true-up payments expressed as a percentage of the ordinary commission payment:
2672 Now the first true-up payment was for the period [REDACTED] [REDACTED][REDACTED] whereas the gross revenue figure to which it is compared is for the period of [REDACTED] [REDACTED]. Further, the last true-up payment was for the period of [REDACTED] [REDACTED], whereas the gross revenue figure to which it is compared is for the period of [REDACTED] [REDACTED] . The effect of this is that the percentage figure for the first row is a slight overestimation, while the figure in the last row is a slight underestimation of the true position.
2673 Now accounting for these discrepancies, it would seem that the true-up payments as a percentage of the ordinary commission paid to Sony remained roughly constant between [REDACTED] and [REDACTED].
2674 This shows that the [REDACTED] between playtime and spend on PlayStation following Sony’s agreement to implement cross-progression was [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] .
2675 Sony appeared to consider these true-up payments to be [REDACTED]. In early September 2019, Epic and Sony agreed further amendments to their exclusivity and co-marketing agreement to apply a materiality threshold with the effect that Epic would not have to make any true-up payments if divergence between Fortnite user spend and play time on PlayStation fell below a certain threshold. [REDACTED] [REDACTED] [REDACTED] [REDACTED]
2676 There is little merit to Apple’s suggestion that Epic maintained the same price of V-Bucks across different platforms to prevent users switching between platforms.
2677 Further, Apple suggested that console manufacturers were concerned about users switching between platforms in response to changes in the price of V-Bucks.
2678 But as Epic points out, there are various reasons why console manufacturers might not have wanted the prices of V-Bucks to be different on different platforms. They may, for example, have been concerned about there being news stories about them being less attractive than another platform, their customers’ perceptions, and their reputation. Further, there are also complicated Japanese rules pertaining to virtual currency and there may have been Japanese regulatory concerns held by Sony and Nintendo.
2679 Further, even assuming that the console manufacturers were concerned about users switching between platforms in response to changes in the price of V-Bucks, their concern would have been about switching away from their platform. They would not be concerned about users switching to their platform from iOS. The presence of that concern would not support Apple’s case. Users with iPhones have greater opportunity to switch from a console or PC to a mobile device than the opposite, because when they play on a console or PC, they are likely to have their iPhone with them. The converse is not true.
2680 Further, and more generally, the existence of any concerns that console manufacturers held regarding the diversion of spend away from them to iOS does not provide any evidence of close substitution away from the services supplied by Apple in connection with its iOS apps.
2681 Further, as to Mr Sweeney’s evidence concerning Nintendo he explained that regulatory concerns may also have been a motivation for Nintendo to decline to permit cross-wallet functionality.
2682 Further, Apple has not put forward any evidence to the effect that Apple itself is concerned about the prospect of users switching away from iOS as a result of cross-platform functionality.
2683 Moreover, cross-platform functionality presents a commercial opportunity for Apple, rather than a threat.
2684 Apple’s distribution of iOS apps via the App Store to iOS mobile users provides a gateway to reach a different user group than its distribution of Mac OS apps via the Mac OS Store to PC users.
2685 It is the user who initiates any purchase of digital content or virtual currency on another device they own on a different platform. The developer offers that purchase opportunity and delivers the purchased content on that other platform. The developer may also offer cross-platform functionality in its apps, subject to that feature not being blocked by a particular platform.
2686 The multi-platform rule allowing users to access content purchased on other platforms in their iOS apps was only introduced by Apple in 2018, and it is subject to a condition that the same content must be available for purchase within the iOS app via IAP.
2687 Allowing out of app content purchases to be used in the iOS app maximises user engagement with iOS and brings value to Apple in the form of increased usage of iOS apps and resultant direct and indirect network effects.
2688 The commercial benefits that flow to Apple are also evident when the two different options available to Apple are compared.
2689 If an iOS user makes digital purchases of virtual currency or other content on a different device on a different platform and is able to use that content elsewhere, but not within the user’s iOS app, that result would effectively degrade the quality of the user’s iOS app. For instance, users are likely to perceive that their iOS Fortnite experience is a lesser experience than on other platforms because they cannot access virtual currency or other content that they have previously purchased on another platform.
2690 Conversely, the user’s ability to use that currency or other content within their iOS app would make the use of Fortnite on iOS more attractive, causing the user to spend more time on iOS.
2691 Let me deal further with a topic.
2692 Professor Hitt, Mr Houston and Professor Asker said that users can substitute from in-app purchases on iOS and Android devices to in-app purchases on non-mobile devices.
2693 Further, Professor Hitt said that game developers can facilitate consumer substitution across platforms to make transactions by, for example, enabling customers to use the digital products or in-game currency they purchase through alternative platforms on their iOS devices. And Mr Houston pointed to Fortnite as an example of a game that can enable this kind of substitution. Professor Asker said that developers can and do transact with consumers for content that can be used on an Android device, even if the transaction venue does not allow app downloads onto an Android device. He went on to assess whether other game app developers offer the same degree of cross-platform functionality as Fortnite.
2694 Now as I have said, Fortnite has various cross-platform features. It has the functions of cross-progression, cross-play and cross-wallet.
2695 As should be apparent, cross-wallet and cross-progression make it technically possible for users to switch between mobile and non-mobile platforms to buy V-Bucks and use the items they redeem with those V-Bucks on any platform on which they play Fortnite. Cross-play facilitates gameplay between different users.
2696 But I agree with Epic that this idea of Professor Hitt, Mr Houston and Professor Asker of close substitution is problematic to say the least.
2697 As Epic says, few developers offer the kind of cross-platform functionality that is available in Fortnite. Epic was the first developer to achieve cross-play, cross-progression and cross-wallet across all platforms on which a gaming app is available for download, with the exception of cross-wallet on Switch.
2698 And as Epic says, attaining full cross-platform functionality is complex and costly, and is only a realistic option for large game developers. Even then, most seek only to offer cross-platform functionality between non-mobile devices, not between mobile and non-mobile devices.
2699 Fortnite is the only AAA gaming title that allows full cross-platform support between mobile devices and other devices. As Mr Sweeney said, Epic has explicitly bucked the trend by trying to build games supporting multiple platforms.
2700 Now Professor Asker said that many developers offer the same cross-wallet and cross-progression functionality as Fortnite, by reference to the top 25 games apps by 2021 Australian Play Store consumer spending. But Ms Edwards-Warren showed such evidence to be unreliable. None of the 25 games to which Professor Asker referred is available on the same number of platforms as Fortnite. Only two are available on consoles, and they are only available on some consoles, not all. Five are only available on mobile platforms being Android and iOS, so their users have no substitution options to consoles and no substitution options to PCs. Moreover, those five games account for 20% of the top 25 games apps and [REDACTED] of Australian consumer spend on in-app purchases across the 25 game apps in 2021. The remaining 18 are only available on a PC platform and mobile platforms being Android and iOS. I have discussed further analysis of Professor Asker’s evidence and Ms Edwards-Warren’s evidence in my reasons in Epic v Google.
2701 It seems to me on the evidence that Fortnite is an outlier. Its cross-platform functionality is not representative of what is or could be offered in gaming apps, let alone all apps.
2702 Further, even in respect of Fortnite, Professor Hitt, Mr Houston and Professor Asker relied on the technical possibility of substitution. But as Epic says, there is little evidence to suggest that substitution of the kind to which they refer actually occurs.
2703 Mr Houston said that users who made Fortnite transactions on iOS in the 12 months prior to Fortnite’s removal from the App Store made 30% of their purchases on iOS and 70% on other platforms. But as Epic says, that is simply evidence of multi-homing. Multi-homing is not evidence of substitution.
2704 Professor Hitt said that between 26 February 2018 and 9 August 2020, users who played Fortnite on iOS devices made 83.4% of their purchases in terms of revenue on non-iOS devices. But that too is not evidence of substitution. As Professor Hitt accepted when cross-examined, each of those users might have only played Fortnite once on iOS between those two dates, and otherwise played and spent on Fortnite on non-iOS platforms for the rest of the time. They might have tried the iOS game once, had a poor experience and never went back to the iOS version.
2705 Further, this data also showed that users spent 83.5% of their time on non-iOS devices, illustrating that in-app purchases are related to usage.
2706 Professor Asker similarly said that most spending by Android and Play Store Fortnite users while Fortnite was available on the Play Store occurs via console stores, and appears to have accepted that this evidence only goes to whether Android and Play Store users are readily able to substitute their spending to other transaction venues. He also found that among users that ever spent on Fortnite using Android, 85.9% spent only through non-Android channels from 26 February 2018 to 8 November 2021.
2707 Professor Goldfarb’s analysis demonstrated that Fortnite users do not engage in substitution of the kind to which Professor Hitt, Mr Houston and Professor Asker referred.
2708 Professor Goldfarb tested whether such substitution occurs by analysing datasets of daily transaction and gameplay records for Australian Fortnite users in 2020, prior to the removal of Fortnite from iOS and the Play Store. His analysis demonstrated that for over 99.9% of the transactions he observed, the user transacted on only one platform in a day. Further, his analysis demonstrated that of the users who transacted on only one channel per day, 91.84% transacted and played on the same platform, and only 1.88% played on a different platform to the one on which they transacted.
2709 Professor Goldfarb’s analysis demonstrated that the overwhelming majority of Fortnite users pay on the same platform as they play.
2710 There is no merit to Professor Hitt’s and Mr Houston’s suggestion that Professor Goldfarb’s analysis did not account for potential inter-temporal substitution, that is, substituting away from making an app transaction at one point in time to making that app transaction at another point in time.
2711 Neither Professor Hitt nor Mr Houston referred to any data, or conducted any analysis, to suggest that any such inter-temporal substitution occurs. It does not. For over 99.9% of the transactions that Professor Goldfarb observed, the user transacted on only one platform in a day. If there is no inter-temporal substitution across an entire day, there is no reason to believe that there would be any such substitution from one day to the next.
2712 Now Apple put some further matters in an attempt to bolster its experts’ theories.
2713 First, Apple said that Epic’s reason for keeping the price of V-Bucks identical across all platforms, mobile and non-mobile, was to avoid the risk of users switching platforms if Epic were to price its V-Bucks more cheaply elsewhere.
2714 But the evidence suggests that Epic’s reason for wanting the price of V-Bucks to be the same is to ensure that users perceive that Epic is treating them equally. Epic does not want users that play Fortnite only on some platforms to feel that they are getting a poor deal. If users see different prices of V-Bucks on different platforms they may become frustrated. Unsurprisingly, it would seem that players react negatively to better deals being available on some platforms that are not available to them. This could impact upon trust in Epic and its brand.
2715 Now Professor Hitt said that there may be benefits developers get by keeping prices uniform and that offering differential pricing will result in less transparency. He said that sometimes consumers can react badly to price discrimination.
2716 But Mr Sweeney did not consider there to be a realistic prospect of users switching devices to obtain cheaper V-Bucks. In his experience, users usually do not go off and hunt through other devices to look for better prices. It was not a phenomenon he had ever observed at any significant scale. He also said that if the price of V-Bucks differed between platforms he thought that the outflow of revenue from one platform to another through such effects would be negligible. I have no reason not to accept his evidence.
Out-of-app payments
2717 One mechanism of so-called substitution advocated by Professor Hitt and Mr Houston was through the purchase of digital content on another, non-iOS channel, followed by consumption of that content within a native iOS app. But I agree with Epic that this is not a form of substitution, either on Epic’s or Apple’s view of the relevant products.
2718 The ability of users to acquire content outside of a native app, but use it within the app, is dependent on them having obtained the native app. On iOS that is necessarily done through the App Store, involving the provision by Apple of its iOS app distribution services.
2719 The postulated constraint involves no substitution away from those services at any moment. Moreover, Apple could at any moment revert to its pre-2018 position where it prohibited the use within an iOS app of content that had been purchased outside that app.
2720 I reject the suggestion that Apple’s provision of services related to the download and update of native apps is constrained by the ability of users to make out-of-app purchases.
2721 As I have said, that constraint, to the extent it exists, is simply a product of Apple’s present choice of monetisation strategy, to which it and a hypothetical monopolist cannot be assumed to be wedded. As Epic points out, this state of affairs does not suggest that Apple’s distribution services are the subject of any constraint from out-of-app purchases, particularly in circumstances where Apple could change how it monetises its services.
2722 But nevertheless, and as Epic points out, Professor Wright considered this constraint in his HMT. Professor Wright considered whether users would divert their spend outside of iOS in response to a SSNIP in his assessment of whether that SSNIP would be profitable. He concluded that such diversion of spend would be unlikely, for at least the following reasons.
2723 First, not all developers of iOS apps offer their digital content outside of iOS. For those apps that do not, out-of-app purchases are not possible.
2724 Second, many developers do not set different prices on different channels.
2725 Third, even for apps where out-of-app purchases are possible, users may not be aware of that possibility. The anti-steering provisions contained in the App Store review guidelines prevent developers from directing iOS users to alternative methods to purchase content.
2726 Fourth, even where users are aware of the possibility, users are unlikely to divert unless they are aware that alternative payment solutions are cheaper, and obtaining such comparative pricing information of app content across different sources can be difficult.
2727 But I agree with Epic that even if the above difficulties were to be overcome, the evidence would suggest that users are unlikely to engage with the process of conducting out-of-app payments instead of in-app purchases on native apps.
2728 Professor Goldfarb found that out-of-app payments present a significantly inferior experience to making in-app purchases, in part because users are left to identify alternative payment channels and each additional step in that process reduces the likelihood of an out-of-app purchase. Separately, leaving a native app to make a purchase elsewhere can be disruptive to the user experience, particularly during immersive experiences in some apps, such as in the middle of a game. Professor Goldfarb’s “clicks are costly” theory readily confirms such a notion.
2729 Further, the additional steps for out-of-app purchases being the less tailored nature of external payment flows, redirection to external websites and the higher number of steps in the transaction process, likely result in further drop-outs in the course of making a payment.
2730 Now Professor Hitt and Mr Houston have asserted that the App Store is closely constrained by the ability for users and developers to quickly and easily substitute from purchasing in-app content through native apps on iOS to making these purchases through alternative channels.
2731 But I agree with Epic that Professor Hitt and Mr Houston have only relied upon the possibility of technical substitution and have not engaged in any analysis of actual substitution patterns to support their theory.
2732 So, Professor Hitt did not analyse the extent to which consumers and developers actually do, in fact, substitute and justified this on the basis that he did not consider there to be a clean experiment that could be done to analyse the degree of substitution.
2733 Likewise, Mr Houston did not look at whether users and developers actually engage in substitution behaviour, but rather made assertions about the ability and incentive of app users and developers to substitute transactions away from the App Store.
2734 Now Epic pointed out the obvious, which is that whether a consumer can or might do something is different to looking at the question of close substitutability. Technical substitution is a necessary but not sufficient condition for answering that question.
2735 Now Professor Hitt and Mr Houston have claimed that substitution is likely to constrain Apple because transactions for in-app content on different platforms are homogenous, and users multi-home across multiple devices which offer the ability to purchase those homogenous transactions.
2736 But if this view matched reality, developers would already have the ability and incentive to steer users towards purchasing in-app content on channels with lower commission rates. But in reality the following would appear to be the case, as Epic points out.
2737 First, many apps which could remove in-app purchases from iOS under the reader rule in order to steer users to transact elsewhere do not do so.
2738 Second, many developers do not allow in-app content to be purchased outside of iOS and then transferred back to the iOS app.
2739 Third, even where in-app content can be purchased on alternative channels, many developers do not charge differential prices to encourage users to purchase content outside of iOS.
2740 Fourth and overall, more than 162 million in-app purchases were processed through the App Store in Australia in 2021, despite the fact that it has a much higher effective commission rate than other channels.
2741 Now in an attempt to address the problem that the reality did not match their theory, Professor Hitt and Mr Houston asserted that the commission rate charged by the App Store is justified by the high quality of the services it offers, which render its quality-adjusted prices competitive with the prices charged by other platforms. But this explanation only demonstrates that their theory of substitution is problematic to say the least.
2742 The primary mechanism of substitution asserted by Professor Hitt and Mr Houston is the substitution of purchases of in-app content, which they say can occur without regard to the platform on which a user actually uses the app. On this view of the world, it is unclear how the quality of the App Store’s services relating to the distribution of apps would be expected to affect the platform on which users decide to purchase in-app content.
2743 Further, any claim that the quality of the experience of transacting for in-app content is highly differentiated across platforms would be inconsistent with Professor Hitt and Mr Houston’s own argument that transactions are homogenous.
2744 Now Mr Houston ultimately attempted to address the issue by drawing a distinction between the transaction which is homogenous across platforms, and the services which are provided to facilitate the transaction, which he claims can be differentiated between platforms. But this is all problematic.
2745 As Epic points out, if the services provided by Apple for in-app purchases were of such a high quality compared to other platforms, then users of apps which offer uniform pricing across different platforms would be expected to perform a disproportionate number of their transactions through the App Store. But this is not what is observed, and is inconsistent with the following matters.
2746 First, Professor Goldfarb gave evidence that the proportion of a Fortnite user’s game-time and expenditure which takes place through a given platform are highly correlated, indicating that any difference in the quality of the services provided by the App Store relating to transactions for in-app content is insufficient to incentivise users to substitute their expenditure to iOS.
2747 Second, users who accessed Fortnite on iOS in Australia between February 26, 2018 and August 9, 2020 spent 83.5% of total time playing Fortnite on non-iOS platforms and directed 83.4% of total expenditure to non-iOS platforms.
2748 Moreover, and as Epic has pointed out, this inconsistency was highlighted by Professor Wright and Professor Goldfarb during the concurrent economic evidence as follows:
PROF WRIGHT: So I think Professor Hitt has alluded to the uniform price and we agree on that. But one can think about the quality adjusted price and Professor Hitt has made claims about making transactions on iOS is much better and so on and so forth. If that was the case, you would expect that people would play on wherever they wanted to play but when they wanted to transact and buy they would come to iOS because it’s so much better. These are people who have both devices. And I don’t think - I think Professor Goldfarb’s evidence speaks to the fact they just don’t do that. So I think it’s still relevant.
HIS HONOUR: What do I infer from the fact they don’t do that, that the price and quality are the same?
A: That’s what I would take from it, yes.
Q: If I assume that the price and quality are the same, what we’ve been going through doesn’t speak at all to the question of economic substitutability; is that right?
A: That’s right.
Q: Do you agree with what I’ve just said, Professor Goldfarb?
PROF GOLDFARB: Yes. Either the price or quality are the same and it’s relevant or the quality is different and then it lacks substitution.
2749 It would seem apparent that developers recognise that, although it would be cheaper to transact with users on other channels, users are unlikely to substitute to purchasing in-app content outside native iOS apps in reality.
2750 Now when asked about this apparent inconsistency by Professor Wright, Professor Hitt’s response was to point to Epic’s investment in the Epic Games Store. But I agree with Epic that the proposition that Epic’s decision to create its own store, with the significant cost that that entails, is an example of developers making use of close substitution options only has to be stated to be rejected.
2751 Now Professor Hitt also said that developers may reduce their relative investment in iOS apps to drive users to alternative channels. But this is not supported by the evidence, and as Professor Wright explained it is an unlikely course.
General
2752 I should note that the fact that I have found that various other products and services are not close constraints and therefore are not part of the relevant product dimension of market definition does not entail that the availability of such products and services do not provide some form of competitive constraint.
2753 In my view they do provide a competitive constraint to some extent although not such as to deny the market definition that I have found or Apple’s substantial market power in such a market.
Web apps and streaming – substitutes?
2754 Now in considering the close substitutes for iOS app distribution services, it was common ground that the task is to assess what, if any, alternatives users and developers would switch to in the sense of using instead of iOS app distribution services in response to a small change in the price of those services.
2755 Such an analysis must consider the alternative ways in which developers and users can make use of services akin to distribution services. And one must then consider other means by which developers and users can interact with each other, which could theoretically constrain Apple’s provision of iOS app distribution services, but which do not involve the provision of distribution services.
2756 Now in this section, I will focus on web apps and streaming apps, which Apple asserts are close substitutes. And let me start by making the following brief observations by way of summary.
2757 In my view and as Epic rightly contends, the use of web apps does not involve the use of any alternative app distribution services, as it is a particular version of a developer’s website. So, it sits in a different position to the possibilities of users and developers interacting through native apps on non-iOS devices.
2758 Further, web apps are in my view not a close substitute for native iOS apps from the perspective of users or developers, and the ability to use them does not act as a close competitive constraint on Apple’s provision of iOS app distribution services. In my view web apps are not close substitutes for native apps for two reasons.
2759 First, the evidence led before me clearly demonstrates that the user experience differs substantially between the two, principally because web apps have significant inherent functional limitations which native apps do not share.
2760 Second, as the evidence also demonstrates, the limitations of web apps mean that, in many cases, developers must use native apps instead of web apps or otherwise substantially compromise the functionality of their apps.
2761 Moreover, although Apple sought to deny this reality, as users and developers do not treat web apps as close substitutes for native apps, the prospect of developers and users switching to using web apps does not closely constrain Apple in its supply of iOS app distribution services.
2762 Further, I also agree with Epic that streaming apps on an iOS device do not involve the use of alternative app distribution services. A native streaming app is subject to the same restrictions as other native iOS apps, including that it must only be distributed through the App Store, and therefore through the use of Apple’s iOS app distribution services.
2763 Further, the evidence demonstrates that streaming apps are not close substitutes for native apps because, for the vast majority of users, streaming apps suffer from a number of limitations compared with native apps.
2764 Of course, I accept that those limitations may, on occasion, be overcome, but streaming is not a realistic alternative to native apps. Further, the lack of substitutability is demonstrated by the low level of uptake and use.
2765 Let me begin with web apps and set out Apple’s arguments.
Web apps – Apple’s arguments
2766 Apple says that app developers can offer web apps which often have, in many respects, the same appearance and functionality as a native app but are developed using web technology. Moreover, developers may sell the same or very similar content that a user could purchase through an iOS app on a traditional website. iOS device users can access these websites on their iOS devices through any web browser.
2767 Apple says that the user’s experience of web apps and native apps is, in many cases, largely indistinguishable. iOS native app transactions are close substitutes for web app transactions for developers and app users in many instances.
2768 Apple says that both web apps and native apps have advantages and disadvantages. Further, for certain types of apps, web apps are substitutable for native apps. Mr Grant gave Amazon and Starbucks as examples of apps where web apps could substitute for native apps. Other examples of apps that are available as web apps are Instagram, Facebook, Tinder, Netflix and Amazon.
2769 Since the launch of the iPhone in 2007, developers have been able to make available web apps on iOS devices. In relation to web apps developers need not enter into the DPLA or comply with the App Store review guidelines.
2770 Now web apps are not required to go through app review. Web apps provide a suitable option for developers who do not wish to comply with the various requirements in the guidelines. Web apps are also commercially advantageous to developers because there is no commission payable on digital content available for purchase in web apps. There has been, and will continue to be, a trend towards monetising on web apps including on PC and mobiles rather than in native apps.
2771 Apple says that there is considerable technical flexibility when it comes to web apps. Web apps can adapt to the user’s screen size or orientation. Web apps can adapt to input method, such as a keyboard. For some types of apps, cross-platform development costs will be much lower for web apps than for native apps.
2772 Web apps are updated on the internet when a developer chooses to update them, so that the next time the user opens the app, it will be updated, without the user taking any steps to update the app. This gives the developer control over the content and frequency of updates. On iOS, web apps can send push notifications to users.
2773 Now one limitation with web apps is the restriction on the amount of device storage that a web app can use. Web apps have an overall quota of up to 20% of the total disk space on iOS devices, which is 25 GB on the smallest iPhone 15. That does not preclude web apps being used for games, although it does restrict the use of web apps for AAA games, which typically require more storage and RAM. Web apps can work well for casual games such as Pacman and Hangman. Some casual games can operate efficiently as a web app.
2774 Apple says that web apps can be made readily accessible on iOS devices. An iOS user can create a button on the homepage of their iOS device for webpages, which enables the immediate launch of the app, thus saving the user the need to open a browser and navigate to the webpage.
2775 A website or progressive web app (PWA) can be configured to display a banner, which can be used to invite users to add the website or PWA to their home screen.
2776 The same technique for adding a home screen link on an iOS device can be used to create shortcuts to pages on websites. So, a Fortnite user can create an icon for the Epic Games Store site or the page on the Epic Games Store website where V-bucks are sold, and provide a ready means of accessing that option to purchase V-bucks.
2777 Now Google has made analogous arguments which it is more convenient to address here than in my separate reasons in the Epic v Google proceeding.
Web apps – Google’s arguments
2778 Google says that web apps provide a close competitive constraint on the services provided by Google Play for four reasons. First, they provide a means of consuming and/or purchasing app-based digital content on any mobile device, because a web app is delivered via a web browser. Second, web apps are a functional substitute for many kinds of native apps, and the level of this functional substitutability is continuing to increase. Third, many prominent app developers use web apps, and in some cases do so exclusively. Fourth, these facts mean that web apps represent a significant revenue threat to the Play Store, because Google earns no service fees on purchases of app-based digital content via web apps.
2779 When a web app is distributed to an Android mobile device other than via the Play Store, Google does not receive a service fee when digital content is purchased within that web app.
2780 Although web apps and PWAs are often referred to interchangeably within Google, there are differences between them. A web app is experienced entirely within a web browser. A PWA is a website with a manifest file that defines its name, the icon for the home screen of a user’s device, and whether the app should use the typical browser user interface or display in full screen. When added to the home screen, the icon effectively serves as a convenient launchpad from the home screen to the web browser. PWAs typically offer other additional features, such as push notifications, offline use, Bluetooth functionality, and the ability to display the app as a full screen.
2781 Now Google helps developers to build PWAs, including by offering a free course “Learn PWA” which teaches developers the fundamentals of PWAs, how to upgrade existing web content to a PWA and how to create an offline, installable app. It maintains a dedicated developer relations team that frequently publishes content relating to PWAs so that developers can better understand what they are and how to create them.
2782 Google’s focus on PWAs is in contrast to Apple, which has not embraced PWAs. Web developer groups have repeatedly criticised Apple for the lack of PWA support in Apple’s web browser, Safari.
2783 Now Epic says that web apps are not close substitutes for native apps essentially for two reasons. First, it says that the user experience differs substantially between native apps and web apps, principally because web apps are said to have significant inherent functional limitations which native apps do not share. Second, it says that the limitations of web apps mean that developers must use native apps instead of web apps or otherwise substantially compromise the functionality of their apps. But Google says that there are several problems with Epic’s position.
2784 The first problem is that when one has regard to the types of native apps that are popular amongst users, especially those on which users transact and accordingly make up the largest share of the Play Store’s revenue, it is apparent that web apps can and often do serve as functional substitutes for those sorts of apps. In this respect, whilst a web app would not in every case be an exact functional equivalent of a native app, this does not detract from web apps being meaningful substitutes for many, if not most, kinds of native apps. This is because native apps come in all shapes and sizes.
2785 So, the native app, Fortnite, is an “AAA” gaming app. Indeed, it was the first AAA gaming app brought to mobile devices, such as Android, in its AAA form. Such titles are typically of higher quality than most other gaming apps available on mobile devices. They demand more of the mobile device’s memory and storage, especially because of their graphical quality. Fortnite can be played on NVIDIA GeForce Now and Xbox Cloud Gaming, which are both available as web apps and allow Fortnite to be played on mobile devices.
2786 But not all gaming apps that are distributed on Android devices, whether on or off the Play Store, are as demanding as Fortnite. Most are not. In most cases, those apps are far from demanding on an Android device’s capabilities, and as such are more than capable of being provided as a web app.
2787 Take, for example, the native apps that constitute the largest category by spending on the Australian Play Store, namely gambling or casino apps.
2788 In 2021, the developers of the top 10 apps represented [REDACTED] of the Australian Play Store’s service fee revenue. The developer of the top grossing app, [REDACTED] [REDACTED], an entity named [REDACTED], was associated with [REDACTED] of the Australian Play Store’s service fee revenue.
2789 Three of the top five highest grossing apps are casino or slots apps, that is, [REDACTED] [REDACTED] [REDACTED] The fourth highest grossing app, [REDACTED] [REDACTED], is a casual game, that is, not one that requires high end graphics or processor speed.
2790 Now for casual, less sophisticated or simple apps like casino apps, the difference between a native app and a web app is likely to be of much smaller scale and the web app may work just as well as the native app. The more casual the app, the more that a web app is less disadvantaged compared to a native app. Casual apps of this nature would include shopping apps and social media apps.
2791 Now for video apps like YouTube or TikTok, for example, the web app could also work quite well, albeit without some additional functionality such as the ability to download videos to watch later offline.
2792 Mr Richard Byers, a principal software developer for Chrome at Google, gave as an example the Twitter/X web app.
2793 In April 2017, Twitter as it then was named launched a PWA called Twitter Lite. Twitter observed a 65% increase in pages per session as compared to their previous mobile website, a 75% increase in tweets sent, and a 20% decrease in bounce rate, being the frequency of users leaving a website without taking any actions. It also led to lower data consumption, requiring less than 3% of the device storage space compared to Twitter for Android. X/Twitter presently continues distributing content via its web app.
2794 Mr Byers rejected the suggestion that as a general proposition users always prefer native apps over web apps. It depends on the use case, that is, how the user chooses to interact with the app. So, for example, a user would have no difficulty using web apps such as video streaming apps, given that such content is just as easily accessed on a website.
2795 Mr Byers also disagreed with another general proposition that was put to him, being that web apps are subject to inherent technical limitations which means that they do not perform as well as native apps. He said that there was much misunderstanding about that topic, and that to say that web apps perform poorly when compared to native apps is incorrect.
2796 In response to the suggestion put to him that the proposition is borne out by Google’s internal documents, he replied by disagreeing with the characterisation of the documents. Google seeing opportunities to make web apps better is not tantamount to Google admitting that web apps are poor substitutes for native apps.
2797 Google also says that the second problem with Epic’s assertion that web apps are not close substitutes for native apps is the lay and expert evidence that was to the effect that where there are functionality gaps between native apps and web apps, they are diminishing, and rapidly so.
2798 Mr Grant acknowledged that there have been improvements in the capabilities of web apps from the time of his first affidavit in the Apple proceeding, October 2022, being a period of about 1.5 years.
2799 Mr Owens considered that web technologies had improved to the point where some web apps could utilise many of the device functions on a mobile device, just like a native app. For example, web apps can be coded to make use of a phone’s camera and to send notifications to users just like a native app.
2800 Further, Google has worked to improve the experience and capability of web apps and continues to do so. Google invests in web apps at least in part because it has a powerful financial incentive to do so. Operating in a web browser such as Chrome generates mobile ads revenue. Google has made faster progress than Apple in supporting features available to web apps.
2801 Now Mr Byers confirmed that Google has realised that it needs to meet Android device users where they are by offering them web apps that create the experience of a native app even if under the hood so to speak it is in fact a web app. From at least 2015, that has been Google’s aim.
2802 Google does not want users experiencing web apps to report a poor experience or to think about whether the app is a native app or a web app. It wants to make web apps better for users and developers even if that might result in greater competitive pressure on the Play Store. He referred specifically to a long-running internal project “Fugu”, which was previously called “Fizz”, which was focused on closing the capability gap between web apps and native apps. This work is continuing and web apps are getting better at simulating the experience of a native app.
2803 Further, many of the internal Google documents that Epic says show the functional limitations of web apps are some years out of date. They do not reflect current web app functionality. Web apps is an area that is undergoing rapid development.
2804 Google says that the third problem with Epic’s position that web apps are not substitutes for native apps is that web apps also have advantages over native apps that partially offset any disadvantages.
2805 Mr Grant acknowledged the following points. First, both web apps and native apps have certain advantages and certain disadvantages. Second, for some types of web apps, there are likely to be much lower cross-platform development costs than for native apps. Third, for certain types of apps, web apps are substitutable for simpler apps that have a lower set of requirements on mobile device hardware, for example, a web store like Amazon, apps where the user is interacting with the app in a casual manner or a social media app. Fourth, on the question of discoverability, users can search for web apps using Google Search or any other internet search engine. Fifth, for more casual games, being games appealing to a wide audience, a web app can work well. Sixth, web apps are updated on the internet as and when the developer chooses. Unless there is an update to the OS required to make use of the updated web app functionality, updates to a web app do not depend on a user downloading and installing an update. This is a way in which web apps give the developer control over the content and frequency of updates.
2806 Further, Mr Owens acknowledged that he has observed a shift in developers, who have native applications and web applications, trying to incentivise or shift customers, who can purchase products in both places, to make in-app purchases on the web rather than in native apps so that developers can take advantage of less restrictions or lower fees.
2807 In other words, there has been some shift in monetisation from native apps to monetisation on the web. But the extent of growth in this trend is debatable.
2808 Mr Owens also acknowledged that he had publicly stated that web apps could be built that bypassed the systems for native apps and “provide just as good an experience” and that “we’re going to increasingly see that more and more”. Mr Owens thought that “companies are going to start with this shift from app to web … to get around a lot of these fees”. Mr Owens provided his view on how things might develop in the future, that is, that there would likely continue to be a shift from native apps to web apps, and that the shift would allow developers to avoid having to pay app store fees on the App Store and on the Play Store.
2809 Mr Byers also gave evidence of the advantages enjoyed by web apps, especially from the perspective of developers. They include cross platform functionality, familiar and accessible app development technology such as JavaScript, CSS and HTML, greater discoverability, as web apps being websites are indexable by default and easily caught by a web search, and increased user engagement upon launch of a web app. Further, no service fee is payable to Google whether on a cost of accessing the app or making purchases within it.
2810 Google says that web apps also have development cost advantages over native apps.
2811 A developer who already has a website may need to decide to build a native app or extend the website to a web app. Many may choose to forgo the costs of building a native app and expand their existing investment in the website to make it a more modern web app. For a developer who already has a website and is looking to expand app discoverability or improve user engagement, a web app is a viable option. It may only require a small investment in converting a website into a web app as opposed to building a new native app.
2812 Further, many app developers prefer to distribute their web apps for reasons of discoverability and cost-efficiency, converting existing websites into web apps rather than building native apps. Some developers may bypass native apps altogether.
2813 Now Epic sought to criticise Mr Byers for presenting an unbalanced picture and for being an advocate for Google because he did not address the disadvantages of web apps in his evidence in chief or, as Mr Byers put it himself, he did not “make the case for native apps”. Google says that those criticisms are unwarranted for the following reasons.
2814 First, Google says that it is implicit in Epic’s criticism that Mr Byers assumed the role of an independent expert witness. While aspects of his evidence were adduced through the prism of s 79, that does not mean that he was put forward as an independent expert. He has been an employee of Google for over 13 years.
2815 Second, Google says that it is unsurprising that Mr Byers sought to defend web app functionality in his evidence when the main focus of his role at Google is to improve the experience of the web in Chrome and to most effectively distribute digital content on web browsers. It says that it is unsurprising that a company executive would speak to the merits of the product for which they are personally responsible.
2816 Google also says that there is a further problem with Epic’s position that web apps are not close substitutes for native apps because of supposed difficulties with using web apps. Web apps are used by Android users and developers alike and used extensively.
2817 For many developers and content providers, websites and web apps are the sole means of distributing their content on Android devices.
2818 Many prominent app developers that offer content and monetise content do so by website as well as by app whether native or web, including dating services like Tinder and Bumble, social media platforms such as Facebook and Twitter/X, and news services such as The Age, the Australian Financial Review and The Australian.
2819 Data contained in Google’s internal documents reveal the steady growth of daily active users (DAU) of PWAs on mobile and desktop. They have been embraced by many large developers and OEMs, including Microsoft and Samsung.
2820 As of April 2023, 24 million users use an installed web app on Android each day and 140 million users use an installed web app on Android each month. This usage accounts for 1.8% of the time spent in Chrome on Android. Given the volume of activity that no doubt occurs on the world’s most popular web browser, that proportion is far from being trivial.
2821 Web apps also contribute to a significant portion of new mobile user acquisition for many of the most popular apps, for example, 28.25% for Pinterest, 27.76% for Snapdeal, 22.52% and 20.18% for Facebook Lite and Facebook respectively, 14.74% for Shopee, 13.06% for X, 8.53% for Instagram and 7.26% for Amazon.
2822 Let me deal with some other matters raised by Google with respect to the expert evidence.
2823 Now Epic seeks to support its assertion that users do not consider web apps to be close substitutes for native apps by referring to Professor Goldfarb’s “clicks are costly” concept. It says that web apps have more “clicks”. But Google says that this assertion is problematic.
2824 First, Google says that it is wrong to say generally that web apps require more clicks than native apps. There is friction in all app install processes, native or web.
2825 Professor Somayaji gave inconsistent evidence about this, saying on the one hand that web apps are easily procured by users, but then proceeded to spend a subsection of his report endeavouring to show the supposed burden when trying to install them.
2826 As Professor Traynor observed, the screen flows contained in that section of Professor Somayaji’s report are selective, with the flow describing the installation of a native app from the Play Store already starting with the user having navigated to the app page.
2827 Second, Google says that these problems with Professor Somayaji’s evidence carry over to Professor Goldfarb’s evidence to the extent that the latter relies on the former.
2828 Third, Google says that in any event, even if web apps do involve more clicks, Professor Goldfarb’s appeal to behavioural economics without empirical data to support it does not allow me to conclude anything with respect to the use of native apps versus other types of apps including web apps.
2829 The literature on which Professor Goldfarb relied to support the proposition that “clicks are costly” is not relevant to the choices made by users of Android devices, let alone the choices they might make as between native apps and web apps.
2830 Now putting Professor Goldfarb’s “clicks are costly” to one side, Google says that what matters for market definition is whether sufficient customer spending would divert from the hypothetical monopolist to substitution possibilities enabled by the web among other possibilities in response to increased prices or lower quality.
2831 Sufficient customer spending can divert even if a subset of developers partially substitute to web apps, websites or webstores and continue to distribute via Android app stores.
2832 In this regard, many apps, being both native apps and web apps, are integrated with and steer users toward the app developer’s website on which they can transact, typically at a discount. They include Spotify, Twitter/X, Facebook, Words with Friends 2, TikTok, and Pandora. Some apps are consumption-only in the sense that no transaction occurs in app but must occur on the app developer’s website. The Netflix app can be downloaded on the Play Store for free but requires a subscription which can only be obtained on Netflix’s website. Other examples include Kindle owned by Amazon and Stan.
2833 Google says that Professor Asker also considered that web apps are competitively meaningful substitutes for some native apps and not for others. Substitution is competitively meaningful where some developers and users accounting for a sufficient share of the Play Store’s revenue are willing to substitute. For many apps, especially those lower end casino apps not requiring high performance of an Android device being the category of apps which accounts for the largest share of the Play Store’s revenue, web apps are a cheaper and equally effective distribution channel. Substitution does not have to be all or nothing.
2834 Professor Asker gave two examples that are illustrative of the power that developers wield.
2835 First, Spotify threatened to pull its content from the Play Store and rely on web distribution unless Google discounted its service fee. Google did so, lowering it to 4% of any content purchased within any version of Spotify downloaded from the Play Store. Such manoeuvring is consistent with Spotify viewing its webstore as a sufficient substitute to the Play Store to forgo using it for any in-app transactions.
2836 Second, Netflix rebuffed Google’s offer of a discounted service fee of 10% in return for allowing in-app transactions. To this day, its app functions on a consumption-only basis. This is consistent with Netflix viewing its website, on which transactions can occur, as a sufficient substitute to the distribution of its app via the Play Store.
2837 Further, Google said that the difficulty with Ms Edwards-Warren’s analysis is that it focuses inappropriately on functionality of access and not where users and developers transact. But even taking up Ms Edward-Warren’s metric of usage, Professor Asker still reached the same conclusion being that web apps impose some constraints on native apps.
2838 Now in his exhibit 71, which I have not seen necessary to reproduce, Professor Asker summarised the ComScore data to identify the top 20 apps with the highest percentage of consumer usage via websites or web apps that also are among the top 5% of apps by overall consumer usage, restricted to apps that have a native app. The summary reveals that there are several well-known apps with high web app share including several news and retail websites. Google says that this is consistent with web apps being close substitutes in usage for some types of native apps.
2839 In exhibit 72, which I have also not reproduced, Professor Asker summarised the same ComScore data to identify the top 20 developers by total consumer usage that meet the following conditions. First, they must offer some content via both a website/web app and a native app. Second, both the website/web app and the native app must be among the top 5% of websites/web apps and native apps by usage respectively. The summary reveals that many prominent developers distribute content using both a website/web app and a native app, including developers of social media sites, music streaming services, video streaming, and games.
2840 Indeed for some of these developers, their top native app is no different from its web app, confirming that native apps and web apps can offer similar functionality.
2841 So, Google says that web apps and websites are not only functional substitutes for many kinds of apps, but substitutes for native apps, and therefore a competitive constraint on the Play Store.
Analysis – web apps
2842 Now of course on the question of market definition I am dealing with the question of substitution in terms of close constraints. And on any view, none of Apple’s or Google’s assertions or the evidence that they refer to goes anywhere close to establishing that web apps or PWAs are close constraints.
2843 And even accepting that they may offer some competitive constraint to both Apple and Google they go nowhere close to negating each of their substantial degree of market power.
2844 Now as should be apparent from what I have already said, web apps are app-like pages that run in a web browser, and they are not developed using a platform specific language but rather run on web technologies. And PWAs are web apps with some improved functionality compared with other more basic web apps.
2845 Contrastingly and as I have already explained, native apps are apps that are programmed to operate on a particular operating system and are developed using programming languages that are specific for the intended platform and cannot be run on a different operating system.
2846 In my view web apps are not close substitutes for native apps. It cannot seriously be doubted that the user experience differs substantially between the two. Web apps have significant inherent functional limitations which native apps do not share, and the limitations of web apps mean that, in many cases, developers must use native apps instead of web apps or otherwise substantially compromise the functionality of their apps.
2847 Clearly, native apps are superior to web apps. And users prefer native apps because they typically provide the best user experience.
2848 Moreover, and as Epic points out, as users and developers do not treat web apps as close substitutes for native apps, the prospect of developers and users switching to using web apps in response to a small change in the relative price or quality of iOS app distribution services and Android app distribution services does not closely constrain Apple or Google.
2849 Further, web apps are only a potential indirect constraint on the App Store and the Play Store. As Epic points out, web apps do not involve the consumption of app distribution services from an alternative supplier. Instead, app users are sourcing the native app or the web app themselves and app developers are finding interested app users and delivering the apps to them. As such, any constraint arising from the possibility that developers and users might switch to relying on web apps is at best only an out-of-market constraint.
2850 Further, the use of web apps does not involve the use of any alternative app distribution services, as it is simply a particular version of a developer’s website.
2851 Further, web apps have significant inherent limitations which mean that they are not close substitutes for native apps.
2852 Professor Somayaji’s evidence, some of which I have set out elsewhere, was that web apps are confined and restricted by the browser in ways that native apps are not, so in many situations web apps cannot offer the same user experience as native apps. Web apps on iOS are restricted in the memory, CPU, and local storage they can use. They also cannot for example use Bluetooth devices, or update when not being used, among other limitations.
2853 Whilst Apple recently enabled push notifications and app badge count for web apps, and imposed a new overall web app storage quota of 20% of the total disk space, a large number of other limitations identified by Professor Somayaji remain.
2854 In respect of web apps on Android, Professor Somayaji gave evidence that web apps are likewise restricted in the memory, CPU, GPU, and local storage they can use. Further, web apps are limited in the way that they can access hardware sensors and location data.
2855 And as I have set out elsewhere, Professor Somayaji gave evidence that web apps are further limited in other ways. They are unable to run native code, which adds to the total use of computing resources required for web apps versus native apps. They have slower overall performance compared to native apps due to the need to access resources stored on servers. They typically must communicate with a web server, requiring access to the internet. Further, in the iOS environment, web apps cannot access several core app features that are available to native iOS apps, such as biometric authentication, Siri, task scheduling and pairing with Bluetooth devices.
2856 Now whilst accepting that Instagram, Facebook and Tinder all have web apps on iOS devices, Professor Somayaji observed that there generally are flows to try to direct users of Instagram, Facebook and Tinder web apps to native apps.
2857 Whilst push notifications may have improved certain web app functionalities, developers’ continued effort to direct users to native apps is illustrative of the reality that web apps continue to suffer from functional limitations compared to native apps.
2858 Similarly, whilst storage associated with the operation of web apps on iOS may be sufficient to allow some casual games to work, storage quota could remain a limiting factor for other web apps, including for AAA games with detailed graphics like Fortnite.
2859 Further, functionality for web apps on iOS devices is further limited by the lack of support Apple provides for certain web APIs. As I have indicated elsewhere, Apple requires that all iOS browsers adopt WebKit as their browser engine. And the enabling of access to additional web APIs, which is within Apple’s control, does not overcome the limitations inherent to web apps as a consequence of their restriction by the web browser itself.
2860 Web apps are also slower at executing code than native apps. Unlike native apps, web apps are written in programming languages that are not specific to, or written in conjunction with, SDKs, and so its code cannot be compiled directly into machine-readable code but instead must be “interpreted” by the web browser in which it is executed. The process of interpretation adds computational time to the execution of an app and results in the processor executing less efficient code. As a result, interpreted code is generally three to five times slower to execute than compiled code.
2861 The result of this slower execution of code is that the performance of a given web app can be materially slower than that of an equivalent native app, and the user’s experience of the app suffers as a result of the delay.
2862 Now as I have said above, Google relied upon the evidence of Mr Byers to support its contention that web apps are close substitutes for native apps. But Mr Byers did not provide a balanced picture of web apps compared with native apps. Further, he did not undertake a balanced assessment of where web apps stand compared to native apps in terms of privacy and security.
2863 Now Mr Byers was taken to a 2020 document produced by Google titled Stateful Pilot Platforms Analysis, which compared performance issues of web apps and native apps (Android or iOS), and contained the statement “due to various constraints on the mobile environment, web [user interface] rendering performance just isn’t on the same level as native which directly translates to suboptimal user experience on mobile devices”.
2864 Mr Byers acknowledged that the document’s authors seemed to be saying that this was a reason why Google chooses to develop a native iOS app, a native Android app, and a desktop web app for some of its particular proprietary apps. Mr Byers agreed that the conclusion reached by the document’s authors, having examined the different capabilities of web apps and native apps, was that they are not mutually exclusive but complement each other in overall product and branding experience.
2865 Mr Byers also accepted that users often perceive native apps as more powerful, immersive and secure than websites in a browser, even if the underlying content is the same. He accepted that he had heard that it was a common perception of users that web apps, in comparison to native apps, “just feel off”. And he accepted that mobile device users have a strong preference for using native apps ahead of web apps or PWAs.
2866 Further, as Epic points out, the evidence establishes that web apps are less easily discovered and accessed by users on iOS because they cannot be found and downloaded from the App Store.
2867 Further, web apps face significant discoverability difficulties on Android as well. As Epic points out, when taken to Google’s document titled Progressive Web App Strategy 2021, Mr Byers acknowledged the following matters.
2868 First, if web developers do not have a ticket to participate in app launching and in discovery surfaces where users have been trained to find experiences on their device and where they frequently re-engage, they will choose native technology.
2869 Second, such users are likely to choose native technologies ahead of web apps to meet their needs. Now Mr Byers sought to qualify this by asserting that the authors’ intention was not to suggest that users will always choose native apps. Instead they were saying that there is a risk that they will, or that they may choose. But I reject such a qualification. As Epic points out, Mr Byers did not say that he had any qualifications about the accuracy and completeness of this strategy paper when he exhibited it to his affidavit.
2870 Let me say something specifically about PWAs. PWAs involve the installation of a webpage shortcut on the home screen. But even they fall materially short in terms of functionality compared with native apps.
2871 Professor Somayaji explained that due to the introduction of new web features, PWAs can be accessed through home screen icons like a native app and support some amount of offline functionality. But they still run in the web sandbox and thus are functionally restricted in many of the same ways that basic web apps are.
2872 As a result, PWAs do not meaningfully narrow the gap with native apps in terms of functionality and performance.
2873 Further, I agree with Epic that such documentary evidence as there is supports the proposition that Apple and Google are not constrained in their provision of app distribution services by the prospect of developers and users making use of web apps. No available internal documents suggest that either Apple or Google considers itself constrained in any meaningful sense by the prospect of developers switching to using PWAs.
2874 Further, as Epic points out, Mr Byers’ evidence during cross-examination was consistent with the view that PWAs are not close substitutes for native apps. Mr Byers acknowledged that PWAs will not replace native apps in the near future, and that it is true generally that mobile ecosystems are mostly about native apps, which remains true today.
2875 Let me turn to the question of whether users consider web apps to be a close substitute for native apps. Clearly, users do not treat web apps as close substitutes for native apps. Let me elaborate on some of the evidence.
2876 Now Professor Goldfarb hypothesised that web apps including PWAs would be used less frequently than native apps. Professor Goldfarb considered this hypothesis to be consistent with the “clicks are costly” label, which refers to the fact that additional steps reduce the consumer completion of actions.
2877 For some web apps, the steps required to access them are not as simple as the steps required to access native apps. For instance, to install a native app from the App Store, there were three steps; to install a native app from the Play Store, there were two steps. But to save a PWA icon to an iOS device’s home screen or to an Android device’s home screen to allow access comparable to a native app, there were five steps. Further frictions include logging in, accessing a password, searching for a domain or connecting to Wi-Fi. These limitations result in more limited web app usage.
2878 Professor Goldfarb tested this hypothesis empirically and concluded that neither iOS device users nor Android device users treat native apps and web apps as substitutes, except to a limited extent. Professor Goldfarb found that 85% of iOS device use and 89% of Android device use is on native apps. Professor Goldfarb said that if web apps were interchangeable with native apps, he would expect to see similar use across web apps and native apps. Instead, he saw an overwhelming preference for native apps, suggesting that users do not view them as interchangeable. He also found that based on separate analyses of data for the top 20 properties accessed by iOS device users and Android device users, users of those properties used the native app version the vast majority of the time. For both iOS devices and Android devices, users used native apps for 90% or more of time spent on most of the other properties considered.
2879 I agree with Epic that Professor Goldfarb’s analysis, which was based on time spent by users, is evidence of an absence of close substitutability.
2880 Now Professor Hitt undertook his own analysis, which was based on the proportion of users who have ever accessed a web app. Professor Hitt argued that Professor Goldfarb’s analysis of the data was flawed because it ignored the possibility that people can use these other things. Professor Goldfarb’s focus was on the quantity of usage. But Professor Hitt’s focus was on the possibility of usage, because “if you know you can use something, then it’s possible that you could switch under certain conditions”. But I agree with Epic that this speculation does not really assist in determining what users would do in response to a small price increase.
2881 As Professor Goldfarb noted in response, evidence that people can do two different things over a long time period is consistent with three different hypotheses. One is that they are substitutes, another is that they are complements, that is, they are used together, and another is consistent with the relevant markets being independent markets. Professor Goldfarb noted that often it is observed that people do two different things that effectively have nothing to do with each other. So, he did not see this analysis as being evidence for substitution or evidence for anything else. He thought it was a fact that is not relevant to the question.
2882 Whilst Professor Goldfarb’s analysis does not show any shift in usage following a price increase, it is relevant qualitative evidence that assists to understand consumer preferences and the costs of switching.
2883 Further, I agree with Epic that Professor Hitt overstates the popularity of web apps. Some users may briefly access a web app once but switch to using the native app version because they prefer the native app experience.
2884 Further, Professor Goldfarb compared the time spent on native apps with the time spent on web apps. He found that for every 10 minutes spent on native apps, iPhone users spend only 1.43 minutes on web apps.
2885 Now Professor Asker said that there are many popular apps for which consumers readily engage via websites or web apps by identifying the top 20 apps with the highest percentage of consumer usage via websites or web apps which were also among the top 5% of apps by overall usage. But as Epic points out, there were obvious defects with this analysis.
2886 First, as identified by Professor Goldfarb, the apps identified by Professor Asker represented a minimal amount of overall usage of Android smart mobile devices.
2887 Second, Ms Edwards-Warren pointed out that the apps identified by Professor Asker accounted for a tiny percentage of Google’s revenues, so that even if the developers of the apps identified by Professor Asker could divert all consumer spending to websites or web apps, it would be unlikely to discipline a hypothetical monopolist.
2888 Third, Professor Asker’s evidence that use of websites and web apps is increasing in relative terms over time did not address the fact that the relative increase was coming off a very low base and the increase in absolute terms is still very small.
2889 Overall, I agree with Epic that Professor Goldfarb’s analysis, which was based on actual use, is better evidence of substitutability than Professor Asker’s analysis based on whether products could be substitutes in theory. This is because the latter analysis does not show whether users or developers consider the use of one product to be reasonably interchangeable with another. So, as Epic pointed out, developers having web apps available does not suggest that such web apps are treated as substitutes for native apps by users. Such web apps could be independent or a complement to native apps.
2890 Further, Professor Goldfarb found that users do not treat native apps on iOS devices as substitutable with web apps, except to a limited extent and that this lack of substitutability is due to several factors, including that consumers do not consider most web apps to be functionally comparable to native apps, many developers find web apps technologically inferior, and there are additional user frictions (being the “clicks are costly” concept) that increase the cost for consumers to substitute from native apps to web apps.
2891 User frictions in moving from a native app to a web app on an iOS device is just one factor limiting substitutability. There are many technical factors that make web apps less enjoyable for consumers and make developers less willing to develop a web app alternative. For example, there are technical barriers for developers to create certain apps for Safari as rich as native apps.
2892 Consumers rarely use web apps compared to native apps. This shows the lack of substitutability between native apps and web apps. The interpretation of usage statistics was informed by documentation on the technical differences between native and web apps leading them to be differentiated products.
2893 The article authored by J. Xu et al, “News media channels: Complements or substitutes? Evidence from mobile phone usage” (2014) 78(4) Journal of Marketing 97 provides further background on why consumers do not treat web apps and native apps as substitutes, except to a limited extent. As Epic pointed out, the authors found that the introduction of a Fox News mobile app led to an increase in demand for the Fox News mobile site and concluded that this was evidence of economic complementarity.
2894 This research is consistent with Professor Goldfarb’s opinion that consumers do not consider web apps and native apps to be similar along key dimensions and thus treat them as independent products or, as with the Fox News mobile app and web app, engage with them in a complementary manner.
2895 Further, in my view actual use is more informative to understand substitution than if a user ever used a web app versus a native app.
2896 Professor Hitt said that many web apps, which include developer browser-based web sites, are competitive alternatives to native apps on iOS as most people have used both. He says that almost all iPhone and iPad users access both web apps and native apps on iOS devices, citing statistics relating to whether an iPhone or iPad user had ever accessed a given property on a native app or a web app. Professor Hitt further found that the number of unique iPhone and iPad users of Google, Facebook, Amazon, Microsoft, Twitter, and Comcast through web apps exceeds the unique number of users through native apps, and that this is further evidence of substitution.
2897 Contrastingly, Professor Goldfarb considered the total amount of usage and found that consumers use native apps much more than they use web apps. If consumers considered native apps and web apps as interchangeable, Professor Goldfarb would have expected to have seen more equal rates of usage.
2898 Professor Goldfarb found that 88% of iPhone app usage and 77% of iPad app usage is through native apps. For every 10 minutes spent on native apps, iPhone users spend only 1.43 minutes on web apps and iPad users spend 3.00 minutes on web apps. Numbers are calculated as the ratio of web app total minutes per device divided by the native app total minutes per device multiplied by ten. The large discrepancy in actual time spent highlights that users do not use web apps as much as native apps. This could be driven by the worse user experience and the requirement to engage in more steps to use web apps.
2899 The fact that consumers rarely use web apps in comparison to native apps is evidence that consumers do not treat native apps and web apps as substitutes, except to a limited extent.
2900 The same holds for the properties that Professor Hitt mentioned. For every 10 minutes that an iPhone user spends on a native app for Google, Facebook, Amazon, Microsoft, Twitter, and Comcast, they spend only 3.58, 0.69, 1.08, 2.73, 0.53, and 1.64 minutes on their respective web apps. For iPad users, similarly for every 10 minutes spent on a native app for Google, Facebook, Amazon, Microsoft, Twitter, and Comcast, a user will spend only 5.58, 0.55, 1.88, 4.69, 1.55, and 0.27 minutes on the respective web apps for these properties.
2901 Professor Goldfarb noted that use of Google via web app is an outlier in terms of time use. Given that the Google web app also includes Google Search and Google Search is often the default web page when a user opens a browser, which gives rise to a significant reduction in user friction, the measure of time use on Google Search relative to the native app is to be expected.
2902 This does not suggest that users would readily substitute to web apps if, for example, there were an increase in the price of transactions through native apps.
2903 In Professor Goldfarb’s opinion, limited multi-homing is not evidence of substitution. People can do two different things, such as eat both cheese and bread, in a complementary or independent manner. People can also do something once and have a bad experience and so not do it again, such as paying a bill in a mobile browser versus through an app.
2904 The evidence Professor Goldfarb provided on consumer use of native apps and web apps shows that users engage with native apps far more than web apps, and do not treat web apps as substitutable with native apps, except to a limited extent.
2905 Further, in my view developers do not consider web apps to be close substitutes for native apps.
2906 As Professor Goldfarb explained, because developers are seeking to attract and retain a large consumer base, they are incentivised to follow the preferences of their consumer base. Accordingly, the limited uptake of web apps by consumers will limit developers switching to use web apps as a substitute to native apps.
2907 Further, Professor Goldfarb found that the limitations on web apps compared with native apps are likely to influence the actions of developers, including by reducing the prospect of them developing web apps where the limitations on web apps would impact consumer experience.
2908 Indeed, Mr Grant gave evidence that it would not be possible to deliver the Fortnite experience, or even any significant aspect of it, via a dedicated Fortnite web app and such a web app would not offer a version of Fortnite that would be in any way similar in quality to games implemented as native apps. The slower performance of web apps means that, if Fortnite were offered as a web app, its frame rate would either be so slow that the app would be essentially unplayable, or the quality of the graphics would have to be reduced to the point they were unappealing.
2909 Mr Grant identified extensive reasons why web apps are not suited to the development of Fortnite and outlined other general limitations of web apps, including the following.
2910 The first aspect concerns limited gaming functionality. Both iOS and Android web browsers have more limited functionality than native apps which means that much of the functionality which allows Epic and other developers to create immersive and innovative native apps like Fortnite for iOS and Android devices cannot be replicated in web apps.
2911 Extended reality (XR) functionality like augmented reality, mixed reality, and virtual reality experiences, which have become an increasingly popular method for accessing digital content, are not available for web apps, limiting the deployment of many XR experiences on iOS and Android to native apps.
2912 Further, web apps are unable to achieve the level of graphical performance offered by native apps, simplifying or removing many aspects of the gaming experience, which would result in a less engaging user experience and a more limited version of the app.
2913 The second aspect concerns the limited download process. Because downloading a web app requires the user to keep their browser open for the duration of the download, as compared to native apps which can download apps and updates in the background, users are faced with the following inconveniences.
2914 First, users are unable to access other apps during the download process.
2915 Second, users are required to keep their web browser open, leave their phone unlocked, and prevent their phone from falling asleep for several minutes at a minimum during both the initial app installation process and app updates. Mr Grant noted that this would be a particular issue for Fortnite, as it is regularly updated to provide users with new gameplay and cosmetics. Whilst these updates are smaller than the initial install, each update would require the user to leave their phone unlocked with the web browser open for several minutes.
2916 Third, web apps provide some very limited offline functionality due to memory limitations, unlike native apps which are capable of being used even when the user is not connected to the internet. Games like Fortnite and Rocket League Sideswipe, if released as a web app, could not be played offline due to their memory footprints.
2917 Further, Mr Grant stated that other limitations of web apps include their limited ability to function in the background, as would be required by a music or podcast app, their inability to allow “‘background fetch’ or ‘background sync’”, which allow apps to gather updated information such as news or podcast episodes without user interaction, their inability to access the vibration function on mobile devices, their limited control over the keyboard of mobile devices, for example, they cannot show and hide the keyboard on demand, and their inability to warn users when the app is using significant memory.
2918 Further, Professor Somayaji gave examples of iOS apps which do not have corresponding web apps or have web apps with restricted functionalities. Further, Professor Somayaji also gave examples of Android apps with essential features which cannot be provided via web apps. Further, Professor Somayaji also gave examples of web versions of Google’s first-party apps which include messages to direct users to their native app counterparts, with messages on some web versions informing users that native apps offer better experiences. None of this evidence was the subject of serious challenge.
2919 Let me deal with one more topic that addresses the fact that Apple restricts web app functionality.
2920 Compared to native apps, web apps have an additional technology layer, the browser engine, which translates information between the web documents implementing the app and the OS facilitating the code’s functionality.
2921 Whether or not the browser engine supports the technical translation of functionality between a given web document and the OS is determined by the standards implemented by the browser developer. Professor Somayaji explained that to a large extent, web apps access device functionality such as the camera, memory, and sensor data through web APIs.
2922 Web browsers on iOS can support and utilise fewer web standards, which are implemented through web APIs, than web browsers on non-iOS OSs, such as Chrome on Android, because iOS WebKit does not support several important web APIs.
2923 Apple requires all browsers on iOS to adopt Apple’s WebKit as the browser engine, and forbids other browser engines from operating on iOS. This means no iOS web apps can access these important APIs. As such, iOS web apps have even less functionality than a non-iOS web app.
2924 Professor Somayaji listed 19 APIs that are available to iOS native apps and to non-iOS web browsers but not iOS browsers due to iOS WebKit. Some of these APIs represent core app functionality such as the Task Scheduler API, which allows apps to schedule a process or notification for a future time, or the Background Sync API, which allows apps to perform network syncing to enhance app performance.
2925 Indeed, and as Epic points out, the lack of substitution between web apps and native apps underpinned Apple’s original decision to enable third party native apps on iOS in response to developer and user demand.
2926 In summary, web apps are not close substitutes for the distribution of native apps on iOS or Android.
2927 I agree with Epic that the prospect of developers and users switching to using web apps does not closely constrain Apple in its supply of iOS app distribution services or Google in its supply of Android app distribution services.
2928 But even if web apps or PWAs offer some form of competitive constraint, they separately or in combination with other matters do not deny Apple’s or Google’s substantial degree of market power that I have discussed later, or provide any significant constraint on such power.
2929 Let me turn to the question of streaming services and begin with Apple’s arguments.
Game streaming services – Apple’s arguments
2930 Game streaming services operate by processing the relevant games on remote servers connected by the internet to a user’s device, and can be accessed on any device that has a web browser of the kind supported by the service.
2931 Apple says that this arrangement offers certain technical advantages over downloading and playing the native app version of a game. It made the following points.
2932 First, consumption can happen on any kind of connected device with a screen, typically via a web browser. As a result, games can be available and played on devices which otherwise may not have the technical capacity to run the game as a native app on the device. This is attractive to developers because of the opportunity to access a broader range of devices, such as low-quality Android devices. This has expanded the range of games available across platforms and the quality of games available on mobiles devices, and contributed to increasing convergence between the games available on various platforms.
2933 Second, developers can bypass the steps normally involved in developing a platform specific version of game.
2934 Third, because of the powerful servers that are used to run games on market-leading graphics cards, quality and frame rates on game streaming services are superior to mobile devices, consoles and most PCs.
2935 Fourth, on iOS devices, users can stream games by accessing a game streaming service through an internet browser or a web app. For example, NVIDIA GeForce Now is accessible on iOS through the Safari web browser. Users can create a shortcut icon on their iOS device so as to provide direct access to NVIDIA GeForce Now.
2936 Fifth, the experience using game streaming is similar to a PC gaming experience.
2937 Sixth, in-app purchases can be made within a game that is streamed on an iOS device. Apple receives no commission on these transactions with the developer, which are not visible to Apple.
2938 Now as Apple says, cloud streaming services enable users to stream apps, including games, remotely, without the app that is being streamed needing to be installed on the user’s device. Cloud streaming is in that sense platform agnostic, much like web apps. And as to games, there are two commercial models of cloud gaming services with some services offering a combination of the two. One model is where the cloud gaming service allows users to stream games from game subscription services. And another model is where the cloud gaming service allows users to access games that they already own but does not enable a user to play games that they do not already own. This model is known as the “bring your own game” approach.
2939 Further, Apple points out that resembling cloud streaming, albeit technically distinct, is “remote streaming”, which is also described as “remote play”. This is where a game is streamed from another device owned by the user, usually over a local Wi-Fi network, such as a PC or a computer as opposed to cloud infrastructure provided by a streaming provider. An example is PS Remote Play, which allows PlayStation users to stream content from their PlayStation console to any other device over a high-speed connection and at no cost.
2940 Now as Apple points out, the most popular cloud gaming services are the following.
2941 Amazon Luna is available on Windows PCs, Amazon Fire tablets, Chromebooks, as a web app within web browsers on iOS and Android devices, and on certain smart TVs. Amazon Luna offers access to a library of third party titles including Fortnite and titles available through Ubisoft+, Jackbox Games or Amazon’s Luna+ catalogue.
2942 NVIDIA GeForce Now is available on Windows and Mac PCs, Android TV, Shield TV, a streaming device for TVs, Google Chrome, iOS via a web browser and Android. Users can access games that they have previously purchased, such as via Steam or the Epic Games Store, or which are available under a compatible game subscription service. NVIDIA and Microsoft recently announced that some games available via PC Game Pass / Game Pass Ultimate will be streamed on GeForce Now.
2943 PlayStation Plus, under which subscribers to the highest tier of Sony’s PlayStation Plus can remotely stream certain games from its library of first-party and third-party titles to their PlayStation 5 console.
2944 Xbox Cloud Gaming (xCloud), under which subscribers to Microsoft’s Game Pass Ultimate subscription tier can stream a wide library of games to their Xbox, Windows PC, iOS device via a web browser, Android device and certain smart TVs. Fortnite can be played on xCloud.
2945 Other cloud gaming services include Boosteroid and Blacknut, both of which are available on Android devices from the Play Store and via the web.
2946 Apple says that the promotional material used by the game streaming services reflects an appreciation that those services supplement or are alternatives to platforms that operate by facilitating the downloading of native apps.
2947 Let me turn to another topic.
2948 Now game streaming services require an internet connection to operate. But Apple says that the connection need not involve particularly high internet speeds. Game streaming typically requires only a stable internet connection at a reasonable speed. Apple makes the following points.
2949 The requirement for a stable internet connection is not peculiar to game streaming services. All games offering multi-player cross-platform play require a stable internet connection, even when played as a native app. Latency is therefore an issue with online multiplayer games on native apps, as it is for cloud gaming. So, a game of Battle Royale in Fortnite is processed on a remote Epic server, which processes all of the input and output data of the various participants, including those playing a native app on a mobile, PC, tablet or console. Up to 100 players play in the same game and the device on which each of them is playing has to communicate with an Epic server via the internet.
2950 Let me say something about the concepts of ping and jitter.
2951 The ping number is the time, measured in milliseconds, that it takes data to get from the user’s device to the relevant server and back to the user’s device. Ping is affected by how far the user is from the server. It is not the case that a user with a lower ping will always have a better experience than a user with a higher ping, because there is a level below which the difference will not be perceptible to the user.
2952 A consistent internet connection results in less variability of the ping, called jitter. Jitter can be present on all types of internet connection, but there is a threshold below which the jitter will not impact the user’s experience.
2953 Now the speed and consistency of an internet connection depend on how many people are using the same connection and what they are doing on it. So, streaming videos or downloading files on a household connection could slow it down and affect the Fortnite experience for someone playing on the same connection.
2954 Delay in the internet connection can manifest as lagging, where there is a slight delay in processing the game. By default, players are put into games with others in the same region unless they select a different region. The server is agnostic about the type of device that the player is using.
2955 Apple says that Fortnite users playing on different devices and with internet connections of different quality can still play together in the same game, including users playing via a game streaming service. Epic does not make any adjustment for the fact that players are using a streaming service when matching players into a game.
2956 Epic’s website includes information about the system requirements for playing Battle Royale. It also includes tips for players that only just meet the system requirements, for example, players can adjust their graphics setting.
2957 The quality of the Fortnite experience can also depend on the type of device that the user is playing on, including the display and input hardware. A higher end device will typically process data faster than a lower end device. The graphics performance of the device will also create some variability in how each participant experiences the game.
2958 It is convenient at this point to say something about Google’s case.
Game streaming services – Google’s arguments
2959 Google says that cloud streaming services provide a significant competitive constraint on the services by the Play Store for three reasons. First, cloud streamed apps are capable of being delivered to the user via their web browser, thereby bypassing native apps entirely. Second, cloud streaming is for the average Australian Android device user a genuine functional substitute, including for AAA gaming apps such as Fortnite. Third, many developers particularly of gaming apps have taken up cloud streaming services as a means of distributing their apps on mobile, at least in part because it means that they do not need to create a platform specific version.
2960 Google has made the following points. Google says that gaming via cloud streaming is attractive to users because it allows for multi-platform play, that is, simultaneously across multiple devices, mobile and non-mobile. Further, Google says that depending on the cloud streaming service provider and device to which it can stream, cloud gaming enables uses to do the following.
2961 First, they can play games on a device of their choosing, such as their mobile device when they are away from their console or PC or because, as is the case for a not insignificant number of users, they prefer to “play on glass”.
2962 Second, they can play games that are not otherwise available on a particular device, such as games developed for a particular console that have been made available on mobile devices through cloud gaming.
2963 Third, they can play games on powerful servers that generally run games on market leading graphics cards and enable users to play games at much higher quality and frame rates than they would experience on a mobile device, console or most PCs.
2964 Fourth, they can play games without re-purchasing the game where they already own it on a particular device, such as on their PC where they already own the Xbox version of the game.
2965 Fifth, they can play games on-demand, without waiting potentially lengthy periods for the game to download, install and update. This can be an added benefit for users whose device does not have the significant storage capacity required for some modern games.
2966 Sixth, they can play games from genres previously not well represented on mobile devices, such as massive multiplayer online games which allow a large number of players to simultaneously inhabit a virtual world and which traditionally required expensive hardware to run with high quality display settings.
2967 Let me say something about Google’s case concerning the functional substitutability between native apps and cloud streamed apps.
2968 Google says that it is not the case that a person using a native app will always have a better experience than a user using a streaming service.
2969 The amount of data consumed while streaming a game will vary depending on multiple factors including the resolution quality of the stream and the length of the session. Indeed, Mr Grant admitted that his own preferred method of playing Fortnite is by cloud streaming it to his iPad using a web app, rather than using his PlayStation 5.
2970 Further, if a user has a reliable internet connection most of the time, gaming streaming can work well. There has been an improvement in internet services and networks.
2971 Further, whilst Professor Somayaji suggested in his first report that performance differences between native apps and cloud gaming apps are significant, and highlighted the minimum recommended network requirements for native gaming apps and cloud gaming apps, he did accept the following.
2972 First, he accepted that the bandwidth, latency and data cap figures that he cited were not fixed for every gaming app but are a range, and vary depending on the precise app that one is using. There were not necessarily minimums.
2973 Second, regarding recommended bandwidth for native apps, which was said to be 4 Mbps, he accepted that the figures on which he relied were imprecise and to some extent unclear concerning the precise type of game to which the figures related.
2974 Third, regarding recommended bandwidth for cloud gaming, which was said to be 25 Mbps, he was shown a contemporaneous document being from Microsoft Xbox Cloud Gaming’s website which confirmed that the best performance would be achieved at rates of 10 Mbps on mobile devices. He acknowledged that the requirements for cloud gaming are reducing as a result of various improvements such as decompression, and providers having more and better hardware. He said that his position on cloud gaming is not that it cannot work well, but rather that it is different in the sense that it relies on the relevant network.
2975 Fourth, he confirmed that the hardware enabling cloud gaming technology is improving, which in turn makes providers better at compression, thereby lowering the amount of network capacity required to stream content to a user’s device. In other words, improvements in technology are lowering the bandwidth requirements.
2976 Fifth, regarding latency or ping, he acknowledged that he relied on an academic article from 2016 to establish that cloud gaming requires latency of less than 20ms. There were various contemporaneous documents from the websites of cloud and remote streaming providers that contradicted that claim. The NVIDIA GeForce Now website notes that for the “best experience”, a latency of under 40ms is recommended. The Microsoft Xbox Remote Play website notes that a latency of under 150ms is required but a latency of under 60ms “is optimal”.
2977 Sixth, regarding latency, he explained how game developers have figured out how to “mask” latency by having the game predict what the user is doing. He accepted that this was a technological advance.
2978 Seventh, he was taken to evidence of median mobile internet speeds and median latency in Australia, being respectively 91.29 Mbps and 21ms. When asked whether such a median download speed would be adequate to play a game via cloud streaming, he agreed that this would fit the recommendations. When asked the same question with respect to latency, he gave the same answer.
2979 Eighth, regarding data caps, he was taken to the document that he relied on in support of the figure of 20 GB per hour, being a document for the now defunct Google Stadia. He agreed that that figure was for a particular resolution, and that for lower resolutions the data usage would typically be under 12.6 GB per hour. He accepted that other cloud streaming providers that have outlasted Google Stadia could use different compression approaches that might result in less data being used.
2980 Ninth, as to data caps, he was also taken to a WhistleOut magazine article which contained the results of testing of Microsoft xCloud Xbox, being the original name for Xbox Cloud Gaming. It revealed that it would use about 3 GB per hour no matter the title played. He accepted that he had no reason to think that other cloud game streaming services might not also use 3 GB per hour although he added that that was “a lot” of data.
2981 But Google had to concede that cloud streaming and cloud gaming are not functionally equivalent to native apps.
2982 Let me set out Google’s position concerning the extent to which cloud streaming services are used by app developers. Google says that cloud streaming has assumed particular significance in recent years. Mr Sweeney described it as the key to ending the “iOS payment monopoly”.
2983 Mr Rawles, the managing director of Global Games and Play Partnerships at Google, explained that cloud streaming enables game developers to do the following.
2984 First, they can expand the platforms on which their game is available, including those that their game has not otherwise been developed to support. So, a game that has only been developed for PCs can become available on consoles, mobile devices and smart TVs.
2985 Second, they can reach and monetise their games across a wider audience of users, including those that do not own a gaming console or PC or prefer to play games on a different platform, such as a mobile screen.
2986 Third, they can focus their capital, resources, and investments on creating high-quality user experiences rather than creating platform specific versions of a game.
2987 Fourth, they can enable users to engage in de facto cross-play with their friends on a different platform where they do not own that platform or a version of the game compatible with that platform.
2988 In essence, Google says that cloud streaming has the effect of expanding the universe of platforms on which developers can distribute their games. The cost for game developers to switch from native app distribution to cloud streaming is likely to be low. Now whilst a developer would need to come to a commercial agreement with one of the cloud streaming providers, that would not be a problematic exercise for most developers and in any case would be significantly less burdensome on the developer compared to building a separate version of their game for, say, a mobile device
2989 Further, Epic was an early adopter of cloud streaming services. Fortnite was the first free-to-play game made available via Xbox Cloud Gaming.
2990 One particularly attractive aspect of cloud streaming to Epic was that there was no need for Epic to pay any service fees to Google or Apple on in app purchases.
2991 In September 2021, Mr Sweeney described Fortnite being available on Xbox Cloud Gaming as “[o]ne MASSIVE opportunity …. I think this will expand the audience like 5x compared to expecting people to buy a peripheral from the store”. In other words, Epic considered that launching Fortnite on Xbox Cloud Gaming was a sizeable opportunity. It would be five times more popular or the potential audience of Fortnite players on Xbox Cloud Gaming would increase by five times if Fortnite was released on that service. With Xbox Cloud Gaming, players do not need to buy an external game controller to play Fortnite. They can play on an iOS or Android device.
2992 In internal presentations following the implementation of the hotfix, Epic described its mobile strategy as “[r]e-launch Fortnite on Android Globally […] Using hybrid sideload + cloud streaming flow to drive Fortnite Growth.”
2993 On 6 May 2022, Fortnite launched as a beta on Xbox Cloud Gaming. Mr Grant sent an internal email stating:
…
Tomorrow at 12pm EST we’ll announce that Fortnite is available to play, for free, via Xbox Cloud Gaming Beta on iOS, iPad, Android, Windows, and Mac.
….
That means regardless of hardware, players in 70% of our markets will have the option of playing Fortnite at 60Hz with Xbox Series S level graphics for free with no need to install or patch the game!
….
We are now at the point where anything with a web browser can run Fortnite :)
…
2994 The reference to “70% of our markets” was a reference to 70% of the markets where Fortnite was available, including Australia.
2995 As at the present, Xbox Cloud Gaming has Fortnite available without a subscription, and Epic pays no commission on in-app purchases to Apple or Google. Further, GeForce Now and Luna allow for Fortnite to be played on an Android device. Further, the percentage of the Fortnite user base using Android is roughly equivalent to the percentage that is playing it by means of cloud streaming.
2996 Let me deal with some other points made by Google.
2997 Google says that it is possible for Android mobile device users to sideload or direct download a cloud streaming provider’s native portal app and cloud stream an app that way. And it is possible to download a cloud streaming provider’s native portal app from a pre-installed app store other than the Play Store, such as the Samsung Galaxy Store.
2998 Further, Google says that cloud streaming of games on an Android mobile device generally works for the average Australian having regard to improvements in, first, internet connectivity, and second, the cloud streaming technology.
2999 Further, Google noted that Professor Goldfarb said that cloud streaming services are not substitutable for native apps, with this being based on finding that few users adopted cloud streaming services to play Fortnite on Android devices relative to the number of users playing Fortnite on mobile as a native app prior to the removal of Fortnite from the Play Store.
3000 But Google said that as Professor Asker observed, Professor Goldfarb’s evidence showed that for high-end performance games, cloud streaming is a viable substitute, given that in May 2022 there were four times as many Fortnite mobile users accessing Fortnite via cloud streaming than via a native app.
3001 Further, Google said that cloud streaming via mobile devices is increasing in popularity in Australia. The number of monthly installations of cloud streaming apps via the Play Store increased from 9,690 installations in January 2020 to 11,305 installations in November 2023, being a 17% growth over a three-year period. Total installations over this period were over 500,000 and specifically over 200,000 for the most popular cloud streaming service, Xbox Game Pass, with there being approximately 11 million active Android smartphones in Australia in a given month during this period.
3002 Now these arguments are all very well, but they go nowhere close to establishing close competition, close constraint or substitution. Moreover, much of Google’s case on this aspect seemed to be or resonate with little more than a marketing pitch. Let me elaborate.
Analysis – streaming apps
3003 Now as Epic points out, streaming apps run entirely on a remote server, unlike native apps which run on a user’s mobile device. Users control streaming apps by making inputs in a “portal app” on their mobile device, which continuously streams those inputs to the server, and receives a stream of data back from the server. The portal app can either be a web app or a native app.
3004 Now as Professor Somayaji explained in his evidence, some of which I have set out elsewhere, the portal app on the user’s phone sends inputs from the user’s device through the network to the remote server which is running the app. The remote app then renders an output frame based on the result of the input. The output frame is then streamed back to the user’s device in real time. This loop creates the illusion that the user is interacting with an app on their device rather than an app on a server somewhere far away.
3005 I agree with Epic that streaming services offered via a native portal app cannot be a substitute for app distribution via an app store, because the native portal app itself needs to be distributed.
3006 To the extent that the native portal app is distributed via an app store, as is necessarily the case on iOS devices, the streaming app cannot be a substitute for the distribution services provided by that app store, as the app store’s distribution services are still utilised and the app store’s rules must be observed.
3007 To the extent that the native portal app is distributed via direct downloading, as may occur on Android devices, but not iOS devices, that process confronts all of the challenges associated with direct downloading. The distribution of native streaming apps via direct downloading is also not a substitute for distribution via app stores.
3008 Further, whilst theoretically a native portal app could be distributed via pre-installation on Android devices, but not iOS devices, that distribution route is not a substitute for distribution via app stores.
3009 Accordingly, and as Epic correctly identifies, the only relevant question for consideration is whether streaming apps that stream to web portal apps are substitutes for native apps on iOS and Android devices, such that developers or users may forgo iOS and Android distribution services in favour of streaming via those web portal apps.
3010 Streaming apps that stream to web portal apps are not a close substitute for native apps on iOS and Android devices and therefore not a means of avoiding iOS and Android app distribution services. There are limitations associated with streaming that are common to both native and web apps, as well as limitations that are unique to web apps.
3011 In summary, streaming apps are not close substitutes for native apps as Epic correctly points out. First, for the vast majority of users, streaming apps suffer from a number of limitations compared with native apps. Second, the low user uptake of streaming apps despite significant investment by developers is consistent with streaming apps not being substitutes for native apps. Third, streaming apps are only an option for certain kinds of apps like high performance gaming apps or video streaming apps.
3012 Streaming apps suffer from a number of limitations. Streaming app are highly dependent on the quality of users’ internet connection as they need high bandwidth to relay inputs and stream high-definition outputs, and low network latency or ping time. Further, streaming apps consume a large amount of data for each hour of use. Further, streaming apps require significant server and hardware investments by developers. Further, streaming apps require users to carry out several steps, which produces additional friction to access. Further, streaming apps are not able to facilitate features that use on-device hardware. Further, streaming apps suffer from the additional limitations of web apps.
3013 Further, streaming apps are only an option for certain developers who offer high performance gaming apps or video streaming apps.
3014 Further, as Professor Somayaji explained in his evidence, streaming apps provide a materially inferior experience to native apps for the vast majority of mobile device users. I will elaborate on some of this in a moment. I have also set out his evidence in detail elsewhere.
3015 Now Apple relies on general assertions made by Mr Schiller and Mr Federighi to the effect that users can stream games on iOS devices, that game streaming is like a PC gaming experience and that it is also possible to make in-app purchases whilst game streaming on iOS. But as Epic points out, Apple’s evidence only points to the mere existence of streaming apps on iOS devices. This is not sufficient to establish that they are close substitutes for native apps.
3016 Further, Google’s lay evidence was essentially limited to generalised statements about game streaming apps that do not account for the specific issues that users of game streaming apps confront on mobile devices, as distinct from PCs and consoles.
3017 I agree with Epic that evidence regarding the game streaming experience on PCs and consoles cannot be extrapolated to game streaming experiences on mobile devices via a web portal app. Accordingly, Google’s evidence is of limited assistance. I am concerned with the prospect of users switching away from native apps on mobile devices to streaming apps on mobile devices.
3018 For these reasons, streaming apps that stream to web portal apps are not close substitutes for native apps on mobile devices, for either developers or users.
3019 Consequently, the prospect of developers and users switching to using streaming apps does not closely constrain Apple in its supply of iOS app distribution services or Google in its supply of Android app distribution services, or any hypothetical monopolist of these services.
3020 Let me address the quality of the internet connection required.
3021 When using game streaming apps, mobile device users are required to have a significantly better internet connection compared with native apps. This is not limited only to internet speed.
3022 Many of the processes that occur on a user’s device when using a native app occur on a remote server when using a streaming app. Each input a user makes in the portal app must be streamed to the remote server where it is processed, and an output frame rendered, which is then streamed back to the portal app on the user’s device.
3023 Specifically, the internet connection required to ensure a smooth and responsive streaming experience involves higher bandwidths, being the amount of data that is transmitted per time interval, and lower latency or ping.
3024 In respect of latency or ping, low latency is critical with streaming apps because a smooth user experience is reliant on there being minimal delay between when a user presses an input button and when the user sees the app respond to that input. The related concept of “jitter” refers to the rate at which ping changes over time.
3025 Both ping and jitter can be highly disruptive to the user’s experience if the lag time a user experiences between their input and the corresponding change in the app is too long. As Professor Somayaji explained, streaming apps require ping times of less than 20 milliseconds to be able to provide a comparable experience to native apps, for which a ping time of less than 80 milliseconds is sufficient. I prefer this evidence over cloud gaming companies’ self-serving marketing statements that suggest that a higher latency internet connection can achieve an acceptable user experience.
3026 In respect of bandwidth, streaming apps require at least 25Mbps of bandwidth to provide a sufficiently high framerate for it to feel comparable to a native app, whereas native game apps can generally run smoothly at a bandwidth of 4Mbps.
3027 Now although Australia may have a median mobile download speed of 91.29Mbps and a median latency of 21 milliseconds, Professor Somayaji pointed out that median data is not informative of actual user experience as internet speeds will vary from time to time.
3028 Professor Somayaji gave evidence that running streaming apps is feasible in some but not all contexts. He identified that running streaming apps would not be feasible when a user’s mobile device is connected to a cellular network, which can face dips in connectivity, for example, when the user is in transit. Further, mobile devices connected to cellular networks consistently fail to achieve the requisite internet connection for streaming apps. In practice, network connections are not consistently strong for mobile devices simply due to variations in signal strength due to geographic features (trees, buildings, bridges, etc.).
3029 Mr Grant gave evidence that native apps, unlike streaming services, can reduce the impact of high ping or an unstable network connection on a player’s performance by implementing a technique known as client-side prediction, which predicts actions that will occur or the actions that will result from the player’s input. But that technique cannot be used within streaming apps because the image the user sees is created on the remote server and not their device, which will also be affected by high ping because it must be streamed from the remote server to the portal app.
3030 In cross-examination, Mr Sweeney emphasised the importance of an adequate internet connection when gaming via streaming services. Mr Sweeney said that Fortnite game play can accommodate relatively poor internet connections when they are run as a native app, but not as a streaming app.
3031 Further, Mr Rawles acknowledged the importance of a sufficient internet connection to a user’s experience of streaming. He said that by its nature, cloud gaming is highly dependent on the quality of the internet connection between the user’s device and the streaming infrastructure. His evidence was that there will always be a degree of latency or lag between a user’s input, the server receiving that input, and the video feed that is returned to the user.
3032 But Mr Rawles sought to downplay the impact of latency on the streaming experience, with a series of statements unsupported by documents or analysis.
3033 He said that latency also exists in native games that have online multiplayer functionality due to the need to connect to a server. But whilst it is true that native apps with online multiplayer functionality must communicate with remote servers, they do not do so to the same extent as streaming apps. This is because native apps process user inputs on the device. Contrastingly, in the case of streaming apps, every user input is sent directly to the server and this makes every user action subject to network delays.
3034 Further, he said that streaming apps typically only require a stable internet connection at a reasonable speed. But in so stating, Mr Rawles acknowledged the importance of a stable internet connection, which is challenging to maintain on mobile devices connected to cellular networks and particularly when the user is not stationary, that is, they are in transit.
3035 Further, he said that unless a user is cloud gaming on a poor internet connection or playing a game at a competitive level, experiencing a small amount of latency from a remote server is unlikely to have a material impact on their gaming experience. But Professor Somayaji’s evidence was that streaming apps require latency levels approximately four times lower than native apps, and that these levels are challenging to achieve for users of mobile devices.
3036 I prefer the evidence of Professor Somayaji and Mr Grant to the evidence of Mr Rawles. This is particularly so given that Mr Rawles did not have commercial responsibilities that would be expected to give him a strong basis to express opinions on the technical limitations of streaming apps.
3037 So, the use of streaming apps relies on user access to a fast and reliable internet connection, with low latency, that is out of reach for many users, and particularly users of mobile devices. It is unsurprising therefore that streaming apps have failed to gain popularity among mobile users.
3038 Let me now say something about the question of data consumption.
3039 I agree with Epic that it is not viable for most users to use streaming apps on mobile devices over cellular networks because they consume too much data. It does not seem to be contentious that streaming apps consume significantly higher quantities of data than native apps because all user inputs must be streamed from the device to the server and rendered video output must be streamed from the server back to the device. Professor Somayaji estimated that using a high quality online game as a native app consumes roughly 300 megabytes per hour. A comparable experience of the game using a streaming app will consume roughly 20 gigabytes per hour.
3040 Mr Grant and Professor Somayaji gave evidence that such high levels of data consumption present a particularly acute problem for mobile device users.
3041 Mr Grant’s evidence was that because streaming is dependent on the internet, it uses more data than running a local app. For example, streaming Fortnite through NVIDIA GeForce Now or xCloud requires, depending on connection and quality settings, around two to eight GB of data per hour of playtime, while using the native Fortnite mobile app requires around 50 to 100 MB per hour. This is a particularly significant issue for mobile device gamers. Mobile plans often have limited data allowances which would be insufficient for users wishing to play apps like Fortnite through a streaming service.
3042 Professor Somayaji gave evidence to contextualise the impact of high data consumption arising from streaming app usage on users. He said that if an average user in Australia were to use streaming apps, they would consume an entire month’s data usage in approximately a day.
3043 Mr Rawles also acknowledged that per session, streaming a game uses more data than would be used playing a game installed on a device. Mr Rawles also stated that using streaming apps is unlikely to entail a user purchasing a particularly expensive mobile plan unless they are regularly playing streamed games from outside of an established Wi-Fi connection, that is, using their cellular data.
3044 But the qualification is important in the context of mobile devices. In other words, a user is likely to need to purchase a more expensive mobile plan if they are regularly playing streamed games using a cellular data connection. Being able to regularly use apps outside of an established Wi-Fi connection is an important reason why users use mobile devices.
3045 Moreover, Mr Rawles acknowledged that he had no personal knowledge concerning the cost of mobile plans, data usage costs, NBN internet costs or the internet speeds accessible by a mobile device in Australia.
3046 For these reasons, I give little weight to Mr Rawles’ evidence that mobile device users are unlikely to need to purchase an expensive mobile plan to stream apps on their mobile devices.
3047 Mr Rawles’ claims are predicated on a narrow set of circumstances which do not accord with how users use their mobile devices in practice and are not informed by any knowledge of the relative costs to users of consuming more data by using streaming apps over cellular networks or fixed Wi-Fi connections.
3048 Mr Rawles also sought to downplay the limitations associated with streaming apps by claiming that they save a user from originally downloading the full game to their device. He also said that overall data demands depend on the video quality, length of gameplay session(s), and the complexity of the game being streamed, that is, whether it is a graphics-intensive multiplayer game or a casual 2D, single player puzzle game.
3049 This comparison does not assist. The correct question is whether a user is likely to switch from a native app experience to a streamed app experience of the same app. Because streaming apps must process user inputs remotely, a streaming app will necessarily consume more data than its native app counterpart.
3050 Let me turn to the question of cost and availability.
3051 As Epic points out, streaming apps are far more expensive to run than native apps, which has led streaming app providers to impose fees and access limits on users. Again, this matter undermines any suggestion that streaming apps are close substitutes for native apps.
3052 Professor Somayaji gave evidence about the additional infrastructure and processing power required to run streaming apps compared with native apps.
3053 He said that unlike native apps, which are built for and run on specific platforms, streaming apps are hosted on and streamed from a web server to the user’s device. This requires additional processing power and server infrastructure to run the games, such as content delivery networks, as well as additional resources such as multiple GPUs.
3054 Whereas native apps use the processing functions of the hardware on the user’s device, providers of streaming app services must purchase, maintain and operate sufficient hardware components for all of its users. This includes central processing units, graphics processing units, RAM and hard disk or solid state drive storage.
3055 These aspects of the streaming app model have two significant implications for users.
3056 Streaming app providers typically pass on some of their costs to users. This means that anyone who wishes to switch from a native app to a streaming app is likely to incur an additional cost.
3057 Indeed, Mr Rawles gave evidence that all of the cloud gaming services of which he was aware charge users a subscription fee, except where a free trial or free tier is offered, that is likely to cover at least part of the costs of running the infrastructure necessary for cloud gaming.
3058 Further, it is difficult for streaming app providers to add more hardware and server space to meet short term increases in demand for their service. The result is that users often have to queue to wait for server space to become available for them. Mr Grant gave evidence that, for users on free tiers of these services “you can find yourself waiting literally hours at times – I have experienced that myself – before you’re able to play”. Some providers also manage this problem by imposing limits on the amount of time that a user can use the app.
3059 This means that users considering switching from a native app to a streaming app must typically incur additional costs. Even when a user incurs those additional costs, they are not guaranteed immediate access to the app. They are only guaranteed a higher priority in a queue than other users, but may still need to queue depending on demand from other users, or their use of the app is limited to a specific amount of time because of server space limitations.
3060 These inherent limitations impose further, significant barriers to users, and in particular, mobile device users, switching from native apps to streaming apps.
3061 Let me now deal with the question of friction.
3062 Users must generally take additional steps to access a streaming app. Professor Goldfarb’s review of the academic literature and empirical analyses indicate that these additional steps deter use.
3063 Mr Grant described some of the additional frictions encountered by users when using streaming apps as compared to native apps. He gave evidence that such additional frictions lead users to prefer native apps over streaming services.
3064 He said that for users to play a game through a streaming service, they must first create an account associated with that service, as well as any accounts needed for the game itself. For example, for users to play Fortnite through NVIDIA GeForce Now or xCloud, they must first create an account with NVIDIA GeForce Now or Microsoft respectively, and then log into and link this account with their Epic account. By contrast, to play Fortnite as a native app, users only needed to log in with an Epic account. Purchasing V-Bucks is also less straightforward through a streaming service, as mobile features such as “autocomplete” and “password manager” are not available. Based on his industry experience and observations over time, he expects that this additional friction will result in users maintaining a preference for playing games through native apps directly as opposed to using streaming services, because it allows them to begin playing more quickly and conveniently.
3065 Mr Rawles also acknowledged that users would have to create an account for the cloud gaming service and connect that account to any game library or game subscription service from which they wish to play games, unless the cloud gaming service and game streaming service are already integrated, such as xCloud being included for certain Xbox Game Pass subscribers.
3066 Now Mr Rawles sought to downplay the effects of this friction by claiming that most users are unlikely to be materially derailed by an account sign-up screen or having to remember or write down their password when they would have already had to sign up to a game subscription service or app store to purchase the game they wish to play. He suggested that this may be particularly so for those wishing to play a game remotely or a complex game. But I agree with Epic that his position is contradicted, first, by empirical evidence in the form of user studies that find friction deters users and, second, by evidence of developers and software engineers. I would give Mr Rawles’ assertions little weight.
3067 I prefer Professor Goldfarb’s empirical evidence illustrating a low uptake of Fortnite on web streaming apps, which is consistent with the “clicks are costly” concept.
3068 Let me now address the aspect of reduced features on mobile devices.
3069 The users experience of streaming apps on mobile devices is inferior to the user experience of native apps because streaming apps are unable to offer certain features that utilise on-device hardware.
3070 For example, Epic implemented certain features in the native app version of Fortnite which improved the user experience, particularly on mobile devices, but which were not available via Fortnite as a streamed app. Those features included gyroscopic controls, which allow users to control where they are aiming within a game app by tilting their device or controller, and vibration feedback, which causes the users’ device or controller to provide feedback when they take certain actions, such as firing a weapon.
3071 Mr Sweeney gave evidence that this is a limitation of streaming apps. Mr Grant also gave evidence that the use of gyroscopic controls creates a more intuitive and immersive experience, and allows those playing on a mobile device to limit their reliance on touch screen controls, whilst the absence of vibration feedback makes the experience less attractive than playing the game via a native app.
3072 Let me say something about accessing streaming services via web portal apps.
3073 As Epic points out, streaming apps which stream to web portal apps face limitations over and above those faced by streaming apps which stream to native portal apps. This is because, in addition to the limitations described above, which are common to both streaming apps that stream to web portal apps and those that stream to native portal apps, web app limitations also apply to web portal apps.
3074 Professor Somayaji gave evidence that whilst a web app can serve as a portal to streaming apps, generally a user will have a higher quality experience through a native portal app. This is because where streaming apps run inside web browsers, their control over network communications is dependent on the web browsers and is more limited than that afforded by native portal apps. In other words, web portal apps share the technical limitations of web browsers which are largely optimised for “bursty communication patterns”.
3075 In a video streaming context, a browser may receive 10 seconds of video in one second so that it can tolerate a nine second delay in receiving the next batch of data. This design may be acceptable for certain audio and video streaming apps but not game streaming apps as it is essential for users to see the results of their actions immediately rather than seconds later.
3076 Contrastingly, native portal apps have the requisite control over network communications such that they are more suited to delivering a smooth and responsive game streaming experience provided that the user has an adequate internet connection.
3077 A further issue with web portal apps on iOS is that Apple restricts the ability of web apps to access key hardware features, and in doing so, impedes their functionality. As Professor Somayaji explained, traditional web apps that run on-device are restricted in terms of features since they run within the limitations of the browser. Features Apple restricts for web apps include the ability to use Bluetooth, and the ability to update in the background when the user does not have them open.
3078 Until recently, Apple imposed restrictions which made it challenging for streaming apps on iOS to use native portal apps. Those restrictions required providers of streaming services like NVIDIA and Microsoft either to distribute their portal apps as web apps or to distribute individual native apps to the App Store for each experience available via their portal app.
3079 Professor Somayaji gave evidence that this requirement was inconsistent with the model of game streaming services and increased the costs involved in delivering such a service.
3080 He said that whilst Apple’s policies permit streaming apps on the App Store in theory, an app which offers access to a catalogue of other apps through a single app is not permitted on the App Store. This conflicts with the model that cloud gaming apps use on other platforms. Cloud gaming apps traditionally use a single connection app to allow users to access their remote server, on which users can access a multitude of games.
3081 He said that in effect, for streaming apps to be allowed on iOS, each game title offered on the streaming platform would have to be individually submitted to the App Store as a separate app. This requirement imposes additional costs on streaming service providers, requiring that they develop quality control, and maintain a number of different apps which all provide the same basic service, being connecting to the cloud computer and streaming game output.
3082 Mr Grant gave evidence that Apple’s policies effectively prevented game streaming services from offering a native iOS app, with the result that they operate on iOS devices exclusively as web apps. This has meant that game streaming services on iOS offer an inferior user experience compared to game streaming services accessed through a native app.
3083 Accordingly, until recently, it was not feasible for streaming service providers to provide game streaming services via native portal apps.
3084 Apple recently revised its rules, and now no longer requires each title or game offered by a streaming service through the App Store to have its own native portal apps, provided each title or game to which streaming apps provide access adheres to the App Store review guidelines.
3085 That Apple now allows native portal apps on the App Store, which provide access to multiple titles or games by a streaming service, reveals the arbitrariness of its original position.
3086 In 2020, Apple reacted to the advent of streaming services by imposing requirements with which it knew streaming services would be unable to comply. At that time, Mr Schiller proposed in an email dated 8 August 2020 amendments to the App Store review guidelines, including to incorporate a requirement that each experience accessible via a streaming service’s portal app must be submitted to the App Store as an individual app. This was all unrealistic as Mr Schiller well knew, yet Apple implemented them.
3087 Finally, user adoption of streaming apps is low. Clearly users do not consider streaming apps to be close substitutes for native apps.
3088 Epic and its streaming services partners have not been able to overcome low user uptake. Epic, and Fortnite users, have strong incentives to make streaming work, given that Fortnite is otherwise unavailable on iOS devices.
3089 Following the removal of the Fortnite native apps from the App Store and the Play Store in August 2020, Professor Goldfarb’s analysis demonstrated that few users of mobile devices accessed Fortnite on mobile devices via a web streaming app. Even when the app in question can only be accessed via a streaming app, that is, on iOS devices, the take up is much lower relative to the native app.
3090 In his evidence in the Google proceeding, Professor Goldfarb considered Fortnite usage through web streaming apps on mobile devices and found that there was a low uptake following the introduction of streaming services in May 2022. In particular, the following may be noted.
3091 For Android mobile devices, Fortnite could be streamed via NVIDIA GeForce Now over a native app or via web streaming, and via the Xbox Cloud Gaming web streaming service. As the data did not distinguish between the NVIDIA native app and web streaming versions, Professor Goldfarb conservatively included all NVIDIA use, that is, some of the users attributed to web streaming would instead have used the native app version.
3092 For iOS devices, NVIDIA GeForce Now and Xbox Cloud Gaming were available as web streaming services. Unlike Android, no native app streaming options were available.
3093 As Epic points out, Professor Goldfarb analysed Fortnite monthly active user data, which measured the number of users who logged on to the app at least once in a given month, in Australia over two time periods.
3094 First, prior to the removal of Fortnite from the App Store and the Play Store in August 2020, the number of monthly active users on mobile devices was approximately 330,000 to 450,000 in May 2018, May 2019 and May 2020.
3095 Second, in May 2022, with Fortnite available through web streaming, the number of monthly active users increased to 60,283, but was still well below its pre-removal levels of mobile users.
3096 Professor Goldfarb said that there were vastly more players of Fortnite on mobile devices through native apps pre-removal, that is, in 2018 through 2020, than there have been since the web streaming apps became available. He found that the number of active users on mobile devices following Fortnite becoming available through streaming was around 13% of the mobile user base from before Fortnite was removed from the Play Store and App Store. This number falls to around 7% if one excludes those users who continued accessing Fortnite on a mobile device through a native Fortnite app.
3097 On this basis, Professor Goldfarb concluded that these factors and the limited evidence of use of Fortnite on web streaming apps on smart mobile devices compared to native apps on smart mobile devices prior to removal indicates that smart mobile device users, whether Android or iOS, do not treat these two mediums as the same and do not treat either as substitutes, except to a limited extent.
3098 In his evidence in the Apple proceeding, Professor Goldfarb also considered the uptake of web streaming apps by users of iOS devices specifically. Professor Goldfarb similarly concluded that the limited evidence of use of Fortnite on web streaming apps on iOS compared to native apps on iOS prior to removal indicates that iOS users do not treat these two mediums as the same and thus do not treat either as substitutes, except to a limited extent.
3099 The data did not permit Professor Goldfarb to consider only Android mobile devices users in his evidence in the Google proceeding.
3100 During his evidence, Professor Goldfarb accepted that his analysis of Fortnite play through web streaming was limited to the first few weeks in which Fortnite was available through that medium.
3101 Apple suggested that “[y]ou would, no doubt, have a higher percentage over a longer period of time”. Apple further suggested that the users who accessed Fortnite through web streaming during Professor Goldfarb’s short-term analysis demonstrate that game streaming apps are substitutable for native gaming apps, even for demanding AAA games like Fortnite. Professor Goldfarb rejected these propositions. So do I. There is no evidence to suggest that the usage of streaming versions of apps necessarily increases over time, and the suggestion that any limited uptake demonstrates substantial substitutability is not maintainable.
3102 There has been very low utilisation of Fortnite on streaming services. As Mr Grant said, only a very small proportion of the total Fortnite user-base play Fortnite via web streaming, notwithstanding that Epic worked hard with NVIDIA, Microsoft and Amazon over the past three or four years to support streaming services. The evidence before me was not limited to the first few weeks after which Fortnite was available on streaming services.
3103 I also give little weight to Mr Rawles’ assertion that cloud game streaming has emerged in recent years and is growing in popularity as a distribution method and his opinion that cloud gaming will continue to grow in popularity with users, developers and platforms. Further, Mr Rawles’ assertions are general and do not account for challenges particular to streaming apps on mobile devices. Further, Professor Goldfarb’s analysis of streaming data and the evidence of Mr Grant indicates a low uptake of Fortnite web streaming apps.
3104 Further, Mr Rawles asserted that Epic is an example of a developer who has reached numerous arrangements with cloud gaming providers to realise the benefits of cloud gaming. But the fact that Epic has reached agreements is of little relevance given the evidence that there has been no material uptake of those services.
3105 Epic has every incentive to ensure Fortnite succeeds as a streaming app on mobile devices. It is essentially the only way Epic can reach Fortnite users on iOS, and it is a means by which Epic can reach Fortnite users on Android, following the removal of its native Fortnite app from the App Store and Play Store.
3106 iOS users represent a distinct user base and so it is beneficial for Epic to reach those users. The same is true of Android device users, who are a distinct user.
3107 Consistently with this, Epic has made significant efforts to partner with providers of streaming services to bring Fortnite to their streaming services. But despite those efforts, low adoption by Fortnite users has persisted. That Epic, the developer of one of the world’s most popular games, has been unable to convince a significant portion of its users to access that game via web streaming apps demonstrates that users do not consider web streaming apps to be close substitutes for native apps.
3108 Mr Sweeney gave evidence that Epic has done its best to provide a good experience for users playing Fortnite via game streaming, that Epic has always supported NVIDIA’s efforts fully, and acknowledged that Epic actively promotes playing Fortnite on GeForce Now in Australia. Mr Sweeney gave similar evidence concerning Epic’s support for Microsoft’s xCloud streaming app.
3109 Indeed, in the case of Microsoft, Epic agreed to offer Fortnite through xCloud free of charge, so that users would not be faced with the additional costs typically required to access streaming services to play Fortnite. But even with this incentive, Epic recovered less than a tenth of its iOS pre-removal user numbers following the release of Fortnite on xCloud and GeForce Now.
3110 Mr Grant also gave evidence of Epic’s efforts to support NVIDIA and Microsoft. He said that making Fortnite available via cloud streaming services involved conducting extensive negotiations with NVIDIA and Microsoft covering issues relating to account requirements, subscription models, revenue sharing arrangements and the optimisation of Fortnite via cloud streaming and also involved addressing from an app development and technical engineering perspective, the complexities in achieving an enjoyable and functional Fortnite experience via cloud streaming. The game the user is playing is run on a remote server and delivered to the user’s device over the internet. In the case of xCloud, for example, the game is run natively on a remotely located Xbox, and the version of Fortnite being run on that Xbox is making use of Xbox-specific APIs.
3111 Now there are examples in Epic’s documents of positive statements made by Epic employees in anticipation of the launch of Fortnite on streaming services. But I agree with Epic that the context is all important. Clearly, Epic wanted to encourage the use of and to support streaming services. But that does not make them close substitutes.
3112 In summary, in my view web streaming apps are not close substitutes for the distribution of native apps on iOS or Android.
3113 Further, the prospect of developers and users switching to using web streaming apps does not closely constrain Apple in its supply of iOS app distribution services, or Google in its supply of Android app distribution services. And the availability of such a substitute for some contexts does not negate or impede either Apple’s or Google’s substantial degree of market power which I have discussed elsewhere.
Conduct of platforms in competing for developers and users
3114 Apple made various references to contexts and scenarios which it said demonstrated competitive behaviour in terms of platforms competing for developers and users. But none of this amounted to demonstrating close competition or close competitive constraints.
3115 Apple referred to the following matters which I largely accept save and except Apple’s ultimate conclusions therefrom.
3116 From the perspective of a platform operator, having a range of high-quality games and popular titles available is essential to attracting users that value the ability to play games on their device.
3117 Platforms to some extent engage in competition for the application of developer resources, which can include securing first release of games on a platform, as well as exclusive or non-exclusive availability of games. Platforms are continually trying to improve their features and services to attract game developers and users.
3118 Further, the evolution of cross-play, cross-progression and cross-wallet functionality suggests that platform operators to some extent see each other as competitors.
3119 Both Microsoft and Sony expressed concern that enabling these features would cause them to lose transactions to other platforms. And Nintendo’s resistance to facilitating cross-wallet functionality is a further demonstration of some substitutability. Epic had discussions with Nintendo specifically about cross-wallet functionality in Fortnite and Nintendo declined to adopt it. Nintendo requires that V-bucks purchased on Switch only work on Switch, and that V-bucks purchased off Switch do not work on Switch. Epic’s internal emails relating to these negotiations with Nintendo in 2018 referred to Nintendo having some valid concerns about cross-wallet functionality. Nintendo had a concern that facilitating V-bucks would enable users to use other platforms, rather than the Switch, to acquire V-bucks, to the commercial disadvantage of Nintendo.
3120 Let me set out some evidence of Mr Schiller which I have accepted.
3121 Mr Schiller said that the App Store to some extent competes in a market of platforms, which are available across multiple devices including tablets, smartphones, laptops, PCs, Macs, and game consoles.
3122 In 2008 Apple considered the different app commerce models used by Microsoft, Xbox, Nintendo, and PlayStation in an Apple in-app commerce presentation. Apple decided to allow in game commerce.
3123 Further, Apple came to fix the initial commission rate at the time of launching third party apps not by reference to expected costs in relation to the creation and development of the App Store, but by reference to Apple’s analysis of then publicly available information about other platforms’ commission rates for digital content.
3124 At that time there were multiple channels of distribution for software. The biggest channel was still CDs sold through stores, and Apple was knowledgeable about that channel of distribution because it was active in that channel.
3125 Apple knew that such channels were charging effectively between 50% and 70%. Mr Schiller said that this was the biggest consideration for Apple.
3126 Apple also looked to emerging digital download activities, including the digital marketplaces Steam and Handango, each of which charged a 30% commission rate at that time.
3127 Apple also considered the phone carriers. The carriers wanted to be software distribution channels for handsets at the time, and Apple spoke to Verizon, AT&T and T-Mobile about their models. AT&T did not have a published rate, but developed a commission rate based on approaches from developers. That rate was typically over 50%.
3128 Further, Mr Schiller gave evidence of Apple’s approach to attracting developers and the network effects of a two-sided platform.
3129 The App Store helps developers from start to finish, by helping them to build, test, market, and distribute apps and grow their businesses. Apple provides developers with access to a secure and accessible marketplace which provides developers immediate access to consumers in 175 regions and in over 40 languages. Attracting developers to this platform involves the following services and functionality by Apple.
3130 First, Apple's dedicated SDKs and developer services feature more than 150,000 APIs. When Apple releases new technologies and functionality, developers get access to those features automatically. These tools are regularly updated with improved features to enable developers to build, debug and optimise native apps.
3131 Second, developers can provide app updates such as to add new functions or fix technical issues to app users for free, and app users are automatically notified when updates are available.
3132 Third, Apple verifies user accounts to check that potential customers of developers are real, helps to ensure that developers are paid, and helps ensure that developers’ intellectual property is protected.
3133 Fourth, the App Store has a global marketing team whose sole purpose is to drive discovery and engagement. Campaigns and programs are created to assist, inform, and inspire users while also helping developers drive downloads and re-downloads of their apps and games.
3134 Fifth, Apple provides marketing, editorial and promotional support to attract new app users. It advises developers on how to improve their products and grow their business.
3135 Sixth, Apple provides tools and training to aspiring entrepreneurs, developers and designers.
3136 Seventh, Apple has around 5,000 employees in its AppleCare support team to respond to refund inquiries. Apple manages customer inquiries, support for billing issues, troubleshooting and refund requests.
3137 Further, there are benefits to members of the developer program such as access to training and development resources including videos, guides, source code and articles and developer forums, which enable communication with Apple engineers and other developers.
3138 Apple personnel and specialist support teams are made available to app developers to give advice on how they might improve their products or grow their businesses, to provide marketing, editorial, and promotional support to attract new users, and to assist developers to navigate foreign tax systems, calculate tax liabilities, and to collect and remit any sales taxes to the relevant tax authorities in those countries on their behalf.
3139 Developers can participate in the promotion of apps, developers and Apple at Apple’s worldwide development conference each year.
3140 Further, Apple’s continued innovations on hardware and software features such as biometric authentication tools, camera quality and graphics performance attract developers of apps.
3141 Further, Apple’s developer relations team based in Australia provides marketing and other support. The team regularly communicates with developers about new App Store features and opportunities to work with Apple to enhance developers’ apps and increase developers’ marketing exposure. The developer relations team also gives advice to developers on strategies to optimise user experience in their apps. Apple Pty Ltd provides guidance to Australian app developers to maximise consumer engagement, facilitate introductions with other countries, support use of the StoreKit API to facilitate monetising of apps, and assist with ongoing management.
3142 Developers are given access to tools and assistance to optimise their product page, for example by using engaging videos and images. There are many ways for developers to have their apps discovered and Apple Pty Ltd focuses on ensuring that developers utilise those channels and tools.
3143 Apple assists developers through the curation of the App Store. This involves the placement of apps and editorial content on the discovery page to assist marketing and build the profile of developers. At any given time, hundreds of apps are promoted on the App Store by Apple.
3144 Let me at this point say something about IAP.
3145 IAP gives developers efficient access to the iOS user base and effective tools for monetisation. Those tools allow for collecting and managing payment information from around one billion potential customers around the globe, handling conversions to 44 currencies and ensuring compliance with local tax laws. Apple assists developers to navigate foreign tax systems, and Apple calculates tax liabilities and collects and remit sales taxes to relevant tax authorities on their behalf. This facilitates transacting in the 175 countries in which the App Store operates.
3146 This is in a context where Apple facilitates for developers a variety of models for monetising their apps. Apple’s rules give developers the flexibility to choose how an app is monetised, including whether the selected monetisation model involves paying a commission to Apple. There are various options for developers to monetise their apps on the App Store. The models are often referred to as free, freemium, subscription, paid and paymium, which models I have discussed elsewhere.
3147 A substantial proportion of free to play games monetise through in-game advertisements alone or via hybrid monetisation, which comprises microtransactions, season-passes, in-game advertisements, rewarded ads and/or in-game branded promotions.
3148 Offering flexibility when it comes to monetisation is an aspect of attracting and retaining developers.
3149 Let me say something about the question of commission rates, although I have discussed this in detail elsewhere.
3150 In June 2016 Apple reduced its commission rate on subscriptions from 30% to 15% after the first year. Google considered reducing its service fee for subscriptions to match or be lower than Apple’s commission, and ultimately decided to match Apple’s commission 15 months after Apple’s announcement.
3151 Further, around seven months after Apple announced its small business program on 18 November 2020, Google reduced its commission for all developers on slightly better terms.
3152 Under Apple’s small business program, developers who earned up to one million in the preceding calendar year would pay a 15% commission. Contrastingly, Google’s reduced service fee of 15% has applied to the first million dollars in earnings for all developers.
3153 Further, there were examples of other responses and actions of platforms in the evidence, as was pointed out by Apple and Google.
3154 In 2018, in response to a loss of in-app purchase volumes by the Play Store to Amazon’s app store in Japan, Google launched the Google Play Points program in Japan. That program rewards users by giving them points when they engage with the Play Store. The points can be used to obtain in-app items or can be redeemed to support charitable causes.
3155 The Google Play Points program was introduced in South Korea in April 2019 in response to competition for high value users from Amazon’s app store and the Samsung Galaxy Store, as well as in response to Apple iOS making inroads into the millennial gamer segment.
3156 Further, the operators of Xbox, PlayStation and Steam use localised player engagement techniques to seek to encourage play to occur on their devices. A player’s achievements on Xbox include so-called bragging rights such as levels completed or the number of objects collected in a game. While the achievements are implemented by each game independently, a player’s total achievements are shown on the main Xbox dashboard and on their profile. Both PlayStation and Steam offer a similar functionality that developers can incorporate into games for use on those platforms. The achievements are contained within each platform’s ecosystem.
3157 Further, tools of this kind to promote user engagement are a matter of interest to developers in choosing how they operate on different platforms, and are also relevant to developers as techniques for driving transactions to more favourable platforms. One example concerned whether the psychological effects of the Xbox achievements system would lead more players into a scenario where Microsoft’s commission would be payable on purchases of V-bucks.
3158 Further, different platforms offer exclusive or discounted digital content to end users, including those who may have access to more than one platform where they can transact. Developers can choose to make games or content exclusive to particular platforms.
3159 Both the App Store and the Play Store market exclusive or discounted content to users via their Twitter accounts and in partnership with developers.
3160 Developers also market content available on their webstores, sometimes as a discount compared to the price that the same content would be available for in the relevant in-app store.
3161 The economic rationale of such promotions is to entice users to transact on one particular platform rather than another. In the case of platform operators, that is conducive to generating commissions. In the case of developers diverting business to direct supply websites, that is conducive to avoiding commissions and maximising revenue.
3162 Further, Epic has made deals with platform operators to provide exclusive Fortnite content for their platforms. So, the Fortnite Galaxy skin was an exclusive skin that was available only to people who owned a Samsung Galaxy Note 9 and accessed Fortnite through the Galaxy Store.
3163 In the iOS context, in exchange for enabling the gifting of digital content, Epic provided Apple with limited-time exclusive content for Fortnite on iOS, being the “Rogue Agent Pack”. In evidence was an App Store tweet promoting the Rogue Agent Pack as exclusive to the App Store.
3164 In an email chain dated 23 January 2020, an Epic employee, Mr David Shaw, sent Mr Weissinger some notes under the heading “Primary Business Engagements”. Under the sub-heading “Cross Play,” Mr Shaw’s notes included that “Microsoft is more lenient, but still has social and other requirements, e.g. … [e]xclusive skins must be timed exclusives”. Mr Weissinger’s evidence was that this reflected a requirement that, if there are exclusive skins associated with hardware bundles on any platform, they must be time limited exclusives so that others did not have any ongoing exclusivity.
3165 Mr Weissinger agreed that platforms engage in marketing activity to get as much usage of Fortnite as possible within their platform rather than on other platforms. He described that as seeking to “share shift” from other platforms.
3166 Further, Samsung wanted Fortnite to provide exclusive features or have updates released earlier on its Samsung devices than on other mobile devices, including iOS devices. This was intended to make Samsung more attractive relative to other Android and Apple smartphones. Epic agreed to a brief period of exclusivity of a day or two.
3167 Let me say something about the pricing commitments given by Epic to operators. Epic proceeded on the basis that it was obliged, informally or otherwise, to provide both Sony and Microsoft with V-Bucks at the lowest price. In the case of Sony there was a binding most favoured nation clause. And although Epic did not agree to a binding most favoured nation obligation with Microsoft, Mr Sweeney understood that Microsoft did not want to be undercut on pricing.
Cross-wallet functionality and other matters
3168 Some developers have invested substantial amounts of money to provide facilities for consumers to transfer their play, their progression, and their currencies across platforms. Developers like Epic have introduced features such as cross-wallet functionality, the point of which is to enable users to substitute purchases of identical virtual currency between platforms and to use that currency on any platform. I have mentioned this functionality earlier, but let me discuss it more here.
3169 The substantial investments of developers to enable such functionality are evidence of their views that users are inclined to substitute purchases of virtual currency between platforms. If developers believed that users only paid where they played, such investments would be wasted.
3170 Further, and relatedly, the resistance of the console platforms to the introduction of cross-progression and cross-wallet functionality evidences their views that they compete with other platforms, including mobile platforms such as the App Store, for app transactions.
3171 As to that, although Mr Sweeney first raised the cross-progression and cross-wallet functionality for Fortnite in January 2018, none of the console platforms agreed to it immediately.
3172 The first to agree was Microsoft (Xbox), which agreed to cross-progression, including cross-wallet, in March 2018. But that agreement was provisional and subject to a number of conditions. First, all purchases on Xbox had to be made through the Xbox store, that is, there was no linking out to alternative platforms. Second, Epic would offer marketplace item content parity across all ecosystems linked to Xbox. Third, Epic would not intentionally drive V-bucks and content purchases to one platform versus another.
3173 Whilst those conditions did not expressly refer to price parity, Mr Sweeney knew that Microsoft would be “up in arms about it" if Epic made V-bucks available on other platforms at lower prices than on Xbox. Indeed, Mr Sweeney ultimately accepted that Epic had proceeded at all times on the basis that it was obligated to provide both Microsoft and Sony with V-bucks at the lowest price received by any other platform or store and that that is because he understood that they were concerned users who would purchase their V-bucks on other platforms if they were available more cheaply there.
3174 Reinforcing this is the fact that Microsoft’s agreement to cross-progression and cross-wallet on the above terms was the product of a series of email exchanges in January and March 2018 between Mr Sweeney and Mr Phil Spencer, Microsoft’s executive vice president of gaming, in which Mr Spencer made plain his concern about losing commission on in-app purchases which Xbox users would now be able to make on mobiles and other platforms and would otherwise have made on their Xboxes.
3175 In connection with those exchanges, Mr Sweeney gave evidence that both Sony and Microsoft had expressed such a concern when he had advocated for cross-platform game play in the past and accepted that Mr Spencer’s email conveyed that he was concerned about price competition for in-app purchases from other platforms. Indeed, Mr Spencer’s concern persisted even after Mr Sweeney had offered him most-favoured nation pricing terms for Microsoft.
3176 It is plain from that series of exchanges that the conditions Microsoft imposed on its agreement to cross-progression and cross-wallet were driven by its concern that, without such conditions, it would lose commission on in-app purchases to other platforms, including mobile platforms such as the App Store.
3177 Mr Sweeney suggested that Microsoft’s concern about V-bucks being cheaper on other platforms could be financial or reputational. Given the terms of Mr Sweeney’s email exchanges with Mr Spencer in January and March 2018, the former is far more likely than the latter. But either way, such a concern indicates that Microsoft perceived itself as being in competition with other platforms, including the App Store. Even a concern about the reputational impact of being undercut on pricing by another platform can only arise if the other platform is seen as a competitor.
3178 Another feature of these emails between Mr Sweeney and Mr Spencer is Mr Sweeney’s view that the console manufacturers compete with mobile platforms to convert them from gaming on mobiles to gaming on consoles.
3179 As to Sony, in March 2018 it agreed to cross-progression with PCs and mobiles, but not with other consoles. But that was in return for a promise from Epic that the price for in-app purchases on PlayStation would be no higher than the lowest price on any other platform. Sony’s requirement that that promise be given likewise reflects its concern, which Mr Sweeney well understood, that it would otherwise lose in-app purchases to mobile platforms.
3180 Subsequently, in September 2018, Sony and Epic entered a short-term agreement to permit cross-progression, but not cross-wallet on PlayStation, PCs, iOS, Android and the other consoles. That agreement required Epic to offer Sony the same digital content and V-bucks as was available on all other platforms and to give Sony, in effect, most favoured nation pricing for all digital content and V-bucks.
3181 Mr Sweeney understood that Sony required Epic’s agreement to those terms to protect itself against PlayStation users making in-app purchases on other platforms, including mobile platforms, if the digital content were different or prices were lower on those other platforms.
3182 Under the September 2018 agreement, Epic also agreed to a revenue-sharing arrangement, the basic point of which was to ensure that Sony did not earn a lesser share of Fortnite revenue across all platforms than its share of Fortnite game play hours across all platforms. Mr Sweeney understood that Sony required Epic’s agreement to that arrangement because of the risk that with cross-progression, even if digital content and prices were the same across all platforms, in-app purchases that users would have made on PlayStation might be made on other platforms instead.
3183 That September 2018 agreement was replaced by a longer-term agreement between Sony and Epic in September 2019. The 2019 agreement was expanded to cover a streaming platform, Google Stadia.
3184 Whilst Google Stadia is now defunct, Mr Sweeney’s evidence was that the agreement also covered all of the other streaming platforms because they would fall into either the Xbox or Windows PC category.
3185 The September 2019 agreement, like that of 2018, also permitted cross-progression, but not cross-wallet. It likewise required Epic to offer Sony and to provide it with most favoured nation pricing for the same digital content and V-bucks as was available on all other platforms.
3186 It is plain that Sony’s reasons for requiring those clauses in the 2019 agreement must have been the same as its reasons for requiring the equivalent clauses in the 2018 agreement. Mr Sweeney assumed Sony’s reasons were some combination of concerns of financial loss or reputational concerns.
3187 The 2019 agreement also contained a revenue sharing arrangement in somewhat different terms from those in the 2018 agreement, but the basic point of which was to ensure that Sony did not earn commission on a lesser share of Fortnite revenue from players who played on multiple platforms than its share of Fortnite gameplay hours across all platforms. Mr Sweeney understood that Sony required Epic’s agreement to that arrangement for the same reasons as it had required the revenue-sharing arrangement in the 2018 agreement.
3188 Notwithstanding these earlier agreements, Sony did not agree to cross-wallet functionality for Fortnite until May 2022. A further written agreement recording that development was entered into. This most recent agreement contains similar terms requiring Epic to offer Sony the same digital content and V-bucks as are available on other platforms, most favoured nation pricing and revenue share requirements. It can be inferred that Sony’s reasons for requiring those terms are the same reasons that Mr Sweeney agreed motivated the inclusion of similar terms in the earlier agreements.
3189 It follows that the terms of each of these three agreements reflect Sony’s continuing concern that, without them, cross-progression and cross-wallet might well cause it to lose commission on in-app purchases to other platforms, including mobile platforms such as the App Store. That concern is clear evidence that Sony regards its PlayStation platform as being in competition with other app transaction platforms, including the App Store.
3190 The position as to Nintendo is even more stark. Nintendo still does not allow cross-wallet functionality. Its refusal to agree to that functionality is recorded in an internal Epic email sent by Mr Bill Fine to Mr Mark Rein and others on 27 April 2018. Mr Sweeney ultimately accepted that that refusal was most likely due to a concern that agreeing to cross-wallet functionality could cause Nintendo to lose revenue. Again, that reflects a belief on Nintendo’s part that its Switch platform competes with other platforms that do permit cross-wallet functionality, including the App Store.
3191 Further, the console manufacturers’ concerns about losing revenue to mobile platforms were well-founded. At the time of Nintendo’s refusal to agree to cross-wallet, Mr Sweeney perceived that there would be revenue bleeding out of console into mobile and thought Nintendo not agreeing to cross-wallet might be a good stopgap solution to that.
3192 As Mr Sweeney explained in his evidence, Epic had observed a trend where a cohort of Fortnite players was primarily playing on console, but primarily purchasing on mobile, and their mobile-play time was out of whack with their mobile purchasing. He further said that the cohort of players in question was non-trivial.
3193 And he ultimately accepted, consistently with his statement that Nintendo not agreeing to cross-wallet might be a good stopgap solution, that the trend Epic had observed was enabled by cross-progression, which both Microsoft and Sony had agreed to at that time, or cross-wallet, which Microsoft had agreed to, or both.
3194 Further, Epic’s views about substitution between platforms were also evidenced by its approach to the hotfix. For example, Epic projected that, in the event that Fortnite was removed from the App Store and the Play Store, between 30 and 70% of its lost revenue would transfer to other platforms, with a baseline projection of 50%.
3195 Epic encouraged Fortnite players to switch to other platforms by telling them that, according to a webpage screenshot taken in 2023 and titled “Join the Battle and Play in the #FreeFortnite Cup on August 23”, “the party continues on PlayStation 4, Xbox One, Nintendo Switch, PC, Mac, GeForce Now, Google Play, and through both the Epic Games App … or the Samsung Galaxy Store”.
3196 Mr Sweeney told Mr Spencer in an email on 5 August 2020 that Epic had plans, being the hotfix, that would provide an extraordinary opportunity to highlight the value proposition of consoles and PCs in contrast to mobile platforms, and to onboard new console users. Although Mr Sweeney attempted to justify that statement on the grounds that he might have thought consoles and PCs, on the one hand, and mobiles, on the other, were complements, the only rational explanation for referring to an extraordinary opportunity to highlight the value proposition of consoles and PCs in contrast to mobile platforms was a belief, which Mr Sweeney held, that they competed with each other.
3197 Further, even leaving aside functionality such as cross-progression and cross-wallet, it is plain that many significant developers make digital content for use in iOS apps available for purchase out-of-app.
3198 That is the case, for example, for each and every one of the top 25 iOS apps of all kinds by revenue and download, the top 25 iOS game apps by revenue, and the top 25 video streaming apps by revenue and download. A further example is the Epic Games Store, which is widely used for transactions.
3199 It only makes sense for developers to do this if they expect that at least some non-trivial proportion of iOS users will purchase such digital content out-of-app. Thus, such developers must view out-of-app purchases of digital content as substitutes for in-app purchases.
3200 Further, some developers make digital content for use in iOS apps available for purchase out-of-app at cheaper prices than in-app. The most likely explanation for this is that they do so to encourage users to acquire content out-of-app and thereby avoid the App Store commission, reinforcing the fact that they view those channels as substitutes. Developers can also offer free digital content in their web stores to encourage users to transact there.
3201 Further, a number of reader apps choose not to offer their digital content in-app at all, but only to make it available out-of-app. For example, various video streaming app developers have done that.
3202 Until April 2020, Amazon Prime Video did not have an option for users to purchase movie and TV titles in its iOS app. Such titles could only be purchased out-of-app, before being watched in-app.
3203 Similarly, none of Netflix, Stan nor Foxtel Go has an option for users to purchase a subscription in their iOS app. In each case, users had to purchase their subscriptions out-of-app, before viewing the subscribed for content in-app.
3204 Likewise, Amazon makes its Kindle e-reader app available on iOS, Android, Mac and PC, but does not allow paid transactions through the Kindle iOS or Android apps and transacts with consumers through the Amazon.com website or its Kindle e-reader device.
3205 Spotify makes its music streaming app available on iOS, Android, Mac and Windows, as well as other devices, but does not allow users to purchase subscriptions in the iOS app. iOS users have to subscribe to Spotify through a web browser before consuming the subscribed for content in the iOS app.
3206 In each of these instances, developers and the users who continue to download their iOS apps and transact for digital content out-of-app view out-of-app purchases as substitutes for in-app purchases.
3207 These industry practices also illustrate a further point. Developers who have, under the reader rule, made content available only outside the iOS app must have assessed that the transaction costs to users of making an out-of-app purchase are not so great as to deter the purchase.
3208 Further, platforms compete with each other for users by offering exclusive digital content. Epic has used the demand for exclusive Fortnite digital content to extract commercial advantages from platform operators.
3209 Further, the App Store has promoted exclusive digital content for Roblox, PUBG Mobile and Angry Birds 2. The Play Store has promoted exclusive digital content for Roblox, Star Wars: Galaxy of Heroes, and Pokemon Go.
3210 And an extension of this form of competition is that platforms have also sought to constrain competitors’ access to exclusive Fortnite digital content.
3211 Further, game streaming services compete with the App Store and other gaming platforms.
3212 So, in 2024 NVIDIA’s GeForce now website emphasised the ability to play on numerous devices including iPads and iPhones and sought to differentiate the service from platforms that allow for the download of native apps. It promoted the ability to “game anywhere, on any device, without any downloads” and emphasised that “[y]ou’ll never need to download, update or patch your favourite games again—everything is handled in the cloud”. Further, Mr Sweeney regards streaming services as alternatives to playing Fortnite using a native app. In March 2020, he published a tweet that read “[c]loud streaming services will also be key players in ending the iOS and Google Play payment monopolies and their 30% taxes”. That view is supported by the evidence that within a matter of weeks, Xbox Cloud Gaming achieved meaningful market share.
3213 Now I accept that all of these matters demonstrate some competition between platforms for developers and users, but I do not accept that this amounts to close competition or the existence of close competitive constraints. This competition does not deny my conclusions on market definition or the existence of a substantial degree of market power as I have found concerning both the Apple context and the Google context.
Conduct of developers in choosing between competing platforms
3214 Let me elaborate on certain aspects from the developers’ perspective.
3215 Choices of platform are affected by a number of considerations. If a platform has a reputation for security or good quality games, or processes transactions smoothly and securely, those factors are attractive to developers.
3216 The number of users is important. Further, the patterns of behaviour of users on different platforms may make certain types of users more attractive to developers than others.
3217 Further, marketing support provided by platforms is a factor affecting the platforms on which developers choose to launch.
3218 Further, from the perspective of a developer, the commission fee paid to the platform, which reflects a payment in exchange for a range of benefits, is obviously a consideration in terms of both the fee and the services provided in exchange.
3219 Let me set out some more detailed evidence on the subject.
The developer perspective about Apple’s services
3220 Mr Ringrose of SMG Studio, a game app developer, gave evidence about the types of tools, resources, services and opportunities that Apple provides to developers like him to enable developers to develop apps for iOS devices and distribute them through the App Store. The particular examples given by Mr Ringrose are the following, although I have already touched on some of these.
3221 First, there are SDKs for the development of apps for iOS devices.
3222 Second, there is App Store Connect, which is a central platform for developers to create product pages for apps on the App Store, to submit apps and app updates for Apple to review, to configure pricing, subscriptions, in-app purchases and release of developers’ apps, to view and respond to app user reviews for developers’ own apps and to access analytics that measure the performance of developers’ apps such as sales data, financial reports, download rates and other statistics and trends.
3223 Third, there is Xcode IDE, which is a software development tool Apple provides to developers to develop their apps for iOS devices, and which significantly reduces the time and resources needed to develop an app.
3224 Fourth, there is TestFlight, which is software that allows developers to conduct beta testing of their apps by making them available to up to 10,000 external testers prior to launch. Feedback provided by testers provides valuable information for improvements and identification of unwanted issues such as crashing and broken links before the app is launched on the App Store.
3225 Fifth, there is ReplayKit, which is an SDK that allows users to record video from their iOS device screen and audio from the app and device microphone so that users can share recordings with other users through email, messages and social media.
3226 Sixth, there is GameKit. which provides integration with Apple’s Game Centre social network gaming features and enhances gamers’ experience by providing a single user account for use across multiple games and Apple devices, the ability to add leaderboards for players to rank themselves among friends and other players globally, and the ability to reward players with prizes and achievements and thereby encourage them to stay in the game. Game Centre also enables multiplayer functionality including automatic matching and the option for users to invite friends to join a game.
3227 Seventh, there is StoreKit, with which developers may offer players additional content and add-on features by way of in-app purchase and subscriptions.
3228 Mr Ringrose also explained the benefits to him as a developer in relation to other aspects of distribution and monetisation. Apple’s services provide efficient processes for payment remission, currency conversion, local sales tax, chargeback facility, payment of payment processing fees, legal compliance such as parental guidance requirements, invoicing requirements and cooling-off periods, management of customer enquiries, support for billing issues, troubleshooting, addressing refund requests and processing refunds. By taking advantage of these services developers can avoid incurring costs they would otherwise incur if they distributed apps directly to users.
3229 Further, the efficiency and efficacy of the App Store app review process is a further aspect of differentiation which is of interest to developers.
3230 Mr Ringrose’s SMG Studio, which has submitted around 15 to 20 unique apps and thousands of individual submissions for app review, has found the App Store app review process to be straightforward, that approvals for apps and app updates have generally occurred within 24 hours of submission, and requests for expedited review of apps have been granted within a short period.
3231 Further, there is marketing and other support from Apple’s developer relations team based in Australia, which is the primary point of contact for Mr Ringrose’s studio to communicate with Apple and to provide feedback, ask questions or raise concerns about the App Store app review process or App Store generally. The developer relations team is proactive. It provides information about new App Store features and opportunities to work with Apple to enhance the developer’s apps and increase its marketing exposure.
3232 As a result of the App Store, Mr Ringrose’s SMG Studio has grown to make its game apps available to players in 175 countries and collects revenues on global transactions.
3233 The business model of SMG Studio also illustrates the variety of options available to developers to take commercial advantage of Apple’s offerings. Many of SMG Studio’s free to download apps include in-app advertising. In-app advertising is the largest source of SMG Studio’s revenue on the App Store and other platforms. SMG Studio does not pay any commission to Apple for revenue earned through in-app advertising in the App Store.
Choices available to developers
3234 As Apple has pointed out, developers make commercial decisions about the platforms on which they distribute their digital content, including apps and in-app content. There was no real contest concerning the following propositions.
3235 If a developer chooses not to offer a game on a specific platform at any given point in time, that does not preclude that platform from being a substitute, bearing in mind that a market includes the area of potential as well as actual close competition. Developers may expand the reach of their games on platforms over time.
3236 Developers have choices available to them as to the platforms on which they release software. Where an app is released on multiple platforms, developers have choices as to the order in which they release the app. Porting an app to a new platform requires a developer to commit substantial engineering time, resources and money. If their resources are limited, they make choices about which platforms to develop for and how much time to spend on developing for particular platforms.
3237 Game developers also decide where and how app users will pay for games, which facilitates app user substitution across platforms.
3238 Developers can enable customers to use in-game currency purchased through alternative platforms on iOS devices, that is, cross-wallet play.
3239 Developers may allow linking of in-game content and game progression across devices using a common user account which spans different platforms, that is, single sign-on, thereby enabling continued game play, that is, cross-progression.
3240 Offering virtual currency and single-sign on are features that further strengthen substitutability between app transaction platforms.
3241 All of these matters support the conclusion that transactions through alternative platforms can be functional substitutes for transactions through the App Store.
3242 Now developers will consider many variables when deciding whether to develop games for particular platforms, including the developer’s own resources, which platform and which user base represents the most apt target for the game, whether the developer has the skillset to develop for particular platforms, and the different price points for iOS and Android.
3243 As Apple points out, various matters are important to developers when deciding on which platforms they will distribute including the level of commission charged by the app store, the user base of the app store, the degree to which the app store self-preferences its own apps, the quality of search or discoverability functions, the quality of security and parental controls, the payment processing solutions offered and the extent to which developers consider that these features will attract consumers and therefore increase the audience for their apps.
3244 The iOS user base is viewed by developers as potentially being more valuable than Android. Many developers invest more resources for iOS than for Android, either by not creating Android apps at all, by launching apps on Android after launching on iOS, or by making iOS versions of their apps better than their Android versions.
3245 Further, developers may develop games for multiple platforms. Many independent developers in Australia initially develop their games for major transaction channels like Steam, and if their games are appropriate or there is consumer demand to play on mobile then they will expand their distribution to the Play Store and the App Store. As developers become larger and more successful, they expand distribution to more platforms.
3246 Further, developing apps on multiple platforms is the prevailing practice of developers of game apps. The following examples of apps available on multiple platforms are identified in the evidence.
3247 In June 2021, 97 of the top 100 downloaded iPhone game apps were also available on the Play Store.
3248 Minecraft, one of the best-selling video games of all time, is available on the App Store, the Play Store, Microsoft Store, Amazon Appstore, Nintendo eShop, PlayStation Store and directly from Minecraft's website.
3249 Roblox, with 202 million active users in July 2023, is available on the Microsoft Store, App Store, Amazon Appstore, the Play Store, PlayStation Store and Quest Store.
3250 Genshin Impact, a role playing game with 64 million players worldwide in June 2023 is available on the Microsoft Store, Epic Games Store, PlayStation Store, App Store and the Play Store. Play can occur with users on other platforms, and transactions made on one platform apply to all platforms using the user's cross-platform account.
3251 Fortnite has, at various points in time, been available on Windows and Mac computers, Xbox, PlayStation, iOS, Android, Nintendo Switch, and as a streamed version on PCs and mobile devices via NVIDIA GeForce Now and Microsoft's xCloud Gaming services.
3252 Data in December 2019 from App Annie, which is an analytics platform now known as data.ai, showed that 83 of the top 100 downloaded iPhone game apps were available on both the App Store and the Play Store. Among the top 100 downloaded Android phone game apps, 95 were available on both platforms. For the top 100 game apps by estimated revenue from paid downloads and in-app purchases, the corresponding figures are 99 and 100 respectively.
Mr Sweetapple-Gagiero’s evidence
3253 As I mentioned towards the outset of my reasons, Mr Sweetapple-Gagiero gave evidence relating to apps found on various app stores.
3254 Now Mr Sweetapple-Gagiero recorded the availability of 58 apps on the App Store, Play Store, Galaxy Store, Huawei App Gallery, Microsoft PC Store, Epic Games Store, Steam, Microsoft Xbox Store, PlayStation Store and Nintendo eShop. But his affidavit was not fully transparent as to how he chose his list of 58 apps.
3255 Only 16 of the 58 appear on a spreadsheet showing the top 50 apps by downloads in 2021 in each of four genres being games, entertainment, lifestyle and photo/video genres.
3256 Of Mr Sweetapple-Gagiero's 58 apps, only the following appear: Twitch - Live Game Streaming, Picsart Photo & Video Editor, Tinder, Hinge, Bumble, TikTok, Disney+, Crunchyroll, Roblox, Homescapes, Call of Duty Mobile, Pokemon Go, Top War: Battle Game, Candy Crush Saga, Clash of Clans and Royal Match.
3257 Mr Sweetapple-Gagiero’s list of 58 apps does not appear to be a representative sample or reflective of the most downloaded apps. Nonetheless, the following observations can be made about the apps that have been considered.
3258 All 58 apps are available on both the App Store and the Play Store.
3259 34 of the apps are also available on at least one other app store, and in some cases up to four other app stores.
3260 Of the 58 apps chosen by Mr Sweetapple-Gagiero, the Galaxy Store, Huawei App Gallery and Microsoft PC store had the best availability after the App Store and Play Store, consistent with those stores being general interest app stores. The availability of the 58 chosen apps on those app stores was as follows: Galaxy Store (15 apps), Huawei App Gallery (19 apps) and Microsoft PC Store (22 apps).
3261 This is consistent with those app stores being less successful than the App Store and Play Store at attracting developers to develop apps for those platforms.
3262 The availability of Mr Sweetapple-Gagiero's chosen apps was sparser across the Epic Games Store (2 apps), Steam Store (2 apps), Microsoft Xbox Store (5 apps), PlayStation Store (1 app) and Nintendo eShop (2 apps).
3263 That is consistent with those stores specialising in games, or AAA games, and not being general-interest app stores.
The technical capacities of devices and available tools
3264 Now one factor that developers are obviously interested in has been the technical capability of a particular device or platform.
3265 In the early 2000s Microsoft and Sony released versions of the Xbox and PlayStation with 3D graphics and network capabilities which caused some developers including Epic to develop games for consoles.
3266 In the mid-2000s Epic decided to focus its resources on consoles rather than other platforms because the commercial potential of consoles at the time was greater.
3267 A related consideration is the quality of the tools available to developers to assist in developing a native app for an operating system. Differences in the quality of a platform’s software development tools and APIs will affect the time and resources required to develop apps for the platform. APIs on some platforms are able to deliver higher fidelity graphics than on other platforms.
3268 Further, Android users were used to receiving games a couple of months after iOS. Mr Sweeney agreed that whilst it was not universal, there are many games that release first on iOS and thereafter on Android. And he explained a number of factors affecting this in an exchange that concerned a discussion in February 2018. He said that Android inherits many APIs from the Java programming language for historical reasons, but games like Fortnite are written in the C++ programming language. Further, at February 2018 the specific graphics features in Android and iOS used different APIs and the Android APIs were more complex. Further, the Apple APIs were significantly superior.
3269 Now in many cases, this complexity stems from Android supporting a wide variety of hardware from different manufacturers.
3270 Further, after software has been launched on multiple platforms, developers continue to make choices about whether and when to update or launch new software features on particular platforms.
3271 Further, most game developers are no longer concerned with developing solely for a specific platform, or form-factor, such as non-handheld consoles or PCs, but instead are seeking development opportunities, often across multiple platforms and/or distribution methods, to reach the greatest number of users possible wherever they choose to play.
3272 Game developers are, to an increasing extent, engaging with game subscription services and cloud gaming and publishing games on a multi-platform basis.
The design of games
3273 When designing games that are to be released on multiple platforms, developers seek to offer a game experience that is largely consistent across those platforms.
3274 It is rare for a game to involve material changes between platforms in terms of underlying themes, stories or objectives, characters, gameplay mechanics, art such as environments, items and character-design, and sound design.
3275 Developers will generally need to modify limited aspects of the game’s code and controls for each specific platform. The focus of developers is instead on ensuring that the user experience is as consistent as possible across different platforms.
3276 Different game hardware may result in some differences in gaming experiences for users, but gameplay across devices is broadly similar as between different hardware.
3277 There has been a convergence in terms of technical capacity and hardware performance. Gaming consoles, PCs and mobile phones are no longer segmented by reference to demographics and technical limitations, given the evolution in the technical capabilities across all types of devices, including computing power, processing and graphics processing capabilities, memory, storage, and internet connectivity. Further, users are becoming increasingly comfortable with playing games on mobile devices.
Epic’s decision-making
3278 Now in strategising about new and existing games, and as Apple has pointed out, Epic routinely has to make decisions about where to launch new games and whether to extend the availability of existing games to new platforms.
3279 Relevant factors impacting on such a decision include the technical viability of launching on a platform, the tools that are available to launch on a particular platform, the number of users that can be reached through a particular platform and how desirable the platform will be to users.
3280 Choices by Epic about platforms, and decisions about the timing and level of resources to be devoted to the exercise, are affected by the following matters. First, the technological capabilities of platforms and devices. Second, the tools available to developers to develop games for particular platforms and devices. Epic has used the software development kits, APIs and development tools licensed by Apple to Epic under the DPLA for the purpose of developing iOS apps. Third, the number of users of a particular platform. Fourth, the commercial success of a game, which might bear on decisions about whether to develop a game for additional platforms.
3281 Further, developers tend to have separate mobile and console teams and so developers decide between allocating resources between one and the other.
3282 Epic was not interested in developing apps for Android and did not become interested in doing so until around 2013. Mr Sweeney thought it was easier to develop games for iOS before that time. Epic was in a hurry to develop a high-quality 3D game on a mobile device, and to that end diverted the resources of one of its subsidiaries from an existing project into developing a 3D game for the iPhone.
3283 The history of the launch of Fortnite on different platforms bears out these points. Epic developed Fortnite originally for PC and Mac, then for consoles and later for mobile platforms. Epic only began conversations about launching on iOS in December 2017 and January 2018. That later development occurred because of the commercial success of Fortnite.
3284 When Epic launched Fortnite on iOS its goal was to let existing Fortnite players know that there was a new way to play Fortnite, without expecting that they would necessarily stop playing on consoles or PCs. Fortnite’s marketing proceeded on the basis that many users will play on more than one device and would have the ability to conduct their transactions on multiple devices. In general, Epic’s concern is with encouraging players to engage with the game and transact, regardless of where the engagement and transactions are occurring.
3285 In March 2018 Epic’s priority was to launch on high end Android devices, but not on low end Android devices, and a lesser priority was to launch on Nintendo Switch.
3286 Epic devoted considerable engineering time and effort to port the Fortnite app to iOS, even though it already had a Fortnite app for Mac.
3287 Epic had wanted to launch on iOS and Android simultaneously, but the build for Android took longer because Android operating system APIs were more difficult to use than iOS operating system APIs and it was more difficult to ensure compatibility with Android devices.
3288 The timing of the launch on Android was also affected by the Android APIs being more difficult to use and this meant that Epic had to deploy additional resource towards developing for Android. Google’s software development tools were less sophisticated than Apple’s in terms of usability, reliability and integration.
3289 The iOS app was released in March 2018 and the Android app in August 2018.
Pricing and monetisation decisions
3290 Developers are generally free to make their own choices as to the monetisation strategy to be adopted and, where paid transactions are involved, the price of apps and the price of in-app content.
3291 In the iOS context, Apple makes available a price matrix with a broad range of price points. This does not impose any practical limitations. As at 7 December 2022, developers could choose from 900 price points between $0.39 and $17,999.99. It is a matter for each developer to choose their preferred price points. Developers can change their price at any time at their discretion but within Apple’s stipulated price matrix.
3292 Apple does not impose any requirement that prices for apps and in-app content for iOS native apps bear any particular relationship with prices for the same apps and in-app content available from other sources.
3293 Further, it is open to any game developer, in a number of ways, to substitute away from a platform or away from particular charges, such as by providing a discount on its preferred platform and promoting that discount to app users, by monetising its apps in a way that does not attract a commission, by removing its apps from a platform, or by reducing the resources it expends on developing and updating apps for one platform relative to others. There is the potential for substitution.
3294 Mr Johanson-Blok gave evidence comparing the prices for digital content in native apps on iOS and PC.
3295 The apps were selected by Professor Wright taking the top 2 apps in terms of user expenditures in different categories of the top 100 apps on iOS in Australia. The resulting sample cannot be said to be representative, and in any case, is a small sample. Nonetheless, Mr Johanson-Blok’s tables show the following.
3296 Some apps have uniform availability and pricing for digital content across iOS and PC apps such as Disney+ and Slotomania.
3297 Most digital content was available on both types of app, but some apps have some content that is available only on the PC app or only on the iOS app.
3298 Most apps have cheaper prices for digital content on PC than on iOS. One example is Tinder. This may reflect developers seeking to encourage digital transactions on a platform with a lower commission, and certainly reflects their freedom to do so. But there were exceptions where content was cheaper on iOS than on PC, for example, the LinkedIn “Career subscription”.
3299 Further, Epic has chosen to enter into most favoured “nation” arrangements with Sony. In September 2018, Epic agreed to pay Sony a royalty if the ratio of the commissions Epic paid to Sony on the sale of V-Bucks on PlayStation became out of sync with user playtime on PlayStation. This shows a console operator seeking to some extent to insulate itself against perceived possible competition from alternative platforms.
3300 Developers are also free to communicate with users to inform them of alternative pricing available from other sources.
3301 So, Epic has contact information for all registered users. Epic does in fact communicate directly with its users about matters of Epic’s choosing. Epic could make V-Bucks available more cheaply on its website, where no commission is payable, and from other sources, subject only to the most favoured nation obligations it has agreed to.
3302 There is nothing preventing Epic from marketing to users the cheaper sources of V-bucks.
3303 This optionality is relevant to the prospect of switching between alternative sources of apps and in-app content.
3304 Again, I accept that all of these matters demonstrate some competitive aspects as regards the choice of platforms by developers, but I do not accept that this amounts to close competition or the existence of close competitive constraints.
Developer side responses and constraints
3305 Now Apple has suggested that there are specific steps developers may take that impose close constraints on Apple. But I should say now that I have not accepted Apple’s arguments on this point.
3306 Now the potential developer responses were advanced through Apple’s expert witnesses, but some are not commercially realistic. Moreover, I agree with Epic that they would not be a sensible response to avoid paying Apple’s commission if it were to increase by 5 to 10%.
3307 So, as Epic points out, app developers are unlikely to delist from the App Store in response to small changes in the relative price or quality of iOS app distribution services. Delisting would involve forgoing access to all iOS device users when they are using their device. Forgoing access to that different and very substantial user group would not be a rational decision for a developer to make in the face of a small change in Apple’s commission.
3308 Further, the proposition that Apple is constrained by the ability of developers to make their digital content only available for purchase in other non-iOS channels so as to steer users outside of iOS in response to an increase in Apple’s commissions is problematic. It would only be an option for a very small proportion of iOS developers who qualify for and receive approval to use the reader rule, which I have explained elsewhere.
3309 Further, as Epic points out, other changes to a developer’s business model or monetisation strategy, such as moving to ad-financing, do not involve any reduction in demand for iOS app distribution services. And it is also not likely to be a rational decision, given that it involves forgoing revenue from paid downloads and in-app purchases, with no reduction in fixed costs.
3310 Let me now elaborate on some of the specific steps that Apple said that developers could take.
The delisting of apps from the App Store
3311 In response to an increase in App Store commissions, I agree with Epic that iOS app developers are not likely to delist their apps from the App Store, largely for the reasons that Epic advanced.
3312 First, App developers are unlikely to delist from the App Store because such listing enables them to distribute their apps to a large number of users. In 2021 a total of 7.08 million app users in Australia either made paid app transactions on the App Store or made in-app purchases through apps downloaded from the App Store, for a total expenditure of AUD 1.99 billion. Developers therefore have a strong incentive to continue offering iOS apps.
3313 Professor Wright's quantitative analysis of the top 100 apps on the App Store further demonstrates this. The vast majority of these apps on iOS would generate more net revenue for developers following a SSNIP than the same apps currently earn from the Play Store, even where a pass-through of zero is assumed.
3314 Second, app developers are unlikely to delist from the App Store in response to a SSNIP in order to divert users to their apps on non-iOS distribution channels with lower commissions.
3315 This is consistent with Professor Wright's evidence that it would be more profitable for Fortnite and the top 100 revenue-generating apps on the App Store to absorb a SSNIP rather than rely on this delisting strategy.
3316 Further, Professor Goldfarb analysed the Fortnite removal event to determine what revenue Fortnite would have generated had it not been removed from the App Store and had Epic absorbed a 5 to 10% increase in the App Store commission rate. Professor Wright used this to conclude that, in response to a SSNIP, Epic would find it more profitable to stay on the App Store rather than delist and rely on iOS users diverting to other channels that Fortnite was available on.
3317 Professor Wright also found that all of the top 100 revenue-generating apps on the App Store would similarly find it profitable to absorb a SSNIP. Professor Wright determined this by calculating the minimum diversion each of these apps would require for delisting to be profitable. The lowest threshold was 77%, and the average for the top 100 apps was 89%. At the least, all apps would have a threshold of at least 70%. But only around 20% of Fortnite revenue diverted following the removal event, and other apps would have had an even lower diversion rate. This is due to Fortnite's high level of cross-platform functionality, the app already being very well known, and Fortnite's loyal user base.
3318 Third, developers are unlikely to delist their apps to save on maintenance costs. It is unlikely that app developers would choose to delist or abandon their app on the Australian App Store in response to a SSNIP in order to save on the fixed costs of maintaining or upgrading their app.
3319 Many apps are multi-national and would save little to nothing from delisting in Australia alone.
3320 Further, those multi-national apps are also unlikely to delist in all their jurisdictions in response to a SSNIP in Australia. The vast majority of the revenue of the top 100 apps is from outside Australia.
3321 Further, many multi-national apps are available in other smaller countries where little revenue is generated. Their presence in those countries demonstrates that it would remain profitable for them to absorb a SSNIP in Australia.
3322 Further, all other apps are likely to be small and benefit from the small business program. These apps pay a commission rate of 15%. They would face a negligible price increase following a SSNIP of around 0.75% and many were also willing to pay a 30% commission prior to the implementation of the small business program.
3323 At most, some small apps may decide to delist from the Australian App Store if they are Australia-specific or Australia-focused. But these smaller apps would constitute a negligible proportion of gross expenditure on the Australian App Store and would likely be highly replaceable with other apps on the App Store. Their delisting would have a trivial impact.
3324 Fourth, I agree with Epic that delisting is an extreme response given that it would result in the denial of revenue and is not a credible option for developers. It is therefore very unlikely to pose a competitive constraint on Apple.
The consumption-only scenario
3325 Now in theory it can be accepted that developers could make their digital content only available for purchase through other non-iOS channels to steer users outside of iOS in response to an increase in Apple's commission rate.
3326 But with limited exceptions, Apple prevents iOS app developers from offering users access to digital content purchased through another channel unless that content is also available for purchase within the iOS app. Only a small number of apps of certain genres are eligible to do this, but even then, the developers of those apps must first submit a request to Apple, and receive approval, to use the reader rule, which approval can be rescinded at Apple’s absolute discretion.
3327 Now Professor Hitt and Mr Houston used Netflix's decision to turn off IAP for in-app purchases to argue that paid transactions outside of the App Store are substitutes for paid transactions on iOS. But as Epic points out, Netflix is an atypical app, with a strong brand and low rates of churn. Its approach is unlikely to be profitable for most apps subject to the reader rule. In considering its decision to turn off IAP, Netflix conducted testing in multiple countries to understand the value of IAP. But even for Netflix, turning off IAP was a difficult decision even though retaining 30% of all in-app purchases would be far more profitable for Netflix than incurring a 3% increase in commission in a SSNIP.
3328 Further, developers are unlikely to change to a consumption-only model for apps in response to a small change in commission levels when they could simply adjust the price or quality of their apps and in-app digital content.
3329 In any event, I agree with Epic that changing the monetisation model of an app to be consumption-only does not involve any reduction in the use of iOS app distribution services. There is no substitution of those services that occurs.
Change of business model
3330 I also agree with Epic that developers shifting their monetisation model to ad-financing or other non-commission based models in response to a SSNIP is unlikely to constrain Apple's conduct.
3331 Shifting monetisation models would require developers to forgo revenue from paid downloads and in-app purchases and rely on in-app advertising. In circumstances where the app would remain on the App Store, there would be no material saving in fixed costs but there would likely be additional costs to adopt this model. In addition, this is a commercially unrealistic scenario as Epic points out.
3332 First, developers can monetise via in-app advertising without having to forgo monetising via paid downloads or in-app purchases. Indeed, popular apps such as TikTok, LinkedIn, YouTube and Disney+ are examples of apps which employ both monetisation strategies simultaneously.
3333 Second, for certain developers, in-app advertising may be an unattractive monetisation strategy because it degrades the user experience and could discourage the use of a developer's app altogether.
3334 Third, Apple's app tracking transparency policy allows users to refuse permission for a developer to track a user's activity across other companies' apps and websites. Should a user refuse to provide permission, the ability for a developer to offer personalised ads is diminished, making in-app advertising an even less viable substitute for developers compared to paid download fees and in-app purchases.
3335 Now Professor Hitt separately posited that another monetisation channel to which developers could switch is in-app promotions and events. Professor Hitt cited two anecdotal examples to support this view being Pokemon Go, which monetised sponsored visits to physical locations, and Ticketmaster AU, which offered paid promotional placements of creator events on their app.
3336 But Pokemon Go primarily monetised using in-app digital content. Further, Professor Hitt did not provide any evidence relating to how these examples demonstrate that app developers would change their business models from digital content monetisation to an alternative form of monetisation in response to a SSNIP, or indeed how these apps would operate as a constraint on Apple exercising market power.
3337 Generally, Apple’s economic experts have not advanced any empirical evidence to suggest that app developers would respond to a SSNIP by changing monetisation models from either paid downloads and in-app purchases to in-app advertising. Instead, Apple merely focuses on the possibility of developers completely changing their monetisation model in response to a SSNIP.
3338 This ignores the more likely possibility of developers adjusting the extent to which they rely upon the various avenues of monetisation.
3339 Professor Hitt and Mr Houston also suggested that paid app downloads are substitutable for in-app purchases of digital content.
3340 It is far from clear that paid downloads and in-app purchases are commercially realistic alternatives for most developers. In any event, while it may be correct that some developers can choose whether to monetise through paid downloads or through in-app purchases, it is incorrect to describe this as substitution. A developer selling digital in-app content still needs to use the distribution services supplied by Apple.
3341 I agree with Epic that Professor Hitt’s attempt to re-characterise this as an instance of substitution was unconvincing.
Decrease in quality and level of investment
3342 Now Mr Houston suggested that Apple would be constrained by the threat of app developers de-prioritising the development of their iOS apps and reducing app quality in response to a SSNIP in order to steer users to make purchases on other channels. But this is not commercially realistic and, in any case, does not constrain Apple for several reasons as Epic points out.
3343 First, Mr Houston failed to provide evidence that developers would behave this way in response to changes in commission levels, nor did he articulate exactly how developers would have the ability to steer users to make purchases of digital content through non-iOS channels by reducing the quality of their iOS apps. Mr Houston's claim lacks a sufficient evidentiary foundation.
3344 Second, the impact of a SSNIP on developer revenue is unlikely to be sufficient to have a material impact on developers' investments.
3345 In fact, Professor Hitt's natural experiments showed no clear change in the quantity of transactions in response to reductions in commission rates on the App Store. This is consistent with developers not improving the quality of their iOS apps or further investing in these apps to divert users to the App Store following a reduction in App Store commissions.
3346 These were not modest changes to commission rates as in the case of a SSNIP. As Professor Wright observed, these were large commission changes and one would have expected to see quantity shifts if, indeed, there was this kind of behaviour occurring.
3347 Contrary to Mr Houston's claim, developers are therefore not likely to lower the quality of their iOS apps in response to a SSNIP, and certainly not within the timeframe of a SSNIP. As Professor Hitt observed, if developers do not pass through price changes, they are unlikely to engage in behaviour that reduces the quantity of their apps that users demand.
3348 Third, any reduction of developer investment in an app due to a reduction in developer revenue is likely to affect the quality of and demand for the app across all the channels on which it is available. This would frustrate any attempt by developers to substitute users away from making purchases on iOS.
3349 Fourth, it would seem that developers prefer to set uniform prices for their apps and in-app purchases across platforms. So, developers would not steer users through differential quality investments. There are two reasons, as Epic points out. The first reason is that assuming users are able to observe quality differences in in-app content between channels, developers would suffer reputational impacts from having differential quality. The second reason is that assuming users are not able to perceive quality differences, relative quality changes would be an ineffective steering mechanism.
3350 Fifth, and as Epic rightly says, the development of apps on different platforms is additive. In particular, the App Store and the Play Store cater to unique and distinct user bases. That developers often choose first to launch new apps or versions of apps on one platform, followed by another once sufficient demand has been established, underscores the importance of developing apps to the same standard of quality across platforms. Developers are therefore unlikely to steer users through quality differentiation from one platform to another.
Do developers consider iOS and Android app distribution to be substitutes?
3351 In my view the evidence supports the proposition that the iOS and Android user bases are distinct and viewed by developers as complementary in nature.
3352 As Epic correctly contended, the most popular apps that generate the majority of commission or service fee revenues are present on both the Play Store and the App Store.
3353 Professor Wright found that each of the top 100 revenue generating apps on the App Store in Australia in 2021 was also present on the Play Store.
3354 Ms Edwards-Warren also found that each of the top 50 revenue generating apps on the Play Store in Australia in 2021 was also present on the App Store. For Australia in 2021, apps common to both the Play Store and App Store accounted for 73.7% and 75.7% of downloads from the respective app stores and 94.1% and 89.1% of their respective revenue.
3355 As Professor Wright explained, app developers have a strong incentive to offer iOS apps so that they can access the large and valuable base of iOS app users. In Australia in 2021, 51% of mobile devices sold were iOS devices. In the same year, 7.08 million app users in Australia made paid app transactions on the App Store or in-app purchases through apps downloaded from the App Store. In doing so, they spent AUD 1.99 billion. Developers are not likely to forgo access to such a valuable customer base, particularly given its “stickiness”.
3356 Professor Wright found that there is “a “bottleneck” whereby Apple has control over app developers’ access via mobile devices to the largely unique base of iOS app users”. And so the fact that the App Store provides access to a large base of users who cannot be accessed by Android app stores incentivises developers who want to offer their app on mobile devices to offer their apps on the App Store, whether or not they offer their apps on Android app stores. I agree with Epic that this suggests that app distribution services via Android app stores are not a substitute for iOS app distribution services via the App Store for app developers. Professor Goldfarb reached substantially the same conclusion.
3357 By launching apps on both Android and iOS, developers would reach different user groups and sources of revenue. So, from a developer’s perspective, releasing their app on Android as well as iOS is additive in terms of access to users and revenue.
3358 Releasing apps on iOS and Android allows developers to reach users on iOS devices and Android devices respectively. Developers who do not launch their apps on the Play Store in addition to the App Store might forgo significant revenue.
3359 Google’s evidence supports the view that developers are likely to release their apps on Android in addition to, rather than instead of, iOS. Google’s strategy was one directed at encouraging developers to release apps on Android in parallel with iOS. Google did not consider developers launching their apps first on iOS to be a competitive threat.
3360 In summary, it would seem to me that app developers view app distribution on the App Store and app distribution through Android app stores as supplements and not substitutes. Further, the complementarity of distribution through the App Store and Android is strengthened by the following matters, as Epic points out.
3361 First, there is the presence of shared costs. To the extent that there are some costs of developing, upgrading and marketing an app which would be incurred whether the app is developed for one or multiple OSs, an app developer’s decision to develop and upgrade an app for the Play Store could make it more likely to want to do so for the App Store as well and vice versa. The incremental costs of doing so would be lower given that those costs would have already been incurred to bring and maintain the app on the first OS.
3362 Second, there are developer specific positive network effects. For categories of apps which become more valuable to users by reason of the more users they can interact with, listing on the Play Store, which would increase the number of users of the app and increase its attraction to other users, would be more likely to increase rather than decrease App Store demand and revenues.
3363 Third, there is the potential for shared benefits from marketing. In a scenario where there is a decrease in commissions on the Play Store that is large enough to lead app developers to invest more in their app(s), this could also increase the demand for their app on iOS, and therefore increase rather than decrease App Store revenues.
3364 Let me now turn to another topic.
Perceived competition between Apple and Google
3365 Now it may readily be accepted that the views and practices of informed industry participants, including as to who they perceive to be their competitors, are of some weight on market definition.
3366 Apple says that insofar as the alleged iOS app distribution market is concerned, it is contrary to who Apple and Google perceive to be competitors. It has pointed to the following matters.
3367 Apple regards the Play Store, other Android app stores, console stores and various other platforms as competitors.
3368 In 2010, the then chief executive officer of Apple referred to a “holy war” with Google in an email on 24 October 2010. And in 2016, the most senior executive responsible for the App Store identified the Play Store as the App Store’s competitor and expressed a view that there is an increasingly crowded market of app transaction platforms.
3369 Mr Schiller’s evidence was that the App Store competes in an increasingly crowded market of app transaction platforms, which are available across multiple devices including tablets, smartphones, laptops, PCs, Macs, and game consoles. Mr Schiller gave detailed evidence about the App Store’s efforts to attract developers and the network effects of a two sided platform.
3370 Ms Wong gave evidence about the efforts of Apple’s Australian developer relations team to attract developers to the App Store in Australia. Her evidence was that Apple competes with numerous other platforms where developers and users can transact.
3371 But I agree with Epic that the evidence of Mr Schiller and Ms Wong about efforts to attract developers does not establish that Apple viewed other app stores as strong competitors. It is consistent with a desire to grow the size of Apple’s developer base, irrespective of those developers’ dealings with other app stores.
3372 Now various Apple documents reflect that Apple regarded PC app stores and consoles as the App Store’s competitors from its inception.
3373 Mr Schiller referred to a 10 December 2008 internal Apple presentation titled In-App Commerce, in which the different app commerce models used by Microsoft’s PC store, Steam, Xbox, Nintendo and PlayStation are discussed. The presentation concluded that “[i]n-game commerce is just coming to fruition without a clear leader to benchmark against” and said that “[d]evelopers believe that Apple could vault into a leadership position”.
3374 But it summarises then current app commerce business models. The particular passage on which Apple relies does not suggest Apple was in any way constrained by alternative app stores, even then.
3375 Mr Schiller also exhibited an undated presentation titled 4th Annual App Store Global Management Team Summit for FY2014. There is a section of the presentation titled Competition. The next twelve slides discuss the Google, Samsung and Amazon app stores, including analysis of the number of apps available and market share.
3376 But I agree with Epic that the slides to which Apple refers offer no more than superficial descriptions of alternative app stores. It is not evidence that Apple perceived those alternative app stores to be close constraints then, let alone now.
3377 In its Form 10-K for the fiscal year ended September 30, 2023, Apple stated that:
The Company believes the availability of third-party software applications and services for its products depends in part on the developers’ perception and analysis of the relative benefits of developing, maintaining and upgrading such software and services for the Company’s products compared to competitors’ platforms, such as Android for smartphones and tablets, Windows for personal computers and tablets, and PlayStation, Nintendo and Xbox for gaming platforms.
3378 But the Form 10-K was prepared during the height of litigation in the US and around the world, and is not evidence on which I can place any real weight.
3379 Further, Apple says that Google regards the App Store as the Play Store’s competitor and also regards other app stores and consoles as competitors for both developers and users. Now I should note here that I have dealt with Google’s perspective in my reasons in the Epic v Google proceeding. As I have said earlier, all sets of reasons should be read together.
3380 Now I have talked about the perception, but what is the reality in terms of competition?
3381 Now I agree with Epic that there is a substantial body of evidence which demonstrates the lack of any real competition between Apple and any other app store.
3382 As Epic points out, Apple does not point to a single instance in which Apple formulated any business decision in response to a competitive strategy from another app store.
3383 Now Apple seeks to avoid the fact that it does not face any competitive constraints by pointing to other app store operators which it says feel constrained by the App Store such as Google’s Play Store.
3384 But Google does not directly and closely compete with Apple in respect of app distribution. And that position is not gainsaid by self-serving evidence from Google’s witnesses. And, as Epic points out, it is not gainsaid by documents that merely identify that users and developers have options about where to use and distribute their apps.
3385 Now I am here not concerned with any direct or indirect competition for the supply of devices in any mobile devices market. I am here concerned with discussing the question of app distribution, although, undoubtedly, direct or indirect competition for the supply of mobile devices is a relevant contextual matter.
3386 Now the fact that there is parallel behaviour does not of itself indicate vigorous competition.
3387 There is no evidence that Apple and Google closely compete to distribute apps.
3388 The App Store and Play Store do not compete on price or any quality-based metric. Apple’s limited exceptions to its 30% commission structure were driven by reasons unrelated to competition with Google or any other app store provider.
3389 Google’s service fee changes and innovations are not competitive responses to Apple, including because the evidence shows that Google does not undercut Apple or otherwise attempt to steal developers and users from the App Store.
3390 I agree with Epic that the App Store and the Play Store do not vigorously compete on price.
3391 In competitive markets, one would expect price variation over time as rivals attempt to steal each other’s customers and react to each other’s price changes. This has not occurred in the present context.
3392 Google has only changed its service fee five times in the past decade and has not changed it since at least December 2022 other than in accordance with the Digital Markets Act. Similarly, Apple has only changed the commission rate on the App Store four times since its inception other than in specific jurisdictions to comply with regulatory requirements.
3393 Further, the Play Store’s headline service fee of 30% has matched the App Store for the majority of the relevant period, despite Google’s own claims in lay evidence that it lagged Apple in various quality dimensions.
3394 Further, the headline service fee of 30% is the same on the Play Store and the App Store for app developers accounting for the vast majority of Play Store and App Store revenues. 85.9% of Australian Play Store revenues in 2021 was derived from one-off in-app purchases, which did not benefit from the 15% service fee for certain subscriptions. 78% of gross Australian App Store expenditure in 2021 was subject to the 30% commission rate.
3395 Further, Google has not changed the price it charges developers on their earnings over $1 million in about 15 years, and those are the developers from which Google derives the most revenue. The equivalent position applies in respect of Apple.
3396 In his report, Professor Asker said that Google’s price changes have reflected changes made by Apple. But the evidence shows lags in pricing responses ranging from 6 months to over three years. By those responses, Google has not sought to undercut the App Store’s prices, despite evidence that Google itself considered the Play Store to be inferior to the App Store.
3397 Google and Apple do not exhibit the sense of urgency that typifies rivalrous behaviour. As Ms Edwards-Warren said, if consumers do in fact switch readily in response to changes in price or quality, one would not expect to see these types of lags in price responses.
3398 Professor Wright similarly said that if the App Store and Play Store were close substitutes, he would expect the App Store to respond quickly to any changes in the Play Store’s commission rates. But he found that the evidence points to Apple initiating price changes itself rather than in response to the Play Store, and Apple not responding to changes to commissions levied by Google in relation to the Play Store.
3399 It is also revealing that Apple’s and Google’s changes to their commissions in respect of small developers has primarily benefited “the long tail of small app developers”, or, in the case of the Play Store, the first $1 million of an app developer’s revenues, and has not affected the bulk of the App Store and Play Store’s revenues.
3400 As Professor Wright observed, competitive pressure generally incentivises firms to offer discounts to their largest customers on the supply side given that suppliers may be in a more favourable position to switch their business to competitors if they do not get a discount.
3401 Indeed, Apple and Google’s approach stands in contrast to Steam’s response to price competition from the Epic Games Store which resulted in the largest developers benefitting from the largest commission reductions consistent with a rational response in the face of competition.
3402 Further, there has been little if any price competition between Google and Apple in respect of app distribution.
3403 With the exception of developers offering subscriptions, Google has charged developers a 30% commission on earnings over $1 million for approximately 13 years with no change. It has persisted with the 30% commission rate despite being aware of significant developer dissatisfaction towards it.
3404 Further, on the two occasions when Google has modified its commission following changes in Apple’s pricing, those modifications did no more than match, rather than undercut, Apple’s pricing, and were motivated by regulatory and reputational aspects as opposed to competitive pressures.
3405 Further, the 30% commission is not a competitive price. It is not calculated by reference to Google’s costs of supply and it is not set at a level which would entice developers away from competing app stores. In fact as Epic points out, Google’s internal documents observe that there is no rationale for the quantum of the commission other than matching the fees charged to developers by Apple.
3406 Larger developers, who pay the most, also receive less value from the 30% commission than smaller developers, many of whom pay nothing.
3407 Now Mr Feng sought to justify the 30% commission broadly on the grounds of the value that Google considers that developers derive from the Play Store. But that reflects a supplier setting a price unilaterally and then seeking to justify the price that it has already set.
3408 Developers derive value by reason of being able to distribute Android apps and earn 70% of the price which users pay. That says nothing about whether that rate is competitive.
3409 In a competitive market, consumer demand would be the signal that establishes whether the product provides value for money, not the supplier.
3410 Further, I agree with Epic that it would seem that there is little truly vigorous competition on quality.
3411 Professor Hitt and Mr Houston listed developments which they said showed that Apple strives to provide a high quality of service. Similarly, Professor Asker identified what he called competitive responses based on Google’s introduction of similar innovations on Android. Again, parallel technical development does not amount to close competition.
3412 But ten of the 15 innovations identified by Professor Asker have a lag time of more than one year. If Google and Apple were investing in the Play Store and the App Store in response to competitive pressure from each other, one would expect to see short lag times between Google and Apple’s respective innovations and responses to prevent user and developer switching.
3413 Further, as Epic points out, the investments made by Google and Apple are equally consistent with investments made by a dominant firm. As Professor Wright observed, it is well established that monopolists can have an incentive to invest. And it is problematic to in effect reason, for example, that Google does not have market power in the market for online searches because they have implemented several innovations to their search engine.
3414 Ms Edwards-Warren similarly observed that even monopolists invest, and that a hypothetical monopolist would invest if the return on that investment meant that it was going to increase that profit. So, it does not follow that just because Google invests to attract developers and users to the platform, it must be facing competitive constraints. In her view, Google would make those investments regardless of whether it was facing competitive constraints or not.
3415 The absence of rivalrous behaviour between Apple and Google is unsurprising for reasons including that Google’s revenue sharing arrangements with Apple are incompatible with true competition.
3416 I have dealt with these topics in more detail in my reasons in the Epic v Google proceeding.
3417 Let me now turn more directly to the position of iOS and Android device users and developers concerning the question of substitution.
iOS vs Android – device users and developers
3418 Now I agree with Epic that services for the distribution of native apps on Android are not a close substitute for such services on iOS for users and developers.
3419 I agree with Epic that iOS device users are unlikely to access Android app distribution services if the price of iOS app distribution services were to increase given that it is uncommon for iOS device users to multi-home. Further, Apple erects significant barriers to iOS device users switching to smartphones or tablets that run Android OS.
3420 Further, the evidence establishes that generally speaking iOS device users and Android device users represent distinct user groups. So it is important for developers to use both iOS and Android app distribution services to maximise reach and revenue.
3421 And as Epic points out, the vast majority of iOS device users do not also have an Android device of any kind. Even fewer have one of the same category. Accordingly, for most iOS device users, substituting to obtain apps on Android would require them to acquire an Android device.
3422 Further, there are significant barriers or disincentives to users switching from iOS to Android. These barriers or disincentives are reflected in the fact that only about 10% of iPhone users switch to an Android device when they acquire a new device.
3423 But as Epic points out, even these low levels of switching are not indicative of the likely responses to small changes in the relative price or quality of iOS app distribution services, which is the relevant inquiry. A material proportion of iOS device users would not switch to Android in response to such a change. Indeed, internal Apple and Google documents, as well as Professor Dhar’s survey evidence, make plain that users do not place significant weight on the number, variety or price of apps available on different devices when choosing between them. I will discuss in detail Professor Dhar’s survey evidence later.
3424 Now given that iOS device users do not typically multi-home and are not likely to purchase Android devices so as to access apps, and even less likely as a consequence of small changes in the relative price or quality of iOS app distribution services, this has implications for developers.
3425 As Epic points out, for developers to reach the separate and distinct user groups of iOS and Android device users, they need to release apps on both platforms. The iOS and Android user groups are distinct and viewed by developers as complementary in nature.
3426 I agree with Epic that because users are unlikely to switch from iOS devices to Android devices in response to small changes in the relative price or quality of iOS app distribution services, they represent distinct user groups that warrant addressing by developers. And developers will not forgo the opportunity to distribute their apps to iOS users in response to small changes in the relative price or quality of iOS app distribution services.
3427 In summary, in my view services for distribution of apps on Android devices are not close substitutes for iOS app distribution services.
3428 Let me descend into the detail and begin with the question of whether device users consider iOS and Android app distribution to be substitutes.
Do users consider iOS and Android app distribution to be substitutes?
3429 Generally speaking I agree with Epic that users would not switch from acquiring app distribution services on their iOS devices to acquiring such services on Android devices in response to small relative changes in price or quality, or vice versa in respect of Android.
3430 Now before an iOS device user could consider substituting in that fashion, they must use an Android device. But most iOS device users do not own an Android device, that is, they do not multi-home, and would therefore need to purchase an Android device to access an Android app. The same applies in respect of Android users switching to iOS devices.
3431 Let me say something about multi-homing which describes the phenomenon of a user owning devices using two different OSs, for example, an iOS device and an Android device.
3432 Now there are two types of consumer multi-homing between iOS and Android: (a) owning an iOS device and an Android device in the same device category, for example, an iPhone and an Android phone; and (b) owning an iOS device and an Android device in a different device category, for example, an iPhone and an Android tablet. But as Epic says, it is uncommon for iOS device users and Android device users to multi-home in either sense.
3433 In respect of iOS device users, Apple documents show that roughly 2% of iPhone users also had an Android smartphone, between 9 and 10% of iPhone owners owned a non-iPad tablet, between 9 and 11% of iPad buyers also owned a non-iOS tablet, and 17% of Australian iPad buyers owned a non-iPhone smartphone. So, the vast majority of iOS device users do not also have an Android device of any type on which they could obtain or use apps, and even fewer have an Android device of the same type.
3434 In respect of Android device users, the position is the same.
3435 Consistently with this, a negligible number of Fortnite users multi-homed between iOS and Android devices, that is, accessed Fortnite on both devices, when it was available on both.
3436 Let me address in more detail the question of whether the usage of native apps on iOS devices is closely or significantly substitutable with the usage of native apps on Android devices. And in this context, it is appropriate at this point that I set out some evidence given by Professor Goldfarb, which evidence I had no reason not to accept.
Professor Goldfarb’s evidence
3437 Substituting between native apps on iOS devices and native apps on Android devices is only possible for users who either own or otherwise have access to both types of devices or choose to replace one type of device with the other.
3438 As Professor Goldfarb discussed, switching is a process that is not seamless for users and there are several characteristics of Apple’s ecosystem and other costs such as replacement costs that make users unlikely to switch or multi-home between iOS and Android devices.
3439 Further, Professor Goldfarb examined evidence from Fortnite gameplay data and observed very low levels of switching or multi-homing between the two types of devices among Fortnite users.
3440 Now in relation to smart mobile devices, if a user seeks to switch between apps on iOS and Android, this requires switching between devices. In general, to switch between any two smart mobile devices there are factors related to network effects and switching costs that impact a user’s ability to switch between devices and apps on these devices.
3441 First, as to network effects, such effects occur on platforms and can be direct or indirect.
3442 Direct network effects are the direct physical effect of the number of purchasers on the quality of the product. For example, telephones are heavily affected by network effects. Since users only benefit from having a telephone if there are other telephone users to talk to, the more of an individual’s family, friends, business contacts, and neighbours have telephones, the more valuable a telephone is to the individual. Social networking services also exhibit direct network effects.
3443 Indirect network effects refer to the impact that the behaviour of one set of market participants has on the utility or profit of another set of market participants. Indirect network effects emerge when the adoption and use of a product leads to increased provision of complementary products and services, with the value of adopting the original product increasing with the provision of such complementary goods. For example, in a mobile OS, an increased user base draws more developers to provide apps, which in turn attracts more users.
3444 Second, as to switching costs, a switching cost results from a consumer’s desire for compatibility between his current purchase and a previous investment.
3445 That investment might be a physical investment in equipment or in setting up a relationship, an informational investment in finding out how to use a product or about its characteristics, an artificially-created investment in buying a high-priced first unit that then allows one to buy subsequent units more cheaply, or even a psychological investment.
3446 Relating to a smartphone OS, this includes such factors as the replacement cost of any accessories owned that are compatible with particular devices, which relates to direct network effects that act at the individual level. These direct network effects or ecosystem costs are always present. There are also the replacement costs of apps and other digital content owned that are compatible with particular devices, and the time investment for users to learn a new smartphone OS. Further, it is apparent that iOS customers find it difficult to move to new platforms as passwords do not transfer, device navigation is different, no app data moves across, and customers are unsure where to get help.
3447 Third, there are individual device replacement costs, that is, the cost of the phone itself, that creates an additional barrier to switching smartphone OS. Due to each user’s own cycle of device replacement, most users only consider switching every so often when they near a device replacement decision point. This switching cost is thus more cyclical with a user’s typical phone replacement cycle, being a larger cost the further the user is away from a device replacement point.
3448 Fourth, Apple’s ecosystem of inter-connected software and hardware creates additional effects that make switching from an iPhone to an Android device costly for users.
3449 As to apps accessed through family sharing, if users rely on accessing apps that family members have purchased on iOS through Apple’s family sharing functionality, they may lose access to those apps when switching to non-iOS devices. The user then bears the cost of purchasing or forgoing use of those apps.
3450 As to Apple Watch, this accessory requires pairing with an iPhone. If users switch away from iPhone, they then bear the cost of replacing the Apple Watch with a different device or forgoing its full functionality.
3451 As to HomePod, this accessory requires accompaniment with an iPhone or iPad. Users switching from iPhone or iPad will bear the cost of replacing or forgoing the functionality of a HomePod.
3452 Further, there are other accessories such as AirTag and AirPods that maintain some functionality with Android phones or other devices. But without an iPhone, the full range of functionality of the accessories is not available to the user. So, users switching away from iPhone devices would bear the cost of the loss of functionality.
3453 Fifth, in terms of setting up a device, when switching from one iPhone to another, users can take advantage of iCloud to transfer all content, apps, and settings automatically. But switching device content and settings from an iPhone to an Android device is not as simple. Although there are tools to help facilitate switching from iOS to Android devices, even those tools do not allow for automatic switching of all content.
3454 Sixth, as to paid apps, the App Store offers many paid apps. These apps must be purchased as iOS-specific versions for iPhones through the App Store. If a user who has purchased any of these apps wishes to use them on an Android phone, they must re-purchase an Android-specific version of the app on the Android device. These additional monetary costs to replace already-purchased apps are switching costs incurred by users, even if they are only applicable to customers who use paid apps.
3455 Seventh, there may be apps not available on Android such that iOS apps that a consumer uses may not be available on Android devices. Users of these apps incur additional switching costs, as they are required to forgo usage of these apps and purchase substitutes if available.
3456 Eighth, as to app related data, any app related data, including in-app purchases that users have made on iOS apps, may have frictions associated with retention on other devices. This could include relinking of bank account or credit card information, logging in, or setting up a new user portal in the absence of an Apple ID.
3457 Further, Apple’s ecosystem also creates direct network effects that create benefits for individual users as more users in their network, such as friends and family, also engage with the Apple ecosystem. Direct network effects also accrue to individual users the longer the user themselves engages with and invests in the ecosystem.
3458 The following are examples of features of the Apple ecosystem that create network effects.
3459 First, iMessage users can only send messages through iMessage to other users on iOS devices. The more of one’s friends and contacts that have iOS devices, the more valuable being able to use iMessage becomes to a user. There are various features that are available in iMessage when messaging between Apple devices but not available when messaging to a third-party device, including reactions, integrated apps, and Wi-Fi messaging.
3460 Generally, the impact of the network effects due to iMessage increase the difficulty of switching.
3461 Second, the Airdrop and SharePlay functionalities, which allow users to transfer files and links in the case of Airdrop, and watch video together over FaceTime in the case of SharePlay, are only operable between iOS users. If a user has many contacts that have iOS devices, the ability to use this functionality makes an iOS device more valuable for a user.
3462 Generally, the Apple ecosystem has created and grown these network effects and switching costs over time as new accessories and functionalities are offered. The combination of network effects and switching costs disincentivises users from leaving the ecosystem. Users who want to switch smart mobile device ecosystems would also face the challenge of convincing their friends and family to switch and these friends and family members will also face the same switching costs.
3463 Further, for users, network effects create incentives to join the Apple ecosystem and network effects and switching costs create additional hurdles to exiting the Apple ecosystem. Apple’s ecosystem effects have resulted in particularly strong inertia preventing users from switching from iOS to other OS-enabled devices for consumers. It would seem that it is harder for consumers to switch away from iOS than other operating systems like Android, potentially due to the ecosystem effects. Switching costs from Android to iOS are also present, but they are lower than the reverse scenario.
3464 Further, consistently with all the ways in which the Apple ecosystem discourages user switching, Apple documents show evidence of low switching away from iPhones.
3465 A 2021 Kantar ComTech Australia document reflecting Australian market research shows that, as of the third quarter of 2021, 90% of users who changed smartphones remained iPhone users, a figure that has grown over time.
3466 The Apple ecosystem includes both iPhones and iPads. As such, the network effects and switching costs that lock users into the Apple ecosystem for smartphones operate for tablet users as well. iPhone users are often also iPad users. So, the survey from 2021 showed that of the 44% of Australian iPhone users who owned tablets, 84% of them owned iPads.
3467 Let me now say something about the evidence concerning users switching between Fortnite on iOS and Fortnite on Android devices.
3468 Professor Goldfarb examined weekly user-level data on Fortnite gameplay to analyse the amount of switching or multi-homing across iOS and Android devices among Fortnite players. Professor Goldfarb expected to find very low levels of switching or multi-homing behaviour among Fortnite players because of the above matters.
3469 Professor Goldfarb was provided with global Fortnite user data from February 2018 to November 2021 representing user records covering more than two years before and one year after the removal of Fortnite from the App Store and the Play Store on 13 August 2020. The data set included, for each user, the number of hours spent playing Fortnite each week on each available channel. There were 7,487,123 unique Fortnite user IDs in Australia overall in the data set. For Android users, the data indicated users who play on an app downloaded through the Play Store and separately included players on Android devices who directly downloaded the app or downloaded the app through a third-party app store including the Samsung Galaxy Store as Android players.
3470 Professor Goldfarb performed three analyses.
3471 The first two looked at switching behaviour following events that may cause Australian users to move their gameplay from one type of device to the other. One of these concerned the introduction of the Fortnite app through the Play Store, when users from other types of devices or channels, including those using iOS apps, may have started playing on apps downloaded through the Play Store if that was their preference. The other concerned when the Fortnite app was removed from the App Store but was still available on Android devices through direct download or third-party app stores, when iOS users may have chosen to switch to those apps to continue playing.
3472 Finally, Professor Goldfarb also examined the data to identify the level of multi-homing between players of Fortnite on iOS and Android devices on a weekly basis over time.
3473 Now it would seem that few iOS users switched to the Play Store app following its release in April 2020.
3474 Fortnite was made available on iOS devices through the App Store in March 2018. But Fortnite was not available through the Play Store until 21 April 2020. While it was possible to download the Fortnite app on Android devices through direct downloading or through alternative app stores, its release in the Play Store increased its availability to users.
3475 Professor Goldfarb examined user-level Fortnite data to determine the level of switching of iOS users to Android once Fortnite became available in the Play Store. This is a direct examination of switching behaviour following the increase in availability of the game on Android. If usage of iOS apps and Android apps are substitutes, the increase in availability of Fortnite on Android should lead users to switch to play Fortnite on the Play Store platform.
3476 His table 7a showed users with positive playtime on iOS devices in the four weeks prior to Fortnite becoming available on the Play Store in April 2020:
Post-Google Play Availability User Channels | ||||||
Pre-Google Play Availability | Post-Google Play Availability | iOS Single-Homers | Total Android Single-Homers | Total Android and iOS multi-Homers | Other | |
iOS Only | 187,980 | 109,928 | 108,388 | 91 | 411 | 1,038 |
% of Post-Google Play Availability Players | 98.60% | 0.08% | 0.37% | 0.94% | ||
iOS Any | 302,640 | 214,094 | 159,161 | 1,024 | 1,368 | 52,541 |
% of Post-Google Play Availability Players | 74.34% | 0.48% | 0.64% | 24.54% |
Table 7a: Number of users before and after Google Play availability (4-week window)
3477 Professor Goldfarb examined all users over the period from the start of 2020 up until the introduction of the Play Store app in April 2020 and divided the iOS users from this period into two different groups. “iOS only” considers users that only used iOS devices in this period, and “iOS any” includes any user with positive playtime in iOS, but who may also play on other channels. Professor Goldfarb included in this analysis only those users from each category that had positive playtime in the four weeks prior to the Play Store availability.
3478 In this four-week period, there were nearly 188,000 iOS only players, and over 300,000 players who spent any time playing on iOS. The table then showed the number of those same players who had any playtime on any channel in the four-week period after the app became available on the Play Store. For the iOS only group, there were about 110,000 players, and for the iOS any group, about 214,000 players. There was a loss of players in both categories (42% for iOS only and 29% for iOS any). Professor Goldfarb assumed that this was due to regular churn in the user base and lapses between play sessions for some users. The final four columns showed how many of those post-period players played on iOS, on total Android (through the Play Store app or other app on Android devices), on both iOS and Android, or on any non-iOS or non-Android “other” store (for example, PC, PlayStation, or Xbox) in the four weeks after the Play Store Fortnite launch. For the iOS only group, 108,388 players, or 98.6% of the continuing players, played on iOS and not Android. Another 91 players, or 0.08%, played on Android and not iOS, while 411, or 0.37% played on both iOS and Android. For the iOS any group, 74% of players played on iOS and not Android in the post-period, while 0.48% played on Android and not iOS and 0.64% played on both iOS and Android.
3479 This data shows that in the four-week period following the introduction of Fortnite in the Play Store, only a tiny fraction of iOS users switched or adopted Android as a Fortnite gaming platform. Just over 1% of players that continued playing in the period post Play Store introduction have any playtime on Android apps. The results from table 7a indicate minimal substitution from iOS to Android even when considering users that were already multi-homing across iOS and other platforms before the introduction.
3480 Professor Goldfarb carried out a robustness check in respect of the time window selected. His table 7b set out below showed different time windows after the introduction of the Play Store app and the fraction of users observed that play on an Android device in each window after Fortnite became available in the Play Store. Whilst the number of Fortnite users playing on Android increases slightly over a longer time horizon, even looking over a period of 13 weeks post-Play Store introduction, there are just over 2% of Fortnite iOS users also using Android.
% use Android in Different Weekly Windows | ||||||
3-week | 4-week | 5-week | 6-week | 8-week | 13-week | |
iOS Only | 0.38% | 0.46% | 0.53% | 0.61% | 0.71% | 1.05% |
iOS Any | 0.97% | 1.12% | 1.25% | 1.39% | 1.59% | 2.05% |
Table 7b: Robustness check to Google adoption
3481 Further, it would seem that few iOS users switched to Android apps following removal from the App Store and the Play Store.
3482 To further test the level of switching from iOS devices to Android, Professor Goldfarb considered another event, the Fortnite removal from the App Store. Professor Goldfarb examined user-level Fortnite gameplay data to see if iOS users switched their gameplay to Android devices after the removal of Fortnite from the App Store. While Fortnite was removed from the Play Store at the same time it was removed from the App Store, it was still available on Android devices through direct downloading and through third party App stores, though only a limited number of users ever played Fortnite on Android. Because iOS users were not able to access full functionality of Fortnite after its removal from the App Store, if Android play was a suitable substitute for iOS play, then Professor Goldfarb would have expected to see iOS users switch to Android.
3483 In table 7c set out below Professor Goldfarb showed iOS users’ Fortnite playtime before and after removal from the App Store. As he did in table 7a, he built the two groups of interest based on whether they played Fortnite on iOS solely (iOS only) or on iOS ever (iOS any) during 2020 prior to the removal event. Professor Goldfarb included in the table only those users in each category that had gameplay within the four weeks prior to the removal event. In the iOS only category, over 97% of post-removal players remained playing on iOS and not Android, 0.09% played on Android and not iOS, and 0.63% played on both Android and iOS in the post-removal period. Among iOS any players, 51% played on iOS and not Android, 0.78% played on Android and not iOS, and 0.71% played on both Android and iOS in the post-removal period.
Post-Removal User Channels | ||||||
| # Users Pre-Removal | # Users Post-Removal | Continued iOS Single-Homers | Total Android Single-Homers | Total Android and iOS Multi-Homers | Other |
iOS Only | 158,024 | 85,110 | 83,032 | 77 | 537 | 1,464 |
% of Post-Removal Players | 97.56% | 0.09% | 0.63% | 1.72% | ||
iOS Any | 356,379 | 253,468 | 128,706 | 1,966 | 1,807 | 120,989 |
% of Post-Removal Players | 50.78% | 0.78% | 0.71% | 47.73% |
Table 7c: Analysis of iOS users before and after removal from App Store (4-week window)
3484 Like the previous analysis, there was minimal switching and/or adoption of Android devices by iOS Fortnite users after the removal from iOS. Users who only played Fortnite on iOS devices in the four weeks before removal would be expected to be particularly sensitive to the app removal. This is because to continue playing they necessarily must have decided to switch to another platform. Nevertheless, of the 85,110 that played Fortnite in the four weeks after removal, only 0.72% played on an Android device.
3485 Further, as shown in table 7d, when Professor Goldfarb increased the number of weeks in the window to follow users after removal, Android uptake increased only slightly for the iOS any group, at 1.78% by week 13:
% use Android Different Weekly Windows | ||||||
3-week | 4-week | 5-week | 6-week | 8-week | 13-week | |
iOS Only | 0.65% | 0.72% | 0.79% | 0.85% | 0.96% | 0.95% |
iOS Any | 1.39% | 1.49% | 1.56% | 1.65% | 1.78% | 1.78% |
Table 7d: Robustness check to Android adoption
3486 The removal of the Fortnite app from iOS did not immediately shut down Fortnite for those users that had downloaded it previously. iOS users could continue to play Fortnite on their devices almost normally for a short period of time. The removal did impede users’ ability to update the Fortnite app, thus forcing iOS users to play only with those that had the same version of the Fortnite app, which became critical when the new season of Fortnite was introduced on 27 August 2020.
3487 Because iOS users could not access the new season as they could not update their Fortnite apps from the App Store, the removal of Fortnite limited the users with which they could play, therefore reducing the appeal of the game itself. Table 7e showed the same exercise as table 7c but excluded the 4 weeks immediately after the removal, to analyse the same users in a period where the removal may have had a different effect:
Post-Removal User Channels | ||||||
| # Users Pre-Removal | # Users Post-Removal | Continued iOS Single-Homers | Total Android Single-Homers | Total Android and iOS Multi-Homers | Other |
iOS Only | 158,024 | 55,542 | 49,125 | 328 | 258 | 5,831 |
% of Post-Removal Players | 88.45% | 0.59% | 0.46% | 10.50% | ||
iOS Any | 356,379 | 212,815 | 71,868 | 2,174 | 820 | 137,953 |
% of Post-Removal Players | 33.77% | 1.02% | 0.39% | 64.82% |
Table 7e: Analysis of iOS users before and after removal from App Store (4-week window, with 4 weeks immediate after removal omitted)
3488 The results in table 7e confirm the fact that iOS users did not switch to or adopt Android to continue playing Fortnite at any meaningful rate. Compared to table 7c, the number of users in each group that Professor Goldfarb observed in the post-Fortnite removal period still shows minimal switching.
3489 Further, it would seem that few Fortnite players multi-homed between iOS and Android.
3490 Professor Goldfarb also examined how likely Fortnite users are to multi-home across Fortnite apps on iOS and Android devices. Professor Goldfarb performed this analysis over the entire year of 2020 to capture potentially relevant changes in multi-homing patterns after the Play Store app was introduced in the week of 20 April 2020, and after the removal of Fortnite from the App Store and the Play Store in August 2020. Multi-homing is relevant as it may indicate whether users treat play of Fortnite on these devices as substitutes, depending on how they respond to an event where play is either newly made available on a device or no longer accessible on a device. If play is substitutable, Professor Goldfarb would have expected to see a decline in play on one device when the opportunity to play is newly available on another device.
3491 Professor Goldfarb first calculated how many users on average multi-home between Fortnite on iOS and Android on a weekly basis. The results were shown in table 8 and are presented relative to the total number of iOS and Android Fortnite users across all channels:
Average weekly users in period | ||||||
| All 2020 (Jan 6 – Dec 28) | Pre-Google Play Availability (6 Jan – 13 Apr) | Available on Google Play (20 Apr – 3 Aug) | Post-Removal (10 Aug – 28 Dec) | 4 Weeks Pre and Post Google Play (23 Mar - 11 May) | 4 Weeks Pre and Post Removal (13 Jul – 31 Aug) |
iOS & Google Fortnite multi-homers | 389 | 256 | 708 | 242 | 446 | 746 |
% of total users | 0.41% | 0.25% | 0.45% | 0.58% | 0.31% | 0.59% |
iOS Fortnite single homers | 76,425 | 84,156 | 125,448 | 33,529 | 119,489 | 100,561 |
% of total users | 80.76% | 82.40% | 80.08% | 79.76% | 81.72% | 80.04% |
Total Fortnite iOS users | 94,638 | 102,136 | 156,647 | 42,036 | 146,220 | 125,633 |
Table 8: Average multi-homers per week on Fortnite for iOS and Android
3492 Professor Goldfarb also presented the users that single home on Fortnite for iOS so that he had a relative measure of comparison. In order to be comprehensive, Professor Goldfarb presented the results as the average of the 52 weeks that Professor Goldfarb observed in 2020, and also divided the results into three different periods, being “Pre-Google Play Availability”, which is before Fortnite became available to download on the Play Store, “Available on Google Play”, which corresponds to the period in which Fortnite was available on the Play Store, and “Post-Removal”, which is the period in 2020 after the removal. Finally, to understand the role of one-off, short-term switching, Professor Goldfarb presented the results as the average of the eight weeks (four weeks before and four weeks after) around either the Play Store availability or the removal event.
3493 The results in table 8 show minimal multi-homing between iOS and Android. On average, about 0.4% of the total iOS users in each week multi-homed on Android. That is, out of more than 90,000 average Fortnite iOS weekly users, fewer than 400 multi-homed between Fortnite on iOS and Android on average throughout 2020. This fraction of multi-homing users increases slightly when Professor Goldfarb limited the analysis to periods when users would have been more likely to multi-home or switch due to sudden changes in the device options available on which to multi-home. This indicates that consumers either have strong preferences for apps on one device over the other, or there are extensive barriers to device multi-homing. Whether due to consumer preferences or barriers to multi-homing, this evidence supports the conclusion, discussed below, that users do not substitute native iOS and Android apps except to a negligible extent.
3494 So, the analyses Professor Goldfarb presented based on Fortnite gameplay data show very low levels of switching or multi-homing between the Fortnite apps on iOS and Android. This data includes both smartphone and tablet usage, so even accounting for users who may have an iPhone and Android tablet, or Android phone and iPad, the level of multi-homing on the Fortnite apps across devices is very small.
Switching costs for iOS device users
3495 Generally speaking and as I have already indicated, I agree with Epic that because the vast majority of iOS device users do not have access to an Android device at all, let alone one of the same type as their iOS device, it would be necessary for them to acquire one in order to access a native app on Android instead of on iOS.
3496 And I agree with Epic that users are unlikely to purchase an Android device for the purpose of accessing Android app distribution services in response to changes in the price or quality of iOS app distribution services. That is so whether or not a user is intending to acquire a new device.
3497 But it is also the case even in respect of users who are already planning to acquire a new device. As summed up in a February 2021 Apple internal document titled Australia Brand Tracking Overview, “[m]ost Australians have made up their mind which side of the fence they sit — limited pool to drive switching”.
3498 There are significant barriers or disincentives to users switching from iOS to Android. The presence of these switching costs has been observed in the academic literature, with one study estimating the switching costs associated with leaving iOS for another OS at between 445 and 1,068 euros.
3499 Users who are intending to acquire a new device encounter significant barriers. Some of those barriers are detailed in the evidence of Professor Goldfarb and Professor Wright, who identified significant switching costs and barriers.
3500 In particular, as I have already said, Professor Goldfarb explained the costs which an iOS device user would face if he was to switch to an Android device, arising from Apple’s ecosystem of inter-connected software and hardware and the loss of the benefit of network effects. Professor Goldfarb concluded that the combination of network effects and switching costs disincentivises users from leaving the ecosystem.
3501 Further, the technical evidence also explains the barriers to switching. Professor Somayaji said that the inability in most cases for app purchases and in-app purchases on each platform to transfer across platforms, that is, from iOS to Android, serves as a barrier that ties users to their original ecosystem. Further, many popular apps are iOS or Android specific, meaning that users who use ecosystem-specific apps would have to find and learn how to use replacement apps when using a device from a different ecosystem. Some popular iOS apps like GarageBand and iMessage have been kept iOS-exclusive by Apple, and Apple has also not allowed many Android apps like Facebook Lite and Greenify on iOS.
3502 Professor Somayaji also compared the extent to which iOS and Android devices and services are interoperable with other devices and services within the same ecosystem and with third party devices and services. He found that there is consistently a higher degree of interoperability between devices and services within the same ecosystem, as compared with devices and services outside the relevant ecosystem.
3503 As I have said earlier, some devices and services provide users with greater functionality when used in conjunction with a device within the same ecosystem, such as Apple’s AirPods and Google’s Pixel Buds, which work better with iOS devices and Android devices respectively.
3504 Some devices cannot be set up or configured without initially being connected to a device in the same ecosystem. So, the Apple Watch must be set up using an iOS device, whilst the Google Pixel Watch and Samsung Galaxy Watch must be set up using an Android device.
3505 Users cannot access certain services from Apple, or do not obtain the full benefit of those services unless they have an iOS device. So, Android users do not have access to Apple’s iMessage app and cannot stream music reliably to an Apple HomePod nor stream content to their Apple TV.
3506 Generally, a number of iOS features are not available on Android or do not interoperate with Android devices, including Family Sharing, Find My Device service, and Shared iCloud.
3507 Indeed, and as Epic has pointed out, it would seem that Apple adopts the strategy of refraining from making certain iOS features available on Android devices and ensuring that some of its products and services are less interoperable with Android devices to deter iOS device users from switching to using Android devices. In other words, Apple makes its ecosystem “sticky”. This is evidenced by various internal Apple documents as Epic points out.
3508 On 24 October 2010, Mr Jobs sent an email to his executive team in which he made clear that an objective of Apple in 2011 was to “tie all of our products together, so we further lock customers into our ecosystem” and “make Apple ecosystem even more sticky”.
3509 Other Apple documents authored by Mr Federighi, such as a 1 December 2019 email to Mr Cook, describe the iOS ecosystem as having “features…likely to make our platforms more “sticky””. There is also an email from Mr Joswiak to Mr Federighi dated 18 September 2013 in which the Touch ID feature is described as a “sticky user experience”. These documents were in the context of internal discussions as to ways to make iOS device users less likely to switch to another ecosystem.
3510 Now in cross-examination, Mr Federighi endeavoured to characterise his use of the word “sticky” to mean that users “love” Apple’s products. But he ultimately acknowledged that he understood the word or the associated phrase to mean that a user would want to stay with the product and not leave it.
3511 Further, as Epic points out, Apple’s approach to making many of its apps specific to iOS erects barriers to user switching.
3512 As an example, clearly Apple was aware that its iMessage app, which is not available on Android devices, deters iOS device users from switching to using Android devices.
3513 On 3 March 2016, Mr Schiller emailed Mr Cook about Project Leatherback, a project within Apple to consider whether Apple should introduce iMessage on Android. Mr Schiller told Mr Cook that “moving iMessage to Android will hurt us more than help us” and the fact that “iMessage amounts to serious lock-in” “illustrates why.” Mr Federighi conceded that putting iMessage on Android would remove an obstacle to users buying Android phones.
3514 Mr Federighi’s attention was drawn to statements in that email, including “don’t make mail, calendar, and iMessage work on Android and it’s impossible to switch”, “the #1 most difficult to leave the Apple universe app is iMessage … iMessage amounts to serious lock-in” and Mr Schiller’s comment that “[Mr Joswiak] and I think moving iMessage to Android will hurt us more than help us”. Mr Federighi said that:
I assumed [Mr Schiller] had the same viewpoint that I did, that it was a feature that iPhone users loved, and they would miss having it if they went to a platform that didn’t have it.
3515 Now when Mr Schiller was asked what he meant by “hurt”, he said that he was referring to his concern about Apple wasting resources on developing an Android version of iMessage that would not be successful on Android. But a natural reading of the document is consistent with Mr Federighi’s reading.
3516 Mr Schiller was also taken to a 19 June 2013 Goldman Sachs report that he had circulated to certain Apple colleagues in 2013, which looked at switching from an iPhone to an Android smartphone and the extent to which iOS users were tied into the Apple ecosystem. The document stated that iCloud can:
… seamlessly sync a user’s content across multiple Apple devices (Mac, iPod, iPhone, iPad, Apple TV). If a user switches to an Android smartphone, this device cannot tie into iCloud and this seamless syncing capability is lost.
3517 The report concluded that “the cost of switching platforms is significant”, it was not possible to transfer all content, and that there was a “significant amount of time required to complete the switch [which] added to implicit switching costs”.
3518 Mr Schiller stated in a 20 June 2013 email forwarding the report to his colleagues that “iTunes and iCloud figure pretty big in the ability and the effort involved to switch”.
3519 Further, Google recognised barriers to switching between iOS and Android in their internal documents.
3520 In an August 2018 slide deck titled iOS Switchers, it was recorded that “[g]etting used to operating system takes time and can be frustrating”. That same document recorded that 33% of iOS users surveyed by Google said that “losing data prevents them from switching” from iOS to Android.
3521 A 22 February 2019 document titled Google Android debrief recorded that “barriers to switching [to Android from iOS] are high” and driven by factors such as the “need to learn/adapt to a new ecosystem”, “loss aversion, especially for those with other Apple devices and Apple Music users”, and “less seamless connections with others (no Facetime, iMessages)”.
3522 In a June 2020 Google slide deck titled Android Brand Health, Google acknowledged that “the intent to use another OS is incredibly low, potentially driven by high switching costs and/or loyalty to their existing OS”.
3523 The Android Brand Health document stated in respect of Android and iOS mobile device users that:
With a closer look by ownership: while owners may consider the other OS, the intent to use another OS is incredibly low, potentially driven by high switching costs and/or loyalty to their existing OS.
3524 A 12 November 2020 Google memorandum discussing opportunities for Android globally observes that:
Loyalty is high - and roughly equal - for both Android and iOS. Among those who purchased a new phone in the last 12 months, over 90% remained loyal to their previous OS. …
3525 The memorandum recorded that “the more devices a customer owns within an OS ecosystem … the higher their barrier to switching” and “Apple [users] are more slightly more likely to own 2 devices compared to Android users, and much more likely to own 3+ devices”.
3526 Now more generally, I agree with Epic that whether the “stickiness” of iOS device users is due to switching costs, whether deliberately created by Apple or not, or due to consumer preferences for specific OSs, does not matter. As Epic says, either will present a barrier to iOS device users switching to an Android device because of small relative changes in the price or quality of iOS app distribution services.
3527 Now Professor Hitt argued that Professor Wright failed to consider whether any of the switching costs he had identified result from pro-competitive behaviour, such as the many features of iOS devices that are valuable to consumers and app developers. But as Professor Wright explained, it does not matter why users perceive there to be switching costs, so long as there are reasons why users are unlikely to switch. As a matter of economics, it does not matter why switching costs exist for an analysis of substitution.
3528 Let me now look at the reverse scenario.
Switching costs for Android users
3529 Now I agree with Epic that as for Android users, because many do not multi-home they are unlikely to switch to iOS app distribution services because it would require them to acquire an iOS device.
3530 And as Epic says, a key barrier to switching, which is in addition to the barriers referred to in respect of iOS device users, is that many Android users would be required to buy a more expensive device if they wished to switch to iOS.
3531 Further, if one considers smartphones by price band, Android devices are generally cheaper than iOS devices, with over half of Android smartphone purchasers having no equivalently-priced or cheaper iPhone to switch to.
3532 Ms Edwards-Warren found that 54% of Android smartphone units shipped have no price-equivalent iPhone units. So, in response to a small increase in the price of Android app distribution, over half of Android smartphone purchasers would have had no equivalently-priced or cheaper Apple smartphone to switch to.
3533 And even adopting Professor Asker’s analysis that weighs the shipments by revenues to show that higher priced Android smartphones account for a higher proportion of revenues, as Epic says, one needs to consider whether the iOS and Android devices are comparable in terms of functionality and quality. The nearest priced iPhones have different device characteristics in comparison to corresponding Android smartphones which points to less substitution than when products are similar.
3534 Further, apart from the cost of purchasing a new device, users are disincentivised from switching from Android devices to iOS devices due to non-financial switching costs. As Epic says, Google documents provide more detail of these costs, which include the need to learn a new operating system and the risk of losing personal data and access to apps and services. A Q3 2020 slide deck contained the observation that:
… mobile phones are [becoming] a more mature market and it’s a vital part of [people’s] lives. As a result, people are less likely to switch and don’t have a high tolerance for things not working.
3535 Those additional costs make it less likely that users would switch from Android devices to iOS devices.
3536 Further, as Epic points out, other examples of the costs of switching are detailed in the evidence of Professor Goldfarb and Professor Somayaji. I agree with Epic’s four points that can be synthesised from this material.
3537 First, there is the loss of access to certain Google features that are not available to iOS devices. So, some of the features of Google Drive are not available on iOS devices.
3538 Second, there is the loss of functionality of certain accessories such as headsets and smartwatches or the cost of purchasing comparable accessories compatible with an iOS device. This is because some Android accessories are not compatible, or have limited functionality when paired, with an iOS device. So, Google Pixel Buds being earphones do not support the following functions when paired with iOS devices, but do when paired with Android devices: battery checking, adaptive sound, in-ear translation, spatial audio, Google assistant, ear detection, automatic device switching, and one-tap setup. The Google Pixel Watch and the Samsung Galaxy Watch are not compatible with iOS devices. Other Wear OS devices have limited functionality when paired with an iOS device compared to being paired with an Android device.
3539 Third, there is the loss of access to some Android-specific apps. Whilst popular mobile apps tend to be available on both Android and iOS, some Android apps are not available on iOS. Where this is the case, users would have to find and learn how to use different apps when using an iOS device.
3540 Fourth, there is the loss of app purchases. Users who purchase an Android app and switch to an iOS device must re-purchase the app on the iOS device.
Low switching rates
3541 Further, as Epic points out, such barriers to switching are reflected in the low switching rates between iOS and Android devices.
3542 In respect of iOS to Android switching rates, since 2019, between 74% and 90% of iPhone users who were changing smartphones purchased another iPhone. The most recent survey shows that in Q4 2021, 90% of such users acquired another iOS device rather than switching to an Android device. There has been a distinct and steady upward trend in the loyalty of iPhone users, such that it is safe to proceed on the basis that 10% or fewer of iPhone users who are acquiring another smartphone will purchase an Android smartphone.
3543 In respect of Android to iOS switching rates, Ms Edwards-Warren and Professor Goldfarb each considered the switching rate for Android users switching to non-Android devices. Those switching rates are in the order of 10 to 15% of users choosing to switch from an Android device to a non-Android device. Further, there is a general downward trend in switching rates from Android to iOS.
3544 Professor Asker argued that the level of switching between Android and iOS is consistent with switching in other industries like consumer banking and telecommunications services in Australia in which firms are understood to operate in the same market. Comparisons between industries are not useful when assessing switching rates, because there is no benchmark level of churn above which products are in the same market and below which they are not.
3545 Now I agree with Epic that the switching rates relied on by the economists need to be put in context.
3546 First, the figures record the proportion of those users who were already changing their smartphone and who in fact switched. Users generally acquire a new smartphone every 19 months to 3.2 years, depending on the estimate used.
3547 Second, the figures need adjustment to account for the frequency of app store use. When looking at app store competition, one must consider the fact that app stores are used much more frequently than new device are purchased. So, if one assumes that users use the app store on a monthly basis, an annual switching rate would need to be divided by 12. If one were to assume that users switch phones every 24 months, and assuming a switching rate of 10%, then the relevant proportion of users who are likely to switch per month is approximately 0.42%.
3548 But more generally I agree with Epic that what matters for the market definition exercise is how many iOS device users would switch away from using the App Store in order to obtain apps on Android devices in response to a small relative change in the price or quality of the iOS app distribution services, and vice versa for Android app distribution services. As Epic points out, the quoted switching rates do not take into account these factors.
3549 Now Professor Hitt argued that 10% of iOS users switching from iOS to a non-iOS smartphone device provides evidence that users can switch. But Professor Goldfarb explained that the fact that only 10% of iOS smartphone users ever switched to non-iOS smartphones is evidence that this does not happen readily. As iOS users only switch phones on average every 2 years or so, this does not constitute a large portion of the consumer population in a given year. I accept this.
3550 Finally, Professor Hitt said that Professor Goldfarb confused switching costs with preferences for iOS versus Android. But Professor Goldfarb explained that preferences and switching costs are separate factors which can both contribute to limited switching from iOS to Android. Further, preferences in and of themselves can indicate that iOS and Android serve two separate consumer groups. If there are two consumer segments, each with strong preferences for one operating system over the other, then neither device is a substitute for the other. Developers would then consider these consumers to belong to two separate segments for which they must simultaneously develop.
3551 I have no reason to doubt Professor Goldfarb’s position.
3552 In summary, I am not in doubt that services for the distribution of native apps on Android are not a close substitute for such services on iOS for users and developers. Moreover, and generally speaking, iOS device users and Android device users represent distinct user groups.
3553 Now there were other debates between Professor Asker and Ms Edwards-Warren concerning the relevance of switching evidence and also whether Android users would respond to a SSNIP. I do not need to descend into much of this detail here. Suffice it to say that I agree with Epic’s and Ms Edwards-Warren’s position. None of Professor Asker’s analysis shows that Epic’s product definition should not be accepted whether in the Google context or in the Apple context.
Professor Dhar’s surveys
3554 Epic has put forward various surveys conducted by Professor Ravi Dhar that it says assist to consider the thought experiment of a SSNIP on distribution services.
3555 Professor Dhar, a professor of management and marketing at the Yale School of Management, gave expert evidence in both the Apple proceeding and the Google proceeding on behalf of Epic. He carried out surveys of purchasers of the iPhone, iPad, Android tablet and the Android smartphone and provided four separate expert reports. He also replied to the evidence of Professor Kevin Keller who gave responding evidence in the Google proceeding. Apple called no separate expert on the question.
3556 There was also a joint expert report prepared by these experts which was tendered.
3557 Although Apple and Google took a global objection to Professor Dhar’s reports, in my view the reports were relevant and admissible. The question of weight of course is another matter.
3558 Professor Dhar was cross-examined by Mr Yezerski SC for Google. There was also some brief questioning by Mr Free SC for Apple. Clearly, Professor Dhar had considerable expertise.
3559 It is convenient at this point to say something about the matching expert called by Google. Apple called no separate expert on this topic.
3560 Professor Keller, a professor of marketing at the Tuck School of Business, Dartmouth College (US), gave expert evidence in the Google proceeding, essentially criticising the methodologies and results of Professor Dhar’s surveys dealing with the Android tablet and Android smartphone, particularly in the sense of their utility. He also participated in a joint expert report with Professor Dhar.
3561 He was cross-examined by Dr Higgins SC for Epic. Clearly, Professor Keller also had considerable expertise.
3562 Now Professor Dhar surveyed large samples of respondents in Australia with a questionnaire that asked respondents what matters were important to them when they purchased their most recent iOS device in the Apple case, or Android device in the Google case.
3563 The key conclusion reached was that the two factors which the surveys tested, being the price of apps and the number/variety of apps, were among the lowest importance for purchasers of both iOS and Android devices; I will refer to these from time to time as the tested features.
3564 Professor Dhar concluded that consumers were highly unlikely to consider these tested features when making their decision about which device to choose, by reason of how low they featured in survey respondents’ ranking of features.
3565 Now Epic says that the evidence from these surveys show which features were important to consumers in past purchases and which were not.
3566 It is said that I can infer that the unimportant features for those past purchases are likely to remain unimportant to users in respect of future purchases, including if a SSNIP were applied to the distribution services provided by Apple or Google.
3567 It is said that consumers do not consider the tested features to be an important integer in the purchase of their devices. For that reason, a 5 to 10% change in either tested feature is very unlikely to cause a consumer to switch ecosystems and purchase a different mobile device in order to access a different app store.
3568 Now Professor Dhar carried out four surveys. There were two surveys in the Apple proceedings, being one directed to purchasers of iPhones and one to purchasers of iPads. There were two surveys in the Google proceedings, being one directed to purchasers of Android smartphones and one directed to purchasers of Android tablets. The sequence of the main questions in the surveys was as follows.
3569 First, there was an open-ended question (Q1) asking what features or aspects were important to the survey respondent at the time of purchasing their device. Survey respondents were provided two opportunities to answer this question and were not limited by character limits in their response (Q1(a) and Q1(b)).
3570 Second, there was a close-ended question (Q2) where survey respondents were asked to indicate, from a list of device attributes, whether or not certain device features had some importance to their decision to purchase their device.
3571 Third, there was a close-ended question (Q3) asking survey respondents to allocate 100 points between the features that they had indicated had some importance to their decision. Survey respondents were instructed to allocate higher or lower points to a particular feature based on the relative importance of that feature to their purchase decision.
3572 The results of the surveys were as follows. For iPhone purchasers, the tested features ranked 19th and 21st from a list of 21 features. For iPad purchasers, the tested features ranked 20th and 22nd from a list of 27 features. For Android smartphone purchasers, the tested features ranked 26th and 27th from a list of 28 features. And for Android tablet purchasers, the tested features ranked 26th and 29th from a list of 30 features.
3573 Professor Dhar referred to the principles of bounded rationality to the effect that when making a decision such as the purchase of a smartphone, purchasers are likely to only consider the most important factors in their decision. For that reason, Professor Dhar concluded that it was highly unlikely that most consumers would consider the tested features when making their decision to purchase their device. I accept this.
3574 Let me now identify the criticisms of this evidence made by Apple and then the criticisms made by Google, although I should say now that in my view Professor Dhar’s evidence was probative and reliable.
Apple’s criticisms
3575 Now although Epic relies on the survey evidence of Professor Dhar, in support of a contention that users of iOS devices would not respond to a change in the price of apps or in-app content and/or a change in the number or variety of apps available in the App Store by switching to an Android device, Apple says that the survey evidence fails to support such an argument.
3576 Apple says that to the extent that any meaningful conclusions can be drawn from the survey evidence, it supports the opposite conclusion. That is because the survey results indicate that, among a multitude of factors considered by buyers of iOS devices, consideration is given to the price of apps and in-app purchases, the number and variety of apps available in the App Store and the quality of apps more generally.
3577 What remains untested is how much significance those features would assume if there was a significant variation between iOS and non-iOS devices. No sound inferences can be drawn in that regard from the surveys.
3578 Further, Apple says that the surveys sought to test the significance of the tested features, being the prices of apps and in-app prices, and the total number and variety of apps available in the App Store, for recent iOS purchasing decisions of survey respondents.
3579 But the surveys did not ask respondents to make any assumptions about whether those tested features varied as between iOS and non-iOS devices. Professor Dhar did not undertake any investigation to work out in relation to the tested features if there was in fact any difference, or any perceived difference, between iOS devices and non-iOS devices, or between different Android devices.
3580 Apple says that the surveys were not designed to elicit responses as to how consumers’ purchasing decisions in the future might be affected by changes in the variety, price or quality of apps or in-app content available on iOS devices when compared to Android devices. So, Professor Dhar did not study how survey respondents’ decisions might change if the tested features were to change.
3581 Apple says that there is no basis to conclude as a matter of fact that there were, at the time the survey respondents made their purchases, substantial differences, as between iOS devices and non-iOS devices, in terms of the prices of apps and in-app content or the number and variety of apps in the respective app stores, such that survey responses could be read as being predicated on an awareness of such differences. Apple says that it follows that there is no reason to assume that survey participants, at the time of the purchase decisions that were the focus of the survey, perceived there to be any material difference between iOS and Android devices, from the perspective of such generalised propositions about the price of apps or in-app purchases and the number of apps that are available.
3582 Further, Apple says that Professor Dhar confirmed that if consumers regard two alternatives to be the same in respect of a given feature or attribute, that feature or attribute would not influence the consumers’ relevant preference between the products.
3583 To similar effect, Professor Dhar accepted that an attribute that is identical across the range of available products is likely to be ignored by consumers in the final choice even if the attribute is important to consumer satisfaction with such a product. Professor Dhar accepted that in the specific context of people choosing between Android and iOS devices, if the tested features were perceived to be identical they would not impact the final preference or final choice between the Android and iOS devices.
3584 It follows that when it comes to assessing relative preference between iOS and non-iOS devices, a survey of purchasers’ attitudes designed to measure likely switching behaviour would need to be directed to a scenario where there was perceived to be a significant difference between those devices in terms of one or both of the tested features.
3585 Further, Apple says that in circumstances where the survey was about tested features that were not perceived to vary between available devices, the survey responses reveal nothing about the importance that purchasers of iOS and non-iOS devices would attach to the tested features if there was a material change in the pricing of apps or in-app content, or the number and variety of apps.
3586 Now Professor Dhar said that it was possible to draw conclusions about the likely impact on final choice of a difference in respect of the tested features, notwithstanding that his surveys were not directed to that scenario.
3587 Professor Dhar’s argument in this regard was that the surveys he carried out revealed the relative lack of importance of the tested features, and that the tested features were so low on the list of importance of features that it can be predicted that they would not assume significance in the final choice even if there was to emerge a significant difference between the tested features in respect of iOS and non-iOS devices.
3588 But Apple says that this interpretation of the survey results by Professor Dhar should be rejected. It is also said that I should reject the related evidence of Professor Dhar that the surveys he conducted were apt to identify the importance of the tested features in a way that was distinct from the final choice to purchase made by the survey respondents. Apple says that the distinction between final choice and purchase decision is elusive, if not meaningless.
3589 Apple says that the more fundamental problem with the distinction posited by Professor Dhar is that it is not a distinction that would have been appreciated by survey respondents when they completed the surveys. The responses to the surveys gathered and analysed by Professor Dhar must be understood in the context of the survey instrument as a whole.
3590 Apple says that the relevant instructions and questions in the survey served to direct the survey respondent’s attention to reconstructing the thought process that they followed when making the decision to purchase their Apple iPhone.
3591 The focus was upon features or attributes that were the subject of conscious consideration. There was a repeated, and explicitly emphasised, temporal direction to “when you were making the decision to purchase the Apple iPhone”.
3592 The natural inference is that most, if not all, of the respondents who followed and understood the instructions and questions were thinking about the features and attributes that they actively considered when making what Professor Dhar described as the final choice.
3593 Now under cross-examination Professor Dhar would not accept that the framing of Q1 would have affected the respondents’ understanding of what they were being asked in Q2 and Q3. But Professor Dhar did accept that the effect of Q2 and Q3 was to ask survey respondents about the importance of the identified features in their purchase decision. He accepted that he was not eliciting responses with a view to identifying the importance of the identified features to the overall satisfaction or enjoyment of the relevant device. But Professor Dhar sought to maintain that respondents to Q2 and Q3 would not have understood that they were being asked about their final choice to purchase the device. Professor Dhar said that survey respondents, in answering his questions, would have understood they were being asked about what was important to them in making their purchase decision, but not in the final choice, and that respondents understood that there was a distinction between final choice and purchasing decision.
3594 But Apple said that in the mind of an ordinary consumer responding to this survey there would not be any sensible distinction between the purchase decision and the final choice, where the choice is to purchase. If Professor Dhar was seeking to elicit answers from survey respondents that went to the factors that were important to their purchase decision, but had no impact on the final choice they made, then the survey instrument that he employed was ill-suited to such an obscure exercise.
3595 Further, Apple said that the distinction between the importance to the purchase decision and the importance to final choice also finds no support in any of the literature relating to surveys of this kind. But Professor Dhar did not accept such a suggestion.
3596 Further, Apple says that the results of the surveys conducted by Professor Dhar in fact signal that the tested features had some importance to a substantial number of iOS device purchasers, even in circumstances where there was unlikely to have been a perceived variation between available options in terms of the tested features.
3597 Further, Apple says that an additional problem with relying on the surveys to draw the conclusions drawn by Professor Wright is that a change in the quality of apps available on the App Store, relative to the quality of apps available on other platforms, would be reflected in consumers’ perception of a number of the features and aspects used in the surveys.
3598 Further, Apple says that a significant variation in the quality of apps would sound in a prospective purchaser’s perception of the relative levels of performance/speed, ease of use, security and privacy of information and reliability of the available devices.
3599 The surveys showed that each of these features and aspects was of more importance than the features singled out as the tested features.
3600 Two important points follow, so Apple says.
3601 First, the survey was designed in a way that was prone to spread the data relevant to the significance of apps across a number of different categories. Respondents identifying features such as ease of use and reliability can be understood to have been implicitly identifying the quality of apps as an aspect of those identified features. The effect was to downplay, artificially, the overall importance of the quality of apps to purchasing decisions.
3602 Second, Apple says that Professor Wright was wrong to treat the survey responses directed only to the tested features as a basis for concluding that prospective purchasers of iOS devices would not consider a significant change in the quality of apps available on the App Store to be important to their purchasing decision.
3603 Further, Apple says that a separate problem with the iPhone and iPad surveys conducted by Professor Dhar is that the results are likely to be heavily affected by a large proportion of the survey respondents having been Apple upgraders who did not give any consideration to switching to a non-iOS devices. For such persons, the purchase decision did not involve deciding whether to buy an iOS device or a non-iOS device. It was rather about deciding whether or not to upgrade from an iOS device to a newer model of iOS device. That is apt to raise a narrower subset of considerations, which in turn will be reflected in survey results.
3604 Now Professor Dhar accepted that for Apple upgraders of this kind, their perception of the levels of relevant attributes of the devices would be influenced by the features associated with newer models of the iOS device, and this would influence the final choice. In Professor Dhar’s opinion, this would not have a distorting effect because his survey was not measuring the final choice, but the importance of attributes.
3605 But Apple says that I should reject that characterisation of the surveys. That in turn would mean that there is sound reason to expect that the survey results are substantially distorted by the distinct thought processes that are likely to be followed by iPhone and iPad upgraders.
3606 In particular, the features that are heavily promoted as improved qualities associated with new models such as battery life, new camera features, and storage capacity are likely to dominate the list of features considered by upgraders.
3607 Further, upgrading from one model of an iPhone or an iPad will not affect the price of apps. Nor, putting aside immaterial exceptional circumstances, will it affect the total number and variety of apps in the App Store. It is unsurprising that a substantial number of upgraders would not give active consideration to the price of apps or the number and variety of apps in the App Store when they come to make a decision to upgrade to a new model of iOS device.
3608 Apple says that that provides a cogent explanation for the relatively low identification of these tested features as having been important to survey respondents. It also explains why features that are routinely promoted by Apple as reasons to upgrade, in particular camera performance, battery life and processing speed, appear high on the list of important features.
3609 Apple also says that there is a further problem with treating the surveys as evidence about likely switching behaviour associated with a change in the price of in-app content. The surveys did not attempt to take into account the availability to users of alternative platforms for making in-app purchases. In relation to many apps that feature in-app purchases for digital content and subscriptions, it is highly probable that survey respondents would have had alternative means of acquiring digital content. If that was the case, it would necessarily affect such a person’s attitude to the significance of prices of in-app purchases within the app itself.
3610 Generally, Apple says that the surveys do not provide insight into whether consumers would be willing to incur the cost of making individual transactions on another app transaction platform in response to a change in the availability or pricing of apps on the App Store.
Google’s criticisms
3611 Now Epic says that the survey evidence of Professor Dhar provides a factual foundation for an inference that the unimportant features in past device purchases, such as the price, number and variety of apps available on the device, are likely to remain unimportant to users in respect of future purchases, including if a SSNIP were applied to the distribution services supplied by the Play Store. But Google says that no such inference can be drawn from this evidence.
3612 Google says that the surveys cannot assist in determining whether consumers would switch devices if a SSNIP were to be applied to the Play Store’s services, because the surveys asked the wrong question.
3613 Google says that one problem with the surveys is that they are asking about the significance of features that do not vary between devices.
3614 To ask whether an undifferentiated feature was important in deciding between devices is an exercise in futility. If a feature that does not vary between devices is not identified as a significant feature in deciding between devices, that tells one nothing as to whether, if there was a difference, it would cause any substitution. In this regard Google says the following.
3615 There is presently no relevant variability between iOS devices and Android devices in respect of at least one of the tested features, being the variety of apps available. All of the top 100 revenue generating apps on the App Store in Australia in 2021 are also present on the Play Store.
3616 There is no evidence suggesting that there was any substantial difference in the prices consumers paid for apps or in-app purchases on iOS and Android during the period covered by the surveys.
3617 Further, Professor Dhar did not do any analysis of whether the tested features differ between Android devices, or between Android devices and iOS devices, or whether consumers perceive there to be any difference.
3618 So, if the tested features do not differ between devices, it would be unsurprising that consumers did not regard the tested features as being of importance in choosing between Android devices and iOS devices.
3619 As Professor Keller explained, the tested features would be points of parity that would not be evoked in a consumer’s mind when making their purchase decision. This fact would tell nothing as to the likely extent of any substitution should there be a decline in the variety of apps available on one platform relative to the other in the future.
3620 Now Professor Dhar agreed that if consumers view two product alternatives to be the same in respect of a given feature, that feature or attribute would not influence their relative preference between those products. He said that it would not affect their “final choice”.
3621 So, a survey concerning the features that mattered in past consumer purchasing decisions is unlikely to be informative about the importance of features that do not differ across product alternatives.
3622 Now in cross-examination, Professor Dhar sought to cavil with this proposition by drawing a distinction between the “final choice” and the “purchasing decision”. He suggested that his survey questions were asking about “importance” to a purchase decision, not the final choice, and that survey respondents would understand this. So, the surveys therefore measured which factors were important to the purchase decision, even if unimportant to the final choice.
3623 But Google says that that evidence should not be accepted. It is inconsistent with Professor Dhar’s own article, in which he acknowledged that an attribute is more likely to be ignored when it is identical across objects than when it differs across objects, especially in a choice context, because common features provide no basis for choosing.
3624 It is also inconsistent with Professor Dhar’s concessions about how survey respondents understood the survey questions he used. In particular, the following may be noted.
3625 Professor Dhar conceded that the survey questions made clear to survey respondents that they were being asked to answer based on matters that they had actually consciously considered when making a specific past device purchase.
3626 Professor Dhar conceded that the survey respondents who read Q1 would understand that what they were being asked to do was to think back to when they made their purchase decision and list the items that they thought about in making that decision.
3627 Likewise, for Q2, Professor Dhar conceded that the ordinary way a survey respondent would read the question is to have regard to the features or aspects that they thought about when they made their last purchase decision.
3628 Professor Dhar also conceded that survey respondents would not understand the questions to be asking them to consider factors that might be significant to their use, satisfaction, or enjoyment of the product, but which did not actually enter their mind when they made their purchasing decision.
3629 Given these concessions, Google says that it is problematic to conclude that survey respondents who understood that they were being asked about features they actually had in mind when making their purchasing decision also understood that they were to list features that were important to them that they did not think about.
3630 So, Epic’s claim that the questions were not expressly limited to the “final choice” misses the point, because there is no evidence that survey respondents would have understood this. The commonsense inference is that survey respondents did not.
3631 Further, Google says that demand side substitution refers to the extent to which buyers would switch their patronage from one firm’s product to another in response to a change in price or quality. In that way, close substitutability can be tested by asking the question: If the firm were to “give less and charge more,” would there be much of a reaction?
3632 But Google says that the problem with the surveys is that they merely test what factors consumers actually considered in a past decision in the circumstances prevailing at the time, rather than how consumers would respond if the price of apps or in-app purchases, or the total number or variety of apps available, were to change.
3633 Further, Professor Keller said that surveys about future purchasing intentions are commonly conducted. Further, although future intentions surveys present a risk of bias, one can construct a survey to mitigate this bias.
3634 Further, Google says that the surveys in each of the Apple and Google proceedings were limited to iOS device owners and Android device owners respectively, and were not designed to explore whether respondents considered, or would consider in the future, switching between these platforms. This is another respect in which the survey design was inapposite.
3635 Further, Google says that the surveys are unreliable because they contain confusing and cognitively demanding questions, and Epic has not established that the survey results were unaffected by such deficiencies.
3636 First, Google says that as observed by Professor Keller, several of the definitions used in the surveys were long and complex. The fact that 12.5% of survey respondents in the pre-test found the definitions preceding Q4 cognitively demanding, had to read them multiple times or did not understand Q4, and 10% of survey respondents in the pilot surveys and final surveys themselves indicated that they did not understand the definitions, is indicative of a lack of understanding more generally for other parts of the surveys that rely on long and complex definitions. This points to the unreliability of the survey results.
3637 Second, Google says that the evidence is consistent with the proposition that the surveys were too cognitively demanding for survey respondents, which affects their reliability.
3638 Now Professor Dhar took multiple steps to ensure that the surveys were not confusing or cognitively demanding, and that the dropout rate was relatively low. But Google says that his assertions in this regard do not disprove the difficulties identified.
3639 Google says that the surveys are not sufficiently reliable to use in this case.
Analysis
3640 Now Professor Dhar found that in deciding what mobile device to purchase, users do not place any real weight on the price of apps and in-app purchases or the number and variety of apps.
3641 Professor Dhar conducted surveys of iPhone purchasers to gauge the importance of various factors in the purchasing decision. What was shown was that the price of apps and in-app purchases, and the total number and variety of apps, are highly unlikely to be considered by most consumers when making the decision to purchase an iPhone or iPad. The survey results showed that when asked open questions about the feature purchasers considered in deciding to purchase an iPhone, none mentioned the price of apps and in-app purchases, and 0.1% mentioned the total number and variety of apps. Further, when asked to select from a list of features that they had considered, and indicate the relative importance of those features, the total number and variety of apps and price of apps and in-app purchases ranked 19th and 21st out of 21 features, respectively. The survey of iPad purchasers had similar results.
3642 Similarly, the results of the surveys concerning Android smartphone and tablet purchasers showed that most consumers are highly unlikely to consider the price of apps and in-app purchases, and the total number and variety of apps when making the decision to purchase an Android smartphone or Android tablet. The survey results showed that when asked open questions about the features purchasers considered in deciding to purchase an Android smartphone, 0.1% mentioned the price of apps and in-app purchases, and 0.4% mentioned the total number and variety of apps. When asked to select from a list of features that they had considered, and indicate the relative importance of those features, the total number and variety of apps and price of apps and in-app purchases ranked 27th and 26th out of 28 features, respectively. The survey of Android tablet purchasers had similar results.
3643 Now in cross-examination it was put to Professor Dhar that his surveys were not of assistance because they did not take account of the fact that the surveyed features, being the price of apps and in-app purchases and the total number and variety of apps, did not vary significantly as between the App Store and the Play Store.
3644 But his surveys measured the importance of the relevant factors and the fact that those factors featured so lowly in respondents’ rankings of factors is strong evidence that they are unlikely to affect a purchase decision even if the position changed.
3645 Let me say something about Professor Keller’s evidence.
3646 There is no dispute between the experts about the accuracy of the results of the surveys in Professor Dhar’s reports. Professor Keller did not carry out his own survey and did not offer any concrete alternative form of survey instrument. Rather, Professor Keller’s approach was merely to throw stones at the design of the surveys and Professor Dhar’s interpretation of the results. Professor Keller made two overarching criticisms.
3647 His first broad criticism was that the surveys only asked about past purchases rather than an altered circumstance such as in the SSNIP construct, where prices were altered. Professor Keller said that it would have been possible to carry out a survey in respect of future intentions, or a conjoint survey, in order to elicit information about what consumers might do in that circumstance.
3648 His second broad criticism was that the importance of the tested features is likely to be under-reported by the surveys because the tested features did not vary substantially during the survey period. Professor Keller’s view was that consumers were unlikely to have identified them as important for that reason.
3649 Professor Keller also made some observations to the effect that the results of the surveys indicate that the surveys were overly cognitive demanding and contained some inconsistent results.
3650 But I agree with Epic that Professor Keller’s evidence had some problematic features generally.
3651 As Epic said, Professor Keller denied or would not accept the accuracy of some statements which were taken directly from his reports in these proceedings or his best-selling textbook for MBA students. The clearest example of this was Professor Keller’s denial of the proposition that a survey designer should avoid hypothetical questions in circumstances where that is the guidance which he and his co-author provide for survey design in their textbook for MBA students. I agree with Epic that Professor Keller’s attempts to explain this away were unconvincing.
3652 His suggestion that the caution in the textbook was to guard against questions which were fantasy appeared to be an attempt to distance himself from his own published work. He accepted his suggestion to be wrong. There were other examples. Further, some of the articles he had cited in respect of purchase intention surveys did not support the proposition set out in his report.
3653 In any event, I have rejected Google’s and Apple’s criticisms of the surveys. Let me deal with some particular topics.
3654 Now it was not contentious before me that the economic logic behind the use of this survey evidence, as well as surveys conducted by Apple and Google, involved considering which components or features of a smart mobile device were important drivers of user choice. This is informative about what is likely to affect user purchase decisions and potentially lead a user to make a different decision at the device level. If in-app purchase prices are a significant driver of purchase decisions at the device level, then changes in pricing of in-app purchases would be more likely to trigger switching by users than if it was not.
3655 If consumers currently do not rate the price or quality of apps or in-app purchases as an important matter for the purposes of the choice of phone, then an increase in that price is unlikely to change their future purchase decisions and therefore unlikely to lead to a switch from the Play Store to the App Store, or vice versa in respect of a SSNIP in respect of the App Store.
3656 Now it is correct that the surveys did not measure the precise effect that a SSNIP would have on consumers’ purchase decisions. But as Epic says, asking a hypothetical question about what consumers would do in the future in circumstances that are different from the present gives rise to various difficulties.
3657 First, the aggregation of various small amounts spent on apps gives rise to difficulties for survey respondents in calculating total spending.
3658 Second, if seeking to survey a change in quality, it would be difficult to describe changes in quality in a uniform manner that would apply across all apps.
3659 Third, survey literature recognises that responses in respect of hypothetical choices often overstate the value of the surveyed matter.
3660 Fourth, it is difficult to ensure that survey respondents adequately consider the non-monetary costs of switching phones, and it is challenging to design questions that would focus their attention on those matters without those costs being overestimated by the survey respondent.
3661 Fifth, the problem of what has been described as the cognitive bias of focalism means that specific questions about a change in price of apps are likely to lead to survey respondents overstating the importance of that feature.
3662 For those reasons, the surveys measured the importance of purchase factors in past purchases only. I agree with Epic that the importance of a factor at the time of last purchase is a good indicator of whether those matters are likely to be influential in respect of future purchases.
3663 Accordingly, the results of the surveys assist in demonstrating that a SSNIP on one or other of Apple’s or Google’s commission rates is very unlikely to lead to users switching phones in order to access a different app store.
3664 Now Professor Keller attempted to defend the use of a survey involving hypothetical questions, but such questions would create a greater risk of bias because they would ask respondents to report how they would behave amid imagined circumstances and that that is the form of bias that one would be working against in that kind of a survey.
3665 Further, as Epic points out, Professor Keller did not attempt in any concrete way to identify what such a survey would look like. An example of the difficulty with that approach was that after he was confronted in cross-examination with the fact that conjoint surveys can only capture a limited number of tested features, Professor Keller suggested that it may be possible to run multiple conjoint surveys. But he did not seek to explain how that would address the issue of focalism or, as Epic points out, the many other issues that would arise with such an approach.
3666 Now another criticism made of the surveys is that they measured how important the tested features were for a particular past purchase only, and did not measure the importance of those factors in a way that would be useful when there is a change in the features of the relevant products.
3667 But as Epic points out, Professor Dhar and Professor Keller agreed that multi-attribute utility theory is a well-established approach to analysing consumer preferences and provides an appropriate theoretical foundation for answering the questions which the surveys addressed.
3668 It was not contentious that the essence of the theory is that when analysing a consumer’s decision, it is necessary to consider both the weight or importance that a consumer attaches to a particular factor and also the level of that factor.
3669 As Epic explained, assume a person is choosing between two phones, A and B. Phone A has marginally better battery life, but Phone B has a much larger screen. In deciding between them, the consumer takes into account both the importance the consumer places upon the different factors and the level of those factors. The net result is that even though Phone B is far superior on the level of screen size, the consumer may choose Phone A over Phone B because they consider battery life to be more important.
3670 Now the difference between Professor Dhar and Professor Keller was that Professor Dhar considered that his surveys measured importance independent of levels. But Professor Keller considered that the surveys only measured the impact on the consumers’ product decision, such that they did not identify importance separate from that particular product choice. But I accept Professor Dhar’s position, for several reasons.
3671 First, as Epic pointed out, the key results of the surveys are the answers to Q2 and Q3.
3672 Question 2, which acts as an important filter to Q3, asked respondents to identify features which had some importance when they were making the decision to purchase. “Some importance”, in this context, indicated that the feature had some consideration in decision making as opposed to no consideration, such that it was not of zero importance.
3673 In Q3, respondents were asked to allocate points to different features to indicate how important each one was relative to the others when they were making the decision to purchase.
3674 I agree with Epic that neither question limited the answers to the specific point when the customer was making the final purchase decision, as Professor Keller appeared to assume. Rather, they referred to importance generally.
3675 As Epic rightly said, if, in the example set out above, Phone A and Phone B had identical offerings in respect of battery life, the consumer would still have responded to this question indicating that battery life had some importance when they were making the decision. It is something that was important to them, so they considered whether the levels were the same or not. The fact that it was not a determinative matter for the choice between Phone A and Phone B, because the levels were the same, does not change that.
3676 Second, Professor Dhar provided an example of a factor in the surveys relating to Android that ranked highly for respondents, namely, the Android operating system. The Android operating system is a factor that did not vary for the approximately 80 to 90% of Android users who did not consider purchasing an Apple device. If the level of a factor being equal across different product choices made a difference to respondents’ answers to the survey, the factor “Android operating system” would have ranked far lower in the survey responses.
3677 Let me deal with some other matters.
3678 Professor Keller made various observations about the form and results of the surveys to the effect that the surveys were confusing or cognitively demanding for survey respondents. But in respect of the wording of the surveys, Professor Dhar said that he used common industry terminology in the surveys which was, in part, based upon the wording used in Apple’s and Google’s own surveys. I would not criticise him for that. Further, Professor Keller did not identify any alternative language that might have been used.
3679 Further, I also reject the notion that the surveys should be rejected because they were too cognitively demanding.
3680 Now Professor Keller identified that a large number of survey respondents used round numbers when providing their response to Q3. That question asked respondents to allocate 100 points across the features and aspects that they had identified as of some importance in Q2.
3681 Professor Keller said that employing mental shortcuts is a common sign of a cognitively demanding task and that the use of round numbers suggested that respondents may have attempted to reduce the cognitive burden of the task by providing rounded number of points to the device features.
3682 But as Epic says, the fact that respondents use round numbers in response to such a task is not a sign of the task being cognitively demanding. The use of round numbers in this way is a common heuristic that people use from day to day, including for tasks that are not cognitively demanding.
3683 Further, Professor Keller identified that twice the number of respondents dropped out of the surveys while answering Q3 as they did for other questions in the survey and that this indicated that Q3 was cognitively demanding. But I agree with Epic that such a statistic is meaningless. As Epic demonstrated, twice as many people ceased carrying out the survey whilst going through the screening questions as the number that ceased during Q3. It cannot be said that those matters, which contained the instructions for the survey and then asked questions about the survey respondents’ age and location, were cognitively demanding. In any case, the dropout rates for both Q2 and Q3 were approximately 1%. I agree with Epic that such a rate was not meaningful.
3684 Now I have not addressed all of the detailed criticisms made by Apple and Google. But it suffices to say that none of them substantially undermine the methodology or conclusions that Professor Dhar has drawn from his surveys.
3685 In summary, I accept the results of the surveys.
3686 It would seem that consumers in Australia do not generally consider the price or variety of apps for a particular device to be an important matter when choosing which device to purchase.
3687 Further, it would seem that those unimportant features for past purchases are likely to remain unimportant to users in respect of future purchases.
3688 That, in turn, indicates that if Apple or Google were to impose a SSNIP on the services they provide in respect of app distribution, this is unlikely to cause consumers to switch to an app store in the other ecosystem by purchasing a device from the other ecosystem.
Section 46 — legal principles
3689 Section 46 of the CCA provides:
Misuse of market power
(1) A corporation that has a substantial degree of power in a market must not engage in conduct that has the purpose, or has or is likely to have the effect, of substantially lessening competition in:
(a) that market; or
(b) any other market in which that corporation, or a body corporate that is related to that corporation:
(i) supplies goods or services, or is likely to supply goods or services; or
(ii) supplies goods or services, or is likely to supply goods or services, indirectly through one or more other persons; or
(c) any other market in which that corporation, or a body corporate that is related to that corporation:
(i) acquires goods or services, or is likely to acquire goods or services; or
(ii) acquires goods or services, or is likely to acquire goods or services, indirectly through one or more other persons.
(3) A corporation is taken for the purposes of this section to have a substantial degree of power in a market if:
(a) a body corporate that is related to that corporation has, or 2 or more bodies corporate each of which is related to that corporation together have, a substantial degree of power in that market; or
(b) that corporation and a body corporate that is, or that corporation and 2 or more bodies corporate each of which is, related to that corporation, together have a substantial degree of power in that market.
(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.
(5) For the purposes of this section, a body corporate may have a substantial degree of power in a market even though:
(a) the body corporate does not substantially control that market; or
(b) the body corporate does not have absolute freedom from constraint by the conduct of:
(i) competitors, or potential competitors, of the body corporate in that market; or
(ii) persons to whom or from whom the body corporate supplies or acquires goods or services in that market.
(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.
(7) To avoid doubt, for the purposes of this section, more than one corporation may have a substantial degree of power in a market.
(8) In this section:
(a) a reference to power is a reference to market power; and
(b) a reference to a market is a reference to a market for goods or services; and
(c) a reference to power in relation to, or to conduct in, a market is a reference to power, or to conduct, in that market either as a supplier or as an acquirer of goods or services in that market.
3690 The form of the provision that I must apply was relevantly amended with effect from 6 November 2017 by the Competition and Consumer Amendment (Misuse of Market Power) Act 2017 (Cth). I note that the relevant period concerning the alleged conduct of Apple and Google has its commencement point at the time that the 2017 amendments came into effect.
3691 The 2017 amendments relevantly recast s 46 to remove the requirement that a firm “take advantage” of a substantial degree of power in a market as an element of the contravention. Indeed, there is no express causal link required between the possession of “a substantial degree of power in a market” and the proscribed conduct with the requisite purpose, effect or likely effect. Whether the ability to engage in the conduct was sourced to or required for its existence the possession of such market power seems to have been left up in the ether, although the heading to s 46 “Misuse of market power” seems to entail such a link.
3692 Now as introduced to Parliament, the proposed amendments listed in clause 46(2) several pro-competitive and anti-competitive “mandatory factors” to which a court must have regard in determining whether conduct had the purpose, effect or likely effect of substantially lessening competition, adopting the model legislative text proposed by the Harper review:
(2) Without limiting the matters to which regard may be had in determining for the purposes of subsection (1) whether conduct has the purpose, or has or is likely to have the effect, of substantially lessening competition in a market, regard must be had to the extent to which:
(a) the conduct has the purpose of, or has or would be likely to have the effect of, increasing competition in that market, including by enhancing efficiency, innovation, product quality or price [competitiveness] in that market; and
(b) the conduct has the purpose of, or has or would be likely to have the effect of, lessening competition in that market, including by preventing, restricting, or deterring the potential for competitive conduct or new entry into that market.
3693 The review envisaged that the clause 46(2) factors:
… would expressly direct the court to consider any pro-competitive aspects of the impugned conduct, in addition to the alleged anti-competitive aspects, in assessing whether the conduct has the overall purpose, effect or likely effect of substantially lessening competition.
3694 Clause 46(2) was removed from the final version of the bill. The supplementary explanatory memorandum recorded the intention of the legislature in so doing that (p 9):
The removal of the mandatory factors does not change the objective of the new section 46, which is to target anti-competitive behaviour by firms with substantial market power, while allowing legitimate pro-competitive behaviour even if this results in harm to inefficient competitors.
Consistently with this objective, the new section 46 continues to focus on harm to the competitive process, rather than individual competitors, and does not shield inefficient competitors from the natural effects of strong competition.
3695 Now s 46 must be construed within a broader context that includes the course of the legislative history of the provision and extrinsic materials pertaining to that legislative history. So, the relevant context requires that the provision be interpreted in a manner consistent with the objective sought to be achieved by the legislature, which objective was to substantially adopt the recommendations of the Harper review.
3696 Now as I say, a related question to which I adverted in the course of the argument at trial concerns the extent to which, following the 2017 amendments, s 46 requires a causal connection between the possession of the substantial degree of market power, on the one hand, and the engaging in of conduct with the purpose, effect or likely effect of substantially lessening competition, on the other hand.
3697 Now in addition to the legislative history, regard must be had to the heading of the section which I have just set out. It would seem to be an implication from that heading that the target of the prohibition is the use of market power for an anti-competitive purpose or effect or likely effect. The continuing use of the heading in that form seems to indicate that the provision is to be construed as incorporating a causal nexus between the possession of market power and engaging in the impugned conduct.
3698 That is the construction that serves the objectives recorded in the revised explanatory memorandum to the 2017 amendments (at [1.16]):
As is the case with the current section 46, under the new section 46, a firm does not misuse its market power merely because it competes to acquire, retain or grow its market power. The new section 46 is not intended to unnecessarily constrain the ordinary decision-making of corporations with substantial market power, or to prevent such firms from undertaking competitive activities. Not all actions by firms with substantial market power will be a misuse of that power.
3699 Now as Associate Professor Katherine Kemp has pointed out, under the previous version of s 46 and very generally speaking, the causal connection required to be shown was between the respondent’s substantial market power and the ability to engage in the impugned conduct or the profitability of that conduct, whereas under the current version of s 46, and putting to one side the purposive limb for a moment, the causal connection required to be shown is between the impugned conduct and the alleged substantial lessening of competition in the relevant market in terms of effect or likely effect (see K. Kemp, Causation in Misuse of Market Power Claims under the Competition and Consumer Act 2010 (Cth) (2021) 49 ABLR 208 at 212).
3700 Let me break down my discussion into considering two dimensions of causation. One might consider the question of any causal link between the possession of a substantial degree of market power and the impugned conduct (not explicit in s 46). The other dimension is the question of any causal link between the impugned conduct and the effect or likely effect of substantially lessening competition (explicit in s 46).
Causal connection between the market power and conduct
3701 On a plain textual reading of the current s 46, it would seem that it is not necessary to establish any causal connection between the respondent’s substantial market power and the impugned conduct or at least the respondent’s ability to engage in that conduct.
3702 The causal connection required proceeds from the impugned conduct and looks at its effect or likely effect, putting to one side the purposive limb.
3703 But what does one say about French J’s arsonist under the old version of s 46?
3704 In Natwest Australia Bank Ltd v Boral Gerrard Strapping Systems Pty Ltd (1992) 111 ALR 631 at 637, French J stated:
It is not sufficient to show that a corporation with market power has engaged in conduct for the purpose of preventing entry of another person into a market or deterring or preventing a person from engaging in competitive conduct in that or any other market. An extreme example illustrates the point. If a corporation with substantial market power were to engage an arsonist to burn down its competitor's factory and thus deter or prevent its competitor from engaging in competitive activity, it would not thereby contravene s 46. There must be a causal connection between the conduct alleged and the market power pleaded such that it can be said that the conduct is a use of that power.
3705 Does the arsonist example now work under the current version of s 46 so as to amount to a contravention?
3706 Further, as to the purposive limb, on the face of s 46 it would seem that no causation is required for a contravention. All that is necessary to show is the conduct with the relevant purpose.
3707 It is problematic to say the least to suggest that no causal link need be shown between the possession of a substantial degree of market power on the one hand, and the engaging in of the proscribed conduct on the other hand.
3708 First, and as I have said, to suggest that no causal link need be shown is at odds with the very heading of s 46.
3709 Second, if no causal link need be shown, why use the possession of such market power as a fundamental pre-condition to the statutory proscription? And why the substantial embellishments and elaborations on the degree of market power question in ss 46(3) to (6) if one just needed to tick off the question without any requirement to show any causal link?
3710 Third, it makes little sense to talk about engaging in conduct with the effect or likely effect of substantially lessening competition in the same market as that in which the corporation possesses a substantial degree of power, which is the scenario dealt with in s 46(1)(a), without requiring or assuming the existence of a causal link.
3711 Now the issue becomes more complicated where you are dealing with the “other market” scenarios in s 46(1)(b) and s 46(1)(c). Conceptually, you could decouple in your mind and not require a causal link between the possession of a substantial degree of power in one market and the effect or likely effect of substantially lessening competition in another market. But why would you decouple? Surely these scenarios are contemplating the existence of a substantial degree of power in one market being used as a lever or leverage by the corporation in another market in which it or a related body corporate participates. And if such scenarios did not contemplate such use or leverage, how would that then involve the “[m]isuse of market power”, which is the headline to s 46 in its entirety? It would not.
3712 Fourth, my third point dealt with the aspect of engaging in conduct which has the effect or likely effect of substantially lessening competition. What about the aspect of engaging in conduct that has the purpose of substantially lessening competition? Is there any incoherence or anomaly in not requiring any causal link between the possession of a substantial degree of market power on the one hand and engaging in the conduct with the proscribed purpose on the other hand? Now this is less incoherent or anomalous because the proscribed purpose is subjective. So you might have conduct with the proscribed subjective purpose but without any causal link objectively to the existence of the market power. But this would be an unusual situation.
3713 Now where does one go to from here if one assumes that a causal link makes sense in most if not all relevant scenarios? There are three possible approaches that one could take.
3714 First, perhaps s 46 is to be read such that some form of causation is to be taken as necessarily implicit in the statutory text and assumed by the legislature to apply and be conclusively assumed if all conditions for the statutory proscription in each case have been satisfied and without more. So, in other words, no separate causal link needed to be stipulated or demonstrated or needs to be proven.
3715 Now for completeness I should make a point here. Clearly, the legislature intended to remove the previous causation test of “taking advantage”. But to remove one unsatisfactory test for causation does not entail that the legislature intended that causation was to be treated as being irrelevant. Further, the “taking advantage” test never defined nor should be taken to define the universe of possibilities concerning a causation test. It was only one type previously selected by the legislature.
3716 Second, has the legislature implicitly created a rebuttable presumption for causation such that it is taken to be presumed and established in the absence of evidence to the contrary? Such a possibility may go further than a corporation having merely an evidentiary onus to adduce some evidence suggesting the negation of causation. It may have a legal onus to prove the negation or absence of causation.
3717 Third, has the legislature simply left a gap in the text of s 46 that I should fill? Should I fill it with a strong or weak necessary condition causal test? Should I fill it with a material contribution causal test? Or should I fill it with another causation test?
3718 Now of these possible approaches, only the first approach or the third approach, with the flavour of the strong necessary condition test only, appeal to me. And as between these approaches, the first approach seems to me to be the best to keep faith with what the legislature intended.
3719 Further, there is another point in favour of the first approach. If conduct is shown to have been engaged in with the effect or likely effect of substantially lessening competition in a market, it is a fair if not strong assumption that that can be sourced to and causally related to the possession of a substantial degree of market power. The legislature may have so assumed, and so nothing further needed to be shown or demonstrated. If the second level of causation was established, that is, a causal connection between the conduct and its effect, then nothing further needed to have been said concerning the first level of causation, that is, a causal connection between the possession of market power and the conduct, or so the legislature assumed.
3720 But such reasoning does not apply to the purposive limb of engaging in conduct. Further and in event, even for the effects limb, although a strong assumption may have been made, it was not in concept irrefutable or uncontestable as to the likely effect limb which only requires a real chance. But it may be irrefutable in terms of the actual effect limb. It would seem to be self-contradictory to say that a corporation engaged in conduct that had the effect of substantially lessening competition, but then say that it did not use its substantial degree of market power. But then one has the arsonist example.
3721 In all the circumstances I have applied the first approach in both the Apple proceeding and the Google proceeding. I will not treat the current version of s 46 as requiring a causal connection between the possession of the substantial degree of market power and the engaging in of the impugned conduct.
3722 But if I am wrong, none of this matters so far as my conclusions in the Apple proceeding are concerned. Take any of the causation tests embraced by the third approach. In my view Epic has satisfied them. Indeed, even if I was to have taken the second approach, Apple would not even have come close to discharging any evidential let alone legal burden if there was any.
3723 Now the situation is more complex in the Google proceeding. Again, let me assume that I am wrong in applying the first approach. I would repeat for the Google proceeding what I have just said concerning the Apple proceeding in relation to two of the three markets pleaded by Epic in the Google proceeding. But the matter is not so clear relating to the third market pleaded by Epic in the Google proceeding concerning the mobile OS licensing market.
Causal connection between the conduct and effect or likely effect
3724 In my view this second dimension of causation is straightforward in terms of the legal approach. In terms of looking at the effect or likely effect of the impugned conduct under s 46, I see no reason not to apply by analogy the approach that has been taken to similar concepts under other provisions of Part IV. I will discuss this topic in more detail in a moment.
Market power
3725 Now in considering Epic’s claims under s 46, it is necessary to consider whether Apple or Google as the case may be has a substantial degree of power in a market. This is a threshold issue necessary to enliven the operation of s 46.
3726 Section 46(8) explains that “power” means “market power”, a “market” is “a market for goods or services”, and a reference to power in relation to a market, or to conduct in a market, is a reference to power, or to conduct, in that market either as a supplier or as an acquirer of goods or services in that market. And it is not contentious that “substantial” denotes a considerable or large degree of market power.
3727 Now s 46(5) stipulates that a corporation may have a substantial degree of market power even though it does not substantially control the market or even though the corporation is not absolutely free from constraint by the conduct of actual or potential competitors, or persons to or from whom the corporation supplies or acquires goods or services. Further, s 46(7) stipulates that more than one corporation may have a substantial degree of power in a given market.
3728 Now in order for market power to be substantial, the corporation must be able to sustain it over a reasonable time period involving persistent rather than temporary conditions. A corporation possesses market power when it can persistently behave in a manner different from the behaviour that a competitive market would enforce on a corporation facing otherwise similar cost and demand conditions. So, it is necessary to consider how the corporation is constrained by its competitors and by its suppliers and customers. Moreover, activities of others at other functional levels may need to be considered.
3729 Indeed, as s 46(4) expressly provides, in determining the degree of power that a body corporate or bodies corporate have in a market, regard must be had to the extent to which their conduct in that market is constrained by the conduct of competitors, potential competitors, customers, or suppliers. Further, regard may be had to power that a body corporate or bodies corporate have in that market which results from any actual or proposed contracts, arrangements or understandings that the body corporate or bodies corporate has or may have with another party or parties.
3730 Further, market power can be defined as the ability of a firm to raise prices above the supply cost without rivals taking away customers in due time, where in terms of supply cost one is talking in terms of the minimum cost an efficient firm would incur producing the product; one measure for this is long-run marginal costs rather than short-term marginal costs. The other side of the equation is the ability to lower quality without otherwise competitive consequences.
3731 Further, the ability to price at a supra-competitive level, and thereby earn supra-competitive profits is a hallmark of market power. Relatedly, the ability of a corporation to act without constraint because of its own financial strength may partly explain and so may be relevant in determining whether it has market power and the degree of that power.
3732 Further, market power may also manifest itself in the capacity to withhold supply. Further, it may manifest itself in practices such as deciding the terms and conditions apart from price upon which supply will take place or selling on terms which a firm without market power could not enforce.
3733 Further, it may manifest itself in practices such as exclusive dealing, tying arrangements, refusals to deal, or arranging systems of distribution which exclude, limit or inhibit competition.
3734 Further, a large market share may provide some evidence of market power. But one has to be careful. Whether that is so will depend on whether there are barriers to entry. Market power is a natural consequence of barriers to entry and it is the threat of entry or lack thereof which affects, precludes or inhibits competitive conduct.
3735 In relation to the topic of barriers to entry, in Pacific National first instance I said at [132] to [142], which was not questioned or raised as an issue on appeal, the following:
It is convenient to look at barriers to entry in two ways. The first way is to consider the question of structural barriers based on exogenously determined market characteristics. Structural barriers are based on cost structures, such as economies of scale, switching costs, demand characteristics such as preferences for differentiated products, access to information and legal restrictions such as patents, environmental regulations, exclusive government licences and tariffs.
Barriers to entry may be a result of large economies of scale as Mason CJ and Wilson J explained in Queensland Wire. As they said (at 190):
Where the economies of scale in a market are such that the minimum size for an efficient firm is very large relative to the size of the market, it may be that potential competitors will be dissuaded from entering the market by the apprehension that only one firm would survive.
Of course, there may be a lesser position with such a barrier. It may be that more than one firm can survive, yet the potential new entrant is dissuaded from entering because not enough demand is available (having been soaked up by the incumbents) for it to achieve the necessary economies of scale for it to effectively compete.
The second way is to consider the question of strategic barriers or as McHugh J described it “barriers created by the practices and policies of incumbent firms” (Boral Besser at [295]), which in one sense may be considered to be endogenous. He went on to elaborate, in the context of considering whether price-cutting or indeed pricing below cost was a strategic barrier to entry.
Strategic barriers include limit pricing and general entry deterrence, advertising, targeted innovation, product proliferation, expansion of capacity, predatory responses to entry and any other targeted action that would raise a rival’s costs.
Now whether talking about structural barriers or strategic barriers, consequential variations in both market share and market concentration over time as entry occurs must be examined as Chime pointed out.
Further, any assessment of the effect of barriers to entry in a forward-looking sense must include an assessment of the current structural and behavioural characteristics of the market and firms at issue, and of how past conduct has shaped this structural and behavioural environment.
Further and more generally, as Chime discussed at [52] to [54], there is considerable controversy about the proper definition of entry barriers. Joe Bain focuses on factors that permit already established firms to raise price above cost without attracting entry (Bain JS Barriers to New Competition: their character and consequences in manufacturing industries (Harvard University Press, 1956)). Contrastingly, George Stigler treats as a barrier only those costs that a new entrant must incur in order to establish itself but which are not (or have not been) incurred by the incumbents. Undoubtedly the evidence one looks for to identify barriers to entry will depend upon the approach you take.
In “Ease of Entry: Has the Concept Been Applied Too Readily?” (1987) 56 Antitrust Law Journal 41, Professor Richard Schmalensee explained the practical differences between the two approaches (at 43):
Stigler’s followers tend to look at what an entrant must do to become established … and to find that those are more or less the same things that established firms had to do to become established firms. Looking at the two identical lists inclines one to say, “Gee, there aren’t any barriers”. The analysis of lists tends to assume away the possibility — real in some cases, I would argue — that, while the same things must be done, they are done on different terms by an entrant than by an incumbent. The entrant faces a different competitive environment when building a reputation, than an incumbent firm did…
Bain’s followers, on the other hand, tend to find a lot of barriers in practice. Followers of Bain tend to look at established firms as they exist in place, not to focus on the process they had to go through to get there. Many of Bain’s followers, for instance, tend to consider the need to raise a lot of capital to be necessarily a barrier to entry because it is hard to raise, say, $200 million quickly — even though of course, established firms also had to raise $200 million.
Schmalensee pointed out that most modern economic writing at the time he was writing followed Bain in focusing on factors that prevented potential competition from serving to erode profits. But such writing also follows Stigler in measuring profits properly by considering investments incumbents needed to make when they first entered.
Schmalensee also makes one other point that is worth noting concerning scales of economy (at 48):
Scale economies are also discussed in many of the recent opinions where entry is an issue. Scale economies are usually measured by the minimum market share a firm needs to be fully efficient…
The basic scale economies story is that if an entrant would have to add a lot to market capacity in order to be efficient, that entrant has to think there is some danger that the price after a big capacity addition would be below the price beforehand and, thus, has to be nervous about coming onto the market. You could call this sensible concern whatever you want, but it will certainly slow entry.
There are two problems here. The first is that scale economies have been difficult for economists to measure. It tends to be difficult to obtain evidence or testimony that cannot be easily attacked on the question of how large a firm must be to be efficient. This is particularly true when scale economies arise in marketing or distribution. One doesn’t find in internal documents good evidence on how large you have to be to be efficient in any particular industry, because it’s not a question that comes up very often, except possibly in the minds of potential entrants.
It is similarly difficult to establish how important it is to be large enough to be fully efficient. That is, if you have to have a ten percent market share to be efficient, what is the penalty you pay if you have only a one percent market share? Is it a tenth of a percent of costs or twenty percent of costs? This is a critical question. It also turns out, as a matter of what you can prove, to be a very difficult question.
The second problem in dealing with scale economies is that it is difficult to interpret the estimates…
3736 Barriers to entry may be legal barriers, such as intellectual property rights. Such barriers may be a result of economies of scale. They may be technological. Or they may be strategic barriers created by the practices and policies of incumbent firms. Further, they may be created by a first mover advantage where the corporation has soaked up and perhaps directly or indirectly tied up the demand for the relevant goods or services.
3737 Further, market power may also arise from a corporation’s possession and control of large data sets and the ability to leverage off any first mover advantage that has accrued by reason of such possession and control. Another perspective on this point is that such possession and control and what flows from that might heighten barriers to entry, which of course is a feature to consider in assessing the existence or extent of market power. A new entrant may not be able to readily replicate the scope of data possessed by the operators of existing platforms within a reasonable time-frame or at a level which may enable it to effectively compete.
3738 Further, another indicator of market power is vertical integration, which can enable firms to price discriminate between customers whose demand is less and more inelastic. So, power companies which own distribution systems can price discriminate between residential and commercial users.
3739 Other relevant considerations when assessing the existence and degree of market power include the number of competitors, their strength and size, and the stability or volatility of demand.
3740 Let me deal with three other matters.
3741 First, I have given consideration to a recent application of the now superseded version of s 46 in Stillwater Pastoral Company Pty Ltd v Stanwell Corporation Ltd [2024] FCA 1382. As SC Derrington J noted in that case (at [200]), high economic theory is one thing, but the relevant statutory language takes priority unless it is palpably clear that the statutory language has enshrined the economic concept, in which case any conflict is necessarily defined away.
3742 Second, much of the High Court’s jurisprudence on the now superseded version of s 46 turned upon the “taking advantage” statutory causal link question which no longer applies and which accordingly it is not necessary to refer to.
3743 Third, unlike in the United States, where antitrust law accepts that anti-competitive effects of a monopolist’s conduct can be outweighed by pro-competitive justifications for that conduct, ss 45, 46 and 47 do not admit of a foreign “rule of reason” type analysis. But that is not to say that pro-competitive questions are irrelevant. They may very well be relevant. I will say something more about this in a moment in addressing the relevant effects limb.
3744 Moreover, a monopolist’s liability cannot be avoided through a multi-step, burden-shifting framework for analysing the effect of impugned conduct on competition; see Universal Music Australia Pty Ltd v Australian Competition and Consumer Commission (2003) 131 FCR 529 at [273] per Wilcox, French and Gyles JJ.
3745 Let me now turn to the question of effect or likely effect. I should say that I would normally start with purpose, but it is sufficient to postpone this for the moment.
Legal principles — effect
3746 Sections 45(1), 46(1) and 47(1) may be contravened if the conduct or relevant provision (s 45) has the effect or likely effect of substantially lessening competition in the relevant market.
3747 In determining whether the impugned conduct has or is likely to have the effect of substantially lessening competition in the relevant market, I must consider the likely state of future competition in the market with and without the impugned conduct.
3748 Let me make some statements of general principle.
3749 First, as to the element of “competition”, that word describes a process rather than a situation. It is a mechanism for firms to discover the kinds of goods and services the community wants and the manner in which these may be supplied in the cheapest possible way.
3750 As was explained in Re QCMA, “[p]rices and profits are the signals which register the play of these forces of demand and supply”, which signals firms disregard at their peril, since there are other firms which “would be only too willing to encroach upon their market share and ultimately supplant them” (at 188). Competition is thus “a dynamic process … generated by market pressure from alternative sources of supply and the desire to keep ahead”. This process expresses itself as rivalrous market behaviour. Competition damages competitors, sometimes terminally.
3751 Competition is best described by reference to its aim, mechanism, and effect.
3752 The key mechanism of competition is substitution, being the supply of products to customers in place of another’s supply. Substitution occurs on the demand side when customers substitute one product for another, and on the supply side when suppliers adjust their production mix to substitute one product for another or one area of supply for another. Competitors strive to bring about substitution in several ways.
3753 One way is through lowering their costs of production to enable them to profitably lower their prices.
3754 Another way is through improving the quality of their product and thereby increasing the product’s value to consumers.
3755 And yet another way is through inventing new products to meet the needs and wants of customers in new and better ways.
3756 The effect of competition is to enhance the welfare of Australians at least in three ways.
3757 First, by creating incentives and commercial pressure for suppliers to reduce their costs of production and their prices, that is, to improve their productive efficiency.
3758 Second, by creating incentives and commercial pressure for suppliers to commit their resources to the production of products most wanted by customers and to improve the quality of those products, that is, to improve their allocative efficiency.
3759 Third, by creating incentives and commercial pressure for suppliers to invest in innovation, so as to invent new products which better meet the needs and wants of customers, that is, to improve their dynamic efficiency.
3760 Conduct will not substantially lessen competition if competition is effective or workable. Workable competition is not perfect competition; see Application by Chime Communications Pty Ltd (No 2) (2009) 257 ALR 765 at [48].
3761 In Pacific National first instance, I discussed at [122] to [131] the concept of “workable competition” as distinct from effective competition; again, none of this was in issue on appeal.
3762 The concept of “workable competition” was developed in the recognition that perfect competition was “not a reliable basis for normative appraisal of actual markets”, with the concept of workable competition being “an attempt to indicate what practically attainable state of affairs are socially desirable in individual capitalistic markets” (S Sosnick, “A Critique of Concepts of Workable Competition” (1958) 72(3) The Quarterly Journal of Economics 380 at 380). Professor Sosnick discussed various individual performance, conduct and structural attributes designed to assist in applying the concept. But ultimately its questionable utility and vagueness was reflected in his statements discussing degrees of workability and the qualitative and quantitative imprecision in the formulation, measurement and weighing of the various criteria and the relevant standard for the assessment.
3763 Professor Maureen Brunt also discussed the concept in M Brunt, ““Market Definition” Issues in Australian and New Zealand Trade Practices Litigation” (1990) 18(2) Australian Business Law Review 86 in the following terms (at 100):
The phrase “workable competition” is not susceptible to precise, universally accepted definition but usually carries two connotations: first, that the concept of competition must be of a process that is practically achievable in commercial reality; and secondly, that it must be a reliable mechanism for achieving good economic performance – in short, efficiency and progressiveness constrained by market forces. …
3764 The Australian Competition Tribunal in Chime Communications (No 2) said at [36] and [37]:
Much of the literature on workable competition was analysed by S H Sosnick in his paper “A Critique of Concepts of Workable Competition” (1958) 72 Quarterly Journal of Economics 380. Sosnick suggests a large number of characteristics that will determine whether a market is workably competitive. Scherer and Ross (at 53–4) have divided them into structural, conduct and performance categories as follows:
Structural criteria:
• The number of traders should be at least as large as scale economies permit.
• There should be no artificial inhibitions on mobility and entry.
• There should be moderate and price-sensitive quality differentials in the products offered.
Conduct criteria:
• Some uncertainty should exist in the minds of rivals as to whether price initiatives will be followed.
• Firms should strive to attain their goals independently, without collusion.
• There should be no unfair, exclusionary, predatory, or coercive tactics.
• Inefficient suppliers and customers should not be shielded permanently.
• Sales promotion should be informative, or at least not be misleading.
• There should be no persistent, harmful price discrimination.
Performance criteria:
• Firms’ production and distribution operations should be efficient and not wasteful of resources.
• Output levels and product quality (that is, variety, durability, safety, reliability, and so forth) should be responsive to consumer demands.
• Profits should be at levels just sufficient to reward investment, efficiency, and innovation.
• Prices should encourage rational choice, guide markets toward equilibrium, and not intensify cyclical instability.
• Opportunities for introducing technically superior new products and processes should be exploited.
• Promotional expenses should not be excessive.
• Success should accrue to sellers who best serve consumer wants.
The point we draw from Sosnick’s work, as is made evident by Scherer and Ross, is that determining whether competition is “workable” involves an analysis of empirical data regarding the structure and dynamics of a market and its participants.
Perhaps the best shorthand description of workable competition is to envisage a market with a sufficient number of firms (at least four or more), where there is no significant concentration, where all firms are constrained by their rivals from exercising any market power, where pricing is flexible, where barriers to entry and expansion are low, where there is no collusion, and where profit rates reflect risk and efficiency.
3765 But Professor Scherer and Associate Professor Ross have explained (F Scherer and D Ross, Industrial Market Structure and Economic Performance (1990, 3rd ed, Houghton Mifflin Company)) that there are problems with the concept and use of the said criteria. As they said (at 54):
Critics of the workable competition concept have questioned whether the approach is as operational as its proponents intended. On many of the individual variables, difficult quantitative judgments are required. How price sensitive must quality differentials be? When are promotional expenses excessive, and when are they not? How long must price discrimination persist before it is persistent? And so on. Furthermore, fulfilment of many criteria is difficult to measure. For instance, to determine whether firms’ production operations have been efficient, one needs a yardstick calibrated against what is possible. Finally and most important, how should the workability of competition be evaluated when some, but not all, of the criteria are satisfied? If, for example, performance but not structure conforms to the norms, should we conclude that competition is workable, since it is performance that really counts in the end? Perhaps not, because with an unworkable structure there is always a risk that future performance will deteriorate. If stress is placed on performance, what conclusion can be drawn when performance is good on some dimensions but not on others? Here a decision cannot be reached without introducing subjective value judgments about the importance of various dimensions. And as George Stigler warned with characteristic irony, embarrassing disagreements may result:
To determine whether any industry is workably competitive, therefore, simply have a good graduate write his dissertation on the industry and render a verdict. It is crucial to this test, of course, that no second graduate student be allowed to study the industry.
3766 The Tribunal in Chime Communications (No 2) went on to discuss the notion of “effective competition” in the following terms (at [38]):
There are some economists who speak of “effective competition”. For example, Shepherd ((1997) at 18) describes effective competition as requiring internal and external conditions. The internal conditions are: (a) a reasonable degree of parity among the competitors; and (b) a high enough number of competitors to prevent effective collusion among them to rig the market. The external condition is easy entry. Effective competition denotes the idea that firms should be subject to a reasonable degree of competitive constraint from actual and potential competitors as well as from customers.
3767 The ACCC also advanced in Chime Communications (No 2) an “effective competition” model which I find attractive. Effective competition is more than the mere threat of competition and requires that competitors be active in the market, holding a reasonably sustainable market position. Further, it requires that over the long run prices are determined by underlying costs rather than the existence of market power although a party may hold a degree of market power from time to time. Further, it requires that barriers to entry are sufficiently low and that the use of market power will be competed away in the long run, so that any degree of market power is only transitory. Further, it requires that there be independent rivalry in all dimensions of the price/product/service package. Finally, it does not preclude one party holding a degree of market power from time to time, but that power should pose no significant risk to present and future competition.
3768 There is also another model of non-perfect competition known as the “contestable market” model. As the theory goes, as explained in Chime Communications (No 2) at [40]:
… it is not the internal structure of the market that affects competition. Rather, an incumbent firm will be forced to deliver the optimal allocation of resources provided it is possible for a competitor to enter the market without any sunk costs (that is there are no barriers to entry) and leave the market without incurring any losses (that is where “hit and run” entry and exit are possible). A perfectly contestable market is not perfectly competitive but, according to its proponents, will nonetheless produce an economically efficient outcome.
3769 But as Chime Communications (No 2) explained, to focus on potential competition may divert attention from the state of actual competition. Accordingly, the utility of the contestable market model has been doubted.
3770 For present purposes, it is convenient for me to proceed utilising the ACCC’s “effective competition” model as the conceptual framework.
3771 Effective competition “requires both that prices should be flexible, reflecting the forces of demand and supply, and that there should be independent rivalry in all dimensions of the price-product-service packages offered to consumers and customers” (Re QCMA at 188 and 189).
3772 Additionally, whether firms compete “is very much a matter of the structure of the markets in which they operate” (Re QCMA at 189), in particular the number and size distribution of independent sellers, especially the degree of market concentration, the height of barriers to entry, the extent of product differentiation and sales promotion, the character of vertical relationships with customers and supplies, as well as the extent of vertical integration, and the nature of any formal and stable relationships between firms which restrict their ability to function as independent entities.
3773 Second, the word “substantial” in this context denotes an effect which is real or of substance and thereby meaningful and relevant to the competitive process. It does not mean large or weighty.
3774 Third, for the purposes of the CCA, “lessening” includes preventing or hindering competition.
3775 Fourth, the word “likely” here means a real chance or possibility; a real commercial likelihood, meaning a chance or possibility which is commercially relevant. It does not mean probable and nor does it mean merely possible. The question is whether the evidence establishes a real or commercially relevant chance that the impugned conduct will substantially lessen competition. This requires a single evaluative judgment.
3776 Now as to the proper approach to the meaning of “likely”, in Australian Gas Light Company v Australian Competition and Consumer Commission (No 3) (2003) 137 FCR 317, French J adopted the real chance standard and offered further observations as to its content (at [348]):
The meaning of ‘likely’ reflecting a ‘real chance or possibility’ does not encompass a mere possibility. The word can offer no quantitative guidance but requires a qualitative judgment about the effects of an acquisition or proposed acquisition. The judgment it requires must not set the bar so high as effectively to expose acquiring corporations to a finding of contravention simply on the basis of possibilities, however plausible they may seem, generated by economic theory alone. On the other hand it must not set the bar so low as effectively to allow all acquisitions to proceed save those with the most obvious, direct and dramatic effects upon competition. By the language it adopts and the function thereby cast upon the Court and the regulator in their consideration of acquisitions s 50 gives effect to a kind of competition risk management policy. The application of that policy, reflected in judgments about the application of the section, must operate in the real world. The assessment of the risk or real chance of a substantial lessening of competition cannot rest upon speculation or theory. To borrow the words of the Tribunal in the Howard Smith case, the Court is concerned with “commercial likelihoods relevant to the proposed merger”. The word “likely” has to be applied at a level which is commercially relevant or meaningful as must be the assessment of the substantial lessening of competition under consideration …
3777 In Pacific National first instance at [1275] to [1276], I held that the phrase “likely to have the effect” of a substantial lessening of competition requires only a real chance, although the standard of a real chance is to be understood at a level which is commercially relevant and meaningful. It requires consideration of real commercial likelihoods.
3778 In Pacific National on appeal, Middleton and O’Bryan JJ said that were the section being construed for the first time, they may have held that likely meant “probable”. But they declined to deviate from the status quo.
3779 In Pacific National first instance, in the context of s 45 I said (at [1015] to [1023] and [1214] to [1221]):
The ACCC alleges that PN P/L and Aurizon Operations both contravened s 45(2)(a)(ii) as then in force by making the TSS, because one or more of its provisions would have or been likely to have the effect of substantially lessening competition in one or more of the relevant markets. The ACCC also alleges that AHL was knowingly concerned in PN P/L’s and Aurizon Operations’ contravention of s 45(2)(a)(ii).
Section 45(2) as then in force prohibited a corporation from entering a contract, arrangement or understanding if a provision of it would have been likely to have the effect of substantially lessening competition, in circumstances where “competition” was defined in s 45(3) as competition in any market in which the corporation that is a party to the contract or any related body corporate supplies services.
Accordingly, the issue is whether a provision of the TSS would have been likely to have the effect of substantially lessening competition in a market in which PN P/L, Aurizon Operations or any related body corporate provides services, namely one or more of the relevant markets. Further, it need only be demonstrated that there is a real chance that such a provision would have this effect.
Further, it is not necessary for a single provision of the TSS alone to have this effect. Section 45(4) as then in force provides that for the purposes of s 45, a provision of a contract will be deemed to be likely to have the effect of substantially lessening competition if it “and any one or more” of the other provisions of the same contract, and the provisions of any other contract to which the relevant corporation or a related body corporate is or would be a party, together have or are likely to have that effect.
Further, unlike s 50(1), the focus of this test is at the time of the alleged contravention, such that it is not directly relevant whether in fact the entry into of the TSS has turned out to have that effect.
Further, apart from the inclusive s 4(1) definition of “competition” that is not of significance in the present context and s 4G which states that a “lessening of competition” includes a reference to preventing or hindering competition, there is little further guidance in s 45 save for s 45(3) concerning the phrase “substantially lessening competition”. This may be contrasted with s 50(3) that at the least contains a non-exhaustive list of relevant factors in that context, although they are focused mainly on market structure. But of course competition can look at strategic behaviour as well as structural considerations.
Further, in terms of substantially lessening competition, the lessening has to be meaningful or relevant to the competitive process. Moreover, that threshold does not require an impact on the whole market.
I do not need to repeat what I said earlier in these reasons concerning competition or market definition. Clearly though, in the context of s 45 the relevant conceptual tool to use is a comparison between:
(a) the likely future state of competition with the impugned conduct (the factual); and
(b) the likely future state of competition without the impugned conduct (the counterfactual).
Here the impugned conduct is the making of the TSS with the infringing provision(s).
…
Section 45 is concerned with the effect, or likely effect, of provisions in agreements. A provision cannot contravene s 45 unless it can be demonstrated that a provision had the effect, or likely effect, of substantially lessening competition. In other words, it is necessary to identify the way in which the provision or group of provisions in an agreement adversely impacts or is likely to adversely impact competition.
And to assess whether a provision is likely to have the proscribed effect on competition one conducts a comparison of the world with the provision and the world without the provision. This approach was described in Stirling Harbour Services Pty Ltd v Bunbury Port Authority (2000) ATPR ¶41-752; [2000] FCA 38 by French J in the following terms (at [113]):
It is critical to the applicants’ case under s 47 and s 45 that they show the conduct complained of on the part of the BPA and/or its successful tenderer has the purpose, or has or is likely to have the effect, of substantially lessening competition in the relevant market. In determining whether the proposed conduct has that purpose, effect or likely effect, the Court is not required to consider the present state of competition in the market against its projected state in the event the conduct occurs. It is rather a matter of considering the future state of competition in the market with and without the impugned conduct. This does not prevent reference to the present state of competition to illuminate the future state of the market where there may be a range of possibilities absent the impugned conduct.
(Citations omitted.)
As the impugned conduct in the present context is the making of the TSS with the impugned provisions, a comparison is made as to the future state of competition with the impugned provisions as compared with the future state of competition without the impugned provisions. Now theoretically the future state of competition without the impugned provisions has two logical possibilities. The first possibility is still a TSS but without the impugned provisions. The second possibility is no TSS at all. Which possibility does one use? And what if only the second possibility is available on the evidence? The ACCC says that the second possibility can be used.
In my view, the ACCC’s case is problematic in several respects. The ACCC’s alternative TSS case is not about the effect or likely effect of provisions of the TSS. Rather the ACCC alleges that without the TSS, PN would not have inter-alia entered into the ART BSA with Aurizon, and relevant assets would have been available for purchase by Qube. But that is not a case about any of the provisions of the TSS. That is a complaint about PN’s acquisition of the ART. So on that reasoning, any link in the chain which led to PN and Aurizon reaching an agreement for the sale of the ART could be said to have had the effect of lessening competition.
In my view the ACCC’s approach is impermissible. It does not consider the effect of the impugned provision or provisions. Rather, it seeks to consider the effect of the entry into of the ART BSA, but temporally backdated so as to consider the effect as at July 2017. The ACCC’s case involves a “but for” inquiry. But the proper analysis is to consider the effect of the provisions in question. Section 45(2)(a) is not just about a “but for” factual inquiry. It also involves a normative competition causation inquiry focusing on the impugned provisions and their likely effect.
Alternatively, at most I should compare what was likely to occur with the TSS with what was likely to occur without the TSS. But in asking what competition would look like without the TSS, I should assume away at most the impugned contract, and nothing more. I should not also assume away the ART BSA and the QIB agreement. Analysed in this way, the TSS cannot be said to have an anti-competitive effect by bringing the sale process to an end.
Now Mr Philip Crutchfield QC for the ACCC has said that the ACCC’s analysis under s 45 is orthodox. The ACCC says that the future without the impugned provisions of the TSS is a counterfactual position where there is no TSS or ART BSA. Contrastingly, so the ACCC says, the impugned clause in Australian Competition and Consumer Commission v Cement Australia Pty Ltd (2017) 258 FCR 312; [2017] FCAFC 159 was an exclusivity provision that had been adopted in a series of agreements. The substantive terms of those agreements were not impugned and the agreements were not interdependent. It was possible to identify a “counterfactual position where the relevant contracts did not contain the impugned provisions (rather than the total loss of the contract(s) to a third party)” (Cement Australia at [507] per Middleton, Beach and Moshinsky JJ). That is, in the future without the impugned provision, the parties would have had a lawful agreement which did not contain the exclusivity clause. The relevant analysis in that case accordingly invited a simple comparison of a single agreement with and without the impugned exclusivity provision. But in the present case, so the ACCC says, the impugned provisions of the TSS comprise all of its operative and substantive provisions. What remains is nothing more than boilerplate provisions. So, according to the ACCC the assessment of the TSS without the impugned provisions is therefore an assessment without the TSS. It is also an assessment without the ART BSA because the agreements are interdependent. In my view Mr Crutchfield QC’s submissions have pushed the envelope. This is a characterisation, not a criticism.
In summary, the ACCC’s “but for” extended factual causation analysis is not sustainable for the reasons I have set out. It is not justified by the text of s 45. It is not focused on the impugned provisions. And it transcends the boundaries of the relevant normative causation inquiry to be undertaken.
3780 I also said in the context of s 50 (at [1261] to [1263]:
Third, a lessening of competition includes both preventing and hindering competition (s 4G). Moreover, the focus of the inquiry is on the effect of particular conduct on the process of competition, not on individual competitors.
Fourth, the concept of substantially lessening competition does not require a large or weighty lessening of competition, but only one that is meaningful and relevant to the competitive process. A short term effect readily corrected by market processes is not substantial in this respect. But a medium to long term effect not easily corrected may amount to a substantial lessening of competition.
Fifth, in order to assess any competitive detriment which is likely to result from the proposed acquisition, it is useful to compare the future state of competition with the proposed acquisition against the future state of competition without the proposed acquisition. The likely future state of the market without the proposed acquisition is described as the counterfactual and the likely future state of the market with the proposed acquisition is described as the factual.
3781 I note that Yates J said in Australian Competition and Consumer Commission v Metcash Trading Ltd (2011) 198 FCR 297 at [227] to [229]:
If one accepts that the starting point is to draw a distinction between circumstances where an acquisition would have the effect of substantially lessening competition, established on the balance of probabilities, and circumstances where an acquisition would be likely to have that effect, established on the basis that there is a real chance that that would be so, it can be seen that s 50(1) itself imposes its own differential standards of proof, at least so far as the determination of competitive effect is concerned. The utility of imposing differential standards, as a matter of legislative policy, is not at all clear, given that contravention will always be established on the lowest threshold being satisfied. Nevertheless, if one is to proceed on that basis in the present case, then one question involving one evaluative judgment emerges: would the acquisition be likely to substantially lessen competition in the relevant market?
The answer to that question points to, and depends on, the interrelationship of all the facts, matters and circumstances which, in combination, define the future state of affairs that is characterised as being “likely”. If, for the purpose of satisfying the requisite legal standard, “likely” is taken to have the meaning of “a real chance”, then it is difficult to see why that standard should not apply to determine the existence and interrelationship of all those facts, matters and circumstances. If not, the possibility exists that different legal standards will intrude into inseparable elements of the calculus employed to detect change to the state of competition. As I have noted, a counterfactual is no more than an element of that calculus. Conceptually, it has no separate existence or purpose in the present context, other than as an aid to detect the existence and extent of change in the process of competition.
Moreover, in the continuum of fact-finding, there may not be a bright line between those facts that determine the future state of a market and those facts that determine the future state of competition in that market. Indeed, one can envision examples where the facts that show the likely future state of the market will be the very facts that are determinative of a finding about the likely future state of competition in that market. In those cases, can fact-finding be regulated by two different standards of proof? To require, in those cases, the adoption, if that be conceptually possible, of a higher standard for one purpose (to determine the state of the market) would be to obliterate the threshold to which the second limb of s 50(1) has subjected the impugned conduct.
3782 At [1273] to [1279], I said the following including adopting the approach of Yates J:
The following points can be synthesised from AGL and Metcash.
First, the phrase “likely to have the effect” of a substantial lessening of competition requires only a real chance. There is no compelling reason why a test that is appropriate to determine the likely effect on competition in the context of s 45 should not also apply to s 50.
Second, the standard of a real chance implicit in the concept of likely is to be understood at a level which is commercially relevant and meaningful. I am concerned with real commercial likelihoods, not with mere possibilities, however plausible they might be.
Third, and importantly, the subject of the likelihood or real chance is singular in the sense that s 50 refers to the likely effect of substantially lessening competition and thus ultimately poses one question involving one evaluative judgment. In the present case, the application of s 50 turns on my satisfaction in relation to this single evaluative judgment, even though the exercise of determining whether the competitive effects of a transaction amount to a substantial lessening of competition involves multiple constituent inquiries, namely, identifying the futures with and without the transaction, identifying the effect on competition of each, and then making the relevant comparison leading to answering the one question that I have identified.
In this regard, it is a distraction to ask what standards of proof apply at each of the atomised constituent steps involved in assessing competitive effects. I am inclined to follow Yates J’s approach in Metcash. Yates J identified the potential problem with atomising s 50 in the following terms: “a counterfactual is no more than an element of [the] calculus … [I]t has no separate existence or purpose … other than as an aid to detect the existence and extent of change in the process of competition” (at [228]). That led his Honour to doubt the adoption of different legal standards for individual elements of the test because to do so could obliterate the statutory standard, which posed one question involving one evaluative judgment with that one evaluative judgment to be assessed on the basis of a real chance.
Now in this context, the ACCC is going too far in saying that it can necessarily establish a contravention of s 50 by proof of a real chance of the existence of a counterfactual and a real chance of a substantial lessening of competition in the sense that one real chance is compounded with another. Indeed, to apply s 50 on the basis of a real chance of a substantial lessening of competition built upon a real chance in the counterfactual may, depending upon how one does it, be erroneous. In doing so I would not have directed myself to the single statutory question and may have inappropriately reduced the probability inherent in the real chance to be assessed for the ultimate question.
Now I accept that the ACCC does not necessarily need to prove its counterfactual on the balance of probabilities. But the magnitude of any real chance that it demonstrates in respect of the alleged future states will practically and ultimately affect the magnitude of the real chance that it is able to demonstrate in respect of the alleged effects on competition and whether that rises to the requisite level of a likely effect of substantially lessening competition. Considering both the counterfactual and the alleged competitive effects together, the evaluation required compositely is whether a real commercial likelihood of a substantial lessening of competition has been shown.
3783 On appeal, Middleton and O’Bryan JJ approved of this reasoning at [246] and emphasised the need to apply the statutory test. Their Honours also noted the risk associated with substituting language in place of the statutory language.
3784 Now in making the relevant evaluative judgment, one compares the nature and extent of competition in any market potentially affected by the impugned conduct in the future with and without that conduct.
3785 On the basis of that comparison, a conclusion may be drawn as to whether there is a real chance that the conduct will lessen the competition, that is, the relevant dynamic process and rivalrous behaviour, which would otherwise have existed in a market, and if so, whether that lessening is substantial, in the sense that it is meaningful or relevant to the competitive process.
3786 When considering the competitive effect of a provision of a contract, the relevant comparison is between the state of competition with the impugned provisions and the state of competition if the relevant contracts did not contain the impugned provisions. This enables one to identify the way in which the impugned provision(s) in an agreement impact or are likely to impact competition. Further, the relevant effect must be substantial, in the sense of being meaningful or relevant to the competitive process.
3787 In assessing the nature and extent of competition in a market with and without the impugned conduct, it is appropriate for me to have regard to all commercially realistic counterfactuals, but the weight that I should give to each counterfactual will depend upon the degree of likelihood of it occurring.
3788 Further, this process should not be atomised. The inquiry ultimately requires a single evaluative judgment. I must “assess what may occur in the relevant market in the future, taking into account the likelihood as a matter of possibility as well as probability, and weigh such predictions in the overall assessment” (Pacific National on appeal at [217]) of whether the impugned conduct has, or is likely to have, the effect of substantially lessening competition on the balance of probabilities.
3789 In identifying commercially realistic counterfactuals, I should not postulate the existence of unlawful acts on the part of the party whose conduct is impugned. So much ought be uncontroversial. At the level of fact, such a postulate could not be likely or commercially realistic in an environment of rigorous private and public enforcement of legal standards.
3790 Were it otherwise, a party could avoid the anti-competitive effects of its conduct by adducing evidence that, in the absence of its impugned conduct, it would engage in some new form of anti-competitive or otherwise unlawful conduct such that the level of competition in the factual market is no different, or indeed perhaps better, than the level of competition in the counterfactual market. Such a line of defence has nothing to commend it and should not be available.
3791 What must be proved on the balance of probabilities is that there is real commercial likelihood of a substantial lessening of competition. It is not necessary to prove each predicted fact on the balance of probabilities. The counterfactual is no more than an element of the calculus aimed at detecting the existence and extent of a change in the competitive process. It is not a matter that needs to be separately proved as if it were a primary fact.
3792 Conduct which lessens competition in a part of the market can constitute a substantial lessening of competition in that market, even if the conduct is not market-wide or does not otherwise affect the whole market. This is because “it is the degree to which competition has been lessened which is critical, not the proportion of that lessening to the whole of the competition which exists in the total market” (Dandy Power Equipment Pty Ltd v Mercury Marine Pty Ltd (1982) 64 FLR 238 at [260] per Smithers J).
3793 An assessment of the effect or likely effect of the impugned conduct entails a “with and without” analysis, which involves asking what the likely state of competition in the market would be with and without the impugned conduct.
3794 Epic bears the burden of proof in demonstrating the relevant effect or likely effect.
3795 This requires proof of the effect or likely effect of the impugned conduct by way of a single evaluative judgment. It does not require proof of each predicted fact that may arise in the counterfactual on the balance of probabilities. Nor does it require Epic to disprove each possibility in the counterfactual which may be raised by either respondent.
3796 The above matters are important in circumstances where Apple seeks to have me draw conclusions about how it will behave in the future counterfactual based only on assertion, rather than evidence. Epic is not required to negate Apple’s asserted possibilities.
3797 Before moving to the question of purpose, let me return to a topic that I touched on earlier concerning the rule of reason.
Pro-competitive effects and the US rule of reason
3798 Now how should the pro-competitive effects of any impugned conduct by Apple or Google (as the case may be) be treated or dealt with? And let it be assumed in their favour for the moment that by or connected with their impugned conduct there are some innovative or dynamic efficiency gains, some productive efficiency gains in terms of economies of scale, and some allocative efficiency gains relating to consumer benefits in terms of a better quality of product. I am here not considering what has been referred to in the literature as “predatory innovation” as Epic did not put such a case.
3799 First, if such pro-competitive effects or likely effects are outside the relevant market under consideration, then they are not directly relevant to the question of whether conduct has the effect or likely effect of substantially lessening competition in the relevant market.
3800 Second, if such pro-competitive effects or likely effects are within the relevant market, then various possibilities suggest themselves. But of course it goes without saying that they are relevant and must be considered in terms of assessing whether there is an effect or likely effect of substantially lessening competition. They may also play a part in assessing or inferring the purpose for which conduct has been engaged in.
3801 Now one approach may be to tally up the pro-competitive effects and the anti-competitive effects and look at the net difference. In other words you wash together all gains and losses across all three dimensions of productive efficiency, allocative efficiency and dynamic efficiency and assess the net overall result. If the net overall result is anti-competitive, then you may turn to considering whether the net effect involves a substantial lessening of competition.
3802 But another approach may not be to look at the net difference, particularly if the pro-competitive effects are quite unlike the anti-competitive effects. Where there are substantial qualitative differences then it may not be appropriate to net them off so to speak. There may be a basis for simply looking at the anti-competitive consequences without more.
3803 Finally, as I have said, if one is considering a purpose case, effects or likely effects in any market may have broader but indirect relevance as they may be a basis from which purpose may be sought to be inferred or ascertained or indeed negated concerning conduct in the relevant market.
3804 Now before proceeding further I should address two questions.
3805 The first question concerns the pro-competitive effects that need to be considered here. Apple and Google assert that, on the assumption that the impugned conduct was engaged in, there were the following pro-competitive effects.
3806 First, it is said that their conduct prevented app store fragmentation and so was pro-competitive. Now this characterisation would seem counter-intuitive. On one reading of this assertion it seemed to favour entrenching a dominant or monopoly position on the basis that it was pro-competitive. I have rejected this so-called pro-competitive benefit in the sense of its characterisation.
3807 Second, it is said that their conduct enhanced safety, security and privacy objectives. I accept that this is so to some extent, but it is not such as to outweigh any anti-competitive effects or likely effects as I have found them.
3808 But on this last point I should make another and more general point. I do accept that such objectives feed into or relate to the quality of the product or services provided by Apple and Google, and that to the extent that they compete with others (if they do), they compete on both price and quality. And in that sense, any competition on quality characteristics could be seen as pro-competitive.
3809 The second question is whether the US rule of reason applies to the cases before me.
3810 Now briefly, the US rule of reason has three steps. The first step looks at the impugned agreement, arrangement or conduct and assesses whether it has had or is likely to have any anti-competitive effect or effects. If the applicant has met its burden of showing this under the first step, then the burden shifts to the respondent who is required to show, under the second step, that the impugned agreement, arrangement or conduct serves a legitimate, that is, non-infringing objective; I accept that I have expressed that a little cryptically, but I am not here to linger on foreign law. If the respondent discharges that burden, nevertheless there may still be an infringement if the applicant establishes under the third step that the legitimate objective may realistically be addressed by less restrictive means or establishes that the actual harm or likely harm to competition is not outweighed by the pursuit or likely consequences of the legitimate objective.
3811 Two other points. First, although conceptually this has been described in three steps, for an applicant its forensic case and presentation may or is likely to blur aspects of the first and third steps. Second, questions or disputes about market definition only arise, if at all, in considering the first step.
3812 But the US rule of reason does not apply under Australian law.
3813 Now Kirby J in Visy Paper Pty Limited v Australian Competition and Consumer Commission (2003) 216 CLR 1 at [54] expressed the view that, unlike per se contraventions, a contravention of a provision such as s 45 required consideration of the effects on the competitive process, reflecting the rule of reason. So, his Honour had in mind that in order to assess whether there had been a contravention of such a provision, it was necessary to consider both detriments and benefits. As to the last aspect, I accept that to be so.
3814 Further, I do not consider Universal Music to be inconsistent with anything that I have said.
3815 The Court held (at [273]) that:
Furthermore, s 47 does not contain any “rule of reason”, or any scope to permit a substantial lessening of competition because it is balanced by claimed pro-competitive effects elsewhere. The policy is to let competition work. It may be there is a risk that this will mean fewer recordings by Australian artists, reduced product quality, less advertising, fewer displays and promotions and the like. If the consumer is driven by price considerations, a no frills industry may emerge. If such consequences ensue, or are thought likely, these may be matters for Parliament. They do not affect the application of s 47 as it stands.
3816 The conclusion was simply that there was nothing in s 47 that would excuse what had already been found to be a substantial lessening of competition. That is, the anterior exercise of balancing competitive harms and benefits had already been completed.
3817 The point made in Universal Music is that some claimed benefit cannot operate as a defence after there has been a finding of a substantial lessening of competition. Any benefit cannot unwind the anterior finding of a substantial lessening of competition.
3818 Now the conclusion that it is necessary to weigh competitive harms and benefits is also sound as a matter of principle. The purpose of the prohibition of anti-competitive conduct in ss 45, 46 and 47 is to protect consumers, not competitors.
3819 In Pacific National first instance, I said at [811] that:
… The central focus in this regard must be on the effect on competition, and not the effect on competitors. Competition itself is typically harmful to competitors. In the simplest case price reductions harm competitors in that they reduce the ability of competitors to earn the same margins at historical prices.
3820 The assessment of whether competition has been harmed requires consideration of the effect of the conduct on consumers. If there is no harm, whether because there is no adverse effect, or because the beneficial effects outweigh the negative effects, then there can be no substantial lessening of competition. If one was only to consider harm, then one would find a contravention even where there had been an overall benefit for consumers. That would be a problematic outcome.
3821 It would be antithetical to the purpose of the CCA to cast aside conduct that in fact has a positive effect on competition. Doing so would be contrary to the objectives of the CCA “to enhance the welfare of Australians through the promotion of competition and fair trading and provision for consumer protection” (s 2).
3822 Let me now turn to discuss purpose in more detail.
Legal principles — purpose
3823 Sections 45(1), 46(1) and 47(1) are contravened only if, inter-alia, the conduct has the purpose, effect or likely effect of substantially lessening competition in the relevant market. Section 45(1) uses the phrase “has the purpose, or would have or be likely to have the effect …”. There is no meaningful difference between the words “would have” and “has”, nor the words “be likely” and “is likely”.
3824 Now in respect of purpose as dealt with in s 46 and s 47, the following propositions are not contentious.
3825 First, purpose is the end sought to be achieved by the conduct, as distinct from the reasons for seeking that end. This distinguishes, for example, between seeking the end of excluding a competitor, and acting for the reason that it would allow a firm to maintain profitability.
3826 Second, in terms of ss 45 to 47 the relevant purpose is the actual subjective purpose of the corporation alleged to have engaged in the impugned conduct.
3827 Third, the proscribed purpose must be a “substantial” purpose of the conduct (s 4F(b)). This requires an assessment of whether the proscribed purpose loomed large among the objectives that the corporation sought to achieve. Relatedly, if a corporation is motivated entirely by some legitimate purpose, or that purpose is its primary and only real purpose, it does not act with a proscribed purpose.
3828 It is not necessary to show that a proscribed purpose was the sole reason for engaging in impugned conduct or for including an impugned provision. It is sufficient if a proscribed purpose was a substantial purpose for doing either of those things. So, where conduct was engaged in or a provision was included for multiple purposes, one of which is a proscribed purpose, consideration must be given to whether the proscribed purpose was a substantial purpose. That phrase recognises that there may more than one substantial purpose. The word “substantial” here means considerable or large or real and not imaginary.
3829 In the case of an impugned contractual provision, it is not necessary to establish that all parties to the contract shared the proscribed purpose. It is enough if one of them had that purpose, provided the proscribed purpose was a substantial purpose for the provision’s inclusion in the contract.
3830 In some cases, the effect of a contractual provision may be the clearest indication of its purpose. But its effect should not be given undue significance, as it is what the parties sought to achieve by the provision that is critical.
3831 Although purpose is subjective, it can be identified from objective circumstances and inferred from circumstantial evidence. Where the relevant purpose is that of a corporation, it will ordinarily be inferred from the corporation’s activities and their predictable outcomes, since a corporation’s activities reflect the purposes of those individuals who make the decisions that control its activities. If direct evidence is given as to a corporation’s purposes, that evidence should be sceptically scrutinised.
3832 A person engages in conduct for a proscribed purpose if that purpose was a substantial purpose for the engaging in that conduct. Epic is accordingly required to prove that a substantial purpose of each of the respondents in engaging in the conduct was a proscribed purpose. The use of the indefinite article in section 4F recognises that purposes can be plural and that permissible and proscribed purposes are not mutually exclusive. There may be multiple purposes, and multiple substantial purposes, not all of which are proscribed.
3833 Accordingly, in discharging its burden, Epic is not required to expose the full extent of the respondents’ purposes, nor is Epic required to negative every conceivable permissible purpose. Those matters are not essential elements of the causes of action, and they do not deny the existence of any essential elements of the causes of action.
3834 What Epic needs to prove is not affected by the respondents pointing to the existence of a non-proscribed purpose.
3835 So much is clear when it is understood that, if Apple established a substantial permissible purpose, while Epic established a substantial proscribed purpose, Epic would have discharged its burden.
3836 In Universal Music at [256] it was said:
Ascertaining the purpose for which conduct is engaged in by a party stands on quite a different footing. It would make no sense to consider that issue without paying regard to the direct and indirect evidence as to the actual intentions and purposes of the party. Of course, proof of the required purpose is not limited to direct evidence as to those purposes. Further, the court is not bound to accept such evidence. Indeed, it will normally be critically scrutinised; it is often ex post facto and self-serving. In these cases, no such evidence has been led, either against the respondents (by way of direct admission) or for them from the relevant decision-makers. Thus, a finding of purpose is an inference to be drawn from all of the circumstances on the balance of probabilities. That inference, however, is as to the purpose of the particular respondent, not of some hypothetical bystander. That said, the objective circumstances will be of considerable (often critical) probative value in assessing whether to draw the inference.
3837 As to s 45, the exercise of identifying purpose is similar, but not identical, to the task required under ss 46 and 47. That is because it is necessary to isolate and identify a provision, or provisions, of the relevant contract that is said to have the purpose of substantially lessening competition.
3838 In Australian Competition and Consumer Commission v Cascade Coal Pty Ltd (2019) 374 ALR 90 at [166] to [169], Jagot, Beach and Bromwich JJ said:
Purpose focuses on the end sought to be accomplished by the conduct, rather than the reason for seeking that end, that is, motive (News Ltd v South Sydney District Rugby League Football Club Ltd (2003) 215 CLR 563; 200 ALR 157; [2003] HCA45 (News v South Sydney) at [18] per Gleeson CJ). The relevant purpose is that of the parties to the contract, arrangement or understanding and it is their subjective purpose. Further, it is not necessary that all of the parties to the understanding should have a common purpose.
Now the “manifest effect of a provision in an agreement, in a given case, may be the clearest indication of its purpose” (News v South Sydney at [18] per Gleeson CJ). But to consider objective effect ought not be given undue significance. After all, one is considering the effect that the parties sought to achieve (News v South Sydney at [63] per Gummow J). But the text and effect of the provision and a consideration of the circumstances surrounding the relevant arrangement or understanding may inform the subjective purpose. Although purpose is subjective (ASX Operations Pty Ltd v Pont Data Australia Pty Ltd (1990) 27 FCR 460 at 474; 97 ALR 513 at 525; 19 IPR 323 at 335 (ASX Operations v Pont Data) per Lockhart, Gummow and von Doussa JJ and News v South Sydney at [41] per McHugh J, and [62] to [63] per Gummow J), it can be identified using objective considerations and inferred from circumstantial evidence. Moreover, where conduct is part of a wider strategy, the purpose of that strategy can be relevant to determining the purpose of the provision (Australian Competition and Consumer Commission v Olex Australia Pty Ltd [2017] FCA 222 at [494] per Beach J).
Further, it must be recognised that the application of a subjective test may have its difficulties where parties have different subjective purposes or have not turned their minds to the purpose of the relevant provision (cf McHugh J at [38]). But where multiple parties give rise to multiple subjective purposes, s 4F may have a role to play (News v South Sydney at [59] to [62] per Gummow J).
Further, a provision of a relevant arrangement or understanding will be deemed to have had a particular purpose if it was included in the relevant arrangement or understanding for multiple purposes, provided that the proscribed purpose was a substantial one. To be “substantial” it must be “considerable or large” or a “real purpose for the inclusion of the provision” (Seven Network Ltd v News Ltd (2009) 182 FCR 160; 262 ALR 160; [2009] FCAFC 166 (Seven v News) at [858] per Dowsett and Lander JJ).
3839 Gummow J emphasised the importance of the subjective purpose of the inclusion of the relevant provision, or provisions, in News Limited v South Sydney District Rugby League Football Club Limited (2003) 215 CLR 563 at [63]:
Before this Court, the Australian Competition and Consumer Commission (the ACCC), as intervener, submits that both the subjective purpose of the parties to the relevant contract, arrangement or understanding and the objective purpose of the impugned provision are relevant when determining whether or not the provision falls within the purview of s 4D. However, a construction which, depending upon the facts of the case, may require examination of either the subjective purpose of the parties or the objective purpose of the provision, or both, is not the product of reasoned statutory interpretation and falls foul of the provisions in s 4F. In addition, there is a danger that an examination of the objective purpose of a provision will give undue significance to the substantive effect of the provision, as opposed to the effect that the parties sought to achieve through its inclusion. The consistent distinction drawn in the Act, particularly in s 45 when read with s 4D, between "purpose" and "effect" demonstrates the impermissibility of such an approach.
3840 So, the purpose of a provision is to be ascertained by reference to the subjective purposes of the including parties. But in determining the subjective purpose one can consider the surrounding circumstances as to the making of the agreement. This may include the nature and context of the contract, the words used, the circumstances in which it was made, and the likely effect of the arrangement on competition.
Apple’s power in the iOS app distribution market
3841 Now given my market definition, it should be unsurprising that I have concluded that Apple has substantial power in the iOS app distribution market. Apple is presently the only supplier in the iOS app distribution market and there is little meaningful and direct competitive constraints to threaten its position.
3842 Clearly, in order for a firm with an existing monopoly in a market not to have substantial power, it must face the strong threat of competitive new entry and there must not be significant barriers to entry. But neither of these conditions hold in the iOS app distribution market.
3843 Apple prevents iOS apps from being distributed through app stores other than the App Store. It also prevents the direct downloading of iOS apps on iOS devices and does not enable pre-installation of third-party apps on iOS devices. Further, and as I have endeavoured to explain elsewhere, the availability of web apps does not pose a significant competitive constraint on the supply of iOS app distribution services.
3844 Moreover, Apple has the ability to prevent entry by potential competitors by reason of contractual arrangements.
3845 Further, Apple does not face material countervailing power from developers or iOS device users.
3846 Now a potential source of countervailing power may derive from the largest developers of iOS apps. But I agree with Epic that Apple’s conduct is inconsistent with it facing any constraint arising from any buyer power that those developers may have. Indeed, and as Epic points out, Apple’s pricing structure, which favours small developers through Apple’s small business program, is the opposite of what one would expect to see if large developers significantly constrained Apple.
3847 Further, the absence of countervailing power is demonstrated by Apple’s unwillingness to negotiate the terms of its agreements with developers and the reservation to itself of the unilateral right to amend the terms of the relevant agreements and guidelines.
3848 Further, Apple has refused to deviate from its policies in response to issues faced by large developers with other distribution channels, which behaviour indicates market power.
3849 Further, Apple’s ability to impose the iOS restrictive terms, especially the requirement to use IAP for in-app purchases, also indicates that Apple has substantial market power in the iOS app distribution market. Apple does not permit developers to negotiate for the removal of any of the iOS restrictive terms. A firm that faced effective competition for app distribution services would not be likely to risk losing customers who did not wish to agree to all of those terms.
3850 Further, Apple enforces its contractual restrictions inflexibly and in a manner that does not accommodate the needs and preferences of developers. Apple can only behave in this way because it is a monopolist.
3851 Further, price changes that Apple has made do not appear to have been the result of competitive pressure.
3852 Further, Apple’s behaviour in respect of other industry participants demonstrates that the App Store is not constrained by competition.
3853 Apple set its 30% commission rate without having regard to considerations that would be relevant to an entity operating in a competitive environment. Its headline commission rate has remained unchanged since the introduction of IAP.
3854 Further, Apple’s few exceptions to its 30% commission rate have been made in response to legal and regulatory scrutiny and because they confer benefits on Apple. The limited reductions in the IAP commission do not in fact reflect a response to competitive activity.
3855 Further, Apple’s decisions in respect of the App Store are made without regard to the actions of app stores on other platforms.
3856 Further, Google makes substantial payments to Apple each year pursuant to revenue sharing arrangements. Those arrangements are incompatible with rivalrous behaviour.
Some relevant principles
3857 Market power is the ability of a firm to act without constraint from the conduct of competitors or customers, for example by setting prices above the competitive level for a sustained period. Market power is to be judged by reference to persistent rather than temporary conditions.
3858 A “substantial” degree of market power means a considerable or large degree of power. There is no economic bright line between market power that is substantial and that which is not. A firm possesses more market power when constraints on it are weak.
3859 Market power includes the power to sell less in terms of quality at the same price. In other words, a firm with substantial market power would be able to increase their prices above competitive levels while lowering output, quality and innovation. And a firm which does not have such power is more likely to decrease their prices while increasing their output, quality and innovation.
3860 A failure to assess these measures will result in an unreliable conclusion about whether a firm has substantial market power.
3861 Financial strength is not market power. Market share alone if able to be determined is generally not determinative of market power. A large market share may suggest market power, but it is not determinative. Whether a corporation has a substantial degree of power in a relevant market requires consideration of the whole of the evidence relating to the market and conduct of its participants, as opposed to specific incidents of abuse of power in that market. The primary consideration in determining market power is the extent to which it is rational or possible for new entrants to enter the relevant market.
3862 In the case of multi-sided digital markets, no single market share metric can adequately capture the realities in such a market. Market share is therefore a poor tool for assessing the market power of platforms.
3863 A firm with substantial market power can give less and charge more. It can persistently conduct itself in a manner not available to a firm in a competitive market. A large or even total share of the market is relevant but not determinative, especially in the present context.
3864 The economic experts agreed in relation to the following matters on the question of market power.
3865 First, market power is derived from the absence of effective competitive constraints. Most commonly this manifests as the ability of a firm or firms profitably to set prices above the competitive level. Such ability is derived from the absence of effective competitive constraints.
3866 Second, market power can be assessed by reference to the following matters. It can be assessed by examining the strength of competitive constraints acting upon a firm, whether from rivals trying to attract customers away from the firm, potential entrants that could attract customers away from the firm if they were to enter or customers of the firm threatening to switch to a new or existing supplier. Further, it can be assessed by examining the conduct of firms, such as prices, level of quality and level of innovation. And it can be assessed by examining market outcomes, such as profits and outputs.
3867 Substantial market power is not simply an ability to raise price above marginal cost, which is common in many competitive markets including those with differentiated products, but rather the significant market power associated with the ability to exclude competition and meaningfully increase market wide prices and reduce market wide output.
3868 The ultimate determinant of market power is the degree of competitive constraint to which a firm is subject in the relevant market.
3869 Now s 46(4) requires me to have regard to the constraint exercised by competitors, potential competitors, suppliers or customers in that market. But s 46(6) expressly provides that it does not limit the matters to which regard may be had in determining market power. It is worth again setting out ss 46(4) and (6):
(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.
3870 I should say, and as should be apparent from my reasons, that I have had regard to the mandated matters set out in s 46(4)(a) both in considering Apple’s market power and also in considering Google’s market power which I have discussed in detail in my reasons in Epic v Google. I have also considered the matters in s 46(4)(b).
3871 Now before proceeding further I should note that in a separate and later section of my reasons I have dealt with the question of the App Store’s profitability which has some, albeit limited, relevance to the question of Apple’s market power in an inferential sense.
3872 Let me now turn to Apple’s contentions on the question of market power, but putting to one side for the moment the App Store profitability question.
Apple’s arguments
3873 Now Apple says that it does not have market power in the market that Epic has posited and I have found. I must say now that its assertions as to this were, with respect, overly ambitious.
3874 Apple says that its conduct is not consistent with the existence or use of market power. It points to the following matters.
3875 First, App Store commission rates charged to developers have not increased since their introduction. In fact, rates for many developers have substantially decreased over time. Moreover, the App Store’s headline commission rate of 30% is the same as most comparable non-Apple platforms, and that is even before one gets to the differences in quality between app stores.
3876 Second, a firm facing weak competitive constraints would not be expected to incur the costs of innovating and providing the highest quality services. Yet Apple has spent more than USD 149 billion on research and development since FY05, with the level of investment increasing year on year.
3877 Third, Apple imposes minimal restrictions on developers’ ability to monetise their apps. So, Apple does not require developers to exclusively offer apps on iOS devices, Apple does not place any limits on developers’ ability to monetise their apps, developers choose their own pricing, and Apple does not place any restrictions on developers on advertising prices outside the App Store. Apple also does not require pricing of apps and app content to be the same for apps in and outside of the App Store.
3878 Fourth, market outcomes for all genres of apps do not suggest the existence or use of substantial market power, whether on Epic’s conception of the market or on a proper understanding of the markets concerned. On any measure output has increased, and at phenomenal rates. The number of apps on the App Store has increased from 500 in 2008 to over 1.8 million in 2023. App downloads increased 15-fold between 2009 and 2022. In-app purchase transactions increased from around 126,000 in the first year that they were introduced on the App Store to over 162 million in 2021.
3879 On the Australian App Store on launch in July 2008, 328 third-party apps were offered, increasing to 899,643 apps in 2021, and now to over 1.5 million apps. Further, in-app purchase transactions increased from approximately 126,000 in the first year of launch to over 162 million in 2021, an increase of around 1,300%. Further, in the year of launch app users made 23 million downloads of third-party apps, increasing to 557 million in 2021, a 24 fold increase. Further, the number of free apps grew by over 5,000% from the first year to 2021. Further, the number of game app downloads and in-app game purchases has increased from 23.22 million in the first year to 277.27 million in CY2021, an increase of over 1000%. Further, transaction revenue for developers on account of game app downloads and in-app game purchases totalled $5.84 million in the calendar year of launch, increasing to $733.82 million in CY2021, a 126 fold increase.
3880 Apple also says that it faces substantial competitive constraints from existing firms and potential entrants and has made the following points.
3881 First, the low or zero marginal costs for each platform transaction are an incentive for competing platforms to win transactions.
3882 Second, the App Store faces competition for games app transactions from numerous substitutes. I should note here that I have dealt with this matter in a separate part of my reasons. Apple overstates the degree of substitution and competition. And any competition which does exist does not act as such a constraint such as to deny the existence of Apple’s substantial market power.
3883 Third, there is evidence of switching between platforms and use of multiple platforms for making games app transactions, even in circumstances where, as in the case of Fortnite, pricing on different platforms is identical.
3884 Fourth, numerous app stores enabling games app transactions have been launched since the App Store in July 2008 including the Google Play Store (2008), the Samsung Galaxy Store (2009), the Windows Phone Store, Amazon Appstore and Nintendo eShop (all in 2011), and the Epic Games Store (2014).
3885 Fifth, cloud-streaming platforms have emerged as competing platforms, with developers and app users engaging in the same transactions as they do on the App Store.
3886 Apple says that numerous app stores enabling games app transactions to occur have been launched since the App Store in July 2008. Others existed before the App Store such as Steam. Most have a headline commission rate of 30%.
3887 Further, web apps are readily available alternatives to native apps that are regularly used. Web apps can be added to the home screen of an iOS device from a browser such as Safari, Google Chrome, or Firefox. Apple says that web apps are substitutable for certain types of apps.
3888 Further, Apple says that web apps can have much lower cross-platform development costs than native apps which need specific, separate code for each platform, and some apps can be downloaded more quickly than a native app version.
3889 Further, Apple says that cloud-streaming platforms are now competing platforms with developers and users engaging in the same transactions as they do on the App Store. Cloud gaming services can offer a comparable gaming experience to native PC and console game apps.
3890 Now as I have said, in relation to all of the above points Apple overstates the degree of substitution and competition. And any competition which does exist does not act as a constraint such as to deny the existence of Apple’s substantial market power.
3891 Further, Apple says that the marginal cost of one additional transaction is very low, or zero, and so there is a strong incentive for rival platforms to win transactions from Apple, and for Apple to prevent a reduction in the number of iOS transactions, because the variable margin lost on each sale for Apple is high.
Commission rates
3892 Apple says that the App Store commission rates are inconsistent with substantial market power and has made the following points.
3893 Apple says that it is safe to assume that Apple did not have market power when it established the App Store in 2008.
3894 Apple then says that it follows that the present rates of commission are unlikely to reflect the use of market power, given that they have only been reduced or removed since that time.
3895 A principal basis on which Professor Wright disagreed with this reasoning was his view that Apple did not set the App Store’s original 30% commission rate to maximise profits. But Apple says that the only evidence that he relied on for that factual rather than economic contention is that Apple set the original 30% rate based on other platforms’ commission rates for digital content. But he accepted that setting prices in such a manner could be consistent with seeking to maximise profits.
3896 Further, Apple has not largely kept the 30% commission rate. Apple has removed or reduced the commission rate for the benefit of a very substantial majority of developers.
3897 So, Apple has introduced the reader rule, which permits video and music streaming apps to unlock content purchased outside of the app without requiring in-app purchase functionality. It has introduced the multi-platform rule which permits iOS users to access content, subscriptions and features acquired on other platforms or from developers’ websites without the developer paying any commission to Apple.
3898 Further, it has introduced a 15% commission on subscription renewals after 1 year and a 15% commission payable by participants in the video partner program and the news partner program.
3899 Further, it has introduced a 15% commission for apps with annual turnover of less than $1 million. By reason of the small business program alone, out of 30,000 developer accounts in Australia, only 19 developers are required to pay a commission of 30%. That amounts to approximately 0.06% of Australian developers.
3900 Further, Apple says that Professor Wright’s reference to an effective commission rate of 26.8% in 2021 is misleading. This is an average figure which is driven by the impact of a very small number of very large developers. It also fails to account for free transactions which comprise the majority of transactions, and the fact that such transactions have increased by reason of the introduction of the reader rule and the multi-platform rule, each of which allows paid transactions on iOS to be avoided altogether. When the impact of free transactions is brought to bear, the average commission rate for both paid downloads and in-app purchases has fallen.
3901 Apple says that Professor Hitt analysed both free and paid transactions in the data by assigning a 0% commission rate to free transactions. On that basis, the average commission rate on downloads on the Australian storefront is less than 1%, and the average commission rate on in-app purchases on the Australian storefront is approximately 25%.
3902 Apple says that the average commission paid in dollar terms on paid downloads has also fallen over time. For in-app purchases, the average commission paid in dollar terms has risen over time due to increases in the average price that app developers themselves have chosen to charge consumers for in-app purchases.
3903 In other words, the expansion and increasing output of the App Store is occurring in an environment where developers are raising their prices, that is, more sales and increased pricing by developers, leading to an increase in developer surplus. But Apple has not increased its commission rate. This tells against a finding of substantial market power.
3904 Further, Apple says that the competitiveness of the App Store’s commission rates is demonstrated by a comparison with those of other platforms. In that context Apple has also made the following points.
3905 Android app transaction platforms such as the Play Store, Samsung Galaxy Store, [REDACTED] and Huawei AppGallery typically charge headline rates of 30%, with 15% for subscriptions and smaller developer.
3906 Now Professor Wright excluded these platforms from his consideration on the basis of his instructions that there may be a lack of competition between those app stores. But Professor Wright did not perform any analysis himself to determine whether those commission rates are competitive.
3907 In the absence of any analysis of whether the Play Store and each of those other platforms are not subject to competitive constraint, they cannot be excluded from the list of relevant comparators.
3908 Moreover, even if there were limits on the ability of alternative Android app stores to compete with the Play Store, it is to be expected that those other Android app stores would consider lowering their rates below 30% to win market share. That has not occurred. Of course I would interpolate here that it may suit them not to. Conscious parallelism in keeping rates high may advantage all but the developers and the consumers.
3909 Apple also made some points about PC platforms. Prior to 2018, almost all major PC app transaction platforms charged a headline rate of 30% and many, including Steam, continue to do so. Steam is the most relevant platform because Steam’s share of the PC game app distribution market is more than 86%.
3910 Steam’s commission rate is 30% with the exception of very large developers. At least 96.3% of developers on Steam pay 30%.
3911 Professor Wright’s evidence that the App Store’s effective commission rate in 2021 for game app transactions, being 29.6%, is higher than the effective commission rate applying Steam’s commission rates of 30%, 25% and 20% to Apple’s transaction data, being 24.4%, is irrelevant.
3912 The “effective commission rate” obtained by applying Apple’s transaction data to Steam’s commission rates does not produce either an actual effective commission rate charged by Steam, nor an actual effective commission rate paid by any developer. As Professor Hitt said, game prices and the distribution and size of developers on Steam is different from the App Store. Professor Wright also made no attempt to allow for the extent of free transactions on the App Store compared to Steam.
3913 Professor Wright also excluded the Mac App Store despite his inclusion of platforms that compete with the Mac App Store on MacOS. Professor Wright did not explain this. In reply, the justification offered was that the Mac App Store “could” be setting its commission in order to be consistent with the App Store. But there is no evidentiary foundation for such a conclusion.
3914 Apple also made the point that all console platforms have charged a 30% commission throughout the relevant period.
3915 Now Professor Wright excluded these as comparators because each of them has its own OS and within its OS runs its own exclusive app store. But Apple said that that is not a basis to exclude those platforms, particularly in circumstances where Professor Wright did not analyse whether the console app stores compete against one another.
3916 Apple pointed out that Professor Hitt did that analysis and he arrived at the conclusion that game console platforms do compete with each other and with other platforms and that the commission rates of 30% are set in a competitive market.
3917 Indeed, Apple says that on the question of whether the commission rates set by Apple, which also has its own OS and within that OS runs its own exclusive App Store, are competitive, the console app stores are relevant comparators because they operate under the same general business structure.
3918 Apple said that the handful of transaction on other platforms that charge lower rates are distinguishable from the App Store.
3919 More generally, as to the handful of platforms offering lower commission rates, Apple made the following further points.
3920 It said that the quality of an app store can be affected by a broad range of factors. These include how safe the platform is to download apps and make purchases on, the availability and rigour of any app review process, the extent and quality of services and tools provided by the app store operator to developers, app discovery services, the size of the store in terms of the number of developers and users it attracts, the availability of user services, and whether the platform uses digital rights management to avoid piracy.
3921 It said that differences in commission rates charged by different app stores may reflect differences in their quality compared to other app stores, and that both Professor Wright and Mr Holt disregarded matters of quality in their comparison of other platforms.
3922 Apple said that the quality of the App Store is vastly superior to that of the platforms offering lower commission rates. It said that the App Store is the safest, most secure, most diverse, largest and highest quality platform of its kind and that those charging below 30% are at the other end of the quality spectrum.
3923 Apple says that developer complaints from time to time about certain aspects of the App Store’s processes are not indicative of a lack of quality. They are unsurprising in the case of an operator of a two-sided platform which needs to impose rules of conduct, such as guidelines for app review. Further, given the vast scale of the number of interactions between both developers and users with the App Store, the number of complaints is low.
3924 Apple also says that Professor Wright’s reason for disregarding quality differences when comparing the App Store’s commission rates with those of other platforms, namely, that such differences are not relevant to the quality of in-app and out-of-app purchases where the content is the same, is wrong.
3925 Apple says that the argument takes too narrow a view of the quality of the relevant transaction. In-app purchases facilitated by the App Store provide developers and users with a range of benefits which more than justify the higher commission rates, regardless of the fact that the digital content is the same. Those include greater safety and security, a better and more seamless payment system by which users can transact using credit card details linked to their Apple ID without having to share those details with developers, related services for users such as purchase history, subscription management, family sharing, parental controls on purchases by children, in-app refunds, and services for developers, such as foreign currency conversion, handling of tax requirements and data analytics.
3926 Further, users go to app transaction platforms because users benefit from having a consolidated storefront and platforms like Apple facilitate various services. The services are a quality differential that informs the prices the platforms charge.
3927 These propositions about quality differentiation are supported by the fact that users still find transacting on places like Steam attractive, even though there are and have been for several years other stores with lower prices, like the Epic Games Store.
3928 The low quality of these platforms justifies their lower commission rates compared to the App Store. Professor Wright’s failure to adjust for the differences in features and quality means that he did not provide any meaningful comparison to inform whether the App Store rates are supra-competitive.
3929 Further, Apple says that the App Store’s commission rates are not the product of regulatory investigations or Epic’s litigation. Many of the changes, such as the introduction of the reader rule (2011), the reduction in the commission rate for auto-renewing subscriptions (2016), the video partner program (2016), the news partner program (2016) and the adoption of the multi-platform rule (2018) were introduced prior to any such regulatory or litigation pressure.
3930 Moreover, the App Store generates higher revenues per app download compared to the Play Store, which is of higher quality than many of the other platforms. This highlights the superior quality of the App Store for developers and consumers. This is inconsistent with use of alleged market power. Put another way, the quality adjusted price on the App Store is lower than on Google Play.
3931 Further, Apple made various points about other app stores.
3932 Now Apple said that the Epic Games Store has different economics. Despite opening in 2018, the Epic Games Store business as a whole posted a loss of [REDACTED] in 2021 alone, and will continue to run at a loss until 2027. Previous predictions as to the profitability of the Epic Games Store have been overly optimistic and have not come to fruition. For example, in 2020, Epic predicted that the Epic Games Store would be profitable by 2024.
3933 Additionally, the Epic Games Store’s user base is far smaller. At its peak the Epic Games Store had 75 million monthly active users compared to 1 billion App Store users. The comparison of developer numbers is equally unfavourable to the Epic Games Store. The Epic Games Store has 1,151 developers compared to 37.6 million App Store developers.
3934 The number and variety of apps on the Epic Games Store is also not comparable. The Epic Games Store was historically only a games store and even today most Epic Games Store apps, and all of the top apps by player-spend and engagement, are games. Further, the Epic Games Store has approximately 1,500 different apps available while the Australian App Store has more than 1.5 million apps.
3935 Further, Apple said that the Microsoft Store for PC has been widely viewed as a low-quality transaction platform that offers a limited variety of apps. It suffers from significant security issues including the presence of “crapware” and “deceptive knockoffs” that divert sales from original app developers and risk the downloading of malware hidden within popular games. And it struggles to connect consumers and app developers and suffers from poor search functionality that makes it difficult for users to find apps.
3936 Further, for many years the Microsoft Store forced developers to produce apps that worked across all Windows devices and, although Microsoft lifted this requirement in 2019, some major apps have remained absent.
3937 Apple said that all of these matters support the lesser commission rates charged by the Microsoft Store.
3938 Further, Apple made the following points about Itch.io and similar platforms.
3939 Itch.io is a niche and small, independently focused app store which permits dark content. Shopify, Humble Bundle and Game Jolt are also small niche stores that are not comparable to the App Store.
3940 Shopify does not connect developers and end users. It is rather an e-commerce enablement service and website builder. It is not a marketplace. It is used by vendors to manage their product marketing information, online stores, e-commerce and multi-channel retail information.
3941 Humble Bundle offers consumers the option of purchasing game bundles and limited time collections of games and software. Once consumers purchase a game through Humble Bundle, they receive a key to redeem the game on Steam or another distribution platform. Humble Bundle also features the Humble Store, which charges developers a 25% commission rate.
3942 Game Jolt generates revenue by placing ads on developers’ landing pages on the platform and keeping 70% of these ad earnings.
The question of network effects
3943 Apple said that the constraints on Apple are amplified by indirect network effects.
3944 Apple said that network effects operate to constrain Apple’s behaviour. In particular, feedback loops caused by indirect network effects means substitution on one side of the platform can lead to substitution on the other, thereby increasing the intensity of competitive constraints on Apple compared to a single sided market.
3945 Now Professor Wright said that the presence of network effects can operate as a barrier to entry. But Apple said that that overlooks the point made by Professor Hitt and Mr Houston that Apple is constrained by those effects in this case. So, if Apple takes more and gives less to app users, that will result in some app users either leaving the App Store entirely or engaging less with the App Store, thereby rendering it less attractive for developers. The converse is also true.
The question of innovation
3946 Further, Apple said that its innovation and investment in the App Store are inconsistent with substantial market power.
3947 A firm facing weak competitive constraints would not be expected to incur the costs of innovating to provide the highest quality services. But Apple has invested substantially in innovation.
3948 This has manifested itself in many important innovations. There has been a developer tool called ARKit that allow developers to incorporate augmented reality into their apps. There has been a developer tool called Xcode Cloud which allows developers to use computing resources supplied through a cloud platform rather than using their own personal computing resources. There has been the introduction of privacy nutrition labels to provide transparency for users, to protect their private information, and to require developers to prompt users if the app intends to track the user’s location. Further, the App Store has been redesigned to feature exclusive premieres, new releases, recommended tips and how-to guides that are updated daily, allowing developers to take advantage of better device performance to offer more technologically sophisticated games for iOS devices. Further, there has been the creation of a programming language, being Swift, which developers can use to develop apps for all Apple platforms.
3949 Now I would interpolate here that this is all very well, but a monopolist would also take or is likely to take such steps.
3950 Apple said that it continually innovates in respect of the App Store. Innovations include the creation of new ways for developers to market their apps and content features, enhancements to StoreKit to give developers more customisation options when building customisation experiences, improvements to StoreKit testing in Xcode and the Apple sandbox environment to help test additional purchase scenarios to ensure they work properly, and expansion of analytics in developers’ apps to give developers access to more insights into their business and apps’ performances.
3951 It said that a firm with substantial market power would earn greater profits by investing less in product improvements.
3952 But I agree with Epic that even a firm with substantial market power would have some incentive to invest in quality. Moreover, in my view the scale of the increase in the number of apps, downloads and revenue earned by developers is fully consistent with Apple possessing a substantial degree of market power and exercising it to preserve its position where necessary.
The position of app developers
3953 Further, Apple said that the countervailing power of app developers is inconsistent with substantial market power. It said that the countervailing power of app developers is demonstrated by the various reductions to the commissions payable by developers, and the other amendments to contractual terms in favour of developers.
3954 So, the evident purpose of the reader rule is to ensure that reader apps remain on the App Store so that the platform remains attractive to app users. Reader apps such as Netflix, Stan and Foxtel Go have stopped offering in-app subscriptions for new and returning customers on iOS, thereby avoiding the payment of any commission to Apple.
3955 Although the Netflix user base continued to grow after it removed the ability to make in-app purchases, this led to a substantial drop in App Store billings. The need to retain developers like Netflix and Stan evidently outweighs the adverse impact of the reader rule.
3956 Further, Apple said that the position is similar in relation to the multi-platform rule. It can only be explained on the basis that Apple considered it profit maximising to introduce and retain the rule despite the loss in App Store billings.
3957 Professor Wright said that Apple may not have introduced the multi-platform rule if it considered that the rule would provide a strong competitive constraint. But there was no evidence to support that opinion. On the contrary, Professor Wright accepted that there are many apps that provide digital content outside of iOS that can be transferred back to iOS. In any event, that multi-platform rule does not constrain pricing by developers, and developers can price in a way that makes it unattractive to purchase on iOS.
3958 In addition, Apple imposes minimal restrictions on developers’ ability to monetise their apps. The ability to transact outside the App Store is a constraint on the App Store’s commission rate. Apple does not require developers to exclusively offer apps on iOS devices. Apple does not place any limits on developers’ ability to monetise their apps. Developers choose their own pricing and Apple does not place any restrictions on developers on advertising prices outside the App Store. Apple does not require pricing of apps and in-app content to be the same for apps in and outside of the App Store. Again, such conduct is not consistent with the exercise of market power.
The App Store’s output
3959 Further, Apple said that the App Store’s output is also inconsistent with Apple having substantial market power, whether on Epic’s pleaded markets or on a proper understanding of the markets concerned. It says that on any measure output has increased, and at phenomenal rates.
3960 The number of apps on the App Store has increased from 500 in 2008 to over 1.8 million as at 2023. App downloads increased 15-fold between 2009 and 2022. In-app purchase transactions increased from around 126,000 in the first year they were introduced on the App Store to over 162 million in 2021. Quarterly average in-app purchase prices grew from just above $2 in mid-2009 to now above $12. Quarterly developer revenue on the App Store grew from close to zero in mid-2008 to over $400 million per quarter in 2021. Transactions grew from less than 10 million per year in 2008 to 730 million per year in 2021. Total revenues earned by developers, after deducting commission paid to Apple, had increased by more than 26,594% from launch of the App Store to 2021.
3961 Further, the Australian storefront has had considerable output; the relevant figures and growth have been set out earlier.
3962 Now it is convenient to dispose of this point here by saying that the fact that output has increased substantially is quite compatible with the activity of or environment created by a monopolist with a profit objective.
The claims of self-preferencing
3963 Let me deal with one other matter. Now there is an aspect of Apple’s alleged conduct that Epic has not made out. Epic said that Apple has displayed a tendency to self-preference its own proprietary apps over those of third parties. And in support of this allegation Epic referred to three emails. But none of those emails show Apple self-preferencing its apps over those of third-party developers. I do not need to elaborate further given my other findings that demonstrate that Apple has a substantial degree of market power in the relevant market.
Analysis
3964 In my view, Apple has substantial power in the iOS app distribution market and behaves in a manner that is inconsistent with being constrained by competition. Let me make four points by way of summary and on which I agree with Epic.
3965 First, Apple is the only supplier in the iOS app distribution market with 100% market share. This is strong evidence of Apple’s substantial market power in the iOS app distribution market. Apple has orchestrated this state of affairs through its contractual restrictions that have been in operation since the launch of the App Store.
3966 Second, there are insurmountable barriers to entry for potential App Store competitors because of the imposition and enforcement of Apple’s contractual restrictions.
3967 Third, developers and users do not have countervailing power. Apple refuses to engage in negotiations with developers regarding its contractual terms and does not change its App Store policies even in the face of developer dissatisfaction.
3968 Fourth, the IAP commission has not been set by reference to competitive forces.
3969 Let me elaborate on some of these matters and for this purpose begin with barriers to entry. I agree with Epic that the barriers to entry are insurmountable due to Apple’s contractual provisions.
3970 In order for a firm with an existing monopoly in a market not to have substantial power, it must face the threat of competitive new entry and there must not be significant barriers to entry. Neither of these conditions holds in the iOS app distribution market.
3971 Apple’s ability to prevent entry by potential competitors by reason of contractual arrangements is a matter to which I have had regard in considering the extent of Apple’s market power. Apple prevents iOS apps from being distributed through alternative app stores. It also prevents the direct downloading of iOS apps and the pre-installation of third-party apps on iOS devices.
3972 Further, the availability of web apps does not exercise a competitive constraint on the supply of iOS app distribution services.
3973 Further, there is no prospect of new competitive entry in the iOS app distribution market, as Apple has imposed unassailable barriers to entry in that market.
3974 Further, the fact that Apple has maintained highly restrictive practices, including tying the use of Apple’s IAP to the distribution of iOS apps, is consistent with Apple having substantial market power in respect of iOS app distribution.
3975 Let me turn to another topic. As Epic points out and as I have discussed elsewhere, Apple does not face significant countervailing power from iOS device users or developers.
3976 No iOS device user could hope to influence Apple’s conduct, with the largest single user on the Australian App Store accounting for less than 0.4% of that store’s 2021 revenue.
3977 More plausible potential sources of countervailing power are the larger developers of iOS apps. But most developers could not credibly threaten to leave the App Store, given that doing so would involve forgoing distributing to iOS users and would be likely to reduce their profits.
3978 Further, Apple’s conduct is inconsistent with it being constrained by any countervailing power of larger developers. In particular, Apple’s pricing structure, which favours small developers through the small business program, is the opposite of what one would expect to see if those developers constrained Apple.
3979 Apple requires the full 30% commission from large developers such as Epic. Apple also selectively determines which apps, and therefore which developers, the 30% commission applies to.
3980 Apple has made a commercial choice to not apply its 30% commission to in-app purchases of physical goods and services since there are less complex and more profitable targets for Apple to focus on.
3981 The absence of developer countervailing power is further demonstrated by Apple’s offer of contractual terms to developers on a “take it or leave it” basis and its unwillingness to negotiate terms.
3982 Further, Apple has refused to deviate from its policies in response to issues faced by large developers with other distribution channels.
3983 Let me turn to another point. Apple’s IAP commission for iOS app distribution would appear to be above competitive benchmarks, but admittedly the evidence on this has some problematic features. Certainly, Apple’s commission has not been set by reference to any or any robust competitive forces or pressures.
3984 The headline commissions charged by app stores on Windows and macOS are generally substantially lower than those charged by Apple on the App Store. These rates, when applied to the App Store transactions data, show that the effective commission rates charged by those other app stores are all substantially lower than those charged by Apple for the App Store.
3985 With the exception of Steam, the effective App Store commission rate is close to, or substantially more than, 100% greater than that charged by other app stores.
3986 Moreover, the 30% commission was not set by reference to the costs Apple expected to incur in relation to the creation and development of the App Store. And as Epic correctly points out, Apple’s internal documents show that it sets its prices other than by reference to competitive forces.
3987 In an email on 28 July 2011 sent by Mr Schiller to Mr Cue and Mr Jobs at around the time of the launch of the App Store, Mr Schiller said that he expected “someday we will see enough challenge”, which likely meant competition, to adjust Apple’s commission model away from the “70/30 split”. Clearly, Apple set its 30% commission rate for IAP without having regard to the kinds of considerations to be expected of a company operating in a competitive market.
3988 Under cross-examination by Mr Young KC, Mr Schiller obfuscated in the following fashion:
MR YOUNG: But what you’re saying here is that, at this time, 28 July 2011, there is not yet enough challenge to make you think about changing that commission structure; correct?
MR SCHILLER: I think, at this point, others were at the same commission level. I think we have competition every day. I think this shows I think about competition every day, and I was thinking about it here.
…
Q: What I put to you about that sentence is that what you were conveying at that time was that there was not yet enough challenge to make you think about reducing the commission rate; is that the case or not?
A: … I was just questioning where there would be new models – right here you see 95/5 for web models in that same paragraph, and I’m wondering if models like that will spread and will challenge our 70/30.
Q: Yes?
A: --- but it wasn’t challenging it yet.
3989 And sixteen years after its inception, the IAP headline commission rate still remains at 30% and the App Store still does not face any significant competitive challenge.
3990 Further, as Professor Wright explained, the changes to Apple’s commission rate during that time have resulted in an effective commission rate of 26.8% by 2021, that is, only a trivial 3.2% reduction in the effective commission rate.
3991 Further, Apple’s headline commission rate for large developers who do not qualify for a specific exception has remained unchanged since the inception of the App Store. This is an indication of Apple’s market power.
3992 Further, the limited pricing changes Apple has made were not the result of competitive pressure. Mr Schiller, who was involved in the decision-making surrounding those changes, explained the course of price changes but did not suggest that any of them were made in response to competitive pressures.
3993 None of the price or applicability changes that Apple has made in respect of the IAP commission rate have been the result of competitive pressure.
3994 Apple’s internal documents show that the relevant exceptions and reductions in commission were introduced due to regulatory pressure and because, in some instances, those changes would confer benefits upon Apple.
3995 Let me say something about the small business program which Apple introduced in January 2021.
3996 The small business program reduced the commissions payable by developers who earned less than $1 million from their iOS apps in one calendar year to 15% on the first $1 million earned from their apps in the next calendar year.
3997 No contemporaneous record of the decision or its reasons have been produced and there is no evidence to suggest that the program was introduced due to competitive pressure. Rather, in June 2020 the European Commission announced an investigation into the App Store rules and Epic commenced proceedings against Apple in the United States.
3998 I agree with Epic that the appropriate inference to draw, which I do draw, from the timing of Apple’s introduction of the program is that it was introduced in response to regulatory concerns and litigation pressure.
3999 Mr Schiller denied this, but Apple’s internal documents contradict his denial. I have relied on Apple’s documents and I reject Mr Schiller’s assertions to the contrary.
4000 On 1 October 2020, Mr Schiller attended a meeting with Mr Cook and others to consider options for the small business program. Despite being one of the more recent meetings he was asked about, Mr Schiller did not recall attending the meeting or what was discussed at the meeting. Mr Oliver, the senior director of business management for the App Store, prepared a document titled “App Store Concept” with discussion questions for the meeting. Those questions included “[d]oes this clear up the regulatory concerns?”, “[w]hat is the option that protects our 30% tier the most?” and “[h]ow do we maximize this with regulators/developers”. There is no mention in the document of the business practices or models, or other actions, of app stores that operate outside iOS. I infer from the document that responding to regulatory concerns was a key consideration in launching the small business program.
4001 Apple’s internal documents indicate that the rationale and terms of the program are antithetical to any suggestion that it was a business decision taken in response to a competitive market.
4002 A slide deck prepared by Mr Oliver titled “App Store Concept” dated 6 October 2020 shows that in calendar year 2019, total billings from small developers was roughly [REDACTED] whereas total billings for larger developers with yearly earnings above $1 million was roughly [REDACTED]
4003 In other words, Apple designed the small business program to minimise its reach, in terms of transaction value, to best insulate itself from negative revenue impacts. It has done the bare minimum required to placate regulators.
4004 Indeed, in the “App Store Concept” document, a proposal for a 0% commission rate under the program is only said to make sense if “Apple is the one App Store on iOS and Apple runs all of the payment processing with IAP and provides the business models via commissions”.
4005 In cross-examination, Mr Schiller said that he did not agree with what the sentence said. But it emerged that this statement was in fact Mr Schiller’s own language, and derived from an email Mr Schiller sent to Mr Oliver on 20 August 2020 with identical language.
4006 It is clear from the exchanges that occurred when Mr Schiller was confronted with that email that Mr Schiller’s initial responses to questioning on this issue were false and self-serving. Likewise, his subsequent explanation was false and reconstructed.
4007 Both the “App Store Concept” passage and the passage in the email were directed towards the 0% commission proposal. Mr Schiller’s evidence that he was interpreting both documents as being directed towards the 15% program that Apple ultimately launched was spin.
4008 Now Apple sought to take issue with these points and conclusions, but none of its points convinced me.
4009 Apple ultimately implemented the small business program with a 15% reduction.
4010 The design of the program stands in stark contrast to commission rate changes observed in competitive environments.
4011 In respect of PC apps, Valve pre-emptively changed Steam’s commission in the knowledge that Epic was going to launch the Epic Games Store on PC in December 2018. Unlike Apple’s small business program, Valve’s response was an economically rational response to an impending competitive threat.
4012 Under that revised commission structure, Valve’s largest customers, with the greatest countervailing power and which Valve has the most incentive to retain in the face of competition, benefit from lower commissions more than smaller customers.
4013 I agree with Epic that the commission structure under Apple’s small business program, whereby the smallest developers receive the greatest commission reduction and large developers do not, inverts the structure of Valve’s commission. This is because the small business program is not a response to competition.
4014 Now Apple says that a very large percentage of developers are eligible to participate in the program. For the 2022 calendar year, excluding the top 19 highest billing developers, all developers who are registered with an Australian address are eligible for the program. And Apple informally reminds developers regularly of the availability of the program and developers take up the program regularly. But none of this denies the force of Epic’s case that the small business program hardly reflects Apple’s response to so-called vigorous competition. It is little more than the practice in the Middle Ages of aristocrats throwing a few coins to the peasants without in any way jeopardising their wealth, power or privilege.
4015 Let me say something about the video partner program.
4016 Now the video partner program reduced the commission rate on subscriptions to 15% for premium subscription video providers who integrate with a number of Apple technologies, including Apple TV.
4017 Mr Schiller gave evidence that the program was introduced in 2016, but details as to which apps could be eligible for the program were only made public by Apple in September 2020.
4018 Prior to 2020, the program was described in internal Apple emails as a confidential App Store program available to certain select subscription video services. Apple entered into discrete arrangements with some video streaming apps including Netflix, Amazon, Hulu, and
“a handful of other developers”.
4019 Now the circumstances in which the program was made publicly available to all developers was contested by Mr Schiller. But Apple does not point to any documents which suggest the program was created in response to competition.
4020 Now it is not disputed that Mr Schiller made the decision to create the program, but I am inclined to accept his evidence and Apple's position on this program and its genesis.
4021 Mr Schiller gave evidence that the video partner program was not created in response to a US Judiciary Committee investigation in 2020. He said that the program had been set up long before 2020 and there was no discussion around September 2020 of any change in the program commission structure.
4022 Now Epic says that Apple only made public details as to which apps could be eligible for the program in September 2020 by reference to two internal email chains in January 2019 and September 2020.
4023 The January 2019 email chain involved Mr Schiller, who emailed Mr Matt Fischer and Mr Peter Stern, both Apple employees, on 28 January 2019.
4024 Match, which had dating apps such as Tinder on the App Store, was not a part of the program and was exploring with Apple opportunities for their commission rate to be decreased. Match was not a TV provider and therefore did not qualify.
4025 Mr Stern had proposed to Mr Schiller that a suggested response to Match’s inquiry include a statement that Apple has a “confidential App Store program called the Video Partner Program.” But Mr Schiller preferred a response explaining that the program exists and why it does not relate to Match.
4026 Mr Schiller rejected the proposition that the program was a confidential program as at January 2019. Mr Schiller, the creator of the program, did not know why Mr Stern would have referred to the program in that manner.
4027 The September 2020 email chain also involved Mr Schiller, who emailed Mr Steve McGuigan on 24 September 2020 concerning an internal Apple project named “Oz” to update Apple’s website. Embedded in that email chain is a reference to the new website explaining the video partner program. But as Mr Schiller explained, Project Oz was not about making the program public.
4028 Further, Epic says that Apple entered into discrete arrangements with some video streaming apps including Netflix, Amazon, Hulu and a handful of other developers in respect of the program. Epic relies on three specific emails. But the emails do not bear out the contention.
4029 Further, there was an internal email exchange in mid-2018 involving Mr Schiller, who emailed Mr Stern on 28 July 2018 concerning Netflix. But two points should be noted.
4030 First, the email records that Netflix had a pre-existing arrangement with Apple which was struck before the existing program came into effect. These words confirm that by 2018 the program was in effect.
4031 Second, Netflix was doing some of what the video partner program entailed, but not all of it. For example, Netflix was not undertaking the engineering integration that developers in the program would do. In other words, Netflix was not a part of the program as a discrete arrangement.
4032 Further, there was an internal email exchange in September 2020 involving Mr Schiller, who emailed Mr Cook on 18 September 2020 about an article that the Wall Street Journal was about to publish. It records Apple’s express rejection of the suggestion that Apple had granted unique terms to Amazon Prime Video that allowed it to pay lower commission.
4033 Further, there was an internal email chain in October 2018 involving Mr Schiller, who emailed Mr Trystan Kosmynka of Apple on 17 October 2018 about the Hulu app. It had nothing to do with the video partner program and nothing to do with commission rates. It was rather about how the Hulu app was switching users over from their website.
4034 Now Epic says that the first public acknowledgement of the video partner program was in Mr Cook’s written testimony to the US House Judiciary Committee’s Subcommittee on Antitrust, Commercial and Administrative Law in late July 2020. But notwithstanding cross-examination of Mr Schiller about the program, this document was not shown to him.
4035 Mr Schiller gave evidence as to his recollection of the program. He said:
It started life as a program by the TV team, and it took a lot of engineering resources, and they didn’t know how many developers they could support with it at that time. I pushed to say, no, if you’re going to have this program it needs to be published and available to everybody, and I want to make sure everyone knows about it, and everybody can apply. And so there’s a period of time between when it started and when that happened – I don’t know what date that was – where they worked faster to make sure it opened up to more and more developers.
4036 This evidence, coupled with the fact that by September 2020 there were over 130 apps in the program, suggests that the program was publicly known to developers well before 2020.
4037 Epic says that Mr Schiller conceded that the commission structure for the program was still being worked out in 2020. That is not so. Rather, Mr Schiller’s evidence was that as part of Project Oz, that is, the new website, the only item that had a commission structure related to it was the program, but the commission for the program had long been decided before 2020.
4038 The program would not have been introduced but for competitive pressures that were brought to bear upon Apple.
4039 It does not make any commercial sense for Apple to reduce its commission rate and therefore its profits unless it wanted to retain and attract video app developers to the App Store.
4040 Further, and on a different topic, I am prepared to accept in Apple’s favour that Apple’s introduction in August 2021 of the news partner program may be reasonably viewed as a competitive response.
4041 Let me say something about the multi-platform rule.
4042 In 2018, Apple introduced the multi-platform rule, which allows users of apps that operate across multiple platforms to access content, subscriptions or features which were acquired in another platform in their iOS app, provided those items are also available as in-app purchases in the iOS version of the app. This is the change that facilitated cross-progression and cross wallet functionality in the iOS versions of Fortnite and other games, such as Minecraft.
4043 So, Apple updated the App Store review guidelines to formally permit users to access “content, subscriptions, or features” purchased outside of iOS on the iOS version of the app.
4044 Apple implemented the multi-platform rule because it knew that the rule was to Apple’s benefit.
4045 Mr Schiller acknowledged the benefits flowing to Apple from this rule in cross-examination. He said that allowing a user to bring such content onto their iOS app promotes greater use of the iOS app. In turn this is likely to generate economic benefits for Apple through direct and indirect network effects.
4046 It is not an example of Apple being disciplined by competition and Apple does not point to any documents which suggest otherwise.
4047 Epic says that the change was introduced because it would promote greater use of iOS apps and generate economic benefit for Apple. Epic said that this is not indicative of competition.
4048 But by definition, the multi-platform rule operates in a context in which users have multiple options as to where they will purchase content that they can use on their iOS app. Sony was resistant to taking an equivalent step and Nintendo has never allowed cross-wallet functionality.
4049 The risk in agreeing to the multi-platform rule was that transactions would shift to other platforms, but if a platform does not agree to the rule, there is no opportunity to capture transactions from other platforms. There is also a risk that developers and users will choose the platforms that offer this functionality. The multi-platform rule is a competitive response that takes place in a competitive context.
4050 But to accept this conclusion is not to deny that Apple has substantial market power.
4051 Let me say something about the reader rule.
4052 In 2011, Apple introduced the reader rule, which removed developers’ obligations to pay any commission for app users to access digital content viewed on iOS devices but purchased elsewhere, including for magazines, newspapers, books, audio, music and video.
4053 Apple formalised the reader rule because it already had bespoke deals with several large developers to offer content to iOS users purchased outside the app through an inconsistent application of what was then clause 11.1 of the App Store review guidelines.
4054 On 22 February 2011, Mr Schiller wrote to Mr Jobs regarding software-as-a-service (SaaS) apps and said “I gather from your email that you want us to allow all SaaS apps to violate guideline 11.1? Any other categories of apps?”. Mr Jobs responded:
I think we have created a real mess for ourselves that we need to clean up. We can’t kick Amazon, Netflix and others like them off our products. We can’t kick SaaS provides [sic] like SalesForce off our products. We need to modify our position to [refocus on our original] publishing targets and away from these other areas or we are going to do some [real damage] to our sales and brand.
4055 By 17 March 2011, Mr Jobs had formed a view about how to proceed, writing to Mr Schiller, Mr Cue and others that “the only thing we need to tweak is to let “reader” apps in. We don’t need to change anything else”.
4056 Apple’s primary motivation for creating the reader rule was therefore to formalise the situation that already existed, in which many developers had established successful businesses that were profitable to Apple but had acted contrary to the existing rules. Apple’s introduction of the reader ruler is not an example of Apple being disciplined by competition. The decision had little if anything to do with competitive pressure.
4057 Let me say something about subscriptions.
4058 In 2016, Apple reduced the commission on subscription renewals to 15% after the first year.
4059 It was Apple’s marketing department that proposed the reduced commission structure for subscriptions. Apple’s discussions about the change were focused on minimising any adverse impact on its profitability, rather than meeting any emergent competition.
4060 As with the other exceptions, Apple does not point to any documents which clearly demonstrate that this change was in response to competition and Apple has produced no written record of the decision to change the subscription.
4061 Indeed, the limited contemporaneous evidence demonstrates that Apple introduced the reduced subscription commission in order “to get more subscription content on the platform”, as per a 15 June 2016 email to Mr Schiller, having identified subscriptions as “the fastest growing business model on the App Store”, as per a 2016 document titled “Pricing Spec: App Store Subscriptions”, and seeking to “complement this growth”, as per the same document.
4062 Rather than responding to competitive pressure, the price reduction facilitated Apple’s attempt to grow its revenue base.
4063 Apple’s motive is exposed by the fact that the reduced subscription commission also entailed the elimination of non-renewing subscriptions and even free subscriptions as alternative models available to developers.
4064 A 15% commission from a recurring subscription would result in more revenue to Apple than free subscriptions or even a one-off 30% commission from a non-renewing subscription.
4065 As a 15 June 2016 email to Mr Schiller stated, “if overall subscription billings are up, developer revenue from subscriptions is up, and Apple revenue from App Store subscriptions are up, then it’s a success”.
4066 Although Mr Schiller conceded that the financial impact of the subscription model was a concern of his, he denied that Apple would have increased the rate from 15%.
4067 Mr Schiller’s denial, in the face of a 21 June 2016 email in which he wrote that “we also have to be willing to determine that we made a mistake, if we did”, should be rejected as self-serving and it reflects an implausible reconstruction of that document.
4068 Let me turn to some regulatory questions. Now regulatory developments include, but are not limited to, the following matters. There was the introduction in August 2021 of amendments to the Telecommunications Business Act in South Korea, which prohibited app store operators from exclusively requiring app developers to use the operators’ payment solutions for in-app purchases. Further, there was the entry into force in November 2022 of the Digital Markets Act in the EU, under which the European Commission in September 2023 designated Apple as a “Gatekeeper”, and classified iOS, the App Store and Safari as “Core Platform Services”.
4069 Apple is now obliged to enable the installation and effective use of third-party software applications (article 6(4)), allow developers to communicate directly with European consumers (article 5(4)), and allow developers to offer alternative in-app payment providers (article 5(7)).
4070 Now as to these regulatory developments, on some occasions where Apple has taken action to loosen its iOS restrictive terms, there are clear links between the regulatory or legal scrutiny it has confronted.
4071 So, in response to the amended South Korean Telecommunications Business Act, Apple announced that in order “[t]o comply with this law, developers can use the StoreKit External Purchase Entitlement. This entitlement allows apps distributed on the App Store solely in South Korea the ability to provide an alternative in-app payment processing option”.
4072 Moreover, where a developer is granted an entitlement to use a third-party payments provider for in-app purchases, Apple requires the developer to pay a 26% commission to Apple on those purchases, in cases where they otherwise would have paid a 30% commission rate. Now I have discussed this parsimonious discount elsewhere and its lack of true justification which all speaks to Apple’s market power in the iOS app distribution market and the payment solutions market.
4073 Further, where Apple has amended its iOS restrictive terms in response to regulatory or legal action, those changes were introduced solely in the jurisdiction in which those changes were mandated by law.
4074 Let me say something more about the Digital Markets Act which was passed in the EU in September 2022. On 5 September 2023 Apple was designated as a gatekeeper within the meaning of the Digital Markets Act in the EU. It has been obliged to comply with the Digital Markets Act’s terms since 6 March 2024. Apple’s designation was in respect of certain core platform services it supplies which relevantly included both the App Store and iOS.
4075 Now the Digital Markets Act requires that Apple not require the use of its own payment service or technical services that support that payment service, such as payment systems for in-app purchases.
4076 Further, the Digital Markets Act requires that Apple allow business users, free of charge, to communicate and promote offers, including under different conditions, to end users acquired via Apple’s core platform service or through other channels, and to conclude contracts with those end users, regardless of whether, for that purpose, they use the core platform services of the gatekeeper.
4077 Further, the Digital Markets Act requires Apple to allow and technically enable the installation and effective use of third-party software applications and software application stores using, or interoperating with, its OS. In this regard, Apple is not prevented from taking, to the extent that they are strictly necessary and proportionate, measures to ensure that third-party software applications or software application stores do not endanger the integrity of the hardware system or OS provided by the gatekeeper.
4078 Further, notwithstanding the significant changes which Apple has introduced because of the Digital Markets Act, I agree with Epic that Apple has continued to exert its market power over developers.
4079 I generally agree with Epic that the real-world example supplied by the circumstances in the EU exposes the breadth of the market power at Apple’s disposal, even where it is deprived of some of its usual levers of dominance. Let me elaborate.
4080 As Epic points out, although Apple was compelled to make various changes by force of the Digital Markets Act, under this new regime developers are only able to obtain the benefit of those changes by agreeing to a modified version of the DPLA known as the “Alternative Terms Addendum for Apps in the EU” (the alternative terms). Under those terms, developers are subject to the following.
4081 First, there is a default commission of 17% on the proceeds of sale of digital goods or services for apps in the EU storefronts of the iOS App Store.
4082 Second, there is an additional 3% commission on the proceeds of sales of digital goods or services for developers who also use Apple’s payment processing service.
4083 Third, there is a Core Technology Fee (CTF) of 50 euro cents in respect of each first annual install per year. The CTF has the following characteristics.
4084 For ordinary apps distributed through the App Store or otherwise, the fee applies once the app has exceeded a threshold of one million first annual installs. But for apps which are alternative app stores, no such threshold applies. The fee applies immediately.
4085 Further, a “first annual install” is the first time in a 12 month period that an Apple account downloads, redownloads or updates an app. And the fee applies irrespective of whether the app is distributed via the App Store or an alternative distribution channel.
4086 Further, the CTF is dependent upon a single variable, being the number of app downloads. It is conceivable, therefore, that an app which achieves some degree of popularity will cause its developer to incur a substantial debt to Apple irrespective of whether the developer has generated any financial benefit from that app.
4087 So, if a game developer releases a free game which attracts two million annual downloads, that developer will incur an annual CTF of half a million euros, in circumstances where it would not have owed Apple any commission under the prior regime. If the developer subsequently publishes yearly app updates to its two million users, that fee will be incurred on an annual basis.
4088 Now such a fee structure of Apple has been the subject of significant developer complaint.
4089 Further, and as Epic points out, when Apple’s response to the Digital Markets Act was initially announced, a developer’s decision to enter into the alternative terms was deemed irreversible. Accordingly, a developer who found themselves in the unexpected situation of incurring substantial annual fees, such as the one just described, would have no recourse other than to cease distributing and updating their necessarily popular app. But following regulatory scrutiny, Apple subsequently made provision for a developer to terminate the alternative terms and return to the standard DPLA terms. But the right to do so is exercisable only once and then on the condition that the developer has never had an application that is an alternative app marketplace, never distributed an application through an alternative app marketplace, never used linking out, and never used alternative payment processing.
4090 Despite all of this, Mr Schiller did not accept that developers of free apps are unlikely to move to the alternative terms because they face a risk that if their app is successful, they will cross the relevant threshold and become liable to pay the CTF, whereas if they remain on the existing terms, they are not liable for any commission at all.
4091 But Mr Federighi frankly accepted that in such circumstances, the prospect of the alternative terms being less advantageous than the existing terms did provide a disincentive.
4092 I agree with Epic that Apple’s ability to deploy such deterrence tactics to protect its preferred arrangements, even in the face of legal compulsion, manifests its substantial degree of market power.
The Swedish episode
4093 A further example of Apple’s ability to wield market power was its unilateral termination of Epic Games Sweden AB’s membership in Apple’s developer program on 2 March 2024.
4094 In communicating the decision to Epic, Apple’s lawyers referred to “a recent submission in the Australian litigation [which] suggests that Epic Games Sweden AB is part of a global effort to undermine or evade Apple’s rules”.
4095 Apple’s lawyers said that Apple was “concerned that Epic Games Sweden AB does not intend to adhere to its contractual commitments to Apple and is in fact a vehicle to manipulate proceedings in other jurisdictions”.
4096 Now Mr Schiller gave evidence that he was not involved in the decision to terminate Epic’s account, but rather Apple’s legal team made that decision.
4097 The purported absence of consultation with Mr Schiller or other Apple executives beyond the Apple legal team regarding the termination is most unusual in circumstances where Fortnite is one of the world’s most popular games, and Apple would stand to significantly benefit from having it on the App Store.
4098 Following regulatory intervention by the European Commission, on 8 March 2024, Epic was informed that Apple would reinstate Epic’s developer account.
4099 The relevance of this episode, quite apart from Apple’s unjustified express reliance upon submissions made in the proceeding before me in rationalising its termination decision, is that it illustrates Apple’s unimpeded power to control and restrict access to its platform, irrespective of whether a developer intends to distribute apps via Apple’s centralised App Store or otherwise.
Other matters
4100 Let me deal with some other matters and address six topics.
4101 First, I agree with Epic that the App Store does not vigorously compete with app stores on PCs, at least across all relevant dimensions and content.
4102 Now the launch of the Epic Games Store on PCs precipitated a series of commission changes on other PC app stores.
4103 During cross-examination, Mr Schiller said that he only “vaguely” recalled the Epic Games Store’s launch in December 2018, and did not recall the exact terms of Epic’s 88/12% revenue split, or that Steam and Microsoft responded by reducing their commissions rates. Notably, Mr Schiller conceded that Apple did not make any adjustments to its commission rates in response to changes in commission levels by other PC stores in the period that followed the launch of the Epic Games Store.
4104 Mr Schiller was generally unaware of the commission rates charged by PC stores. In cross-examination, he gave evidence that he did not know that Steam charges a 20% or 25% commission on sales exceeding a revenue threshold of USD 10 million. He said that he did not know that the Microsoft Store charges a 12% commission for game apps and a 15% commission for non-game apps. And he said that he did not know that itch.io, which is available on PCs and Mac, charges a default rate of 10%.
4105 I infer that Mr Schiller did not follow these matters closely because Apple is not concerned about the commissions charged by PC stores because PC stores do not represent a threat to the App Store.
4106 There is no indication that the limited changes to the App Store’s commission during this time were in any way connected with competitive responses that had occurred in respect of PC app stores. Indeed, there is a conspicuous absence of references to commissions charged by PC app stores in Apple’s internal documents.
4107 In my view, there is little evidence to suggest that the App Store vigorously competes with app stores on PCs.
4108 Second, it could not seriously be doubted that Apple imposes and enforces its restrictive terms with impunity. The fact that Apple is not constrained by competition is apparent from its uninhibited ability to impose and enforce its restrictive terms concerning iOS app distribution. Apple enforces those terms inflexibly and refuses to accommodate the needs of even the largest developers. The instances in which Apple has enforced its restrictive terms to foreclose competition are too numerous to set out in full.
4109 The following are illustrative of the ways in which Apple wields its power over developers.
4110 In March 2018, Apple removed Tribe from the App Store. An Apple representative stated:
… the app will be hidden from being a store within our store. … The concept for this app is not OK under 3.2.2, they are a live multiplayer games platform which we do not allow. Unfortunately, the app has been live since 2015 so this is shocking for them, just as it was for Gamee who recently UTBed them.
4111 In around April 2018, Amazon sought to list Amazon FreeTime Unlimited on the App Store. During the app review process, Mr Oliver stated in an email dated 5 April 2018:
The primary concern is that the FreeTime service offers access to HTML5 versions [sic] many Kids apps and games that exist in the App Store. This includes some of our most popular kids apps … These HTML5 versions are largely indistinguishable in use and performance from the standalone apps available on the App Store.
… From a business perspective, the launch of this service raises strong concerns about the potential risk of cannibalization to our existing Kids’ business, as well as the loss of control of curation and discovery of our Kids catalog to FreeTime. This service may also pose a competitive threat to Apple’s current or future first-party subscription offerings.
4112 Mr Reyburn, senior partnership manager at Apple, replied on 5 April 2018 that the concerns raised “sound anti-competitive to me”. Amazon FreeTime was rejected as being a store within a store. Apple ultimately approved a revised Amazon FreeTime app which had removed HTML5 games.
4113 In August 2019 and August 2020, Apple rejected the NVIDIA GeForce Now app. Mr Schiller stated in an email on 19 August 2019 that the app should be rejected as “[t]he developer can provide this to users in Safari and can ship individual games on the App Store that the users signs in to (even if they use cloud computing backend to run each)”.
4114 Between February and June 2020, Apple rejected several different versions of the Facebook Gaming iOS app under its “store within a store” prohibition because of the HTML5 gaming services within the app. Mr Kosmynka, senior director app review at Apple, stated in an email on 9 July 2020 in relation to the app that “the marketing text and explore section do seem like the apps primary purpose is to discover games, which is certainly store like”. Mr Schiller stated in an email on 10 July 2020 that “it comes down to one important issue with this appeal … is a game streaming app with HTML5 game downloads an app primarily for the purpose of HTML5 game downloads - I think it is”.
4115 Between January and July 2020, Apple enforced its store within a store prohibition against Microsoft in respect of its xCloud app, which is a game streaming app. Mr Schiller stated in an email on 12 February 2020 that “I think if they don’t take it down and replace it with an update that adheres to our guidelines, we are going to have to take it down.”. Apple ultimately required Microsoft to split each game out into a separate iOS app, making it commercially unviable for Microsoft to proceed on the App Store.
4116 Prior to September 2020, developers were permitted to include within their apps HTML5-based games if code distribution for the games was not the main purpose of the app and the code was not offered in a store or store-like interface. But in August 2020, Mr Schiller suggested changing the App Store review guidelines so that apps with HTML5-based games and streaming games would not be permitted, unless developers satisfied a list of requirements that Mr Schiller described as “impossible to do”.
4117 When Apple amended its streaming app rule in September 2020, it reflected most of Mr Schiller’s proposed requirements, including that each game must have an App Store entry with information about the game, that each game update must be submitted for review, that each game must be displayed in App Store search results, and that each game would be subject to App Store reviews and ratings.
4118 Further, Apple has foreclosed competition by enforcing the requirement to use IAP and its anti-steering rule against developers. It has done so even when IAP is not suitable for the developer, or is not the preferred method of monetising the developer’s app on iOS.
4119 In an email on 19 September 2010 Mr Schiller said about PayPal:
They are trying to take over billing of apps in the app store with PayPal, instead of our in app purchase.
Eddy had already told them that we are not interested in supporting PayPal as a alternate billing mechanism in iTunes or the App Store.
4120 In 2012, Microsoft sought to launch Microsoft Office on iOS and proposed to link users out of app to subscribe and pay Apple a percentage of revenue for each user signing up on an iOS device, instead of using IAP. Mr Schiller said in an email on 13 April 2012 that “I don’t think there is any chance we would agree with that business model. We run the store, we collect the revenue”.
4121 In 2016, Apple rejected the Spotify app for including a prompt for customers to ask Spotify to send them information about premium subscriptions by email. In an email on 8 June 2016, Mr Gyllenhammar, director subscriptions vice president of Spotify, explained:
… our customers are asking us to email them information, and that’s all we’re providing them. …
Nevertheless, given your threat to pull us off the App Store unless we cancel our communications with our customers, I’m letting you know that we are canceling this email campaign. …
4122 On 12 December 2017, in an email to Mr Schiller and Mr Cue about IAP being bypassed in WeChat and its users purchasing in-app currencies via third-party payment solutions, Mr Kosmynka said:
We have aggressively rejected apps/games which use 3rd party payments (including WePay) to bypass IAP. However we are now tracking an issue where WeChat itself is being used to top up virtual currency for iOS games. …
4123 Since 2017, Apple has terminated more than 2,000 developer accounts for failing to comply with the requirement to use IAP.
4124 Third and relatedly, it is not seriously in doubt that Apple’s conduct towards Epic is a paradigm example of Apple’s enforcement of its restrictive terms.
4125 As I have said much earlier in my reasons, which is worth repeating, on 3 August 2020, Epic submitted Fortnite version 13.40 to Apple (and to Google). That version contained code that would allow Epic to offer EDP as an alternative payment option in Fortnite on iOS devices when a “hotfix” was activated. On 13 August 2020, Epic activated the hotfix making EDP available within Fortnite on iOS. iOS users could now choose whether they would make their purchase using Apple’s IAP or using EDP.
4126 At the same time, Epic introduced the “mega drop” event which was a price reduction of up to 20% for Fortnite in-app purchases on iOS, the Play Store, Windows and macOS, when EDP was used; and on Xbox, PlayStation and Nintendo Switch, regardless of payment method. This was designed to encourage iOS and Android users to make in-app purchases using EDP rather than Apple’s or Google’s payment solutions.
4127 Within a few minutes of activating the hotfix, Mr Sweeney emailed Mr Cook and other senior leaders at Apple, informing them that Epic had introduced EDP within Fortnite.
4128 On 13 August 2020, Apple removed Fortnite from the App Store due to the presence of EDP.
4129 On 14 August 2020, Apple suspended Epic’s membership of the developer program, and advised that its developer account would be terminated within 14 days unless Epic cured its breaches of the DPLA.
4130 On 28 August 2020, Apple terminated Epic’s DPLA and its developer agreement and informed Epic that it could not reapply to the Apple developer program for at least one year.
4131 As a result, Epic could no longer submit apps or updates to the App Store and, in addition to Fortnite, other Epic apps associated with its Team ID ‘84 Account were removed from the App Store, including in Australia. This meant that new iOS device users could not download those apps and existing iOS users of those apps could no longer update their iOS versions of those apps.
4132 In August and September 2021, more than one year after the termination, Epic made several requests for reinstatement of its Team ID ‘84 Account. For some time, Apple had not reinstated Epic’s account, despite Epic’s commitment to complying with the App Store review guidelines.
4133 Before the enactment of the Digital Markets Act in the EU which compels Apple to permit alternative app stores, Epic announced on 26 January 2024 that it intended to launch the Epic Games Store on iOS devices in the EU.
4134 On 17 February 2024, Epic announced that it had received its Apple developer account to enable it to start the development of software.
4135 On 2 March 2024, Apple notified Epic that its membership in the Apple developer program had been terminated effective immediately.
4136 By 8 March 2024, Apple committed to reinstating Epic’s account after its termination decision had been brought to the attention of the European Commission.
4137 Fourth, let me say something about Apple’s revenue sharing arrangements with Google.
4138 Now in these proceedings each of Apple and Google have depicted themselves as a source of vigorous competition against the other. And they have said that they have each perceived the other to be a form of competitor.
4139 Mr Schiller referred to the Play Store as a game app transaction platform with which the App Store competes. He said that many popular apps are available on both the App Store and the Play Store.
4140 Mr Gennai referred to iOS as the principal competitor to Android. He said that iOS is Android’s closest competitor.
4141 Mr Feng referred to the Play Store competing closely with Apple’s iOS to attract users of, and investment from developers in, the Android platform.
4142 Ms Kochikar gave evidence that Google is concerned to understand, and share with the developer, how a developer’s apps are performing on Android and Play relative to other ecosystems, and particularly iOS.
4143 But Apple’s commercial arrangements with Google cast doubt on this characterisation and are incompatible with rivalrous behaviour.
4144 Those arrangements require Apple to make Google Search the default search engine in certain iOS apps. In return, Google is obliged to make monetary payments to Apple where revenue is earned by Google through Google Search on iOS devices.
4145 Pursuant to the eighth amendment to the Google-Apple information services agreement (ISA), effective as of 30 September 2016, Apple and Google have agreed on the following aspects or matters.
4146 Apple agreed to make Google Search the default search engine in all countries for use in its web browser software, for example, Safari or any successor versions, that is designed for use on iOS, watchOS, tvOS, macOS, and any other operating system made generally available by Apple.
4147 Google agreed to pay Apple [REDACTED] of its net ad revenue, being gross advertising revenues recognised by Google that result from Apple [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED]
4148 [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] the “Google app” search application (GSA) [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED]
4149 And Google agreed to pay Apple [REDACTED][REDACTED] of GSA/Chrome net ad revenue over time, the % details of which I do not need to set out. Such GSA/Chrome net ad revenue equates to [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED]
4150 Further, [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED]. Such a pact is hardly what vigorous competitors would sign up to. [REDACTED] [REDACTED] is usually one of the weapons in the armoury of a large corporation to be deployed against its rivals.
4151 Now the benefits to Apple of these arrangements are reflected in an August 2021 Apple slide deck titled “Search Revenue Google Monthly Report Through August 2021” which indicates that the “Total Rev Share ($M)” for the period of September 2020 to August 2021 totalled [REDACTED].
4152 “Total Rev Share ($M)” is the sum of “iPhone Rev Share”, “iPad +Mac Rev Share”, which together with “iPhone Rev Share” make up the “Safari Rev Share” figure, and “GSA/Chrome Rev Share”.
4153 Another Apple slide deck titled “Q4’20 & FY’21 LRF – Sep’20 Corporate FP&A” and dated September 2020 records actual revenue from Google totalling approximately [REDACTED] in FY19, and forecasts revenue from Google totalling [REDACTED] in FY20 and [REDACTED] in FY21.
4154 Mr Gennai agreed that Google pays many billions of dollars each year to Apple under this arrangement. He was taken to Google documents which stated or evidenced that Android channelled 32% of Search revenue to Google and depicted iOS channelling more search revenue to Google than Android in each of the three years depicted. He was also taken to Google documents which stated or evidenced that Google earned $30.1 billion in Search revenue from iOS in 2020.
4155 He was also taken to a 2018 slide deck titled “Apple Deal Staples” which referenced “[REDACTED] of Google.com’s revenue [falling] under the Apple deal”, which Mr Gennai accepted was related to Search, and said that “Payment to Apple is [REDACTED] of Apple Services revenue”, which “accounted for [REDACTED] of Apple Services growth in the latest quarter”.
4156 Mr Gennai described the arrangements as a partnership between Apple and Google and ultimately accepted that there is a large amount of money involved in the deal between Apple and Google, that the deal involves billions in absolute dollar terms, and that the deal is working for both companies.
4157 Partners are not typically competitors. Partnership facilitates mutually beneficial outcomes but that is not the outcome of competition. Competition is a ruthless process that damages competitors, even to the point of elimination.
4158 Apple’s and Google’s claims of competition are contradicted by the fact that each is substantially dependent on the other to generate extraordinarily large amounts of revenue.
4159 It is difficult to conceive of Apple and Google as true competitors who seek to undercut each other in one area of business, namely, app distribution, where this could jeopardise what Mr Gennai expressly described as a mutually beneficial partnership.
4160 The nature of Apple and Google’s partnership is further described in a 20 December 2018 email note of a meeting between Apple and Google executives including Mr Cook and Mr Pichai, the chief executive officer of Google.
4161 That note records Mr Cook’s “overall” vision for Apple and Google as being “deep deep partners; deeply connected where [Apple’s] services end and [Google’s] begin and sees no natural impediment to us doing more together.”
4162 Mr Pichai is recorded to have said “you send [Google] queries and we do our best to answer these (and monetize) – always in good faith and because our incentives are aligned – please trust this”. The note also states “[o]ur vision is that we work as if we are one company” and “[w]e are aligned, Sundar: we would love to see the iPhone numbers grow”.
4163 Indeed, it is revealing that Google measures its payments to Apple by reference to Apple’s profit and revenue rather than in dollar terms.
4164 So, a 2021 internal Google presentation titled “Quarterly Apple Earnings Review”, [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED]
4165 The heading of one slide, which falls within a section titled “Calendar Year Q3’20 Update (Apple’s Fiscal Year Q4’20 Earnings)”, reads [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED], and another reads [REDACTED] [REDACTED] [REDACTED]
4166 A 2018 Google slide deck titled “Apple Deal Staples” said that in 2017, [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED]
4167 Evidently, Google has a clear appreciation of Apple’s dependency on this very large revenue stream in the context of Apple’s whole business.
4168 Clearly, Google considers its arrangements with Apple to be significant to Apple’s business and potentially capable of influencing Apple’s decision-making. Such arrangements are antithetical to any notion of genuine competition between Apple and Google in respect of app distribution.
4169 Fifth, the App Store is a very profitable part of Apple’s business, at least in accounting terms. It earns high margins over the specific costs of operating the App Store. The high margins earned by the App Store are consistent with the App Store not being significantly constrained by other app stores on other platforms. I will address the App Store profitability question in more detail in a moment. I would accept though that demonstrating accounting profitability provides limited evidence of the existence of substantial market power.
4170 Sixth, and as I have addressed elsewhere, many of the constraints on which Apple relies are not true substitutes for the services supplied by Apple. In particular, the self-supply of digital content on a developer’s website, or the making available of a web app do not involve the use of any distribution services or payment solution services. These instances of self-supply are out-of-market constraints unless the self-supply took the form of the creation of an alternative app store.
4171 Let me deal with one final matter concerning the existence of Apple’s market power in any broader app distribution market. I agree with Epic that even if there were a broader app distribution market encompassing services for the distribution of both iOS and Android apps, Apple has a substantial share of the app distribution market.
4172 According to Professor Wright’s analysis, the App Store accounted for over 67% of the combined gross revenue generated by the App Store and the Play Store in Australia for 2021. Professor Wright said that while other Android app stores would be part of that market, they account for only a small share in aggregate.
4173 Apple’s restrictions and the limited scale achieved by other Android app stores indicate that the App Store and the Play Store would not be effectively constrained by potential competitive entry. Moreover, the Play Store offers at most a weak competitive constraint on the App Store.
4174 Let me now turn in more detail to the question of the App Store’s profitability, which I have found convenient to address in a separate section.
The App Store’s profitability — evidence of market power?
4175 Apple has generated significant revenues and profits from the App Store over many years and so much is clear from Apple’s own internal financial documents and from the expert evidence of Professor Antonio Davila. Is this evidence of market power?
4176 Now before proceeding further I should briefly say something about the relevant witnesses that addressed this topic, particularly on accounting questions.
4177 Professor Davila, a professor of accounting at the University of Lausanne, Switzerland, gave expert evidence for Epic in both the Apple proceeding and the Google proceeding. He dealt with the topic of the profitability of the App Store in the Apple proceeding and the profitability of the Play Store in the Google proceeding.
4178 Professor Davila also addressed responding evidence given by Mr Samuel in the Apple proceeding and responding evidence given by Professor Easton in the Google proceeding.
4179 Professor Davila participated in an expert conclave and joint expert report with Mr Samuel and Professor Easton.
4180 In the Apple proceeding he was cross-examined by Mr Free SC for Apple. In the Google proceeding he was cross-examined by Mr Peter Strickland for Google.
4181 I have no difficulty with Professor Davila’s expertise or reliability. In terms of the subject matter of his opinions and what I have ultimately accepted, I will address such questions in a moment, and also later in my reasons in the Google proceeding.
4182 Mr Tony Samuel gave expert evidence for Apple as a chartered accountant addressing questions concerning the assets and profitability of the App Store by reference to Professor Davila’s evidence. He also participated in a joint expert report with Professor Davila and Professor Easton.
4183 Mr Samuel was cross-examined by Mr Rich SC for Epic.
4184 I will in due course address aspects of his accounting evidence on the “stand-alone” question, the question of goodwill and more broadly the question of dealing with intangible assets. I had no difficulty with his expertise or reliability. In terms of the subject matter of his opinions and what I have ultimately accepted, I will address such questions later.
4185 Dr Adrian Majumdar, an expert economist and managing partner at RBB Economics, gave expert economic evidence for Apple. Principally he gave an economic perspective on the question of the profitability of the App Store and dealt in some detail with Professor Davila’s evidence. He also commented on the evidence given by Mr Holt and Professor Wright to the extent that their evidence was related to App Store profitability.
4186 Dr Majumdar participated in a joint expert report with Professor Hitt, Professor Goldfarb, Mr Holt, Mr Houston and Professor Wright. He gave evidence in a concurrent evidence session. He was cross-examined by Mr Young KC for Epic and Mr Bannon SC for the class applicants.
4187 Clearly, Dr Majumdar had considerable expertise and I found him to be a reliable witness generally. I will address the subject matter of his evidence later particularly as it concerned Professor Davila’s evidence and also his differences with Mr Derek Holt.
4188 Mr Holt, an expert economist and a principal of AlixPartners, gave evidence for the class applicants in both class actions on the question of overcharge. To the extent that he strayed into questions of market definition and impermissible aspects of market power, I have put such evidence to one side as the class applicants were only given leave to adduce expert evidence on the question of overcharge and some related causation questions. But I have permitted him to say something on the question of the profitability of the App Store and the Play Store as this is relevant to the overcharge questions and the relevant retrospective hypothetical(s).
4189 Mr Holt had impressive expertise, although from time to time I found him to be a little garrulous in the concurrent evidence sessions.
4190 He gave reports in each of the class actions. He also replied to the evidence of Professor Hitt, Mr Houston and Dr Majumdar in the Apple proceeding and replied to Professor Asker and Professor Easton in the Google proceeding. He also did a late supplementary report in the Google proceeding concerning Amazon.
4191 In relation to the class action concerning Apple and the App Store, he participated in a joint expert report with Professor Hitt, Professor Goldfarb, Mr Houston, Dr Majumdar and Professor Wright on some topics. In the concurrent evidence session he only participated on those topics. Relevantly, in relation to Apple issues he was cross-examined by Mr Darke SC for Apple.
4192 In relation to the class action concerning Google and the Play Store, he participated in a joint expert report with Professor Asker on economic questions dealing with overcharge and also participated in a joint expert report with Professor Easton on accounting/profitability questions.
4193 In terms of the associated concurrent evidence sessions, on accounting/profitability questions he was cross-examined by Mr Strickland for Google, and on economic questions he was cross-examined by Mr Yezerski SC for Google. I will deal in more detail with the subject matter of his evidence later and also in my separate reasons in the Google proceeding and the class actions.
4194 Finally, and as I have said earlier in my reasons, Ms Saori Casey, vice president of corporate financial planning at Apple, gave written evidence in chief concerning Apple’s financial records, financial reporting and trend analysis. She was cross-examined by Mr Prince for Epic. In my view her evidence was for the most part generally reliable, but her endeavours on occasion to explain away or spin the contents of some of Apple’s internal documents underwhelmed me at times. To the extent that I need to address the underlying subject matter, I will deal with this in a moment.
Some general points
4195 Now Professor Davila sought to determine the actual profitability of the App Store as a division within Apple. But Apple’s experts criticised Professor Davila for failing to assess the profitability of the App Store as though it were a stand-alone company that is operated by an entity independently of Apple.
4196 Now Epic says that an assessment of the profitability of an iOS app store operating independently of Apple is a hypothetical inquiry into an entity that has never existed and is never likely to exist. Epic says that that hypothetical inquiry would not assist me as the relevant inquiry is the profitability of the App Store as it actually exists. But on this point I largely agree with Apple.
4197 Further, Apple’s experts criticised Professor Davila for failing to account for the use of Apple’s internally generated intangible assets such as its intellectual property, brand and goodwill in his profitability assessments. I agree with Apple’s criticisms.
4198 Now the accounting experts agreed that internally generated intangible assets are not included or accounted for on a company’s balance sheet under any of the recognised accounting standards, including the generally accepted accounting principles.
4199 Internally generated intangible assets are not included or accounted for on Apple’s balance sheet, unless they were acquired from a third party. It follows that the relevant Apple assets, being internally generated assets, are not identified in Apple’s public financial statements.
4200 Mr Samuel’s opinion was that in circumstances where the App Store utilises the relevant Apple assets it is difficult to derive or even estimate a profitability figure from Apple’s public financial statements.
4201 Professor Davila agreed that Apple’s intangible assets are predominantly the result of internal research and development, which has resulted in continual improvements in Apple’s hardware and software.
4202 Professor Davila agreed that he would expect improvements in Apple’s hardware and software to be reflected in valuable intellectual property rights and that, because they are internally generated, the intellectual property-protected assets associated with the hardware and software would not appear in Apple’s external accounts. Professor Davila agreed that Apple’s external accounts do not show Apple’s investments in iOS. He agreed that the same is true of Apple’s brand.
4203 Now the value of intangible assets including intellectual property is a function of the future cash flows to be derived from their use. Professor Davilla said that when people value intangible assets, they usually value those assets by reference to the future cashflows that can be derived from the use of the assets, and that the value may be different from the particular research and development investment associated with those assets.
4204 Mr Samuel explained that the disconnect between the fair value of internally generated intangible assets and the fact that they are not recorded on a company’s balance sheet is a reason why the market value of a company’s equity, based on its share price, typically exceeds the net asset value on the balance sheet by a considerable margin.
4205 In the case of Apple, the market capitalised value of its equity is currently about USD 3 trillion whereas Apple’s accounting value was about USD 62.1 billion at 30 September 2023. Mr Samuel’s opinion is that the difference is mostly attributable to the value of Apple’s internally generated intangible assets and good will. He emphasised that the market value of a company’s assets is equivalent to the value of its future cashflows and said that is why, as a valuer, he would attribute the gap between the book value of a company’s assets and its market capitalisation to intangible assets and goodwill. Professor Easton gave evidence to similar effect in relation to Alphabet.
4206 Dr Majumdar gave general evidence to the effect that Apple’s internally generated intangible assets may well be very large and so must be taken into account and that given the potentially very large size of Apple’s intangible assets, their exclusion has the potential to substantially impact on measures of the App Store’s profitability. I tend to agree with his point.
4207 Now Professor Davila’s evidence was that it is only those intangible assets that the App Store needs to control to be able to perform its business which should be accounted for in assessing its profitability.
4208 Professor Davila’s opinion was that the relevant Apple assets identified by Mr Samuel, such as software, technology, customer database, access to consumers, research and development, copyright, patents and other intellectual property assets, are not assets which the App Store needs to control to be able to perform its business. This is because they are available to all app developers for a nominal fee. But I am not convinced of Professor Davila’s assertion.
4209 In my view, Apple has made a good point concerning the significance of the absence of a stand-alone analysis. But even factoring this all in, it seems clear to me that the App Store is and has been over the relevant period highly profitable at least in an accounting sense.
4210 Now before proceeding further I should make some general observations about some related themes that arose during the course of debate.
4211 First, the accountants agreed that capital employed should include all assets and liabilities that are used by a company to sustain its business.
4212 Second, Mr Samuel drew attention to the role of economies of scale, particularly in considering the performance of a notional stand-alone entity. He said that an allocation of indirect costs within a group does not produce the same result as estimating the costs that a stand-alone company or division would likely incur, because companies with multiple divisions benefit from economies of scale, whereas a stand-alone company or division would need to incur the entirety of some costs.
4213 Professor Easton said that although it may be theoretically possible that a division that is part of a larger company incurs higher costs than if it was a stand-alone company, he would expect the opposite to be true in most instances.
4214 Third, the accounting treatment of the App Store should reflect an accurate assessment of the costs incurred to generate revenue. Professor Davila agreed that in order to isolate the profitability of a part of Apple, it would be necessary to bring to account the way in which investments in other parts of the business contribute to the value of individual products and services. Professor Davila agreed that if the App Store needs to control an asset in order to be able to perform its business, that asset should be accounted for in the App Store’s asset base.
4215 Fourth, Mr Samuel gave evidence that the components of Apple’s ecosystem benefit from one another, and that the intellectual property-protected tools, technologies and services, and infrastructure assets resident in each business line support all other aspects of the ecosystem. This includes the App Store, which operates as an interrelated part of Apple’s ecosystem that both contributes to, and relies upon, all of Apple’s infrastructure and intellectual property-protected assets.
4216 Given this context, there is no meaningful way to separate the App Store’s intangible assets from the broader ecosystem and any attempt to allocate assets to the App store would be arbitrary.
4217 Professor Davila agreed that the App Store is part of the iOS ecosystem and derives value from being part of the ecosystem. He agreed that the App Store derives value from the quality of the hardware and the software. Now a distinct and valuable part of the iOS ecosystem is the Apple commerce engine, which allows developers to design apps that can have transactions such as paid downloads and in-app purchases, and for those transactions to be processed through Apple’s systems. Professor Davila agreed that providing access to the Apple commerce engine is beneficial to developers.
4218 Now before addressing Epic’s case in more detail I should deal with some theory discussed in the relevant literature.
The misuse of profit margins to infer market power
4219 The following themes have been discussed by the Honourable Robert Bork and Professor J Gregory Sidak in R Bork and J Sidak, “The Misuse of Profit Margins to Infer Market Power” (2013) 9(3) Journal of Competition Law & Economics 511.
4220 It is appropriate to rely on indirect evidence of market power, such as market share and barriers to entry. In contrast, evidence related to firm characteristics, such as the size of the firm or the firm’s profit margins, plays a limited role in evaluating market power. Significant concerns attend the use of a firm’s profit margin to infer its market power. Neither economic theory nor empirical evidence indicates a dispositive relationship between profit margins and the possession of market power. A low profit margin is not inconsistent with a monopoly situation, just as high profits can be consistent with a situation of effective competition. Supra-competitive profits may result from a factor other than market power, such as superior management. Furthermore, in industries with high sunk investment, high profit margins are consistent with a dynamically competitive market.
4221 Profit margins do not reliably demonstrate market power. First, accounting profits do not indicate whether a firm is earning positive economic profits. Only economic profits are possibly relevant and reliable for evaluating market power. Second, even economic profits are generally not a reliable proxy for market power. Factors unrelated to market power can influence a firm’s profit margins, such as a firm’s management, cost structure, and exogenous factors beyond the firm’s control.
4222 Using profit margins to evaluate market power increases the probability of both false negative and false positive errors, and also increases the magnitude of the social costs associated with erroneous decisions. These costs take the form of reduced investment by both the alleged monopolist and its competitors.
4223 Now accounting profits do not correspond to a firm’s economic profit and consequently are not relevant to evaluating market power. At the same time, a firm’s economic profit is not by itself evidence that the firm possesses market power. Factors unrelated to market power affect a firm’s profit margin. Even when economic profits are high, one must determine whether those profits are scarcity rents, entrepreneurial rents, or monopoly rents. Without making such a determination, one cannot accurately assess whether high profit margins pose an antitrust concern.
4224 Further, there are important differences between accounting profit and economic profit. Accounting profit is the difference between a firm’s revenues and its operating expenses or explicit costs. Economic profit is the difference between a firm’s revenues, operating expenses, and the opportunity cost of the inputs used to make the firm’s sales. That is, economic profits account for real costs, not historical or bookkeeping costs, and the cost of using a unit of a resource is the maximum amount that a unit could earn elsewhere.
4225 Suppose that a firm has capital equipment with a resale value of $4 million. Say the firm uses that equipment to earn revenues of $1 million in one year while having spent $700,000 on inputs. It earned an accounting profit of $300,000, equal to $1 million minus $700,000. But suppose that the firm could have instead sold its equipment for $4 million, deposited the money in a savings account, and earned $400,000 in interest in the same year. The firm thus incurred a negative economic profit (a loss) of $100,000, equal to $1 million minus $700,000 minus $400,000. The firm has a positive accounting profit, but a negative economic profit. No relationship exists between the economic rate of return and accounting rates of return.
4226 Another measure of economic profits is revenues minus labour, material, and capital cost. It is in the measurement of capital costs that economic and accounting profits differ. Economic profits subtract the replacement cost of capital, being the forward-looking, long-run cost of buying a capital asset of comparable quality and use. In contrast, accounting profits use the book value of capital, equal to the historical cost of capital and a measure of depreciation, which also differs when measured using economic versus accounting methods. Because the value of capital changes over time, the replacement cost of capital can diverge greatly from its historical cost. So, accounting profits need not equal economic profits, nor is there any direct relationship between accounting and economic profits.
4227 The distinction between economic and accounting profits is essential, because only economic profits are relevant to evaluating the degree of a firm’s market power. In the long-run equilibrium of a perfectly competitive market with free entry, economic profits rather than accounting profits equal zero. When a firm has market power, it will earn positive economic profits in the long run, that is, after all entry has already occurred. So, when using profits to evaluate market power, one must use economic, not accounting profits.
4228 It is nevertheless important to add that even positive economic profits are not sufficient evidence to conclude that a firm has market power. First, even in a perfectly competitive market, short-run economic profits can be positive. Second, zero economic profits occur only in perfectly competitive markets, but a market need not be perfectly competitive to be workably competitive. So, even if a firm earns positive economic profit, it will not necessarily have the power to set prices unilaterally, without regard to the behaviour of its competitors.
4229 Now only economic profit, not accounting profit, might be a valid indicator of a firm’s market power. But for several reasons, data about economic profit is rarely used to examine the firm’s market position. First, data about a firm’s economic profit, such as the firm’s profit margin, is difficult to obtain. Second, even if profit margin data is available, profit margin is not necessarily positively correlated with a firm’s market power.
4230 Further, a firm’s profit margin does not depend only on a firm’s market power. Effective management, recovery of sunk and fixed costs, and macroeconomic factors are only several examples of other variables that affect a firm’s profit margin.
4231 First, the firm’s management is relevant. A firm’s management affects its profit margins. A firm whose management wastes resources on unproductive uses will lower the firm’s margins by raising costs. A firm can also pursue unsuccessful marketing strategies, resulting in low revenues, which also lowers profit margins. A firm can thus have market power but have low margins due to poor management. In contrast, when management lowers costs by implementing efficiency-enhancing measures or increases revenues by marketing to untapped, high-yield markets, it increases the firm’s profit margins. So, an efficient management can substantially increase the firm’s profit although the market position of the firm remains stable.
4232 A firm’s profit also changes over time depending on how resources are managed. Consider the case of an operator that reduces its expenditure in network maintenance and marketing. This operator would earn high profits in the short run, as its subscriber revenue would not fall as quickly as its costs. But as postpaid subscriptions expire or as prepaid subscribers purchase new handsets, the company would likely lose market share. Despite this operator’s high profit margin, its market power is likely to decrease in the long run. A parallel story can be told for a company that is spending significantly on marketing to develop a strong brand. It will have low profits in the short run, but potentially high market power in the long run. So, it is evident that profit margins and market power are not necessarily positively correlated.
4233 Second, the recovery of sunk costs and changes in fixed costs is relevant.
4234 Prices exceeding marginal costs are common in industries with low marginal costs and high sunk costs, such as telecommunications. A mobile operator’s willingness to make continued investments in its network depends on its ability to recover its sunk costs. Because the marginal costs of providing mobile services are low, the firm needs to price its products above marginal cost. But a positive profit margin does not indicate market power. Rather, it is a function of the firm’s sunk investments. High price-cost margins are necessary to induce investment. They are a perfectly rational business strategy even in a highly competitive market.
4235 With respect to fixed costs, a firm’s profit margin will rise as its average fixed costs fall.
4236 But as the network matures, the operator can lower its fixed costs, for instance because the operator has established its brand name and can spend less on advertising. With fixed costs falling over time, average fixed costs will fall, even holding the number of subscribers constant. The operator’s average fixed costs will also fall if it gains subscribers but does not increase fixed costs. Due to its falling average fixed costs over time, the operator will experience increasing profit margins over time, unrelated to market power.
4237 Third, external factors can cause profit margins to vary and are therefore relevant.
4238 A firm’s profit margin might also vary due to external factors that are beyond its control. Macroeconomic conditions, such as a change in currency exchange rates, are a good example.
4239 Another external variable that affects a firm’s profit margin is the behaviour of its competitors. A competitor may choose not to compete aggressively if it believes that it will maximise its profits by maintaining limited market share.
4240 Further, there is no direct relationship between the firm’s profit margins and the existence of market power. A firm can have market power and still have low profit margins. Even if a monopolist is charging the monopoly price, it will have a low profit margin if its costs are abnormally high. A poorly managed monopolist may have high costs due to inefficient practices. Entry barriers could prevent the entry of more efficient competitors that could under-price the monopolist. So, the monopolist could maintain market power and low profit margins over the long run. This point underscores the futility of using profit margins to measure market power.
4241 Let me turn to another matter. The relevant question that needs to be answered in evaluating market power is whether the firm can unilaterally set prices, or profitably maintain a price increase.
4242 First, for firms with high fixed costs and low variable costs, a large share of the cost of providing a service is common cost. So, the price-cost margin of each of the firm’s products will be high. Consequently, when the firm raises its price by an amount that causes only a small reduction in sales, it nonetheless incurs a large loss, because its lost revenue will exceed its avoided costs. The avoided costs are small because much of the cost of providing the service is common cost and is thus not avoided. So, even though the firm’s profit margin is high, it has little, if any, ability to sustain a profitable price increase.
4243 Second, in instances where a firm sells complementary products, analysing only a single product to infer market power is inadequate. The incentive to raise prices may be reduced because of the sale of complementary products. A price increase of one product may cause the firm to lose customers in the complementary products. Failure to account for any consequent losses may overstate market power.
4244 Finally, the combined effect of high price-cost margins and demand complementarities may further diminish market power. The authors give the example of Telcel which offered voice and data plans that were complementary. Both voice and data services had high price-cost margins. An increase in voice prices reduced demand for data service. Further, due to the high price-cost margin of data service, that reduction in demand imposed a large loss on Telcel. Consequently, Telcel had little incentive to raise its voice prices. In short, in the example given, Telcel’s high profit margins combined with demand complementarities in its services constrained its ability to raise prices.
4245 Let me turn to another matter. Profit margins consist of rents. To determine whether one is observing a firm with market power, one must analyse the nature of rents. There are different types of rents, being scarcity rents, entrepreneurial rents, and monopoly rents. Only monopoly rent raises competition concerns, rather than entrepreneurial rents which should not trigger antitrust concerns.
4246 Now a firm earns scarcity rents when its output is below the “competitive” level due to limited availability of the scarce inputs underpinning the firm’s competitive advantage. A firm temporarily constrained by its stock of scarce resources may have both a high market share and high profit margins, but this profit does not imply that the firm is restricting its output anticompetitively. It might be that the innovator is simply collecting sufficient scarcity rents to cover its initial investment. These rents encourage other innovators and entrepreneurs to invest in the relevant market.
4247 Entrepreneurial rents are a product of a firm’s “product and process innovations and/or unique business routines (knowledge assets).” The owner of the unique knowledge assets often enjoys a temporary period of excess returns. But competitors eventually imitate those assets. When competitors adopt the same practice that a competition authority is investigating, that practice is not likely to be anticompetitive. The firm’s superior profits are the returns from innovation that is necessary to induce investment by the firm and its competitors. Such rents are therefore desirable, and their existence should not be a premise that the innovator has market power.
4248 Unlike scarcity and entrepreneurial rents, the sole type of rent that ought to motivate competition concerns is monopoly rent. These rents stem from the naked exercise of market power, for example, exclusionary conduct lacking efficiency justifications.
4249 Let me turn to some other economic literature.
4250 The following themes have been discussed by Professor Franklin Fisher and Assoc. Professor John J McGowan in F Fisher and J McGowan, “On the Misuse of Accounting Rates of Return to Infer Monopoly Profits” (1983) 73(1) The American Economic Review 82.
4251 Accounting rates of return are frequently used as indices of monopoly power and market performance by economists and lawyers. Such a procedure is valid only to the extent that profits are indeed monopoly profits, accounting profits are in fact economic profits, and the accounting rate of return equals the economic rate of return.
4252 The large volume of research investigating the profits-concentration relationship uniformly relies on accounting rates of return, such as the ratio of reported profits to total assets or stockholders' equity, as the measure of profitability to be related to concentration. Now accounting rates of return and profits as reported by accountants may not be consistent from firm to firm or industry to industry and may not correspond to economists' definitions of profits. Likewise, accountants’ statements of assets, and hence also stockholders' equity, may fail to correspond to economically acceptable definitions, because accounting practices do not provide for the capitalisation of certain activities such as research and development and do not incorporate allowances for inflation. This is to say that there are certain measurement problems which arise when using available accounting information to measure profitability. There is also a deeper conceptual problem, namely, that accounting rates of return, even if properly and consistently measured, provide almost no information about economic rates of return.
4253 The economic rate of return on an investment is the discount rate that equates the present value of the expected net revenue stream to its initial outlay. Putting aside the measurement problems, it is clear that it is the economic rate of return that is equalised within an industry in long-run industry competitive equilibrium and, after adjustment for risk, equalised everywhere in a competitive economy in long-run equilibrium. It is an economic rate of return, after risk adjustment, above the cost of capital that promotes expansion under competition and is produced by output restriction under monopoly. So, the economic rate of return is the only correct measure of the profit rate for the purposes of economic analysis. Accounting rates of return are useful only insofar as they yield information as to economic rates of return.
4254 Now, it should be apparent that it would only be coincidental that the accounting rate of return on a given investment, being the ratio of net revenue to book value in a particular year, would be equal to the economic rate of return, being the discount rate that would achieve the result that the present value of the projected future net revenue stream equalled the initial capital cost. Indeed, accounting rates of return on individual investments generally vary greatly. So, only if such fluctuations are somehow averaged out by a firm's investment behaviour over time will its accounting rate of return even be roughly constant, let alone approximate the economic rate of return.
4255 It is easy to show that such averaging requires that the firm grow exponentially, investing in the same mix of investment types each year, an investment type being defined by a time shape of net revenues. Even in such an unrealistically favourable case, the accounting rate of return will generally depend on the rate of growth, equalling the economic rate of return only by accident. Furthermore, the relationship between the accounting and economic rates of return depends on the time shape of net revenues.
4256 So, only by accident will accounting rates of return be in one-to-one correspondence with economic rates of return. The effects involved cannot be assumed to be small. Indeed, they can be large enough to account for the entire inter-firm variation in accounting rates of return among the largest firms in the United States.
4257 The main theoretical results reported by the authors are as follows.
4258 First, unless depreciation schedules are chosen in a particular way, so that the value of the investment is calculated as the present value at the economic rate of return of the stream of benefits remaining in it, being a choice which is exceptionally unlikely to be made, the accounting rate of return on a particular investment will differ from year to year, and will not in general equal the economic rate of return on that investment in any year.
4259 Second, the accounting rate of return for the firm as a whole will be an average of the accounting rates of return for individual investments made in the past. The weights in that average will consist of the book value of those different investments which in turn depend on the depreciation schedule adopted, and, particularly, on the amount and timing of such investments.
4260 Third, unless the proportion of investments with a given time shape remains fixed every year, and unless the firm simply grows exponentially, increasing investments in each and every type of asset by the same proportion for every year, the accounting rate of return to the firm as a whole cannot even be expected to be constant, let alone be equal to the economic rate of return.
4261 Fourth, even where the firm does operate in such an unrealistic manner, being the case most favourable to the accounting rate of return, the accounting rate of return will vary with the rate of growth of the firm, and will not generally equal the economic rate of return.
4262 Fifth, the only reliable inferences concerning the economic rate of return that can be drawn, and only in such an unrealistically favourable case, from examination of the accounting rate of return stem from the fact that the accounting rate of return and the economic rate of return will be on the same side of the firm's exponential growth rate. If the accounting rate of return is higher than the growth rate, then the economic rate of return is also higher than the growth rate. If the accounting rate of return is lower than the growth rate, then the economic rate of return is lower than the growth rate. If the accounting rate of return equals the growth rate, and in this case alone, the economic rate of return is guaranteed to be equal to the accounting rate of return.
4263 Even in the unrealistically favourable exponential growth case, the accounting rate of return depends crucially on the time shape of benefits, and the effect of growth on the accounting rate of return also depends on that time shape. In particular, it is not true that rapidly growing firms tend to understate their profits and slowly growing firms tend to overstate them. The effect can go the other way.
4264 All these results apply both to before- and after-tax rates of return.
4265 Further, in G Manne and E Williamson, “Hot Docs v Cold Economics: The Use and Misuse of Business Documents in Antitrust Enforcement and Adjudication” (2005) 47 Arizona Law Review 609, the authors said (at 630):
That accounting data differ from economic market values is well known, although often disregarded. Unless systematic biases may be identified and corrected for, accounting data are of questionable value in determining economically significant matters of the type relevant to antitrust analysis. …
4266 Six reasons for the divergence between accounting data and economic market values are then listed, including that (at 631):
…
3. Accountants (following Generally Accepted Accounting Principles (“GAAP”) rules) record amounts expended on intangible assets as expenses and do not capitalize the value of such assets”.
4. … the use of standard costing to assign company-wide or overhead costs to manufactured inventory is arbitrary “because there is no conceptually meaningful way to assign costs that … are joint among outputs.”
5. “Intrafirm transfers that are not priced at the opportunity value of the goods impart a mismeasurement of the sales of the sending business unit and the expenses of the receiving unit.”
4267 Further, Manne and Williamson (at 631) quote a passage from W Baumol, “Predation and the Logic of the Average Variable Cost Test” (1996) 39 Journal of Law & Economics 49 which said:
There is … no economically defensible way of dividing [joint] costs up among the firm’s various products. As is well known, all methods for the allocation of common fixed costs are arbitrary …
4268 Manne and Williamson said that (at 631):
The upshot of all this accounting noise is that evidence based on these data and purporting to demonstrate anticompetitive conduct may demonstrate nothing at all.
4269 Further, it was said in S Bishop and M Walker, The Economics of EC Competition Law: Concepts, Application and Measurement (3rd ed, 2010) that:
We would not go so far as to say that analysing the profitability of a firm under investigation will never yield information that is useful for assessing the effectiveness of competition in a market. For instance, it would be surprising to find long-run high returns in a mature capital intensive commodity business in which brand names and advertising were not important. However, as we move away from industries of this type towards dynamic industries, that involve significant ex ante risk and where knowledge and other intangible assets are important, profitability analysis will be less useful in discriminating between markets subject to effective competition and those that are not. Once the other difficulties with measuring profitability are recognised, such as cost allocation problems, it can be seen that the exercise can quickly become virtually meaningless.
4270 Further, in industries with a relatively low level of tangible assets, such as service and knowledge-based industries, the book value of capital employed may bear little relationship to the economic value because of the presence of significant intangibles.
Some evidence about economic margins
4271 Now Professor Hitt’s evidence was that, from an economic standpoint, accounting profit margins are only useful to the extent that they represent economic margins. He said that in the case of the App Store, the relationship between accounting margins and economic margins is not strong, for two reasons.
4272 First, Apple has significant intangible assets, including perhaps the most valuable brand in the world and other intangible assets arising from its investments in the iOS platform.
4273 Second, the App Store is embedded in a larger platform. It happens to be one of the locations on the platform at which Apple charges positive prices for the services that Apple makes available on the platform as a whole, but assessing profitability of a component of a platform that is monetised, in isolation, leaves out all the activities, and costs, that lead it to be profitable in the first place.
4274 Mr Houston made similar points in his report. He said that accounting measures of profit are different from economic profit, particularly where there are substantial intellectual property-protected assets that have never been the subject of an arms-length transaction. He also said that an assessment of App Store profits would need to take into account both sides of the platform.
4275 Relatedly, Professor Wright said that the App Store contributes to the cost of running iOS, unlike the app stores on PC, like Steam and Epic Games Store, which do not have to contribute to that cost of Windows or macOS operating systems. A consequence is that the App Store’s profitability cannot be measured in isolation from its position in the iOS ecosystem.
4276 In the economists’ joint report, Professor Wright and Professor Hitt agreed that in theory a properly constructed economic assessment of profitability can be useful to assess whether a firm has substantial market power. But no witness said that Professor Davila’s calculations, or Mr Holt’s sensitivities, constituted an assessment of the economic profitability of the App Store.
4277 Professor Wright’s evidence was that he did not attribute particular weight to profitability, or put particular emphasis on it, in his report. He did not engage in the question of whether Professor Davila’s calculations differ from an assessment of the App Store’s economic profits.
4278 In the joint report, Professor Wright and Professor Hitt agreed that, even where economic profits have been assessed, supra-normal profits do not imply the existence or exercise of market power and may be explained by other factors, including persistently successful innovation.
4279 Mr Holt made the same point, saying that a firm that innovates and gains a competitive advantage may earn higher return on capital employed (ROCE) for the period that it is able to sustain that competitive advantage.
4280 In relation to the question of whether profitability metrics could be evidence of supra-competitive commissions and thus of market power, Dr Majumdar said that Professor Davila’s and Mr Holt’s calculations showed high (or “infinite”) profits even at commission rates said to be competitive and, indeed, at much lower commission rates.
4281 Dr Majumdar’s evidence was that this was suggestive of a strong upward bias in the profitability calculations and that, consequently, it would not be safe to rely on the calculations as evidence to draw any conclusion, including as to whether commission rates were supra-competitive or Apple had exercised market power.
4282 Again, Professor Wright went no further than suggesting that Professor Davila’s profitability rates were consistent with his opinion that the App Store’s commissions were supra-competitive.
4283 Neither Professor Wright nor Mr Holt directly countered Dr Majumdar’s evidence that Professor Davila’s and Mr Holt’s calculations showed high profitability even for low, or allegedly competitive, commissions.
4284 Let me now deal with some of the accounting questions.
The profitability of the App Store – some accounting questions
4285 Professor Davila used internal Apple documents and accepted managerial accounting methods including those adopted by Apple itself to assess the profitability of the App Store from FY 2017 to FY 2019 according to three key metrics. These were return on gross margin (ROGM), return on assets (ROA) and ROCE.
4286 Professor Davila used Apple’s documents as the foundation for his analysis given that the internal financial reports of a company generally present an accurate view of the financial performance of its divisions.
4287 Apple does not prepare isolated financial statements for the App Store. Accordingly, Professor Davila analysed the internal Apple documents to identify the specific value of resources generated and consumed, that is, revenues and costs by the App Store that are both directly associated and indirectly associated with its operations.
4288 Identifying the indirect resources required Professor Davila to use managerial accounting methods to allocate costs from higher levels of Apple’s corporate structure to the App Store. Professor Davila used Apple’s cost allocation approach given that Apple was in the best position to design such cost allocations.
4289 But he also evaluated different methodologies and sources and undertook sensitivity analyses to support his conclusions.
4290 Professor Davila’s approach to estimating the profitability ratios of the App Store can be summarised as follows.
4291 As to the question of operating margin, Professor Davila presented various methodologies and sensitivity analyses for arriving at an estimate of direct and indirect revenue, other costs of goods sold and operating expenditure for the App Store by reference to Apple’s internal financial reporting regarding the App Store and the divisions above it. He arrived at several potential methodologies for each metric and applied them in three combinations, or scenarios, to prepare three operating margin estimates for the App Store in FY 2018. He identified one scenario as the most reasonable estimate having regard to his prior analysis and prepared estimates of the App Store’s operating margin from FY2017 to FY2019.
4292 As to the question of assets, because Apple does not report the division in which assets “reside”, Professor Davila analysed the assets on Apple’s balance sheet and, where appropriate, used resource-based (revenues and expenses) managerial accounting techniques to allocate percentages of those assets to the App Store.
4293 As to the capital employed, Professor Davila analysed the liabilities on Apple’s balance sheet to identify those that provide free financing to the App Store and concluded that the App Store has sufficient free financing to fund its operations and provide additional free financing to other parts of Apple.
4294 This is primarily due to the App Store’s payment terms, which permit Apple to hold developers’ funds for an average of 60 days without paying interest.
4295 As to R&D, a key sensitivity analysis undertaken by Professor Davila was to assess the impact of treating R&D as an asset that is amortised over time as opposed to an expense that is written off each year, as Apple does in practice. He ultimately concluded that the different treatment of R&D had no material impact on the App Store’s ROA or ROCE.
4296 Having examined the various inputs, Professor Davila arrived at an estimate of the App Store’s profitability metrics from FY2017 to FY2019 as shown below:
4297 Professor Davila concluded that the performance metrics of the App Store were very attractive in both absolute terms and relative to other companies.
4298 In his opinion, an ROA in the 500% range and ROCE of infinity are exceptionally rare.
4299 In terms of return on revenues, Professor Davila’s figures (FY2017: 82.1%, 2018: 81.1%, FY2019: 82.4%) are [REDACTED] [REDACTED] than the figures presented by Apple in its September 2019 profitability presentation [REDACTED] [REDACTED] [REDACTED] which I will discuss in more detail in a moment.
4300 But the fact that using a different methodology leads to similar results as Apple’s own internal figures further supports the robustness of his analysis and the accuracy of Apple’s internal calculations of profitability.
4301 Now Mr Samuel criticised Professor Davila’s methodology and conclusions but did not provide an alternative assessment of the App Store’s profitability.
4302 The substantive part of Mr Samuel’s report was spent summarising Professor Davila’s approach and then criticising Professor Davila for failing to account for the price that a stand-alone App Store would have to pay to access certain of Apple’s intangible assets.
4303 Mr Samuel accepted in cross-examination that his criticism of Professor Davila proceeded on the basis that the relevant inquiry is what the profitability of the App Store would be if it were an entity operated independently of Apple. He also conceded that he had not sought to address the level of profit Apple has, in fact, earned from the App Store.
4304 Now I accept Professor Davila’s evidence as confirming what is shown in Apple’s internal documents being that the App Store is a highly profitable enterprise for Apple in an accounting sense, but with the limitation that the assessment has not been done on a stand-alone basis.
Apple’s internal financial metrics and considerations
4305 Now as Apple has correctly pointed out, the internal financial statements for the App Store do not present its financial performance on a stand-alone basis because they do not allow for an appropriate arm’s length charge for all of the relevant Apple assets utilised by the App Store in generating its revenues. So, they are incapable of presenting the financial performance of the App Store on a stand-alone basis. Apple’s internal financial reports present the financial performance of the App Store as a division of Apple.
4306 Now Epic criticised Apple for not holding records that record a stand-alone profit and loss account for the App Store. But it accepts that Apple closely tracks the financial performance of the App Store in detailed quarterly and yearly financial analyses.
4307 Mr Schiller gave evidence about how the leadership team assesses financial performance:
We look at … revenue. We look at billings. We look at COGS. We look at gross margin, not as frequently. But the reason we don’t look at profit, and haven’t as a team since 1997, is when we reorganised the company into a functional organisation, where we have separated software engineering, hardware engineering, sales, marketing, the only true measure of profitability is when you combine it all together and really do your accounting of it, which is what the CFOs office does, and I’m not part of that process. Anything less than that, when I’m looking at the App Store team, we can look at the App Store revenue, and we can look at the billings, but we don’t look at all of the costs across the company, so the profit isn’t a fair view of profit. I don’t look at the costs of the facilities my teams are in. I don’t look at the costs of the servers that serve up all of the App Store. They’re not in our cost centre. I don’t see Craig Federighi’s engineering team with the thousands of engineers making features for our developers that are used in the SDK that benefit the App Store when new apps come out. So there is no profit view until you put all those pieces together. Anything else is a pseudo-P&L, as we used to call it in the ’80s, and it’s – and it’s very, very inaccurate. And then the last point, if I could just for a second, we stopped all of that work because for Apple in the mid-90s, when we were almost out of business, the infighting that was going on with allocation was horrible, right? People were debating which chargebacks for which teams. People were debating on duplicating teams, so they didn’t have chargebacks. It was a dysfunctional methodology for our business. So we stopped that. We became functional. We don’t do big allocations across the teams. And we don’t worry about profitability at an individual team level. We worry about gross margin, COGS, but not profit margin. That – that goes up to the CFO level, and that’s just how we work.
4308 So, it would seem that Apple creates financial records of the kind that one would expect of a sophisticated large company, and it does so in a form that suits its own managerial purposes.
4309 In terms of how costs and budgeting are managed in particular parts of the organisation, Mr Federighi gave an explanation from the perspective of Apple’s engineering team which is consistent with Mr Schiller’s evidence about Apple’s broader approach:
We have an annual budgeting process. My organisation is entirely a cost centre. In other words, I don’t generate any revenue, I don’t own a profit and loss. I work with my teams to figure out our priorities across a wide range of things. Security is one of them. We will then describe to a review team that includes other executives at Apple and our CFO and describe what – what I think the priorities are for the year ahead and what sort of investments – usually in terms of head count in my organisation is the primary one, that we need to hire more people. Sometimes there are other expenses as well, but it’s primarily head count. Largely in those meetings, it is – they’re relying on me to come forward with the right recommendations and authorise it. There is not a connection between that activity and revenue, or, you know, we will talk about we think this is the right thing for the product, we think we need to protect customers in the following way, and – and I’m given the budget. And that’s how it has been for, you know, 15 years in – is it 15 years for me now? 15 years in my experience.
4310 Mr Federighi acknowledged that this process may be surprising to someone outside Apple, but ultimately nothing follows from that being the case.
4311 Mr Schiller explained that the financial analysis of particular business decisions was not undertaken at an executive team level, but rather during individual meetings, which is consistent with the multiple financial analyses that have been tendered in this case such as the App Store analysis for the App Store global management team summit and the form of App Store quarterly financial reports reviewed by Mr Schiller. His evidence was also consistent with an App Store team meeting agenda, which again was the subject of Epic’s cross examination of Mr Schiller, as were financial analyses of the App Store which Mr Schiller confirmed were used by the App Store team for the purpose of considering the previous year’s App Store financial year performance and forecast for the year ahead.
4312 Let me make some other general points before going to specific documents.
4313 Apple uses an agency model in its accounts for the App Store. In calculating operating margin as a percentage, the denominator, being revenue, is Apple’s commission after remittances to developers are deducted from billings. The operating margin would be substantially lower if billings were used as the denominator.
4314 This means that it is not appropriate to compare the reported operating margins of the App Store to other divisions or companies that use a buy/sell model, where billings are the denominator.
4315 Further, Professor Davila placed weight on Apple’s internal documents that include certain calculations of operating margin. But those internal documents do not reflect any relevant assessment of profitability which is based on a full allocation of relevant cost inputs.
4316 Mr Schiller explained that the metrics that senior leadership of Apple look to are revenue, billings, cost of goods sold and gross margin. They do not look at profit and have not as a team since 1997. Apple’s overall business model is one of seeking to optimise the company as a whole.
4317 Apple maintains a fully burdened P&L statement. Apple’s audited financial statements show that for 2022, Apple’s profit margin was approximately 25%.
4318 Ms Casey explained that:
… [Apple’s] enterprise-wide P&L is “fully burdened”, meaning that it includes all direct and indirect costs for the entire company, but is not fully burdened for individuals [sic] products and services (meaning that it does not fully and accurately allocate all direct and indirect costs attributable to that product or service).
4319 This is because Apple’s business is organised around functional units, for example, R&D, marketing, and selling, general and administrative functions.
4320 Apple’s operating expenses are managed by function and are not necessarily attributed to individual products or services including the App Store. In that context, according to Mr Schiller:
… the only true measure of profitability is when you combine it all together and really do your accounting of it, which is what the CFOs office does, and I’m not part of that process.
4321 Mr Schiller explained that there is “no profit view until you put all those pieces together. Anything else is a pseudo-P&L, as we used to call it in the ’80s, and it’s – and it’s very, very inaccurate.”
4322 Mr Schiller gave a further explanation for Apple’s approach. He said that “we don’t worry about profitability at an individual team level. We worry about gross margin, COGS, but not profit margin. That – that goes up to the CFO level, and that’s just how we work”.
4323 Further, Apple’s corporate financial planning group does not routinely prepare management accounts showing the profitability of individual business units, products or services.
Specific Apple internal documents
4324 Apple’s internal documents establish that Apple closely tracks the financial performance of its individual products and services including the App Store, and that the App Store is and has been highly profitable for Apple at least in an accounting sense.
4325 Ms Casey gave evidence that, within Apple, long-range financial forecast data was updated and presented to Mr Maestri and Mr Cook on a quarterly basis.
4326 A component of this regular reporting is actual and forecasted financial metrics such as revenue, gross margin and growth contribution for each product being the iPhone, Mac, iPad, etc, and for each service being the App Store, Apple Music, Apple Video, etc that Apple offers.
4327 Now a slide titled “Services Dashboard”, which was in an 18 December 2019 presentation titled FY20 LRF – Dec’19 and produced by “Corporate FP&A”, included the gross margin and contribution to growth of the App Store amongst the other services within the services division over a number of years. It contained 9 mini-screens, two of which were the following:
4328 It also contained the following two mini-screens:
4329 In addition to this regular reporting, Ms Casey also gave evidence that she would, on an ad hoc basis, present information to Mr Maestri and Mr Cook specifically in relation to the profitability of individual products and services.
4330 The December 2019 presentation included a section on profitability including the following illuminating slide titled Profitability Summary – Dec’19 LRF which included the following two mini-screens concerning services (there is no need for me to reproduce the product mini-screens):
4331 In September 2019, Ms Casey also gave a presentation on profitability to Mr Maestri and Mr Cook based on the August 2019 long-range forecast. The presentation was contained in a document dated September 2019 with a notation “Corporate FP&A” and titled Products & Services Profitability – Based on Aug’19 LRF; I will refer to this as the September 2019 profitability presentation.
4332 The September 2019 profitability presentation included revenue, gross margin, operating expenses and operating margin data comparing individual products and services together and individual services in isolation, including from the App Store. It set out the forecast figures for FY2020.
4333 Clearly, the App Store is a highly profitable business unit for Apple.
4334 The App Store has enjoyed consistent year-on-year growth in revenues and extremely high, and growing, gross and operating margins, as shown in the extract from the September 2019 profitability presentation below. The App Store’s sustained growth and extraordinary profit margins are indicative of a business that is not facing any real competition from other platforms. And they indicate the existence of barriers to entry.
4335 Ms Casey gave evidence about the September 2019 profitability presentation.
4336 Ms Casey said that when presenting a long-range forecast dealing with particular products, it was not typical to have a profitability assessment. Rather, an assessment of the profitability of individual products and services was sometimes included in order to provide insight into the company’s total profitability changes from year to year.
4337 She said that the September 2019 profitability presentation is a trend analysis prepared to compare the year-to-year performance, actual and forecasted, with respect to various products and services, with a particular focus on the new services businesses that had been recently launched.
4338 She said that to allocate operating expenses, the September 2019 profitability presentation uses the following approach and methodology. First, it uses an estimation of the operating expense that is directly attributable to certain products and services. The estimation of direct spending is not precise. For example, it attributes expenses associated with iOS software to the iPhone, without considering the further benefits that iOS software provides to the App Store. Second, it uses allocation method 2 which I will say something more about in a moment. She said that the allocation cannot be regarded as accurate because the allocation is, by design, dealing with expenses that are not directly attributable to any particular product or service.
4339 As a result, she said that the stated operating expense for each product and service is not an accurate reflection of the total operating expense that supports the product and service. And that means that the stated operating margin is also not an accurate assessment of the operating margin of each of those products and services.
4340 But she said that the method of cost allocation is still useful for management purposes. That is because when the method is used consistently, it can be useful for trend analysis, to show changes year over year, in order to show the drivers of the company’s overall financial results.
4341 Now the imprecision of the operating expense allocation methodology as used in the September 2019 profitability presentation is demonstrated by the waterfall diagram headed “FY’20 Opex Product Allocation” contained in that presentation:
4342 The projected operating expense for the App Store does not include a full allocation of all of the joint expenses that in fact support the operation of the App Store. For example, very little of Apple’s [REDACTED] projected FY 2020 R&D expense is allocated to [REDACTED] which includes the App Store. But perhaps indirectly a significant portion of R&D expenditure would support the App Store. The evidence is unclear.
4343 Accordingly, the operating margin figures for the App Store in the September 2019 profitability presentation are overstated.
4344 Further, she said that it was not possible to say to what extent the operating margins for any particular product or service are incorrect. Ms Casey explained that to be more precise, she would need a more precise activity-based view of the expenses. For example, she would need to decipher how much of the iOS software development expenses that were allocated to the iPhone benefitted the App Store.
4345 Now Ms Casey conceded that the September 2019 profitability presentation included a full allocation of all of Apple’s operating expenses to specific products and services, or to “black projects”. But nevertheless Ms Casey maintained that Apple’s methodology for allocating operating expenses between individual products and services was very generic, imprecise, and not done with the precision needed to be fully accurate.
4346 Ms Casey accepted that the estimates of operating margin were directionally relevant, but the actual numbers were not accurate to any degree of precision.
4347 But I note that there were a number of the slides in the September 2019 profitability presentation which contained statements about absolute operating profits, and which contained no directional information.
4348 Moreover, Ms Casey conceded that the operating margins for individual products and services including the App Store reported in the internal presentations were the best figures her team could arrive at based on the available information.
4349 And she ultimately conceded that the operating margins for the App Store recorded in Apple’s internal documents would tell the reader something meaningful about the performance of each product and service in a particular year, rather than just directional year-on-year changes.
4350 I agree with Epic that the conclusion that Apple’s own calculations of operating margin are accurate to within a reasonable margin of error is supported by the data underlying the September 2019 profitability presentation.
4351 Let me conclude this aspect by saying a little more about the cost allocation methodology.
4352 Now Ms Casey’s evidence was that Apple used two methods to allocate operating expenses, being method 1, which was based on revenues, and method 2, which was based on expenses. As I have said, in the September 2019 profitability presentation method 2 was used, which Ms Casey said was marginally better than method 1.
4353 The underlying workings for the profitability presentation, which were produced by Apple following Ms Casey’s cross-examination, show that method 1 and method 2 lead to almost identical calculations of the operating margin of the App Store.
4354 As Epic has said, those workings also show that method 1 and method 2 are sophisticated cost allocation systems, as would be expected of a company of Apple’s size and complexity.
4355 The tables below show the operating margin of the App Store calculated in accordance with both method 1 and method 2 for each of the financial years from FY2016 to FY2020. The columns titled “Ref” identify the last four digits of the bates page number of the underlying workings from which the figures were drawn. Figures for the product areas “Paperboy” and “Rest of App Store” are included as those product areas follow each other in the underlying workings and, when added together, align with the cost of goods sold, operating expenditure and operating margin figures for the App Store in the profitability presentation. Let me set out these tables:
General
4356 The view that the App Store is highly profitable in an accounting sense is shared within Apple.
4357 An internal presentation regarding the App Store’s performance in FY 2018 said that at the size it then was, “the App Store would be #67 on the Fortune 500, just ahead of #68 Morgan Stanley: $43.6B and #69 Liberty Mutual: $42.7B, and 10 spots ahead of #77 Facebook: $40.7B”.
4358 A 2022 update on the global App Store delivered by Mr Matt Fischer also said:
Since the App Store launched in 2008, customers have spent nearly [REDACTED] billion dollars on digital goods and services. As Tim has said, the App Store is an economic miracle that’s exceeded our wildest expectations.
4359 Let me now turn to some general points upon which I largely agree with Apple.
The stand-alone question
4360 If the App Store operated as a truly stand-alone business, it would either have to acquire the relevant Apple assets or pay a reasonable fee for the use of the assets. I agree with Apple that either way, that would alter the assessment of profitability.
4361 If it is assumed that the assets would be acquired by such a stand-alone App Store, then the capital employed inputs in Professor Davila’s calculations are incorrect and materially understated, and there would also be ongoing costs for further maintaining and developing those assets.
4362 If it is assumed that the assets would be licensed by such a stand-alone App Store, which is the more rational assumption, the operating margin inputs in Professor Davila’s calculations are incorrect and overstated.
4363 I agree with Apple that on either approach, Professor Davila’s calculation of ROCE is incorrect.
4364 As Apple has said, if the point of the exercise is to compare App Store profitability measures with other companies, whether one is talking about a separate company or a division that truly stands alone, the assessment must account for all revenues and costs relevant to operating the App Store.
4365 As Mr Samuel put it, in Professor Davila’s scenario, the App Store makes the revenue and Apple, sans the App Store, incurs the costs. On this basis, he considered the App Store division comparable to other companies, but it is not. I agree with Mr Samuel that no company has the benefit of generating revenue as a consequence of the costs incurred by a third party without paying an arm’s length fee for that benefit.
4366 Professor Easton made the equivalent point in relation to Professor Davila’s comparison of the Play Store to stand-alone companies, which I will address in my reasons in Epic v Google.
4367 Clearly, Professor Davila did not assess profitability of the App Store as a truly stand-alone business. Professor Davila was clear that he calculated the profitability of the App Store as a division within Apple, and not as though it was operating independently of Apple.
4368 Professor Davila took the App Store as he found it, which is as a part of the services division of Apple. It does not in fact stand-alone from the rest of Apple. Nor did Professor Davila make any adjustments to attempt to measure the operations and accounts of the App-Store as if it did stand-alone.
4369 Now Professor Davila did engage in a narrower exercise of allocating part of the Apple Media products division’s R&D expense to the App Store and then considered two methodologies, being one in which R&D is expensed and one in which it is capitalised and amortised over four years.
4370 Professor Davila considered that the waterfall diagram contained in the September 2019 profitability presentation, which I have reproduced earlier, supported his allocation of only a tiny part of Apple’s research and development expense to the App Store. But he did not take any steps to verify that the diagram reflected an appropriate allocation of research and development.
4371 As I have said earlier, apparently, the App Store is included in “Rest of Services”. So, some part of the R&D expense allocated to “Rest of Services” would be attributable to the App Store. But the diagram and the quantum of R&D expense ultimately flowing through to the App Store is unclear.
4372 Mr Samuel pointed out that in FY 2018 alone, Apple incurred $14.236 billion in R&D expenses. Professor Davila’s calculations rely on the AMP division’s reported R&D expense, which was [REDACTED] and the services divisions’ R&D expense, which was approximately $1.1 billion, making an arbitrary allocation to the AMP division of 51.9% based on revenue. That leaves more than $13 billion in R&D expense in FY 2018.
4373 Mr Samuel made the point that if any of that $13 billion is relevant to the performance of the App Store, Professor Davila’s profitability calculations will be unreliable, regardless of the method of expensing or capitalising those costs.
4374 Now Professor Davila and Mr Samuel agreed that the assumptions that would be required to calculate the profitability of the App Store as if it were a separate company are numerous and significant and that the reliability of the calculations would be low, given the number of assumptions and the robustness of the information. They also agreed that a sensitivity analysis would be required to consider the reasonableness of the assumptions.
4375 Professor Davila agreed that the assumptions required would include whether a stand-alone App Store would have to internally develop R&D assets, and at what cost, and whether a stand-alone App Store would need to pay a fee for the use of Apple’s intangible assets and the amount of the fee. But that is not an exercise that Professor Davila performed.
4376 Professor Davila was clear that he had not calculated the profitability of the App Store as though it were a separate company, because doing so would require making many assumptions. He said that the exercise would be heavily dependent on the assumptions and the profitability metrics could vary widely based on the specific assumptions made. He also said that, in the specific case of estimating the profitability of the App Store as if it were a separate company, the assumptions can lead to very different hypothetical scenarios with very different profitability estimates rendering the exercise uninformative.
4377 Mr Samuel explained that he understood the term “stand-alone” to mean an App Store that has fundamentally the same business, but operates independently of Apple, without free use of the relevant Apple assets. The App Store does not presently pay an arm’s length licence fee for its use of the relevant Apple assets. Mr Samuel explained that the relevant Apple assets are extremely valuable.
4378 Accordingly, and as Apple says, if the App Store was to operate as a stand-alone business, acquiring the relevant Apple assets would require a very significant investment, likely financed by debt. Alternatively, acquiring the right to use the assets would incur a very significant licence fee on an arm’s length basis.
4379 But as Apple says, in practice it would not be practical for the App Store to acquire the relevant Apple assets, because they are used for other businesses. So, an exclusive licence of the assets would be a more realistic assumption, which would affect the App Store’s profitability ratios.
4380 Mr Samuel’s evidence was that, at present, there is no meaningful way of reliably calculating the profitability of the App Store as if it were independent of Apple. There is no information available as to the arm’s length fee that a stand-alone App Store would incur in order to use the relevant Apple assets. Significant assumptions would be required as to the structure and quantum of that fee before any meaningful calculation could be performed and the prospect of the calculation being reliable would be extremely low.
4381 Professor Easton’s evidence in the Google proceeding was that, although it is conceptually possible to estimate the profitability of the Play Store as though it were a separate company, doing so would require many assumptions that are significant and context dependent. He also said that to estimate the profitability of a stand-alone Play Store, one would make assumptions about the costs and assets required to operate the Play Store and then do a sensitivity analysis. I will address his evidence further in my reasons in Epic v Google.
4382 Professor Davila agreed that a separate App Store would need to acquire the capacity to grant third-parties access to the iOS ecosystem. His evidence was that he would need to consider whether the independent app store was the only app store, and how it and other app stores would interact with Apple. He said that if there were several app stores, profitability would be lower.
4383 Professor Easton said that information beyond the internal accounting reports for a division would be necessary to estimate its profitability as if it was a separate company. The following points were made with which I agree.
4384 Estimating the operating profit of a division as if it was a separate company requires estimating the costs that are necessary to operate the division and may include additional R&D and marketing costs to develop the technologies and brand that the division relies upon to generate sales.
4385 Similarly, estimating the assets or capital employed of a division as if it was a separate company requires estimating the assets and capital that are necessary to operate the business, which may include a substantial portion of the assets and liabilities recorded on the company’s external balance sheet, as well as additional assets not captured on the balance sheet.
4386 If profitability is measured in a way that does not account for the factors that are making the business appear more profitable because it is part of a larger company, such as shared costs or the value of the company brand, the resulting metrics will overstate profitability.
The costs of operating the App Store
4387 Let me turn to the question of what would be involved in identifying the costs involved in operating the App Store. Again, I should say that I am in substantial agreement with Apple on the points that it has made.
4388 Mr Samuel said that an estimation of the App Store’s indirect costs can theoretically be made, but that it would depend on assumptions as to which costs should be considered indirect, the identification of the appropriate cost driver and which methodology is used for allocating the identified costs.
4389 He emphasised that any estimation based on Apple’s balance sheet is incapable of including any costs arising from the App Store’s use of the relevant Apple assets, as Apple’s balance sheet does not record a cost or value for those assets and therefore no inter-divisional charge arises for use of those assets.
4390 Mr Samuel’s evidence was that the costs of developing and improving Apple’s intangible assets are best classified as joint costs as they are inseparable from Apple’s ecosystem. Each iOS product and service offered by Apple is a component of the iOS platform, a complete ecosystem that contributes to, and relies upon, Apple’s infrastructure and intellectual property-protected assets. The costs of developing and maintaining that ecosystem are joint, inseparable costs that cannot be allocated in an economically meaningful way.
The Apple assets that contribute to the App Store
4391 As I have already said, if the App Store operated as a truly stand-alone business, it would either have to acquire the relevant Apple assets or pay a reasonable fee for the use of the assets. Let me elaborate on these assets.
4392 Mr Samuel gave evidence about the relevant Apple assets that contribute to the revenue of the App Store.
4393 Mr Samuel identified the relevant Apple assets as being software, technology, customer database, access to consumers, research and development, copyright, patent and other intellectual property assets.
4394 As to the development of these assets, the following evidence is relevant.
4395 Mr Schiller gave evidence that Apple invested $2 billion in developing the iOS operating system between 2005 and 2007 and a further $101 billion on research and development between 2005 and 2020.
4396 Mr Schiller gave evidence regarding the extensive array of software development tools that Apple has developed, continues to improve, and makes available to developers, including SDKs and more than 150,000 APIs.
4397 Mr Schiller gave evidence that the App Store provides developers with immediate access to more than one billion iOS device users in 175 countries, including 657 million people who visit the App Store each week.
4398 Ms Harlow gave evidence about Apple’s extensive portfolio of patents and copyright works.
4399 Clearly, and as Mr Samuel confirmed, the relevant Apple assets substantially comprise internally generated intangible assets.
4400 Professor Davila’s evidence was that Apple’s customer base, intellectual property-protected tools, technologies and services associated with research and development and Apple’s brand are intangible assets that app developers have access to.
4401 Professor Davila agreed that the costs associated with the development of Apple’s hardware and software contribute to the value of the App Store. He further agreed that intellectual property-protected tools, technologies and services can have a value that endures for a long time and that ongoing innovation can add to the value of existing intellectual property-protected tools, technologies and services.
4402 As Apple points out, the connection between Apple’s investments in the development of iPhone and iPad hardware, and the value of the App Store, was demonstrated by the evidence.
4403 Professor Davila’s evidence was that a significant aspect of the attraction of iOS devices to third party developers is the quality and performance of the hardware itself. He agreed that a significant aspect of the functionality that app developers can design within their apps depends on the functionality of iOS devices. Professor Davila agreed that the costs associated with the development of Apple’s hardware contribute to the value of the App Store.
4404 The same is true in relation to software, as Professor Davila accepted. The quality of the iOS software affects the quality and performance of the apps that third-party developers can deliver.
4405 Investments in developer tools also contribute to the value of the App Store.
4406 The App Store’s ability to derive revenue depends on the App Store’s ability to make available to developers robust software tools, hosting and delivery of apps and updates to customers, business tools, tax collection and payment collection, processing, and disbursement.
4407 Professor Davila agreed that by granting developers access to SDKs and APIs, Apple allows them to build apps that will interact with the software and hardware on iOS devices and to take advantage of the properties of the hardware, such as the iPhone or iPad chip and hardware components such as the camera, GPS location facility, storage capacity and graphics capacity.
4408 And again, as Apple points out, the evidence also demonstrated the connection between the size of the iOS user base and the value of the App Store.
4409 Professor Davila agreed that the heart of the value proposition offered by the App Store to third party developers is the technological and contractual infrastructure through which app developers gain access to more than a billion iOS customers.
4410 The size of the iOS user base affects the perceived value of what the App Store can offer to developers. The App Store benefits from the iOS customer base, which is a function of the attractiveness and marketing of the Apple hardware and ecosystem.
The cost of acquiring the right to use
4411 Let me turn to the question of the cost of acquiring the right to use the relevant Apple assets.
4412 Professor Davila’s justification for disregarding the R&D that supports other features of the Apple ecosystem that benefit the App Store was that other apps also benefit from that R&D and app developers pay Apple only a nominal fee. But I agree with Apple that this is problematic. Apple has made the following points with which I agree.
4413 Professor Davila’s position in some respects mixes the position of the App Store with the position of a developer and misconceives the nature of the commercial return that flows to the App Store from developers.
4414 Professor Davila accepted that he did not attempt to account for Apple’s internally generated intangible assets, or the costs of generating them, in arriving at his profitability figures. Except for a relatively small R&D expense that he accounted for, he assumed that the App Store has access to Apple’s assets for free. Mr Samuel said that this makes the attempt to isolate the profit of the App Store meaningless.
4415 Further, in attempting to assess the profitability of the App Store, Professor Davila did not recognise as a cost incurred by the App Store the cost of either developing the intangible assets that are necessary for the App Store or the cost of accessing such assets.
4416 Professor Davila suggested that introducing such considerations would not substantially affect his conclusion, but I agree with Apple that his reasons for such a suggestion were unconvincing.
4417 Professor Davila accepted that because of the integrated nature of the ecosystem, various parts of the Apple business derive substantial benefits from investment in hardware and software. His evidence was that the App Store benefits from having a better iPhone.
4418 His justification for not allocating the full cost of those benefits to the App Store was that other apps can access those benefits for a nominal fee. He said that the expenses incurred by Apple in developing hardware and software that contribute to the revenue of the App Store are not an indirect cost of the App Store because that functionality can be accessed for a nominal fee.
4419 Professor Davila said that Apple is prepared to give third party developers access to the relevant intangible assets for just USD 99 per year, with the apparent implication that if the App Store had to acquire or make use of those assets as a truly standalone operation it would only have to pay a nominal fee of this kind. On this basis Professor Davila opined that the App Store does not need to control the relevant Apple assets, and hence the cost of those assets need not be attributed to the App Store, because it could access them for a USD 99 fee.
4420 But I agree with Apple that this all reflects at least two misconceptions about Apple’s existing arrangements. First, it mischaracterises the effective price that developers pay to commercially exploit the access to Apple’s ecosystem that they gain through the App Store. Second, it wrongly equates the position of the App Store with that of a third-party developer who acquires services from the App Store.
4421 Professor Davila referred to the contractual infrastructure by which developers access the App Store. He agreed that the commissions paid by developers that are processed through the App Store are a function of that contractual infrastructure.
4422 Professor Davila agreed that the App Store’s business model and pricing structure includes the commission on paid app transactions as well as the distribution of free apps, and apps that supply non-digital goods and services. He agreed that in understanding the App Store’s business model and pricing structure, one cannot isolate one of these modes of distribution from the others. Professor Davila accepted that for each year from FY13 to FY21, the vast majority of the App Store’s revenue was from commissions.
4423 Mr Samuel said that it should be axiomatic that the use of proprietary software and other technology developed by Apple and access to Apple’s customer base of over 1 billion iOS device users is extremely valuable, and that a very substantial arm’s length price would have to be paid for the use of those assets.
4424 He said that the absence of that price renders an estimate of the App Store’s profitability on a stand-alone basis problematic.
4425 Mr Samuel said that Professor Davila’s approach amounted to an assumption that the App Store could charge app developers a commission of 30% and not pay Apple anything for the ability to charge that commission, despite the fact that the App Store is only able to charge that commission because it has access to Apple’s proprietary technology and customer base.
4426 He also pointed out that the assumption would imply that Apple would provide the relevant Apple assets to the App Store for no cost, despite having incurred over USD 100 billion in R&D investment between 2005 and 2020.
4427 Mr Samuel described those assumptions as uncommercial because no willing third party would give away the benefits of its technology and access to its customer base for free.
4428 I agree with Apple that it is problematic to suggest that in an arrangement where the App Store was truly a stand-alone operation and needed to pay Apple for the right to use the relevant Apple assets, the cost would be equivalent to the USD 99 fee. That would involve a commercially problematic assumption that Apple would be prepared to forfeit the existing commercial return on those assets, derived through commissions, in favour of only a nominal return in exchange for putting a separated App Store in the same position as the existing App Store to use those assets.
4429 I agree with Apple that any estimation of the fee that would be charged by Apple to a stand-alone app store operator for such rights would have to reflect that acceptance of the value of those rights in the hands of the stand-alone operator.
4430 Moreover, I agree with Apple that an error in Professor Davila’s approach was his attempt to equate the App Store, in relation to Apple’s software assets, with the position of a third party app developer. This misconceives the nature of the rights which third party app developers can currently acquire under the developer agreement and the DPLA, in exchange for the registration fee and the payment of commissions.
4431 Such developers acquire the right to distribute only their own apps. They do not acquire the right to operate an app store and to grant other developers, for a fee, access to the platform.
4432 Professor Davila appeared to accept the force of this. He agreed that the App Store has been able to derive large amounts of revenue from taking advantage of the capacity to grant third-parties access to the Apple ecosystem and Apple’s assets such as the iOS customer base, intellectual property protected tools, technologies and services, and brand, and that because of its exclusive right to do so, it is in a position unlike a third party developer.
4433 Professor Davila described the exclusive right to grant access to Apple’s intangible assets as an asset that was relevant to the App Store. He agreed that that right is not relevant to third party app developers.
4434 Now as Apple points out, under cross-examination Professor Davila sought to address these problems with his approach by suggesting that the real value of the App Store lay in its exclusivity rather than in the right to access the iOS ecosystem. Professor Davila went as far as to indicate that he did not regard access to the iOS ecosystem, absent exclusivity, to be valuable.
4435 But whether exclusive or not, a standalone app store can only operate as a distributor of third-party apps if it acquires from Apple the assets or rights required in order to be able to provide access to third parties.
4436 Moreover, even if a non-exclusive licence of the relevant Apple assets would be less valuable than an exclusive licence, the licence would be extremely valuable whether or not it was exclusive.
4437 In any event, the exercise is one of understanding the historical performance of the App Store.
4438 The App Store’s revenue has been derived in circumstances where it does in fact operate as the exclusive app store by controlling access to the iOS ecosystem. I agree with Apple that Professor Davila’s assessment of the profitability of the App Store does not attempt to bring that factor into account, whether on the assumption of exclusivity or not.
Summary
4439 In my view the App Store is highly profitable in an accounting sense. But what this allows me to infer about Apple’s market power is another question. At most such a conclusion is consistent with the existence of substantial market power, which I have found in any event based upon the other factors that I have discussed.
Professor Davila’s comparative analysis
4440 Now Professor Davila also completed a comparative analysis of the App Store’s profitability relative to other entities. His comparative analysis in part referred to an Apple internal document titled FY19/20 Profitability – Profitability Benchmarking dated 25 September 2019; I will refer to this as the benchmarking document.
4441 The benchmarking document compared the operating margin of various Apple services including the App Store against a number of external companies:
4442 The presentation showed that the App Store’s operating margin of [REDACTED] is, internally, second only to Apple’s licensing division [REDACTED] and well ahead of comparable divisions such as Apple Music [REDACTED] and Apple Video [REDACTED]
4443 The closest external comparator on Apple’s own analysis is Activision, which has an operating margin of 34.4%, less than half that of the App Store.
4444 Now Ms Casey gave evidence about the benchmarking document. She said that it was produced primarily to benchmark Apple’s newer services businesses against mature businesses, so as to understand what profit margins might be expected as Apple’s newer services businesses matured. And she said that the companies were chosen to be comparable to the new businesses. She said that if it had been intended to compare the App Store to other businesses, Google would have been included as a comparator. Ms Casey could not recall whether this document was presented to Apple’s CEO or CFO. She said that often her team would produce material as a backup, but not present it.
4445 She said that the calculations of the operating margin(s) in the benchmarking document were not accurate assessments, for the same reasons she gave in relation to the September 2019 profitability presentation.
4446 Now Epic says that Ms Casey’s evidence about the benchmarking document was not reliable. I tend to agree with Epic, but where that takes Epic is another matter.
4447 Now as I have said, Ms Casey gave evidence that the primary purpose of the analysis was to benchmark Apple’s newer services, being those making a loss at the right of the chart, against the more mature external companies. But when it was put to Ms Casey that the chart includes Spotify as an external comparator to Apple Music, which is not a “new service”, Ms Casey responded “[n]ot the newest of the services at the time, but it was a low margin business”.
4448 Ms Casey’s evidence regarding the purpose of the benchmarking exercise, being first new services, then low margin services, was inconsistent and unduly seeking to promote the interests of Apple.
4449 I agree with Epic that there is no reference in the document to benchmarking “newer services” or “low margin business”. If that was the purpose of the benchmarking, there would have been no point in including other Apple services. The reason the “newer services” were on the right of the benchmarking diagram is because those services had substantial operating losses, as one might expect from new services, and the comparators are ordered from left to right in terms of operating margin. The document benchmarks Apple services other than “newer services” or so-called “low margin business”. For example, iCloud, which has an operating margin of [REDACTED] is included, and benchmarked against Dropbox and Box.
4450 The benchmarking graphic relating to Apple products appears on the previous page and refers to the iPhone, Airpods, iPad, Apple Mac and Watch, none of which was a newer product at the time the document was prepared.
4451 Now Ms Casey gave evidence that as the operating margin figures in the presentation might be substantially lower or higher than depicted, the presentation was not helpful.
4452 But I agree with Epic that it is implausible that the corporate financial planning team at Apple would devote time and resources to collate data for a presentation to the CEO and CFO that was substantially unreliable or a waste of time. As Epic has invited me to do, I have rejected Ms Casey’s evidence on this document and I have taken it at face value. Let me return to Professor Davila’s evidence.
4453 Now Professor Davila engaged in an extensive process to identify a list of entities that have a large set of overlapping characteristics with the App Store.
4454 Professor Davila acknowledged in his report and in cross-examination that the comparators he identified are not “like-for-like” with the App Store. But he explained that more direct comparators, being other app stores, either do not exist (within iOS) or are divisions within larger companies and therefore do not publish sufficient information publicly to conduct the analysis. None of Apple’s experts disagreed.
4455 Professor Davila ultimately identified 23 external companies and two internal divisions of Apple, being Apple Music and Apple Video, which he benchmarked against the App Store according to a number of profitability measures for the years FY2017 to FY2019. Professor Davila concluded that the App Store’s profitability is much higher, across all financial metrics, than any of the comparator entities.
4456 Taking ROGM as an example, Professor Davila found that the App Store’s ROGM was at least twice as large as the next best performer, as demonstrated in the following chart:
4457 Professor Davila’s comparator analysis showed that the App Store spends much less on marketing activities than any of the comparator entities. The App Store’s marketing and sales expense is between 3% and 5% of gross margin from FY2017 to FY2019 whereas the comparator entities had significantly higher marketing and sales expense ratios.
4458 But I tend to agree with Apple that this comparator analysis was not all that useful.
4459 As Apple said, Dr Majumdar’s evidence was that it is an uncontroversial point of economic principle that comparators should be like-for-like. They should have the same business model, be subject to similar cost and demand conditions and operate in the same competitive environment.
4460 Dr Majumdar explained that the App Store cannot be compared to Professor Davila’s comparator firms on a like-for-like basis, including because they are standalone firms, unlike the App Store. He said that Professor Davila’s approach failed to account for the customer acquisition costs incurred in other Apple divisions that benefit the App Store.
4461 Dr Majumdar was asked to assume that Apple had compared the profitability figures in the September 2019 profitability presentation to its own choice of comparators, in relation to which he said “if this was just a way to measure whether the App Store is doing better than Cloud or another division … it is something very different from asking the question, are the commission rates supra-competitive”. He also said that “it doesn’t mean that they’re relevant comparators … we need to go back to those principles … same business model, same demand and cost factors, competitive environment”.
4462 Dr Majumdar also explained that his burger store analogy illustrated that “if one division within a firm is treated favourably, then comparing it against a standalone firm will give a distorted view of profitability”. He explained the burger store analogy as follows.
4463 Consider a stadium that arranges entertainment, security and marketing and generates a substantial customer base of people who come to the stadium. If there is a burger store in the stadium which is part of the same company as the stadium, and there is no transfer price charging rent to the burger store, the burger store has a premium position with a great deal of footfall for free and, all else being equal, its profits will be higher because it is not charged rent.
4464 If one compares the stadium burger store to a burger store in a retail park that is charged rent, all else being equal, the burger store in the retail park will have a lower profitability because it is charged rent.
4465 A comparison between the two is not a like-for-like comparison. If one has no rent because there is no transfer price and the other has rent, then, inevitably, there will be higher profit in the integrated firm.
4466 Dr Majumdar said that his analogy was not about market power and was intended to make the straightforward point that if one leaves out certain costs, comparing profits will not be like for like and will, therefore, give a distorted picture of profitability.
4467 Now as Apple pointed out, the expert accountants agreed that an appropriate methodology to identify comparable companies for the purposes of benchmarking the profitability of a business should seek to identify companies that have a similar structure to the business of interest from an economic perspective. Relevant factors include industry, nature of goods and services, size and geographic scope.
4468 Professor Davila agreed that it is important that comparator companies share business and financial characteristics on some fundamental level, even if they are outside the company of interest’s core sector.
4469 Mr Samuel said that in order to be meaningful for comparison purposes, the comparators should be operating in the same industry, with similar products and in the same territories. The more these and other factors vary as between the subject company and the comparator, the less relevant the comparison becomes. It is possible that no sufficiently comparable companies exist such that benchmarking is not possible.
4470 Professor Easton said that companies that serve as a benchmark for assessing the profitability of a particular business should have risks, growth profiles and performance drivers that are similar to the business of interest, and should use similar accounting methodologies. He said that, at a minimum, one must consider the differences between the businesses being analysed and the comparators and assess whether those differences could be driving differences in estimated profitability metrics.
4471 As to the selection of companies, Professor Davila agreed that identifying appropriate comparators is always a question of degree. His evidence was that the ideal comparator would be another app store on the iOS ecosystem and that the next best option would be an app store in another mobile ecosystem, but that he had been instructed not to analyse Google’s Play Store. He also excluded the other Android play stores because their financial information was not available.
4472 Professor Davila agreed that AirBnB, Booking Holdings and Expedia all operate in travel, a different context from what is provided on the Play Store, and provide a quite different service with exposure to what are likely to be fundamentally different industry and economic conditions.
4473 Now I agree with Apple that because of the nature of the App Store, and the approach to assessing profitability taken by Professor Davila, Professor Davila was not comparing like with like. Apple correctly pointed out the following.
4474 First, if the App Store does not pay an arms-length fee for use of the relevant Apple assets, any comparison with a stand-alone business that has incurred all its own necessary costs or a business that does record an arm’s length fee for use of its intangible assets, is not that useful.
4475 Second, and as Professor Easton said, the conclusions that can be drawn by comparing metrics such as the operating profit, ROA and ROCE of a division to a stand-alone company depends on how the metrics were estimated and the extent to which the stand-alone company has risks, growth profile and performance drivers that are similar to those of the division of interest. And the comparison will be inappropriate if the profitability metrics do not capture substantial indirect costs that are necessary to operate the division.
4476 Third, even if the profitability metrics capture all of the costs, assets and liabilities necessary to operate or support the division, conclusions regarding profitability may be unreliable if there are substantial differences between the division and the comparator company along dimensions that affect profitability.
4477 Fourth, Professor Davila accepted that putting aside Apple Music and Apple Video, his comparative exercise involved comparing the App Store with other companies as a whole, not divisions of companies. He further accepted that the profitability figures for his comparator companies took into account all of the costs incurred within the company to derive the profits. But his figures did not take into account the value of intangible assets within those companies.
4478 Finally, Professor Davila said that metrics such as the operating profit, ROA and ROCE of a division of a company can be compared with the equivalent measures of stand-alone companies as long as the division’s income statements have received all the relevant allocations of all the costs that the division uses to generate revenues.
4479 But as Apple points out, none of the measures used by Professor Davila involved an allocation of all of the costs that the App Store in fact uses to generate revenues. So, on Professor Davila’s own description of the necessary preconditions, the comparison between the profit measures of the App Store as a division of Apple cannot be compared with the equivalent measures of stand-alone companies.
4480 Professor Davila’s comparators do not give rise to a like for like comparison with the App Store. So, the comparisons performed by Professor Davila do not greatly assist.
4481 Finally, I have addressed other issues between Dr Majumdar and Mr Holt in my reasons in the two class actions.
General
4482 Now Epic has sought to establish that Apple has substantial market power by claiming that the App Store has abnormal levels of profitability that can only be explained by the exploitation of substantial market power.
4483 But I agree with Apple that Professor Davila’s method of measuring profitability does not achieve that. As I have explained above, Professor Davila did not factor in that the apparent profitability of the App Store, when assessed as a division of Apple, is a consequence of the App Store having free access to the highly valuable assets of the iOS ecosystem.
4484 For the reasons that I have already explained, the evidence demonstrates that Professor Davila’s conclusions about profitability are of limited assistance. High accounting profitability is consistent with the existence of substantial market power, but such a metric is of limited assistance. But in any event Apple’s substantial market power is demonstrated by the other matters that I have previously discussed.
4485 Having discussed market power, the next main competition topic to turn to is Epic’s s 46 case concerning Apple’s conduct. But before doing so it is necessary first to discuss some security and technical questions.
Core security and threat model – Apple’s justifications
4486 As Apple points out, its security on mobile devices is guided by the principle of defence-in-depth, the implementation of which includes placing limits on app functionality, analysing app code and behaviours and tracking reputations of apps and their developers.
4487 Now operating systems security is a layer of defence-in-depth that can protect against many threats to mobile devices but cannot protect against all threats.
4488 Now it would seem and I accept for present purposes that the Apple iOS ecosystem performs more effectively than at least most other distribution platform in terms of security and privacy. And it has a reputation for providing better security and privacy protections than most other platforms. Further, the App Store has a strong reputation for security and reliability. And it is not in doubt that Apple’s approach to privacy and customer data security is superior to Android devices.
4489 Now as to empirical performance, Professor Somayaji accepted that the observable malware rates on Android devices are very much higher than on iOS devices. The same is true of the Windows operating system compared to iOS. He also accepted that, on the whole, macOS is not as secure as iOS.
4490 Now I agree with Apple that amongst app stores, Android app stores have significantly higher numbers of malicious apps than the App Store. Further, the Android operating system experiences considerably higher instances of malware compared to iPhones running iOS. Apps which have failed to pass app review on the App Store are available on Android devices. This includes, for example, “challenge” apps that dare users to jump off bridges and engage in other dangerous behaviour.
4491 Now security is a question of degree and there are no perfect security systems. Evaluation of the performance of a system’s security is therefore a relative concept.
The formal and substantive features of a threat model
4492 Now according to Apple there is a threshold terminological issue that needs to be addressed. In the case before me, references have been made to the threat model in two quite different senses.
4493 Such terminology can be used in a documentary sense to describe a particular documented assessment or exercise in modelling. But such terminology can also be used to describe a conceptual framework or analytical approach to be applied more generally in considering the security profile of a particular thing.
4494 Now the two meanings are not inconsistent. So, it is possible that applying a threat model approach to the security issues confronting a security system at a particular point in time could lead to a documented assessment.
4495 Now where the experts and Mr Federighi in his evidence have discussed the threat model that exists in relation to iOS devices, they have used the concept in that second sense. Mr Federighi and Professor Rubin were asked about whether they had seen, or been involved in the production of, a threat model in the first sense, of a documented assessment of the threat at a particular time. But they indicated that so far as they were aware, there was no such singular documented assessment.
4496 Mr Federighi explained that a threat model involves asking a series of questions about the threats facing certain devices and users. The effect of his evidence was that he was not aware of any contemporaneous internal Apple document that records or comprises the threat model. He also confirmed that he was not aware of any document that recorded the initial threat assessment at the inception of iOS. He explained that in the security context the threat model was something that one always had in mind.
4497 For that reason he resisted the description of a threat model as something that was drawn up at the launch of the product, and said that his understanding was that many factors were considered.
4498 This was further clarified in an exchange between myself and Mr Federighi. Mr Federighi confirmed in response to a question from me that there is no Apple document which embodies the boundaries and content of a threat model, as updated from time to time. Mr Federighi clarified in his response that where he was discussing a threat model in his affidavit he was referring to the considerations that one thinks about in designing security mechanisms. He was not using the phrase “threat model” in terms of a specific document or specification.
4499 Mr Federighi said that whilst there are many individual documents that describe and motivate many of Apple’s security mechanisms, such documents are somewhat disaggregated and there is not necessarily an aggregate form of a formal threat model report. His evidence was that that is not the way that Apple worked.
4500 I asked Mr Federighi whether there were exercises in the nature of risk assessments relating to products recorded within Apple. Mr Federighi explained that when he assumed responsibility for software at Apple he was not handed such a document and that was not the way he came up to speed on things. He explained that Apple has a verbal culture and significant shared understanding, in which teams are relied on to embody sets of expertise and transmit that expertise through the work and verbally. He said that that was how he gained his expertise.
4501 As for risk matrix analysis that I asked him about, Mr Federighi explained that he was accustomed to such things from his pre-Apple work but at Apple they do not look at things that way.
4502 In considering his evidence about the threat model applying to iOS devices. I accept that Mr Federighi was not purporting to have described any particular documented assessment, but rather a conceptual framework for analysing security issues. He was using the notion of a threat model as a means of explaining how the different types of threats and risks of attack facing particular devices and users have been understood and responded to.
4503 Mr Federighi’s evidence was that the threat model considered the number of opportunities for an attacker to mount an attack, how long the attack would be able to operate before being thwarted, and how quickly would other users be protected against the same attack.
4504 Professor Rubin was also cross-examined on the topic of threat models and indicated that he was not aware of a documented threat model in respect of iOS devices.
4505 Now Apple produces a platform security white paper on a roughly annual basis, which Mr Federighi described as a technical document. He explained that although it is an accurate reflection of the internal security measures implemented by Apple, it is an external communication that describes things Apple has done, and it is not intended to be the repository of what Apple intends to do or what it sees as the threats.
4506 Mr Federighi also referred to a threat analysis of sideloading carried out in October 2021. He gave evidence that this analysis was undertaken by his security engineering and architecture team. He explained that it is the mission of this team and Mr Federighi’s organisation at large to engineer many protections in Apple’s software. The document produced was an external-facing document, although Mr Federighi sought to explain and justify this.
4507 Now Apple says that the absence of a single, more comprehensive document or documents recording an assessment of the prevailing threats at a particular point in time and fitting the precise description of a threat model in the documentary sense ultimately goes nowhere.
4508 It says that there cannot be a serious controversy about the fact that iOS devices and users face serious and sophisticated threats, as they have at all times since 2008. I agree.
4509 I also accept that the value of the data that can be attacked is also more significant on an iOS device. As Mr Federighi explained, there is a value equation in the assessment of threats which has two sides, being value to an attacker to monetise data and value of loss to the user.
4510 An iOS device is generally with the user at all times and turned on, holds sensitive data including current location and prior movements, financial and health-related information, contact information, user’s photos, mobile keys for a place of business or hotel.
4511 Further, hardware on iPhone presents additional exposure. Cameras and microphones, if infected, could be exploited as real-time vectors for spyware. The breadth and level of sensitivity of information stored on an iOS device typically far exceeds that on a Mac device.
4512 I also note that Professor Somayaji agreed that iPhones are a particularly attractive target, given the number of devices in use in the world, their near-continual connection to the internet, the sensitive data they store including location data and hardware features.
4513 Further, macOS and iOS face different threats, and therefore have different threat models.
4514 As to the comparison with macOS devices, Professor Somayaji also agreed that there are far fewer macOS devices than iOS devices, such that macOS devices are less of a focus of the attention of attackers.
4515 Further, it was not in dispute between the experts that a threat model is not static.
Apple’s app review process
4516 Apple gave the following summary of its app review process which I largely accept, save that in my view Apple has overstated the value of its human review process.
4517 Apple’s app review process works through a combination of automated scanning and human review, with the human review assisted by automated tools to facilitate the review process.
4518 It is a multi-stage process that seeks to ensure that all apps made available on the App Store comply with Apple’s published technical, content and design criteria, as well as the terms of Apple's DPLA.
4519 Apple’s objective for the app review process is to hold apps to clear, published, and high standards for privacy, security, and safety, to assure iOS device users that they can expect to go to the App Store and get safe and trusted apps whose content and software have been reviewed. The review seeks to identify and mitigate malicious attacks, and make sure that a user will receive an app that behaves in the manner disclosed to and expected by the user.
4520 App review complements Apple’s on-device hardware and software security protections.
4521 Automated scans are assisted by machine learning, which assist with pattern recognition informed by previously encountered malicious apps. Apple’s review is conducted in respect of an app's metadata information provided by a developer and its binary or machine code in an executable form, rather than reviewing the source code.
4522 The automated review involves static analysis of the machine code when not running, and dynamic analysis of the behaviour of the application when launched. Static analysis looks for signatures and patterns that resemble malware or other malicious conduct that has been identified in the past.
4523 Now human review involves reviewing the application when running, and also reviewing issues that Apple’s automated tools can identify for evaluation by the human reviewer. The human reviewer is able to assess aspects of the operation of an app that are derived from automated review of the machine code.
4524 Human review is useful when it comes to detecting apps that involve egregious frauds, apps involving social engineering attacks, information stealing and other forms of misleading apps.
4525 Social engineering attacks are a highly prevalent form of attack, which involve seeking to circumvent technical restrictions and protections through the manipulation of the user. This includes deceiving users into granting access to the information and device systems that allow the attack to be executed. This can include the user being tricked into disabling the normal protections on a device.
4526 Apple has seen malicious actors turning increasingly to social engineering attacks and operating at great speed to develop new forms of attacks with the goal of bypassing the malware scanning processes of notarization and XProtect on Macs. Apple also rejects hundreds of thousands of apps submitted for app review which are designed to incentivise or deceive users into allowing access to their personal information.
4527 In the context of malware in the macOS ecosystem, the prevailing mode of attack by attackers involves using social engineering to trick users into bypassing the Gatekeeper protection on macOS devices, so as to permit the downloading of apps that are not signed and have not gone through notarization.
4528 Social engineering attacks present particular challenges for a security system. Automated review is of limited efficacy when it comes to detecting apps that are used to facilitate social engineering attacks.
4529 Now it is difficult to detect by automated review an app that may facilitate a social engineering attack. This increases the importance of other layers of protection against social engineering attacks, including human review and response mechanisms to detect and respond to apps in circulation that are being used to execute social engineering attacks.
4530 Controlling the distribution of apps to try to ensure only trustworthy apps are distributed is a form of managing the risk of a social engineering attack.
4531 Further, when it comes to review of apps, familiarity with the type of social engineering attacks that have occurred in the past can help a reviewer detect apps behaving in a similar way.
4532 A further way that the risk of such attacks can be managed is by controlling the information provided to users about an app, which generally occurs at the point of distribution. Professor Somayaji accepted this to be a factor in managing social engineering risks.
4533 Where users are accurately informed about the expected functionality of an app, they may be more likely to recognise abnormal behaviour by an app associated with a social engineering attack.
4534 Further, whilst automated review might pick up some social engineering attacks, for example where there is a compound attack that includes the introduction of malicious code, it is not a reliable measure for detecting social engineering attacks.
4535 Now in practice Apple does not pick up social engineering attacks through automated scanning. The bulk of social engineering attacks work by manipulating the user. So, unless the social engineering attack happened to use the same distinct code that had been used in the past, the app in question would not be caught by automated review.
4536 Further, an important part of the human review process is testing the appropriateness of entitlement requests made by apps. Where an app is seeking access to a particular device functionality such as access to the camera, contacts list, photos etc, in a way that does not make sense given the nature of what is proposed, a review can identify that.
4537 The data on app rejection bears out the importance of app review, and the persistent nature of the threat.
4538 In 2021 over 215,000 apps were rejected for violating Apple’s privacy guidelines and over 1 million app submissions were rejected for harmful, objectionable, unsafe or illegal content.
4539 In 2020 Apple’s app review rejected more than 48,000 apps for containing hidden and undocumented features, more than 150,000 apps as being spam, copycats, or misleading to users in ways such as to manipulate them into making a purchase, and over 95,000 apps were removed from the App Store for fraudulent violations predominantly for bait-and-switch manoeuvres.
4540 In 2022 Apple’s app review rejected more than 424,000 apps for violating privacy, security, or safety guidelines.
4541 In 2021, Apple released an inaugural fraud prevention analysis, which showed that in 2021 alone, Apple's combination of technology and human review protected customers from more than $1.5 billion in potentially fraudulent transactions.
4542 Further, enhanced static analysis builds a genealogy, in effect, of pieces of code across the apps seen by Apple, so that once a fragment of suspicious code is detected, Apple is able to detect subsequent submissions that might share the same code. Apple thereby learns as it goes to improve its ability to detect threats once they have been uncovered. This employs a tool known as “SourceDNA”.
4543 Each discovery of a new type of attack or malicious code can prompt detective work to think about related forms of attack and cast a wider net, including over things that may already exist amongst apps that have been processed. Further, machine learning can also be used to improve the accuracy and efficiency of app review processes. The efficacy of human review is also improved by applying prior experience.
4544 Whenever human review is playing a role in the review process, whether it be applying what has been learned from the automated review, or some more freestanding review by a human of an app, the ability of the human reviewer to detect problems with an app is improved by their experience.
4545 Now app review is an ongoing process, which continues even after apps have been approved and distributed. The object is to ensure that the apps available on the App Store are safe and trustworthy. Responsive actions include removing apps found to be malicious or unreliable and terminating the accounts of developers found to be malicious.
4546 Apple can also review the entire App Store and all app submissions for similar vulnerabilities or exploits, and ban the app’s developer from submitting future apps.
4547 Having effective measures to maximise the chance of detecting and responding to apps that are malicious or inappropriate, but managed to pass app review, is an important further layer of defence.
4548 Further, under the App Store centralised distribution model, Apple is able to conduct ongoing reviews of apps that have been distributed via the App Store.
4549 Apple says that the App Store centralised distribution model and app review have played significant roles in protecting iOS devices and users against many threats that on-device and other computer security mechanisms such as sandboxing, malware scanning, and app signing were unable to protect against.
4550 It says that centralised distribution reduces the length of time in which the attack could operate before being thwarted as well as dramatically increases the speed with which users will be protected against any attack that is mounted.
4551 Further, users cannot be relied upon to report malicious apps to Apple, or even to other operators. An example which highlighted one of the difficulties with social engineering apps involved a user thinking that they are being given a particular type of dubious access, such as free rugby matches accessed through an app, when in fact the app has a different malicious functionality. The user, who thinks that they are in on the scam, then performs actions that activate the malicious app. Exploiting users in this kind of way is particularly problematic because the users may be disinclined to report the app to anyone.
4552 Further, an important source of information is contained in the user ratings and user reviews on the App Store. User ratings and user reviews are themselves susceptible to manipulation. Apple monitors such ratings and reviews for signs of potential fraud or misrepresentation.
4553 Now before addressing some of these points I should say something about the position now prevailing in the EU.
The model for distribution under the Digital Markets Act
4554 Apple also explained the new model now applying in the EU in terms which I largely accept.
4555 There is now a new system for alternative distribution of iOS apps in the EU as a model for a decentralised system of app distribution. The alternative distribution system which has emerged in the EU has been a response to a specific set of regulatory measures that Apple is legally obliged to comply with.
4556 The central provision governing access is Article 6(4), which applies to Apple as a “gatekeeper”:
The gatekeeper shall allow and technically enable the installation and effective use of third-party software applications or software application stores using, or interoperating with, its operating system and allow those software applications or software application stores to be accessed by means other than the relevant core platform services of that gatekeeper. The gatekeeper shall, where applicable, not prevent the downloaded third-party software applications or software application stores from prompting end users to decide whether they want to set that downloaded software application or software application store as their default. The gatekeeper shall technically enable end users who decide to set that downloaded software application or software application store as their default to carry out that change easily.
The gatekeeper shall not be prevented from taking, to the extent that they are strictly necessary and proportionate, measures to ensure that third-party software applications or software application stores do not endanger the integrity of the hardware or operating system provided by the gatekeeper, provided that such measures are duly justified by the gatekeeper.
Furthermore, the gatekeeper shall not be prevented from applying, to the extent that they are strictly necessary and proportionate, measures and settings other than default settings, enabling end users to effectively protect security in relation to third-party software applications or software application stores, provided that such measures and settings other than default settings are duly justified by the gatekeeper.
4557 Apple has thus been compelled to not only allow but also to technically enable the installation and effective use of third-party software applications or software application stores using or inter-operating with iOS.
4558 The obligation to act positively to bring about that state of affairs has led Apple to create more than 600 new APIs and developer tools, with built in data security and privacy and user safety measures.
4559 But article 6(4) provides that Apple is not prevented from taking measures to ensure that third-party software applications or software application stores do not endanger the integrity of the hardware or operating system provided by the gatekeeper, or from applying measures and settings other than default settings, enabling end users to effectively protect security in relation to third-party software applications or software application stores, provided that such measures are duly justified by the gatekeeper and are strictly necessary and proportionate.
4560 The security and review processes that now apply in the EU have therefore arisen in a particular legal context, which includes a positive obligation to create the software tools to facilitate the operation of third-party marketplaces.
4561 In view of those technological changes and the introduction of third party app distribution, Apple has developed an additional framework of notarisation and review that seeks to protect the integrity and security of iOS, to the extent possible in this new setting.
4562 That system of notarisation and review, associated with decentralised distribution, has allowed some of the protective features of the traditional iOS App Store system to be adapted and applied. But there are significant new gaps created.
4563 Mr Federighi said that the security and privacy of iOS devices and users in the EU will be compromised as a result.
4564 Apple says that the following aspects of the EU model are of significance in pointing to compromised outcomes in terms of security and privacy.
4565 It will be up to web developers and third party app stores to determine what information they provide in relation to an app developer on the website for installation of apps and the relevant page on third party app stores. As a result, it is likely that there will be significant variation in the quality and detail of information provided to users by website developers and third party app stores. Further, the extent to which a user is able to make an informed assessment of the trustworthiness of an app will be heavily affected by the quality of the information that is made available to them about that app. Further, the availability of user reviews and the quality and integrity of those reviews will be up to the website developer or third party app store.
4566 Further, Apple will not have access to the same information about the performance of apps that are in distribution as it presently has outside the EU. And Apple will not have access to the same levels of information which enable it to update its devices and detection mechanisms to manage fraud risk and gain information about app developers. And there will be a consequent weakening of Apple’s feedback loops, in terms of improving the performance of automated and manual reviews, and developer vetting.
4567 Now in terms of the efficacy of the measures adopted in the EU in terms of preserving the security, safety and privacy of users, Mr Federighi said that Apple had only been able to protect users in a compromised manner without centralised distribution.
4568 He was asked in re-examination to explain what he meant by the reference to compromised.
4569 Epic declined to further cross-examine Mr Federighi on his evidence on this topic, despite being given leave to do so. Now Epic seeks to dismiss Mr Federighi’s views as having been a self-serving monologue. In one sense he went on a little more than he should have. But I cannot dismiss his views on that basis alone. As correctly summarised by Apple, he gave the following evidence.
4570 Mr Federighi drew attention to the following aspects of the EU model which result in compromised security outcomes. Apple’s Digital Markets Act white paper titled “Complying with the Digital Markets Act” also sought to explain some of these concerns. I will return to this white paper later when dealing with Professor Somayaji’s evidence.
4571 First, users may be subjected to malicious marketplaces that may put malicious materials in front of users to socially engineer them to install apps. This is in contrast to the approach in the App Store where Apple makes sure that what you see during discovery is vetted material.
4572 Second, other marketplaces may not have things like reviews, which are an important part of the defence in depth for users to become aware of suspect apps or material. Alternatively they may be sites which forge reviews to maximise the chance of downloads.
4573 Third, alternative marketplaces are unlikely to have privacy nutrition labels.
4574 Fourth, most of Apple’s competitors have business models around accessing private data and monetising it. Such operators have very permissive privacy policies and do not want to highlight their practices. Such operators seek out marketplaces that either do not enforce privacy guidelines or do not make users aware of their practices.
4575 Fifth, Apple will not have the ability to block harmful content, such as pornographic or hateful material. Some sites will differentiate themselves and their business model precisely because they provide content of that nature, and many users may stumble upon that or be socially engineered toward it.
4576 Sixth, users may not in practice be able to choose to only download apps from the App Store. If they need to stay in touch with friends via third-party apps, or use certain communication tools or play certain games, which are only made available on third-party app marketplaces, they will find themselves with no choice but to use a third-party marketplace.
4577 Seventh, there is an acclimatisation effect. Once using third-party marketplaces becomes ordinary practice, as with web downloading on Macs, it is much easier to socially engineer an app user to convince them to go to a particular site to access an app. Having users think that they need to go to lots of different places makes it much easier to social engineer them.
4578 Eighth, it will be much more complicated and slower for Apple to find out about activity with an app on another marketplace. Apple may find itself having to negotiate with a third-party marketplace about whether the app can be taken from circulation. Further, the process will be complicated by any perceived competition law concerns with interfering with a third-party marketplace. As a result, Apple may be slower in practice taking things down, which will give attackers a wide potential to run attacks.
4579 Ninth, in the EU, Apple is able to apply only a modified version of the App Store review guidelines for apps distributed on alternative app stores or through the web, which may inject some additional risk.
4580 Now Professor Rubin considered changes Apple has made to iOS and the App Store as a result of the Digital Markets Act in the EU. He gave the following evidence.
4581 He said that the presence of multiple distribution sources including multiple app marketplaces and websites fragments the distribution landscape which will lead to a less secure iOS platform in the EU.
4582 He said that different marketplaces and developers with varying security and privacy standards, enforcement policies, and benign or malicious intentions would now be able to make apps available for distribution on iOS. This increases the number of access points for a malicious app to enter the iOS platform in the EU and expands the attack surface for these devices.
4583 Further, he said that human review has been shown to be important to combat the significant rise in social engineering attacks. He said that an app marketplace that does not itself conduct human review therefore poses a weak link where an attacker could take advantage of the limitations that have now been imposed upon Apple’s app review within notarization for iOS apps, to launch social engineering attacks that previously could have been caught during human review in a full app review process.
4584 He said that most attacks rely on social engineering as opposed to directly engaging in the investment in an attack that can break through on-device security protections.
4585 He said that both static and dynamic reviews play an important role during Apple’s app review. Although Apple continues to perform static and dynamic review upon apps as part of notarization for iOS, these reviews are now more limited by the restrictions on the guidelines and policies it can enforce. And if a third-party app marketplace chooses not to conduct one or both types of review, or does not run a computer review that is as effective as that conducted by Apple’s computer review tools, then the level of computer review conducted on an app distributed through an alternative third-party app marketplace or website will be reduced, thereby exposing another potential vulnerability for exploitation by potential attackers.
4586 He said that many expected third-party marketplaces on iOS, including those that target niche app categories, lack the resources or commitment to user security and privacy to review apps in the way that Apple does, or otherwise have not yet demonstrated that they intend to deploy the same level of resources or commitment to security and privacy as Apple. But of course many would have such resources.
4587 He said that iOS users in the EU likely will face apps that would not previously have been available on iOS for violating the Guidelines.
4588 Further, he said that the Digital Markets Act changes significantly increase the risk and potential return from social engineering attacks. These changes shift a significant amount of the burden of risk evaluation from Apple with its app review tools, team, and resources to users, while also reducing the amount of information available to users for evaluating security and privacy risks presented by an app.
4589 He said that because of the Digital Markets Act changes, users have to undertake the responsibility of assessing at least the following two aspects when considering apps from third-party marketplaces or websites. First, they need to evaluate the inherent security and privacy risks associated with an app. Second, users must determine the trustworthiness of third-party marketplaces or websites, and verify whether information presented about an app accurately represents the app’s features and functionalities.
4590 Further, he said that fragmentation also makes it more difficult for malicious apps to be discovered and removed on iOS, by Apple, the multiple app marketplaces on iOS, or website distributors.
4591 He said that where app distribution is centralised through the App Store, Apple is a repository for all information gained during app review, post-approval monitoring of apps and user reviews. With multiple app marketplaces and website distributions, information becomes fragmented across these entities, and some information may not be collected at all. This reduces the amount of information available to Apple detecting malicious apps, and those with similarities to detect malicious apps, during and after notarization for iOS’s limited app review. This similarly reduces information that can be utilised by other app distribution sources. This would effectively render all app reviews conducted by all app distribution sources less useful over time.
4592 In addition, he said that third-party app marketplaces are not obligated under the Digital Markets Act to inform Apple when they detect malicious apps, further reducing Apple’s visibility into the app behaviour to which it was previously privy. Apple therefore may not receive timely alerts or user feedback on potentially malicious apps on iOS, increasing the likelihood that potential threats could go unnoticed and unresolved.
4593 Further, he said that iOS apps in the EU are also no longer required to use Apple’s IAP functionalities for digital goods. And he said that changes to the guidelines being enforced and diversification of digital content purchase channels increase the attack surface for iOS in the EU and create incentives for attackers to conduct financial fraud.
4594 He said that iOS users in the EU can no longer assume that they are under the protection of Apple’s IAP. It will be up to each app marketplace, app developer, and third-party payment processor to provide payment support to their users.
4595 He said that EU users may be subject to increased security risks as they utilise less secure in-app payment methods that may lack robust authentication mechanisms, content protection, or anti-fraud capabilities.
4596 Let me set out some of Professor Somayaji’s analysis.
4597 Now in responding to the Digital Markets Act, Apple has chosen to implement a suite of mechanisms and policies in the EU to allow for alternative distribution methods, including directly downloaded apps and third-party app stores, third-party payment processors for in-app purchases of digital content and services, and alternative browser engines on iOS. These changes are described and summarized in Apple’s Digital Markets Act white paper, which I have referred to earlier.
4598 Now Apple’s white paper argues that the changes Apple has made in the EU will make end users less secure than their non-EU counterparts in various ways.
4599 But Professor Somayaji disagreed with this assessment. But in any event he said that the difference in conclusions is not due to differing views of the effectiveness of any security technology. Rather, such differences arise from different conceptions of what security means in the context of iOS and smartphones in general.
4600 As summarized in Professor Somayaji’s table 1, Apple’s white paper explains that Apple has made the following key changes to iOS in order to comply with the EU Digital Markets Act:
4601 Apple has placed a number of restrictions on each of these changes. Apps downloaded outside of the App Store must be notarized, requiring both human and automated review, unlike macOS notarization. Further, third-party app stores must screen apps and developers. Further, users will face warning screens when they install apps from outside of the App Store or use third-party payment providers for in-app purchases of digital goods and services.
4602 Apple claims that these and other restrictions are necessary to preserve security, privacy, and safety.
4603 Now as Professor Somayaji pointed out, Apple’s changes follow and are consistent with the observations that he made in his prior expert reports in these proceedings regarding the technical feasibility of allowing alternative app distribution methods, payment methods, and browser engines on iOS devices.
4604 But Professor Somayaji disagreed with Apple regarding the security implications of these changes.
4605 In his view, notarization could be used to secure directly downloaded apps and apps obtained through alternative app stores, and Apple has implemented notarization for both of those distribution channels in the EU. Unlike on macOS, iOS notarization adds human review to automated review.
4606 In his opinion, the security benefits of human review are limited, and so while its inclusion in the process would have no negative effect on security, any impact on the timeliness and resources requirements of notarization would not necessarily be proportional to the security benefit.
4607 What is more important to note about iOS notarization, however, is that it is technically feasible for it to be exactly equivalent to app review as conducted by the iOS App Store. The inputs for app notarization and app review are fundamentally the same, being information about the developer submitting the app and the app itself, and so the same set of tools can be used to analyze an app’s code, data, and developer information. Further, the same inputs are available to human review in both contexts.
4608 Now when notarizing apps for distribution in the EU, Apple enforces a subset of policies drawn from the App Store review guidelines.
4609 Apple only omits policies as related to “Content and Commerce” in the notarization of iOS apps due to requirements in the EU. But there is no technical reason why Apple could not apply its full set of policies when notarizing apps.
4610 Based on this assumption, Apple could implement app notarization outside of the EU and apply exactly the same App Store review guidelines and tools as it does for the App Store.
4611 In Professor Somayaji’s opinion, this means that the security and privacy standards of apps distributed from within and from outside the App Store could be equivalent. Further, any security and privacy measures adopted by alternative app stores would add additional layers of security beyond those used by the iOS App Store.
4612 Nevertheless, his view is that the notarization process as applied to iOS apps within the EU is sufficient to protect users against most threats to computer security.
4613 I am inclined to agree with Professor Somayaji’s evidence. And in my view, Professor Rubin has over-stated the security risks involved with applying the protocols applicable under the Digital Markets Act, as too has Mr Federighi. Let me turn to a different topic.
A little about frictions
4614 Let me turn to another topic addressed by Professor Somayaji.
4615 Computer systems can impose some amount of friction to actions so as to ensure users of that system have considered the implications of potentially sensitive operations, and to discourage the performance of certain actions. While some amount of friction can at times be justified, the nature and proportionality of that friction should align with security objectives. Moreover, friction can take many forms.
4616 Professor Somayaji considered the friction the user faces at the app install interface and the friction a developer faces when registering to directly distribute their app or to distribute an alternative app store on iOS. He explained the following matters.
4617 In the context of app installation, via direct downloads or app stores, including the App Store, some amount of friction is necessary in order to confirm user intent when installing apps.
4618 Apple has implemented such friction in part through installation sheets in the EU where users can get additional information on a directly downloaded app as part of confirming the installation.
4619 Apple has also added additional steps to this process based on the app requesting the installation, such as a browser or an alternative app store, and the purported danger of the installation.
4620 For instance, Apple has implemented “a dozen screen interactions,” including approving an app from the “Settings app”, before a user can even install an alternative marketplace.
4621 As well, while installing an app from an alternative marketplace, a screen also shows the “App Installation Sheets” to users, giving information on the app derived from the notarization process.
4622 According to Professor Somayaji, the friction does not appear to provide a proportional security benefit. In his opinion, care must be taken when designing such interfaces so that the installation friction is proportional to security risks. Otherwise, legitimate, well-vetted apps offered via direct downloads and alternative app stores can end up stigmatized relative to potentially less safe App Store downloads.
4623 To be specific, users could be shown one screen that shows the necessary context for app installation, designed in a similar way to other important decision interfaces such as Apple Pay, where users get context such as merchant and value of purchases before confirmation, and containing similar information to that which is provided for apps on the App Store.
4624 Additional screens, additional warning text, and controls gated behind separate settings options that are not part of the normal app installation flow are not needed and provide no security benefit, given that all apps have been notarized. Rather, they simply discourage app installation via that distribution channel more generally.
4625 Apple has also imposed different kinds of friction for apps distributed through alternative methods.
4626 It has required that the developer or business interested in “Web Distribution” for direct download of an app from their website, or becoming a “marketplace developer” for creating and distributing apps using an alternative marketplace should be in “good standing” with the Apple developer program for two continuous years.
4627 It has required locking installation to specific websites for apps available through direct download.
4628 And it has required that the developer or business interested in becoming a “marketplace developer” for creating an alternative marketplace, must commit to ongoing monitoring for malware, and requiring that the business has been previously established for two years, among others.
4629 In Professor Somayaji’s view, given that Apple requires that all apps distributed outside of the App Store pass iOS notarization involving both automated and human review, there is an equivalence between the degree of review App Store and non-App Store apps have received, and so additional restraints on distributors of the latter are not justified on security grounds.
4630 Rather, developers looking to distribute apps through alternative means such as “Web Distribution” are held to a higher standard than developers submitting apps to the App Store.
4631 Now I do agree that it may be appropriate to have some degree of friction before setting an alternative marketplace as a default. Generally speaking I accept the following three points.
4632 First, disclosure screens and other user interactions can yield security benefits because they require users to understand what they are about to do on their device. Such screens ask users to engage with more information before acting without understanding the implications of their actions.
4633 Second, the screens and requirements depicted in publicly available materials concerning third party marketplace installation in the EU on iOS devices provide meaningful context and content for the actions that the user is attempting to take, and can assist the user in making a more informed decision.
4634 Third, it may be appropriate to have multiple screens, and therefore multiple interactions, when different types of information are being presented and multiple consents are required.
4635 I am not presently able to draw any specific adverse conclusions as to Apple’s warnings or installation processes for third party marketplaces in the EU.
4636 So, in summary, Apple has shown that directly downloaded apps, alternative app stores and alternative in-app payments for digital goods and services, and alternative browser engines are technically feasible on iOS.
4637 Apple has implemented notarization on iOS, and in so doing has demonstrated the technical feasibility of applying the App Store’s security mechanisms to directly downloaded apps and apps obtained from alternative app stores.
4638 Apple has said that these changes make iOS less secure. But Professor Somayaji did not find any basis for these claims. iOS notarization can be functionally equivalent to App Store review.
4639 Further, Apple has imposed friction on directly downloaded apps and alternative app stores in the EU, requiring a multi-screen installation process for directly downloaded apps and distribution and operational restrictions on directly downloaded apps and alternative app stores. But in my view it has not been shown that this is wholly disproportionate to the risks involved.
Analysis
4640 Now Apple seeks to justify the iOS restrictive terms as being required by considerations of security and privacy.
4641 Apple says that if users could obtain apps on iOS devices by way of third-party app stores or by direct download, then that could compromise the functional integrity and security of those devices, and the privacy of the user data contained on them.
4642 Apple says that the same consequences could flow if app developers were permitted to use in-app payment methods other than IAP for facilitating payments within iOS apps for digital goods and services.
4643 By way of justification of its conduct, Apple also advances certain contentions as to its intellectual property and the nature of the DPLA, a topic that I have separately addressed elsewhere.
4644 Now Apple cannot deploy those justifications by seeking to identify, in a market other than the relevant markets, a supposedly countervailing, pro-competitive effect or likely effect of its conduct. No US rule of reason style analysis applies in Australia as I have discussed elsewhere.
4645 To be legally relevant in respect of questions of purpose and effect with which s 46 is concerned, as Epic says, Apple’s justifications must negate one or both of the following propositions being, first, that Apple’s impugned conduct had a substantial purpose of substantially lessening competition in the relevant markets and, second, that the impugned conduct had or was likely to have the effect of substantially lessening competition in the relevant markets.
4646 Now Apple relevantly deploys its justifications in respect of questions of anti-competitive purpose in the following ways. First, it says that the purpose of the impugned terms is to promote the pro-competitive objectives of ensuring the security and privacy of iOS devices and their data, and provide a superior user experience, and to remunerate Apple for the use of its technology and tools and for access, via the App Store, to iOS users. Second, it says that it was no part of Apple’s purpose, at any time, to foreclose or hinder competition.
4647 Apple relevantly deploys its justifications in respect of questions of anti-competitive effects in the following ways.
4648 First, it says that accepting Epic’s alleged markets, the conduct does not have the effect or likely effect of substantially lessening competition, for reasons including that the impugned conduct produces pro-competitive effects in the form of security and privacy benefits, and Apple’s innovation.
4649 Second, it says that the security and privacy of iOS devices are non-price metrics on which Apple competes, including against other transaction platforms, and by which it differentiates itself.
4650 Third, it says that alternative models for app distribution and in-app payment solutions are inconsistent with Apple’s consumer offering and its foundational principles of security and privacy for app users.
4651 Fourth, it says that if Apple were required to permit third party app stores on the App Store, it would reduce competition by rendering the App Store like the Android platform.
4652 Fifth, it says that if Apple were required to permit decentralised app distribution, then alternative terms to the DPLA would apply, including in respect of the cost of access to Apple’s software, other proprietary technology and tools, and the App Store.
4653 Now at this point I only propose to address the security and technical questions, not the competition questions which I have addressed elsewhere.
The effect of decentralising app distribution
4654 Apple has not persuaded me that decentralised distribution would have the substantially deleterious and harmful consequences as to security, privacy and user experience for which it contends. That is so for the reasons largely advanced by Epic.
4655 The first reason is that the significant components of iOS’s security architecture apply, or can apply, in a manner that is agnostic to app distribution channel. Those components are as follows.
4656 One has protections at the OS level, being the “locus of control” on iOS devices, which are key to iOS security, as they relevantly restrict the capabilities of apps that have been installed on those devices.
4657 Professor Somayaji’s opinion was that the OS ultimately decides what apps do and do not run on the device, and it is from that position of control that the most relevant security decision with respect to apps is made.
4658 Professor Somayaji gave evidence that major OSs, despite adopting differing app distribution models, use essentially the same OS-level security mechanisms, and that any differences among platforms are mostly due to differences in their security policies. OS-level protections include the following.
4659 There are file access control technologies, which define the entities that may access a given file and determine the interfaces for granting permissions.
4660 Further, there is digital code signing, which allows the OS to verify the integrity and authenticity of an app. Apple currently signs all apps distributed on iOS devices, and ensures that only apps that have passed Apple’s automated and human review stages of app review are capable of being installed and run on iOS devices. The same requirements apply to iOS apps distributed outside of the App Store under Apple’s notarization model in the EU.
4661 Further, there are malware protection technologies, including kernel and user integrity mechanisms and malware scanning.
4662 Further, there is app sandboxing, which restricts the degree to which an app is able to interact with other apps, resources and user data on a device by isolating apps from a device’s critical system resources.
4663 Mr Federighi described sandboxing as a critical security feature and Professor Somayaji gave evidence that sandboxing is the distinguishing characteristic of iOS security and a core component of the strong security foundation and base level of protection on iOS.
4664 Apple presently imposes strict app sandboxing by default on iOS devices. But Mr Federighi confirmed that if sideloading were possible on iOS devices in Australia, Apple could continue to require complete sandboxing on iOS.
4665 Further, one has automated and human review of apps, where Apple can apply the automated and human components of its existing app review process to apps irrespective of the channel through which they are distributed.
4666 Under its existing centralised app distribution model, Apple presently uses automated components including static and dynamic code analysis tools to examine for malware, SDK version compliance, and appropriate API usage. It also conducts a manual app audit against the App Store review guidelines.
4667 These components of the app review process are not exclusive to a centralised distribution model, as was made clear in Mr Federighi’s evidence. He confirmed the following matters.
4668 Apple applies those very same components under the notarization model adopted in the EU, save for review of an app’s compliance with a subset of content and commerce policies in the App Store review guidelines, by reason of requirements imposed by the European Commission.
4669 If app distribution outside of the App Store were permitted in Australia, Apple would adopt the widest form of notarization available to it that is consistent with Australian law, including review against Apple’s full set of App Store review guidelines.
4670 Human review against Apple’s full set of App Store review guidelines could be conducted for as many kinds of apps, and from as many distribution channels, as Apple considers appropriate.
4671 Apple uses the best automated tools available at any given time for the app review process if it will assist the security of its devices, and those tools will continue to evolve over time.
4672 The second reason why decentralised distribution would not have the adverse consequences for which Apple contends is, as Epic correctly points out, that the evidence establishes that decentralised app distribution with centralised review and app signing on iOS would be no less secure, and possibly more secure, than decentralised app distribution on macOS, which Apple markets as a secure platform.
4673 App sandboxing on iOS is more secure than on macOS under the same distribution parameters.
4674 App sandboxing is a critical, and distribution-channel agnostic security feature, and Apple imposes strict app sandboxing by default on iOS devices.
4675 On macOS, although apps distributed via the Mac App Store must be sandboxed, all other apps, that is, both notarized and non-notarized apps, need not be sandboxed. Further, even where an app is sandboxed on macOS, the app operates with greater levels of permission, and the sandbox is enforced to a less strict standard, than on iOS. The evidence shows that a more restrictive sandbox is more secure.
4676 And so, it was Mr Federighi’s evidence that the level of app sandboxing on iOS offers additional security, as compared to macOS. Mr Federighi further explained that Apple’s decision to not require uniform sandboxing on macOS is due to developer expectations.
4677 Further, the enforcement of notarization on iOS would be more secure than on macOS.
4678 Certain of macOS’s security functionalities, such as XProtect and Gatekeeper, can be ignored, bypassed or disabled by the user. That enables users, should they wish to bypass the protections offered by macOS and the warnings macOS presents against doing so, to download and install software that has not been through the macOS notarization process.
4679 The ability to disable those protections on macOS is a function of a business decision Apple has made, in that macOS is made to enable customers to do the things that they bought the computer to do.
4680 This evidence undermines Apple’s submission that there are deficiencies in macOS’s security architecture that would make it inappropriate to adopt on iOS.
4681 I instead infer that any differences in security outcomes between macOS and iOS are attributable to the fact that users can disable the protections and not because of any inherent deficiency in the protections themselves.
4682 Indeed, Mr Federighi admitted that the vast majority of malware on macOS is malware that is not signed and has not gone through notarization, but that has directed the user to bypass Gatekeeper to run. He also agreed that it was possible that a high percentage of malware could be attributed to security being disabled as opposed to deficiencies in the security.
4683 Further, Apple considers the more limited app scanning used in the macOS notarization model to provide an adequate security guarantee for that ecosystem.
4684 Apple conducts static and dynamic analysis of apps on iOS. Within the macOS notarization model, it conducts only static analysis of apps.
4685 Apple views the static analysis of notarized apps on macOS, alongside other protections on macOS such as app sandboxing, XProtect and Gatekeeper, as providing a sufficient security guarantee such that dynamic analysis is not performed.
4686 Mr Federighi gave evidence that the vast majority of malware on macOS has not gone through notarization, and static analysis on macOS allows it to capture known malicious content. Mr Federighi said that Apple’s decision not to require dynamic analysis during macOS notarization is due to Apple’s policy decision not to require certain information from developers.
4687 Further, in any event, if Apple were to institute decentralised app distribution on iOS with centralised review and app signing, there is no technical reason why that centralised review would need to be limited to static analysis. Nevertheless, I may infer that security on iOS would not necessarily be downgraded, even if Apple were able to implement only that more limited app scanning model, which Apple considered to be adequate for the macOS ecosystem.
4688 Further, Apple markets the macOS ecosystem as secure and appropriate for children. But despite less restrictive sandboxing on macOS, and less exacting app scanning for notarized apps, Apple does not prohibit direct downloading on macOS devices, nor indeed the installation of unsigned apps. So, in circumstances where Apple considers the macOS ecosystem to be sufficiently secure that it can be marketed as appropriate for all users, including children, it is problematic for Apple to assert that decentralised distribution on iOS, with its stricter app sandboxing and more stringent automated review of apps, would be insecure and inappropriate.
4689 Moreover, even if Apple might have reservations about the security consequences of decentralised distribution on iOS, it can be expected that, as with macOS, Apple would nevertheless market iOS as a secure platform, and indeed as the most secure mobile operating system, as it does in the EU.
4690 Further, in support of his claims that the security architecture for iOS devices is stronger and more secure than that of Mac devices and that the non-centralised distribution model exposes Mac devices to more attacks than iOS, Mr Federighi sought to rely on the Nokia Threat Intelligence Report 2021.
4691 Mr Federighi quoted a particular statistic from the Nokia report that malware infections on macOS “represent around 10% of malware infections across computers and Smartphone Devices”, which he compared with the position on iOS and Android in a manner favourable to Apple’s case about the security of iOS.
4692 But the Nokia report does not establish that security outcomes on macOS are worse than on iOS, or that there is any connection between security outcomes on those platforms and the fact that macOS uses a non-centralised distribution model.
4693 What the Nokia report does show is that the increase in “malware” on macOS, on which Mr Federighi relied, was “driven by an increase in Mac-based adware” and that “adware is responsible for most” of the increase for the period covered by the Nokia report. The Nokia report separately observed that “adware is often more of an annoyance than a real problem”.
4694 Mr Federighi did not refer to either of these extracts in his affidavit, which is a notable omission in circumstances where the sections of his affidavit that discuss “Potential Types of Attacks on Apple Devices” make no mention of adware. Nor did Mr Federighi include adware within the categories of malware in his affidavit.
4695 I infer that Mr Federighi does not consider adware to be a security risk, and the statistics about infections on macOS on which Mr Federighi relied do not indicate that macOS suffers from a greater rate of malware infections than iOS. In an attempt to characterise adware as anything more than an annoyance, Mr Federighi could only offer speculation that adware might be used to direct a user to malware, but not that it would pose a risk in and of itself.
4696 In any event, I approach Mr Federighi’s reliance on the Nokia report with scepticism.
4697 When questioned on it, Mr Federighi appeared to have no understanding of the sources of data on which it was based, and no precise knowledge of how the data was obtained including whether it had any connection to Australia. Indeed, Mr Federighi acknowledged that he had not read the document in detail before exhibiting it to his affidavit, and that the data had been extracted by Apple lawyers to insert into his affidavit, which insertion appears to have been in an unthinking fashion from Mr Federighi’s perspective.
4698 Further, Apple exaggerates relevant differences between macOS and iOS by saying that, as concerns the security of app distribution models, macOS does not provide an appropriate analogy, including because of the different threat models faced by each of those platforms. But that position is problematic.
4699 Although Professor Rubin and Professor Somayaji agreed that macOS and iOS face different threats and have different threat models, Professor Somayaji’s opinion was that the appropriate framework for considering the threat model relevant to the issues in the proceeding is one that focuses on app distribution. Viewed through that lens, Professor Somayaji said that macOS and iOS face essentially the same threats from the internet and from apps.
4700 Apple, in contrast, contends for a different, broader threat model that accounts for factors not relevant to secure app distribution, and says that the different threat models mean that one cannot conclude that sideloading and other app stores should be permitted on iOS just because they are allowed on macOS.
4701 Further, there has been a convergence of the value that a bad actor may gain from an attack on macOS and iOS devices, in particular where a user owns both a macOS device and an iOS device.
4702 Confidential and valuable data, such as work product and business records, and mortgage or loan documents, may be stored on a user’s macOS device but not on their iOS device. Like iOS devices, macOS devices also store sensitive biometric data such as fingerprints, which can be used to unlock devices, make purchases and autofill passwords. Furthermore, confidential data stored on a user’s iOS device may be shared with a user’s macOS device pursuant to Apple features such as “continuity”, and data syncing.
4703 Mr Federighi accepted that, via Apple’s continuity features, a wide range of information which includes confidential and valuable data can be shared between a user’s iOS device and macOS device. Separately, Mr Federighi and Professor Rubin accepted that various forms of confidential and valuable data are synced across macOS and iOS, including passkeys, usernames and passwords, credit card information, security codes, calendars, contacts, and photos.
4704 There has accordingly, over time, been a degree of convergence between the factors that Apple says inform the threat models for iOS and macOS.
4705 Further, Apple has no formalised or documented threat model for iOS, nor is there any evidence of such a documented threat model on macOS. Mr Federighi was unable to give direct evidence as to Apple’s understanding of the threat model of iOS when the iPhone was first developed. And Professor Rubin derived his understanding of the threat model largely from Mr Federighi’s affidavit, having considered it unnecessary to request the threat models from Apple in order to form his independent expert opinion, including by reason of various undocumented, and initially undisclosed, conversations he had with Apple engineers.
4706 In light of those matters, Apple’s claim as to the divergence between iOS and macOS threat models as concerns app distribution should be treated sceptically to say the least.
4707 Further, despite Apple’s contention that macOS notarization would give rise to an unacceptable degradation of security as compared to iOS app review, Apple has not adduced any evidence as to the relative malware rates between notarized macOS apps and iOS apps.
4708 The third reason advanced by Epic is that human review adds little. Now in my view, human review adds more than Epic would have it, but less than Apple would have it.
4709 The fourth reason advanced by Epic why decentralised distribution would not have the adverse consequences for which Apple contends is that, if Apple were required to permit decentralised distribution, Apple both could, and would, implement technical measures to ensure that the security, privacy and user experience of iOS devices would be maintained. I agree with Epic.
4710 In the European Union, Apple has implemented technical measures of that kind in response the App Store being designated as a “core platform service” under the Digital Markets Act.
4711 Apple now permits iPhone users in the EU to download and install apps from outside the App Store, including from third party app stores, and directly from developers’ websites.
4712 In conjunction with this, Apple has introduced notarization for iOS, which provides a facility for developers of each and every iOS app to have their apps centrally reviewed and digitally signed by Apple prior to their distribution via alternative channels.
4713 In implementing iOS notarization, Apple has demonstrated the technical feasibility of applying the entirety of the app review process to directly downloaded apps and apps obtained from third party app stores.
4714 Now Mr Federighi’s evidence was to the effect that Apple could and, provided it were lawful to do so, would apply the entirety of the app review process to the review of iOS apps in any counterfactual in which Apple were required to permit decentralised app distribution.
4715 But in any event Apple says that even with a system such as iOS notarization in place, decentralised app distribution on iOS would be a security and privacy risk per se, including because it would expand the attack surface of iOS. But I reject this position in its generality.
4716 First, iOS notarization would provide a platform integrity baseline which ensures that all apps available for distribution on iOS will have undergone the same level of review, regardless of distribution channels.
4717 Second, as the developer of iOS, Apple would maintain its malicious app detection practices, including after apps are distributed, irrespective of decentralised distribution.
4718 Third, Apple would maintain its ability to safeguard the security of iOS devices after apps are distributed by removing and disabling bad apps, regardless of distribution channel.
4719 Fourth, in so far as Apple maintains an argument as to the privacy of user data, centralised app review by way of iOS notarization would mitigate any privacy risks as might be posed to user data by decentralised app distribution.
4720 Let me elaborate on some of these matters.
4721 As to the first matter, iOS notarization ensures a platform integrity baseline. iOS notarization evidences Apple’s ability both to set, and to enforce, a platform integrity baseline, in the sense of minimum standards for security, privacy and user safety, across all iOS apps, on all iOS devices, in the absence of centralised app distribution.
4722 Apple can set that baseline by reviewing all iOS apps that developers submit to Apple to its chosen standard. Apple can likewise enforce that security baseline across the iOS ecosystem. It is technically possible for Apple to use its digital signing technology to ensure that an app will be capable of being installed and run on an iOS device if, and only if, that app has passed Apple’s automated and human review. As with app review, if any iOS app is determined to be malicious during Apple’s review prior to distribution, iOS notarization would function as in effect a tap to be turned off by Apple.
4723 As to the standard of review, Professor Somayaji gave evidence that it is technically feasible for iOS notarization to be exactly equivalent to app review as conducted by the App Store.
4724 Accordingly, any developer vetting or independent screening of apps conducted by third-party app stores or websites, or lack thereof, could not detract from, and could only add to, the layers of security offered by distribution on the App Store.
4725 It follows that even if certain developers were to choose not to conduct additional developer vetting or screening of apps as an additional security layer beyond those used in app review, the security of the iOS ecosystem would not be thereby compromised.
4726 I give little weight to Professor Rubin’s claims that an app marketplace that does not itself conduct human review poses a weak link, and that the level of computer review conducted on an app distributed through an alternative third-party app marketplace will be reduced as part of notarization.
4727 Professor Rubin’s assertions were based on an incorrect assumption that Apple’s automated and human reviews under iOS notarization would inevitably be more limited than app review, in so far as they relate to ensuring iOS platform integrity.
4728 As I heard from Mr Federighi, Apple would take whatever steps were lawfully available to it to protect the security of its users in Australia.
4729 I would infer that if Apple were to permit decentralised app distribution in Australia, then, in so far as any aspect of the App Store review guidelines is both relevant to ensuring the security of the iOS ecosystem and may be lawfully enforced in Australia by Apple, Apple would do so, by way of iOS notarization. That inference is consistent with Professor Somayaji’s evidence. Indeed, even Professor Rubin conceded that the two concerns that he raised would go away if the full set of App Store review guidelines were applied within iOS notarization and if users were able to review the information submitted to Apple by developers as part of the notarization process.
4730 As to the second matter, effective malicious app detection would be maintained irrespective of decentralised distribution.
4731 I accord little weight to Professor Rubin’s assertion that permitting alternative app distribution channels would meaningfully reduce the amount of information available to Apple when detecting malicious apps.
4732 First, Apple would remain a repository for all the information it would gain during app review and iOS notarization. Apple would therefore have access to the same information about an app, regardless of the method that is ultimately adopted for its distribution.
4733 Second, Professor Rubin also said that user reviews of apps on the App Store were a relevant source of information, to which Apple may lose access if an iOS app were to be distributed outside the App Store. But Professor Rubin conceded that user reviews have a limited role in ensuring iOS platform security. The limited security benefit of user reviews is further highlighted by Mr Federighi’s evidence that Apple removed over 80 million user reviews that were considered spam. Further, Professor Rubin had a lack of awareness of any data as to the extent to which Apple’s review of posted user reviews leads to Apple identifying apps with false or misleading content that ought otherwise to have been caught by app review.
4734 Moreover, for any iOS app that were to be distributed both on the App Store and by way of a different distribution channel, Apple would not lose its direct access to user reviews on the App Store, or indirect access to user reviews on a third-party app store or public website in so far as such reviews might be published.
4735 Third, Professor Rubin agreed that even with the current centralised distribution model, information about malicious apps and threats to iOS is not entirely centralised within Apple. Indeed, Mr Federighi gave evidence that Apple monitors for problems via multiple channels as well as continues to review apps on the App Store.
4736 As to the third matter, post-distribution security would be maintained irrespective of decentralised distribution.
4737 Under a decentralised app distribution model, Apple would be able to maintain its ability to safeguard the security of iOS devices after apps are distributed, regardless of their distribution channel.
4738 First, Apple would have the ability to remove and disable bad apps distributed outside the App Store, given that those apps would have passed through iOS notarization or its equivalent. Apple’s digital signing of all iOS apps means that Apple can at any time revoke the signature of an iOS app, such that it ceases to be capable of being installed or run on an iOS device. It follows that Apple would be able to enforce any decision it might make about the threat posed by an arbitrary iOS app to the security of iOS devices. Apple would thereby act as a single point of enforcement, regardless of the app’s distribution channel.
4739 Second, given that each and every iOS app would be centrally reviewed by Apple, Apple would at any time be capable of re-scanning or re-analysing a previously submitted app, based on any new information, intelligence, or progress in scanning technology. And if an app previously thought to be innocuous were to be identified as malicious in this way, Apple could disable it by revoking its digital signature.
4740 As to the fourth matter, data privacy would be maintained irrespective of decentralised distribution.
4741 In so far as Apple maintains that the privacy of user data would be degraded on iOS in a decentralised app distribution model, such a position should be rejected.
4742 The degradation in privacy is described in Apple’s white paper, which refers or leads to the possible absence of so-called “privacy nutrition labels” for apps distributed via alternative sources. Apple describes privacy nutrition labels as developers’ self-reported summaries of their privacy practices in respect of an app, currently displayed on the App Store, including how the developer proposes to collect and use data such as location, browsing history and contacts. But Apple’s argument with respect to privacy concerns in a decentralised model should be given little weight.
4743 Apple’s notarization review guidelines, against which all apps subject to iOS notarization in the EU are reviewed, maintain the App Store review guidelines’ privacy protections.
4744 If an app requests access to user information that is not necessary for the app to perform its stated function, it should be rejected against that guideline during the iOS notarization process. Indeed, the whitepaper states that notarization will check that all apps requesting these permissions are clear and concise as to why the access is needed and its webpage titled “Update on apps distributed in the EU” states that apps cannot collect or transmit private, sensitive data without a user’s knowledge or in a manner contrary to the stated purpose of the software.
4745 Further, the whitepaper explains how Apple will “prevent apps from accessing users’ sensitive information” by only allowing apps to access this kind of data with obtained consent from the user, such that the user can “remain in the driver’s seat when it comes to their data”. It follows that because the user must give informed consent for an app to access the kind of data outlined in privacy nutrition labels, any asserted degradation in privacy due to the loss of such labels is exaggerated, particularly in circumstances where the labels only convey self-reported summaries submitted by developers.
4746 Further, the whitepaper advertises that privacy is still being maintained for iOS users in the European Union, notwithstanding decentralisation of distribution. The whitepaper contained the following statements.
4747 First, “[n]otarization will encompass checks necessary to protect our users and essential to platform integrity, including those that specifically aim to protect user security, privacy, and safety”.
4748 Second, “[n]otarization will seek to prevent threats to user privacy by ensuring that each app properly supports — and does not attempt to circumvent — the privacy features that are built into and essential to the integrity of all Apple devices”.
4749 Third, “Apple’s system architecture and privacy-by-design protections that — together with the new changes we are introducing — continue to protect our EU users in this new landscape”.
4750 Fourth, “[f]or years, Apple has been scanning and signing software distributed on macOS to ensure that it is free of known malware … This has worked well, so we have adapted it for iOS”.
4751 Fifth, “[n]otarization will encompass checks necessary to protect our users and essential to platform integrity, including those that specifically aim to protect user security, privacy and safety”.
4752 More generally, Apple markets iPhones in the EU as secure and privacy-protecting notwithstanding decentralised app distribution. In that context, Apple has marketed the iPhone as secure and privacy-protecting, both absolutely, and relative to other smartphones.
4753 Let me address some other points.
4754 As Epic correctly points out, decentralised distribution may not have the adverse consequences for which Apple contends given that the evidence suggests that, if Apple were required to permit decentralised distribution, the security and privacy of iOS devices and their data may be improved.
4755 Under a decentralised app distribution model, third-party app stores could, and would, be incentivised to compete with each other and with Apple on non-price metrics, such as security and user privacy. And, if Apple were to set, and to enforce, a platform integrity baseline by way of iOS notarization, or its equivalent, any competitive rivalry among app stores along those dimensions would only improve, and not detract from, the overall security and privacy outcomes in the iOS ecosystem. In particular the following may be noted, as Epic points out.
4756 First, third parties including those that specialise in a particular genres of apps could perform more rigorous developer vetting than that currently undertaken by Apple for apps distributed on the App Store. There are security benefits of vetting developers prior to analysing the code in the apps that they seek to distribute. And it is possible for third-party app stores to conduct a process similar to Steam’s 30 day review of developers and, depending on their vetting practices, to publish apps that are more trustworthy than those published by developers subject only to Apple’s vetting.
4757 Second, third-party app stores could match or exceed Apple’s standards of app review. In this context the evidence did not descend into quantifying the degree to which Apple’s position as the designer of iOS would increase its ability to review an app against a subset of the App Store review guidelines as compared to that of a competing third-party marketplace.
4758 Third, third-party app stores could deploy server-side malware scanning technologies, which are not unique to Apple, to identify malware that might not be caught by Apple’s malware scanners. Third parties may have great incentive to remove malware, and may do a better job than Apple in this respect. Third-party app stores might also encourage users to report data signals, that is, information about problems identified in an app, to identify malicious behaviour.
4759 Fourth, the trustworthiness of an app would be strengthened for apps that are subject to both Apple’s baseline automated and human review, such as under iOS notarization, and any additional developer vetting, automated scanning and/or human review conducted by the third party store through which the app is distributed.
4760 Fifth, even in the absence of good third-party marketplaces that could exist, if app distribution were to be decentralised, third-party app stores may benefit from baseline OS-level and automated malware scanning technologies that provide the majority of security protections, such that security would not be lessened if app distribution were to be decentralised.
4761 Finally, as Epic points out, decentralised distribution may not have the adverse consequences for which Apple contends given that if Apple decentralised app distribution, iOS users would have a choice as to where to obtain apps. They might choose to download apps from alternative app stores. But they might also choose to use the App Store. And their choice to do would be unaffected by the fact that other users might choose to download apps from elsewhere.
4762 Mr Federighi accepted that if app distribution were decentralised, iOS users could, theoretically, choose to download apps only from the App Store. And, if they did so, that choice would be their chosen first layer of app security.
Does the human review component meaningfully contribute to the security of iOS devices?
4763 Let me finish off what I want to say about human review. Apple overstates the importance of the human review component of app review, which Apple contends is necessary for ensuring the security of iOS devices. Clearly, human review makes some contribution to the security of iOS devices, but in my view Apple’s position as to its importance was somewhat exaggerated.
4764 Now in this context, human review refers to that component of app review by which a human reviews each app prior to distribution through the App Store for compliance with the App Store review guidelines, which is to be distinguished from human involvement in the automated scanning process, where humans might review certain apps flagged by malware scanning tools or otherwise interact with automated tools.
4765 Now I agree with Epic that even if decentralised app distribution might result in the compromised human review of apps or no such review at all, that position would not support Apple’s general proposition that decentralised distribution would have materially adverse consequences for iOS security and privacy.
4766 First, as Epic points out, Apple has adduced no empirical evidence of the supposed benefits that human review provides to the app review process, including in respect of the effectiveness of human review at repelling social engineering attacks.
4767 Mr Federighi accepted that the app review process sits within a department in Apple that he does not oversee, that he did not have a particular understanding of how the app review process was conducted, and that he did not know how many different possible reasons there were for rejecting an app in app review, how many apps on average a human reviewer reviews in a day, the average duration for which a reviewer reviews an app submitted to app review, or the estimated or established error rate of app review.
4768 Professor Rubin’s understanding of the app review process was based almost entirely on his reading of Mr Federighi’s affidavit.
4769 Mr Federighi’s and Professor Rubin’s assertions as to the criticality of human review ought to be viewed in this context, and contrasted with the various Apple platform security guides which make no mention of human review whatsoever.
4770 Mr Schiller’s evidence in relation to the benefits of human review should also be given minimal weight. It is not expressed to be based on any direct evidence of the app review process, is framed at the highest level of generality, and is largely unsupported by contemporaneous documents.
4771 Mr Schiller also accepted in cross-examination that there were countless examples over a long period of the human component of app review letting through apps that ought to have been caught.
4772 Second, as Epic points out, internal Apple documents give a clear picture of the cursory nature of human review and its inability to provide meaningful security benefits.
4773 The human review component of app review takes under 15 minutes per app. Within that time frame, in addition apparently to reviewing for malicious code, vulnerable code and social engineering tactics, all apps submitted to the App Store are reviewed for compliance with over 200 individual guidelines.
4774 Moreover, such a process has suffered from high error rates for approvals and rejections of apps, given the short amount of time reviewers are given to review apps and the number of criteria against which apps are approved.
4775 Further and in any event, there are many significant security failures in respect of malware being distributed on iOS that are not of a kind that human review will detect.
4776 Third, Professor Somayaji was of the view that the human review component of app review, when compared against existing standards for conducting manual code audits for security purposes, is not sufficiently comprehensive to deliver meaningful security benefits.
4777 Moreover, as Epic points out, when cross-examined about whether it would be possible, within a 10 to 15 minute time frame, for a reviewer to reliably detect malicious code, vulnerable code or social engineering tactics, whilst also evaluating an app against the guidelines, both Mr Federighi and Professor Rubin referred to the importance of automated tools to facilitate the review. But that almost amounts to saying that human review effectively contributes to iOS security substantially to the extent that its automated component does so.
4778 Fourth, Apple suggested that a unique advantage offered by human review is that humans are particularly effective at identifying social engineering attacks, which manipulate users into deliberately disabling and/or circumventing existing device protections.
4779 Whilst Professor Somayaji accepted that detecting and preventing social engineering scams is generally a security feature of an operating system, he also agreed that there is a distinction to be drawn between social engineering which has the goal of tricking the user into installing malware, and social engineering which seeks to trick users to give bad actors access to certain permissions or information but without bypassing any security mechanisms.
4780 Professor Somayaji’s opinion was that the former are within the scope of app distribution security because they are capable of being defended against by computer security mechanisms, whilst the latter are fundamentally a matter of the degree of control and choice an operating system grants to a user and are not dealt with by operating system security.
4781 Professor Somayaji acknowledged that humans can pick up some social engineering attacks. But he considered that the types of such attacks most relevant to device security, that is, those that trick the user into installing malware, are most effectively identified by automated, distribution channel-agnostic malware scanners that would render redundant any additional human review of the kind conducted by app review.
4782 That is particularly so in circumstances where automated tools are becoming increasingly effective at detecting social engineering attacks, for example with developments in artificial intelligence and machine learning technologies. Any benefit that human review may provide can therefore be expected to decline materially over time.
4783 Accordingly, Apple exaggerates the degree to which human review makes a meaningful contribution to iOS security.
4784 But even if I were to accept that social engineering attacks that do not seek to trick the user into installing malware and do not bypass security mechanisms are nonetheless matters of device security, in the broader context of social engineering scams on mobile devices, such scams more commonly involve web links, emails, messaging and other sources.
4785 Fifth, Apple points to the narrower set of App Store review guidelines against which it is permitted to review apps in the European Union, as being relevant to the security of iOS devices in that jurisdiction.
4786 But many of the guidelines that Apple cannot enforce in the EU are those described by Apple as content and commerce policies, and which do not relate to security on any commonly accepted definition of that concept. For instance, those guidelines include rules that prohibit apps that distribute pornography, apps that encourage consumption of tobacco or vape products, illegal drugs, or excessive amounts of alcohol, or apps that contain pirated content. These are not, per se, categories of malware that compromise device security.
4787 Instead, at their highest, they may amount to objectionable content that might correlate with security risks. Indeed, Google treats objectionable content such as violence and pornography as outside its definition of malware because the content does not pose a security risk to a device.
4788 In so far as such apps correlate with the incidence of malware, the latter is apt to be detected by the automated component of app review.
4789 Let me now turn to Epic’s case concerning Apple’s conduct.
The purpose of Apple’s conduct in the iOS app distribution market
4790 Before getting into the detail it is convenient to summarise the main issues and my principal conclusions.
4791 Epic’s case is that from the App Store’s inception, Apple intended for it to be the exclusive platform by which native iOS apps were to be distributed.
4792 It is said that Apple sought to achieve this goal by the imposition of the iOS restrictive terms being the ban on direct downloading/sideloading of native iOS apps.
4793 So, on Epic’s case, a substantial purpose of the iOS restrictive terms, and the iOS app distribution conduct, which includes the imposition and enforcement of the iOS restrictive terms, was to ensure that the App Store was the only means by which native iOS apps could be distributed. And it is said that that purpose has been realised by the effect of the iOS restrictive terms and their enforcement.
4794 It is said that a purpose of ensuring that the App Store was the only means by which native iOS apps could be distributed is a purpose of ensuring that Apple is a monopoly provider of iOS app distribution services. That is, it is a purpose of ensuring that Apple need not face the threat of competition in the provision of iOS app distribution services.
4795 Further, it is said that the preservation of Apple’s monopoly position enabled Apple to enforce the payments tie, which required the use of IAP. I have addressed the IAP tie in a separate section of my reasons.
4796 Further, Epic says that even if Apple had some non-proscribed purposes for the iOS restrictive terms and the iOS app distribution conduct, that would not negate the existence of the impugned substantial purpose of protecting Apple’s position as the monopoly supplier of iOS app distribution services, unaffected by competitive pressures.
4797 Generally, it is said that a substantial purpose of Apple in imposing and enforcing the iOS restrictive terms, and engaging in the iOS app distribution conduct, is to foreclose competition from all other potential suppliers of iOS app distribution services. The outcome is that Apple is a monopolist in the supply of those services.
4798 It is said that Apple’s purpose in maintaining and enforcing the relevant restrictions has at all relevant times been to shield the App Store from competition.
4799 Now Apple says that there are legitimate reasons for its contractual restrictions, such as seeking to derive a return on Apple’s intellectual property and protecting user privacy and security. But Epic says that those justifications do not reflect Apple’s true purpose in imposing its restrictions.
4800 Epic says that many of the iOS restrictive terms lack any logical connection to Apple’s intellectual property, privacy and security related justifications.
4801 First, one has the prohibition on making available, in an iOS app, content or features purchased through other app distribution channels without also selling it in the iOS app.
4802 Second, one has the requirement that developers must appoint Apple Inc and Apple Pty Ltd as their agent for the purposes of dealing with users.
4803 Third, one has the prohibition on developers offering refunds to customers.
4804 Fourth, one has the prohibition on developers steering customers to alternative methods of purchasing app content outside the iOS app.
4805 I should say now that I generally agree with Epic that there is no cogent connection with such purported justifications. But even if Apple had some purposes which were not anti-competitive in nature, that does not deny the force of Epic’s case in the sense of denying the substantial anti-competitive purpose as well.
4806 Apple says that its subjective purpose in imposing and enforcing the iOS restrictive terms was, relevantly, to be remunerated for the use of its technology and tools and access by developers, via the App Store, to iOS users. Now I accept that this was a purpose but that does not negate the existence of the substantial anti-competitive purpose. They can sit side by side.
4807 Now purpose is a state of mind to be ascertained subjectively, not objectively. And it is not in doubt that where a state of mind is to be attributed to a company, it is usually necessary to identify those individuals so closely and relevantly connected with the company that their state of mind is to be treated as that of the company. But a company’s purpose may be inferred from the actions and decisions of the collection of individuals who make the decisions that direct the corporate person’s activities, viewed in their objective context. Moreover, there may be scope to apply Professor Elise Bant’s concept of systems intentionality which has received some encouragement from at least two current members of the High Court.
4808 Further, contemporaneous documents may be considered when ascertaining subjective purpose and may be used to expose the limitations of retrospective assertions made during direct evidence.
4809 I would say now that I have preferred contemporaneous documents over oral evidence of events that have taken place many years earlier.
4810 Now due to Apple’s practice of avoiding document creation, there are few contemporaneous documents relating to Apple’s decision-making in respect of the App Store. Further, I agree with Epic that the limited documents that do exist show Apple maintaining and enforcing its contractual restrictions in a manner that is consistent with a substantial purpose of protecting the App Store from competition.
4811 Now Mr Schiller gave evidence that Apple made the App Store the sole means by which native iOS apps could be distributed to ensure that the security and privacy of iOS devices were maintained, to ensure that the user experience was as smooth and frictionless as possible, and to ensure that users had access to a range of high-quality apps which enhanced their devices.
4812 But as Epic rightly points out, this is a statement of high generality that is unsupported by Apple’s internal documents.
4813 Apple has a practice of making significant decisions about the App Store and IAP without creating written records.
4814 I agree with Epic that Apple’s best evidence of its purpose is the recollection of Mr Schiller, who claimed to recall the reasons for App Store decisions in 2007 but failed to have a clear memory of more recent events in 2018 and 2020.
4815 Mr Schiller’s oral evidence demonstrated that his recollections about Apple’s “goals” in ensuring that the App Store would be the exclusive iOS app distribution platform are unreliable.
4816 He conceded that he did not recall there being written records or reasons for the decision to adopt a centralised distribution model or his stated “goals” for the App Store.
4817 Further, Mr Schiller could not point to any written document recording the goals of the App Store, other than the “App Store Story” document prepared by Apple’s public relations team, with input from Mr Schiller, in May 2019.
4818 Now Apple has also tendered additional documents containing references to the purported goals of the App Store. But clearly those documents are from 2016 and are therefore not contemporaneous with Mr Schiller’s recollections from the time of the App Store launch.
4819 They do not alter the position that Mr Schiller’s evidence in this regard is neither credible nor reliable.
4820 But in any event, even if I were to accept Mr Schiller’s evidence in relation to Apple’s purpose, that does not negate the existence of another substantial purpose being to foreclose competition with the App Store. In my view a substantial purpose of ensuring that the App Store is the sole source of iOS native apps is a purpose of substantially lessening competition in the iOS app distribution market.
4821 Moreover, if the relevant market is the app distribution market, the purpose of ensuring that the App Store is the sole source of iOS native apps would nonetheless be a purpose of preventing or hindering to a substantial degree competition in that market.
4822 Further, Apple’s monopoly position enables it to earn substantial profits from the supply of iOS app distribution services. It also enables Apple to impose and enforce the payments tie. Given the large commercial benefits that Apple achieves from its exclusion of competitors in iOS app distribution, Epic says that I can infer that a substantial purpose of Apple’s iOS restrictive terms and the iOS app distribution conduct is to foreclose competition. I agree.
4823 Generally, I have accepted Epic’s case that Apple’s conduct was engaged in for the substantial purpose of maintaining the App Store as the only store-like interface on iOS devices, with a view to protecting Apple’s revenue from any threat of competition.
Apple’s arguments
4824 Apple has said the following against Epic’s purpose case.
4825 Apple points out that the rules of the App Store that are impugned by Epic have been the same since Apple first facilitated third parties being distributed through the App Store. It says that those rules were conceived at a time when Apple had no market power and was pioneering a new ecosystem with an innovative device.
4826 Apple says that the privacy and security features of the iPhone were a high priority for Apple and central to its brand, and the development of iOS, from the outset. Security and privacy of customer data, as well as device integrity, were critical during product development for, and the launch of, the App Store. That has continued to be the case.
4827 Apple says that when the original iPhone was first launched, it initially elected not to permit third parties to develop native apps for the iPhone because that was considered to be the best way to ensure the quality, security and privacy of the iPhone.
4828 In response to “jailbreaking”, that is, modifying iOS to enable the installation of unauthorised software, and following feedback from developers that they wanted to create native apps, Apple developed an SDK that allowed third parties to develop native apps.
4829 At the time of the launch of the App Store on 6 March 2008, Apple wanted the App Store to be a safe and trusted place for iPhone users to discover and download apps, and Apple's centralised app distribution model, coupled with human-assisted review of every app and every update, was seen as critical to protecting the functional integrity, safety and security of iOS devices.
4830 From its inception, the App Store was the exclusive platform through which native iOS apps were to be distributed. Apple says that this was to ensure that the integrity, reliability, security and privacy of iOS devices was maintained, and to ensure that app users had access to a range of high-quality apps which enhanced their devices.
4831 Similarly, in March 2009, in response to the developer feedback, Apple says that it introduced IAP to provide a secure and integrated system for effecting in-app digital transactions, including recording sales and managing payments to developers and collecting commissions from developers that use the App Store and providing or facilitating other user-friendly features such as allowing app users to view their purchase histories, manage their purchases, cancel their subscriptions, and use parental controls.
4832 Accordingly, Apple says that it was no part of its purpose, either at the time of launching the App Store, at the time of launching IAP or at any time thereafter, to foreclose or hinder competition, or otherwise to interfere with the competitive process, in any market.
4833 Rather, it says that the App Store and IAP have provided developers with a seamless, safe and trusted mechanism to offer digital content and services to app users, and which has in turn promoted competition for substitutable in-app purchases between developers of apps.
4834 Further, Apple says that it did not need to concern itself with a competitor emerging in circumstances where it was a matter for Apple whether it created such a competitor by granting it a licence to use Apple’s proprietary software.
4835 Apple invented the iOS devices and created the concept of iOS app distribution. It says that it could hardly be said that when Apple also determined to be the sole provider of apps on its own hardware using its own software it acted with a purpose of substantially lessening competition in a market for its own iOS app distribution services.
4836 Further, Apple says that the commission of 30% was set in 2008 at the time of the launch of the App Store, and at a time at which there can be no suggestion that Apple had any market power, based on Apple’s assessment of a competitive commission rate.
4837 Apple says that its business model for the App Store has been the same since that time, with the exception of the reduction of the commission payable in particular circumstances, as I have described elsewhere.
4838 Now Apple says that the evidence of Mr Schiller and Mr Federighi on this topic was clear. At the point of designing the rules for the App Store and in the period since 2008, Apple’s intention has been to preserve a safe, secure and seamless ecosystem and to facilitate third-party apps being distributed in a way that serves that goal.
4839 Further, Apple says that its purpose in seeking to design iOS devices, the iOS operating system and rules of operation to safeguard the security and privacy of users and devices was manifest in many of the basic design features which were implemented by Apple, and which have been maintained, at great expense, ever since.
4840 Further, Apple says that as to the position at the time of the creation of the App Store and the associated rules for third-party developers, Mr Schiller, who was responsible for the App Store and directly involved in the decision-making, described the objectives of Apple at the time as being to create an App Store that was a safe and trusted store for users and to create a great business opportunity for all developers.
4841 Mr Federighi has been the senior vice president of software engineering since 2012, and he started assuming responsibility for Apple’s software engineering at an earlier time and developed a thorough familiarity with the principles underpinning the App Store, which were as described by Mr Schiller.
4842 Apple says that everything that Mr Federighi said in his evidence about the priorities that have actuated him and Apple during his time in charge of software engineering demonstrates that Apple’s objects are to maintain a safe and trusted App Store which provides a business opportunity for all developers.
4843 Apple says that Epic cannot point to any direct evidence of a subjective anti-competitive purpose on the part of any relevant person.
4844 Apple says that there is an inherent oddity in the proposition that when Apple first created the App Store it acted with the purpose of lessening competition in a market. It says that at that time no market of the kind alleged by Epic existed. Therefore it says that it could not have had an anti-competitive purpose. But I would say here that I am more concerned about purpose at the start of the relevant period. Further, and in any event, why could you not have a purpose at the time of creating the original structure to preclude competitors from ever arising?
4845 Let me say something more about Apple’s contentions concerning Mr Schiller’s evidence.
4846 Now Apple says that Mr Schiller was present at the inception of the App Store, responsible for the App Store and directly involved in the relevant decision-making.
4847 Mr Schiller’s evidence was that centralised third-party app distribution through the App Store was decided upon by Apple because it was considered critical to protecting the functional integrity, safety and security of iOS devices. And it was said that these objectives are embodied in the terms of the app review process.
4848 His evidence was that the App Store review guidelines emphasise Apple’s requirement that the apps it offers fit within its highly curated App Store, and that the requirement for app review was determined by Apple to be a condition of app distribution that would work in tandem with centralised distribution to meet Apple’s objective of providing a safe and trusted user experience.
4849 Epic says that I should infer that a substantial purpose on the part of Apple in respect of its contractual requirements for app distribution through the App Store is to achieve the end of preventing any competition in the distribution of native iOS apps.
4850 But Apple says that the proposition that this was in fact a subjective purpose of Apple either at the inception of the App Store or at some time since was not directly put to Mr Schiller. Nor was it put to Mr Schiller that Apple’s stated purpose of ensuring the security and privacy features of iOS devices was an artifice.
4851 Apple says that there was no challenge to Mr Schiller’s evidence that Apple was focused on privacy and security, or that this was in furtherance of Apple’s vision for its brand.
4852 Apple says that Mr Schiller’s evidence was consistent with the contemporaneous documents identified in connection with the App Store goals discussed above, Apple’s App Store review guidelines and Apple’s marketing materials which are focused upon privacy, security and a seamless user experience.
4853 Apple also says that Mr Schiller’s evidence is also consistent with Mr Federighi’s evidence, which is important to any consideration of Apple’s purpose in the following respects.
4854 Mr Federighi’s goal has been to ensure that Apple’s iOS devices provide a seamless, safe and secure user experience. There cannot be any serious contention that Mr Federighi’s asserted purpose of implementing systems and controls to ensure privacy and security is in fact an elaborate facade. That purpose is plainly Mr Federighi’s actuating intention in relation to maintaining all aspects of a defence in depth approach to iOS devices, which approach includes centralised app distribution and app review as a key part of the iOS security architecture.
4855 Epic has said that, objectively assessed, Apple’s elaborate security system is unnecessary, and a fragmented system of different protections would do the same or a better job. But Epic goes too far in asserting that the claims made by Mr Federighi and Apple about the central objective of delivering security and privacy protection is nothing more than a convenient narrative.
4856 Epic seeks to quarantine Mr Federighi’s evidence by saying that, as he was not at Apple at the time that the iPhone was launched and decisions as to centralised app distribution were made, he cannot give evidence as to Apple’s purpose on the basis that any such evidence would be ex post facto evidence. But Apple says that that position has a number of flaws.
4857 It said that Mr Federighi has given a cogent explanation of how he acquired knowledge of the original design of the App Store, based on his discussions from 2009 onwards.
4858 It said that Mr Federighi was questioned as to his ability to give evidence concerning the development of the iPhone prior to his time at the company. His response was as follows:
… as I took on responsibility for my role starting in 2009, and, ultimately, took on responsibility for various security teams, I was involved in the development of evolutions of the technologies that had been created, and had many discussions with the engineering leads that were involved at the time of creating the security models for both Mac OS and iOS. So I educated myself on all of – all of that, and then began leading, as I said, enhancements – the evolution of those – those things, and that’s how I acquainted myself with all the technology.
4859 Moreover, Mr Federighi has been at Apple since 2009 and has been the senior vice president of software engineering for the last 12 years. Epic’s case is about the purpose of Apple’s conduct in the period since the introduction of the App Store. Apple says that Mr Federighi’s evidence is directly relevant to the entire period since 2009.
4860 Further, Mr Federighi described various important privacy requirements implemented by Apple for the purpose of protecting user privacy in respect of apps distributed through the App Store. These include rules as to data minimisation, user transparency and information control and the deployment of privacy nutrition labels.
4861 Apple says that this was accurate evidence concerning Apple’s reasons for implementing privacy features through centralised distribution and enforcement of the App Store review guidelines.
4862 Let me move to another topic. Apple says that the maintenance of user security and privacy has been a goal of the App Store from its inception and has made the following points. Apple made the following points.
4863 Mr Schiller was a key decision maker in the design and development of the App Store as senior vice president of worldwide product marketing. Mr Schiller gave evidence that the marketing and App Store development teams and the executive team raised and discussed security and privacy of customer data as a critical aspect of Apple’s devices. Centralised distribution and app review were seen as “critical to protecting the functional integrity, safety and security of iOS devices”.
4864 The focus on security was a reflection of the need, recognised at the time, to ensure the highest possible security with respect to mobile devices.
4865 As of 2006 and 2007, the experience with threats to Mac users and other computer users, in particular since the introduction of the internet, informed Apple’s concerns about security and reliability and the vulnerability of the industry.
4866 Mr Schiller explained in his evidence that it was recognised to be essential that the iPhone's core telephony functions remain uncompromised.
4867 Further, it was also recognised that the iPhone, as a device to be carried around by the user, could collect more information than other devices, such as real-time location data. The potential for serious adverse consequences from a compromise or loss of capacity has increased over time as more functions have been gained, such as the ability to make payments using credentials securely stored on the device, and as the capacity to collect more detailed personal data has increased.
4868 These priorities have defined Apple’s policies in respect of the App Store since its inception. Apple has maintained this focus and has continuously sought to improve and optimise its integrated secure hardware, software, and services offering with the objective of offering the best devices with respect to both security and privacy, and in the superior user experience it offers across its devices.
4869 Epic attacks the credibility of Mr Schiller’s evidence on this topic, focusing in particular on the way in which the two goals were expressed in his affidavit, that is, creating a safe and trusted place for iPhone users to discover and download apps and providing a great business opportunity for all developers, and whether the form of expression can be traced to some later point in time, rather than the genesis of the App Store.
4870 But according to Apple, his evidence describing the priorities that informed the design of the App Store is not about fine points of detail that a person is unlikely to remember 16 years after the event, without their recollection being prompted by a contemporaneous document record. Rather, Mr Schiller is describing basic elements of the design of the iPhone and the system for its distribution and operation. Apple says that there is nothing improbable about either the fact of Mr Schiller having a recollection of these events, or the substance of his recollections.
4871 Apple says that the documents relied upon by Epic in support of its attack on Mr Schiller do not, properly analysed, undermine the credibility of Mr Schiller’s evidence as to the goals of the App Store. It says that that evidence is consistent with the views that Mr Schiller has stated historically and which Apple has articulated since the inception of the App Store.
4872 Apple says that Epic’s attack on Mr Schiller’s evidence about the goals of the App Store is based on form and not substance.
4873 Epic’s argument oscillates between a criticism that the precise language used by Mr Schiller to describe the two App Store goals does not appear in documents that are contemporaneous with the launch of the App Store and an argument that Mr Schiller’s form of expression in describing the App Store goals has been used in other, more recent documents which he has reviewed or in respect of which his input has been sought.
4874 Apple says that this culminates in the hyperbolic submission that the App Store goals identified by Mr Schiller were carefully crafted, long after the decision to launch the App Store was made, to propagate a public narrative in the face of regulatory and media scrutiny and to shape perceptions of the App Store. That is an assertion that is belied by the history of Apple’s statements and conduct about the App Store.
4875 Mr Schiller’s description of the goals of the App Store is consistent with the reference that Mr Jobs had made in October 2007 to the “diametrically opposed” ambitions that Apple held when it announced that it was opening up iOS devices to native apps, namely the creation of a platform that is highly accessible to developers and presents as a great business opportunity for them, on the one hand, and the maintenance of the security and integrity of iOS devices, which requires the imposition of a number of protective features for the benefit of users, on the other.
4876 Let me set out some other general points made by Apple.
4877 Apple says that there is an air of unreality to the exercise of parsing the precise description of the App Store’s objectives at particular points in time.
4878 Apple says that it cannot seriously be suggested that protecting the privacy and security of iOS users was not in fact a primary objective of Apple at the time that it designed the App Store.
4879 Apple put in place, from the inception of the App Store, all of the main pillars of security architecture that have existed since that time. This involved establishing expensive and complex processes to facilitate third-party apps that only make sense from the perspective of creating and maintaining standards of privacy and security. Apple produced detailed App Store review guidelines to regulate the content of third-party apps, and safeguard the security and privacy of iOS devices and users. It created and has ever since operated a complex and resource intensive system of automated review and human review.
4880 Apple’s prioritisation of privacy and security of iOS devices, and users, from inception is also reflected in the design choices made by Apple in terms of the hardware and software.
4881 Apple implemented sandboxing restrictions on iOS that were much stricter than on macOS. The stricter sandboxing rules on iOS are important for the overall security of iOS devices. Such restrictions constrain the functionality, and access rights, of software, and therefore limit the kinds of apps that could be developed and used on iOS devices.
4882 The reason why these restrictions were imposed, and have been maintained ever since, is because of a policy choice to prioritise security and privacy over flexibility.
4883 The different arrangements in respect of sandboxing on macOS reflect a different operational context and a recognition that stricter sandboxing would take away functionality from macOS users.
4884 Now Epic asks me to find that the asserted goals of the App Store, as described by Mr Schiller, are nothing more than a carefully constructed public relations narrative created long after the relevant decisions had been made with a view to addressing regulatory scrutiny. But Apple says that such a proposition is without substance.
4885 Apple says that Mr Federighi’s evidence is also consistent with Mr Schiller’s evidence.
4886 Mr Federighi took responsibility for his role and various security teams from 2009, and was involved in the development of evolutions of the technologies that had been introduced. In that context he had many discussions with the engineering leads that were involved at the time of creating the security models for both macOS and iOS.
4887 Mr Federighi thereby educated himself on the evolution of those things, as he began leading enhancements to the system that he had become responsible for.
4888 Mr Federighi’s explanation of all of the security and privacy justifications for the measures that he has been responsible for since 2009 is consistent with Mr Schiller’s account of the purpose of Apple’s rules and security measures.
4889 Further, Apple says that the initial decision to launch the App Store, and the debate about inclusion of third-party apps on the App Store, were important elements in Mr Schiller’s career as well as in the development of the iPhone. Whilst Mr Jobs and Mr Schiller may not have understood at the time the full strategic implications for Apple, the significance of these decisions became readily apparent afterwards.
4890 Apple also says that it is unsurprising that Mr Schiller should recall the decision-making process that occurred.
4891 It says that Epic’s apparent incredulity that Mr Schiller could remember the words said at the time that Apple determined to allow third-party apps onto the App Store absent a written record is unwarranted. The words in question were straightforward, being simply an observation that because of device jailbreaking that had occurred “the decision’s been made for us”. The language, and the sentiment behind the language, are plausible and reasonable.
4892 It says that Mr Schiller admitted that there are other aspects of the discussions that occurred around this time that he does not recall with precision and likewise that he does not recall the precise dates of his discussions with Mr Jobs. That concession supports, rather than undermines, the reliability of his evidence. Mr Schiller has not engaged in a dogmatic assertion that he recalls every aspect of the decision, but he is able to state, with clarity, certain memorable aspects of the discussion.
4893 It says that that is unsurprising where, as here, a witness is recalling a discussion which led to an extraordinary revolution in the way in which software applications are made available to mobile phone device users.
4894 Mr Schiller’s recall of the reasons for the decision to adopt centralised app distribution is likewise unsurprising. It is an aspect of the iOS system which fundamentally differentiates it from competitors such as Android. It has, in Apple’s view, been fundamental to the maintenance of the well-established safety and security of the device. It is a decision which Mr Schiller has been called upon to explain on more than one occasion. All of those matters are reasons why Mr Schiller can properly be expected to recall the reasons for his decision and his recollection as to those reasons should be accepted.
4895 Epic’s attack on Mr Schiller’s recollection as to the goals of the App Store is unwarranted.
Analysis
4896 Now Apple seeks to justify the iOS restrictive terms as being required by considerations of security and privacy.
4897 Apple contends that if users could obtain apps on iOS devices by way of third-party app stores or by direct download, then that could compromise the functional integrity and security of those devices, and the privacy of the user data contained on them.
4898 Apple contends that the same consequences could flow if app developers were permitted to use in-app payment methods other than IAP for facilitating payments within iOS apps for digital goods and services.
4899 By way of justification of its conduct, Apple also advances certain contentions as to its intellectual property and the nature of the DPLA.
4900 Now to be relevant in respect of s 46 questions of purpose and effect, Apple’s justifications must negate one, or both, of the following propositions being, first, that Apple’s impugned conduct had a substantial purpose of substantially lessening competition in the relevant markets and, second, that the impugned conduct had or was likely to have the effect of substantially lessening competition in the relevant markets.
4901 But Apple cannot deploy its justifications by seeking to identify, in a market other than the relevant markets, a supposedly countervailing, pro-competitive effect or likely effect of its conduct.
4902 Now Apple relevantly deploys its justifications in respect of questions of anti-competitive purpose in the following ways.
4903 First, it says that the purpose of the impugned terms is to promote the pro-competitive objectives of ensuring the security and privacy of iOS devices and their data, and provide a superior user experience, and to remunerate Apple for the use of its technology and tools and for access, via the App Store, to iOS users.
4904 Second, it says that it was no part of Apple’s purpose, at any time, to foreclose or hinder competition.
4905 Now Apple says that its subjective purpose in imposing and enforcing the iOS restrictive terms was to ensure the security and privacy of iOS devices and their data, and to provide a superior user experience, to the exclusion of a substantial anti-competitive purpose.
4906 But I agree with Epic that Apple’s asserted subjective purpose is controverted by the fact that centralised app distribution is not necessary for Apple to achieve those outcomes.
4907 The centralised app distribution model was determined when the iPhone was nascent. And Apple’s centralised app distribution model for iOS devices has been unchanged since third-party native apps were first made available on iPhone in 2008.
4908 Now Mr Federighi said that Apple built centralised app distribution as an additional security layer for iOS devices by reason of the heightened threat model for iOS devices. And according to Mr Federighi, the heightened threat model of iOS devices relative to Macs arises in part from the fact that the number of iPhones is an order of magnitude greater than the number of Macs, and that iPhone users are far more likely to download apps than Mac or other PC users.
4909 Now Apple decided to make third-party native apps available on iPhone in October 2007, just months after the initial launch of the iPhone. I will discuss the October 2007 documents later. But Mr Federighi was not at Apple at the time of the launch of the iPhone.
4910 Now he suggested that Apple’s threat model was developed in 2007, but he was not at Apple for some of the initial work. Moreover, he attached no contemporaneous documents to his affidavit about the threat model. It would seem, surprisingly if I may say so, that the threat model itself was undocumented.
4911 Now as Epic says, when the iPhone was launched, Apple could not have known that there would come to be one billion iPhone users, or more than 1.8 million apps, or that Macs would represent one-tenth of the economic opportunity of iOS devices. And nor could Apple have known about the greater propensity of iPhone users to download apps, as compared to Mac and other PC users.
4912 I agree with Epic that these cumulative circumstances point against the proposition that the purpose of implementing centralised app distribution in around 2008 was to ensure the security and privacy of iOS devices and their data, to the exclusion of a substantial anti-competitive purpose.
4913 Further, there is no documented threat model for iOS devices. Let me elaborate.
Absence of documented threat model
4914 Apple did not adduce evidence of any formalised or documented threat model developed by Apple for iOS devices, whether from around 2007 or since. Mr Federighi largely only referred to the existence of a conceptual framework for a threat model, which was not documented and the boundaries and content of which were elusive, other than that “defence in depth” was applied.
4915 Mr Federighi was questioned at length on this topic. As Epic has said, he had no direct knowledge of any threat model assessment performed by the iOS security team at the time that the iPhone was launched. He said that there was no standing document that was Apple’s threat model for iOS devices. He suggested that Apple does not even prepare risk assessments in relation to iOS devices, whether as to risks to Apple or risks to consumers who are purchasing its products.
4916 Further, as Epic has said, although Mr Federighi’s evidence was to the effect that iOS devices face a different threat model as compared with macOS devices, which justifies a different and more restrictive security architecture, he did not look for any document which identifies any specific threat model for macOS at the point of its introduction or since.
4917 Now if a motivating factor for Apple’s fundamentally different security policies in respect of app distribution as between iOS and macOS was the different threat model faced by iOS devices as compared with macOS devices, as Epic points out, one might reasonably expect that Apple would have had in place and maintained over time a formalised or documented threat model in which the allegedly different and more significant security risks faced by iOS devices were rigorously analysed.
4918 Yet on the evidence before me Apple does not have, and has never had, a formalised or documented threat model for iOS devices.
4919 Let me say something more about the inadequacy of Apple’s evidence, which Epic has driven home with some force if I might say so.
4920 Now Mr Schiller and Mr Federighi gave evidence as to Apple’s subjective purpose for implementing and maintaining centralised app distribution on iOS.
4921 But I agree with Epic that their evidence in respect of Apple’s decision-making in this regard was inadequate, unreliable and uncorroborated by contemporaneous internal documents.
4922 Moreover, I agree with Epic that the evidence, such as it was does not support a finding that Apple’s purpose in centralising native app distribution via the App Store was, and remains, to ensure the security and privacy of iOS devices and their data, to the exclusion of a substantial anti-competitive purpose.
4923 Now Apple has relied principally on the evidence of Mr Schiller to establish its subjective purpose.
4924 But at its highest, as Epic correctly said, Mr Federighi’s evidence was a blending of memories of numerous discussions that he had had with unnamed Apple employees after rejoining the company in 2009, unsupported and not informed by any contemporaneous documents authored by Apple’s security team. For that reason, I have given Mr Federighi’s evidence minimal if any weight.
4925 Now Apple introduced into evidence certain public-facing documents which were received as expressions of opinion about the threats posed by decentralised app distribution and the security and privacy protections built-in to iOS devices.
4926 But to the extent that Apple has relied on any of those documents as evidence of its subjective purpose, those materials have questionable value and weight. As Epic says, they post-date Apple’s decisions regarding centralised distribution on iOS by many years.
4927 Now as Epic said, Mr Federighi accepted that the documents were prepared as pieces of advocacy for a policy-making audience. And on my review of them, the opinions expressed in the documents are larded with self-serving statements and conjecture. Further, some of them were produced in the face of legal and regulatory scrutiny into the conduct the subject of this proceeding, and were not even close to being supported by rigorous analysis or relevant empirical evidence.
4928 As Epic says, Apple has neither produced, nor adduced, any internal decision-making documents, or documents evidencing or informing relevant decision-making, concerning Apple’s adoption and maintenance of centralised app distribution on iOS which support Apple having the subjective purpose of ensuring the security and privacy of iOS devices and their data. I infer that no such documents exist.
4929 Now in its opening, Apple referred only to a self-serving marketing document from 2007 in support of its contention as to its subjective purpose, being Mr Jobs’ public announcement regarding Apple’s decision to permit third-party apps on iOS devices. But as a public announcement that is not corroborated by other internal documents, I have given it the weight that it deserves.
The October 2007 documents
4930 Let me turn now to what I would describe as the October 2007 documents, which in my view have considerable relevance to the purpose question.
4931 Now there was a document produced in October 2007 apparently in draft headed “Third Party Applications on Mac OS X Embedded” which was to apply to the iPhone OS. It was shown as being prepared by Mr Mitch Adler, Mr John Wright, Mr Dallas De Atley and others.
4932 It clearly contemplated third parties distributing native apps outside the App Store. And there was no reference at all to that being a security concern such as to ban the practice or functionality.
4933 The document contained the following extracts:
4934 Clearly, Apple signing was contemplated, but there was no reference to any insurmountable security concern that justified banning the downloading, sideloading or distribution of native apps outside the App Store.
4935 It then said:
4936 A similar point can be made to what I just said concerning the previous extract. Any security concern could be addressed by Apple signing.
4937 Of course though, Apple was concerned to protect revenue, as this extract states. Indeed Mr Schiller was a little evasive in my view when taken to this passage in cross-examination.
4938 It then said:
4939 So, distribution was clearly contemplated outside the App Store. Further, the question of Apple signing was left “as a policy decision”.
4940 It then said:
4941 It then said:
4942 So, it was contemplated that third parties could distribute native apps outside the App Store.
4943 It then said:
4944 This appendix C exemplified the process under which there could be the distribution of native apps outside the App Store subject to code signing.
4945 Now Apple sought to explain away this material by what seemed to me to be a very unconvincing narrative.
4946 Mr Federighi gave evidence explaining the so-called anachronistic nature of the macOS X Embedded document. He explained that macOS X was an operating system that was current in the early 2000s and that, by the time Epic assumes the document to have been created, the expression “iPhone OS” had been publicly used for a long time.
4947 Apple said that the document is an early technical paper prepared by members of Apple’s engineering team in relation to the technological options that might be available to Apple in safeguarding security if third-party applications were permitted on macOS X Embedded devices. macOS X Embedded was an early forerunner of the operating system which ultimately developed into iOS.
4948 Apple said that the document records that its purpose is both technical and narrow. It “defines the goals, approach, and basic methods for application identification and privileged access on Apple devices …”. It was not an attempt to encapsulate the goals of the App Store. Nor can it be said to record or reflect any business decision that had been or was in fact made as to the appropriate method by which third-party apps would be made available on iOS devices.
4949 Apple said that the document is in draft form, and points to the requirement that decisions will need to be made in the future as to the technical approach to be taken to the installation of third-party applications on a macOS X Embedded platform.
4950 It says that the document is replete with references to assumptions which themselves require further work. For example, it is assumed that the device on which the platform will run will have “a sandbox”, yet to be created, “a topic which requires its own analysis and investigation”. Most importantly, the document records that “what remains to be defined is how signed applications will be installed on the device”. The document proceeds on an assumption and “recommendation” that distribution of apps would be performed through iTunes. To the extent that this document relates to iOS devices, that is a concept that was never in fact implemented by Apple.
4951 It says that all of these factors are consistent with this document being an engineering document, prepared as a draft in the relatively early days of iPhone development, that considered potential options for app distribution, with some of the key assumptions not aligning with the ultimate design choices.
4952 It says that insofar as the document could be taken to say anything of substance as to Apple’s goals concerning the introduction of third-party applications on an early version of the operating system which became iOS, the document is not inconsistent with the dual goals identified by Mr Jobs and Mr Schiller.
4953 It says that under the heading “Goals”, the document records a desire to facilitate developers building apps for an Apple platform and an objective of preventing and discouraging the deployment of malware on Apple’s platform.
4954 Apple said that security is the clear focus of the document, as reflected in the introductory paragraphs which explain that the “transition from a closed system to an open model demands answers to questions of control and security”. The document says that “[i]n order to maintain the integrity of the system we will have to restrict the manner in which third party applications can run, but also provide a compelling environment for development”.
4955 Apple says that these objectives are consistent with the twin aims later articulated by Mr Jobs and Mr Schiller. The fact of inclusion of additional goals of revenue protection and independent application distribution in the document does not undermine any of Mr Schiller’s evidence as to the goals of the App Store as determined by Apple’s executives at the time of launching the App Store. Further, Mr Schiller’s evidence was that he had not seen or heard of the goals of the App Store being expressed in that way and that Apple had a goal of making revenue for itself and third parties rather than protecting revenue, a concept which did not make sense to him in the context of the document.
4956 Further, Apple says that the document predates any concrete form of proposal for third-party app distribution on iOS devices, such that there was no revenue to “protect”, in the sense of being at risk of being lost. The reference to “protecting” revenue for “Apple and third parties who subscribe to Apple’s distribution method” is more sensibly read as a reference to having a system that securely processes revenue associated with third-party apps.
4957 Further, Apple says that I should reject Epic’s submission that the document should be read as evidence of Apple contemplating that it would allow sideloading or direct distribution on the iPhone. As already identified, the document is a technical paper in draft form. Further, it too makes plain that technical restrictions on app distribution on the platform under contemplation would be required in order to ensure device safety (“it allows Apple to prevent third parties from simply building and distributing their applications on a wide scale”) and emphasised the need for app revocation ability. Apple says that even at this fledgling stage, there was not any endorsement of the appropriateness of allowing sideloading.
4958 But I agree with Epic’s take on this material, which reflects both the content and context.
4959 Now this document, created when iOS was nascent by Apple employees whose responsibility included iOS security, shows that Apple contemplated decentralised app distribution for iOS, similar to the model for app distribution on macOS. And the authors did not consider there to be any security concerns with decentralised app distribution that could not be satisfactorily addressed by digital code signing and app sandboxing.
4960 To Mr Federighi’s understanding, at the time of the document’s creation, Mr Adler and Mr De Atley worked on a team focused on iOS security, and Mr Wright led the core operating system component of the iOS project. The references to “MacOS X Embedded” are references to iOS.
4961 As Mr Federighi explained, the MacOS X operating system used on Mac devices was chosen as the foundation for iOS, and for a time during its development iOS was referred to as MacOS X Embedded.
4962 Mr Federighi accepted that the document was prepared by the iOS security team and that it discussed the opening up of the iPhone to third-party native apps.
4963 The document indicates that Apple contemplated the technical architecture required for decentralised app distribution on MacOS X Embedded. Mr Federighi agreed that the model contemplated apps being digitally signed by Apple, and developers distributing such applications “as they wish”. Indeed, the document said that Apple “will distribute third-party applications through the iTunes Music Store. However, [Apple’s] model will allow for third parties to distribute their own applications”.
4964 Now Mr Schiller disagreed with interpretations of the document that Mr Federighi accepted. But given the nature of the document and Mr Schiller’s lack of technical expertise, I prefer the evidence of Mr Federighi, Apple’s most senior software engineer.
4965 The document describes the decision whether to allow developers to distribute their apps “on their own” or via “the online store” as a “policy decision”.
4966 Mr Federighi accepted that the term “policy decision” is “routinely” used within Apple, but did not offer a clear explanation of what he understood the term to mean. Instead, Mr Federighi said that “policy decision”, in this context, could mean a range of things, including “security policy”, “user interface policy” or “customer experience policy”.
4967 I agree with Epic that the appropriate inference to draw, based on the use of the term in the context of the document, is that the relevant decision about implementing decentralised app distribution was a policy decision in that it was to be made by reference to subjective business and commercial criteria as opposed to technical feasibility. I do draw that inference.
4968 Further, the document does not identify any security concerns associated with decentralised app distribution on iOS. Mr Federighi agreed that the document neither recommended that distribution of Apple-signed apps should be limited to a single Apple-controlled distribution source, nor that centralised distribution was safer than distribution via third parties.
4969 The authors of the document, individuals specifically involved in and concerned with matters of iOS security, identified at the outset that the transition from a closed to an open model “demands answers to questions of control and security”. But the “answers” to those questions of security were digital code signing and app sandboxing. There are technologies that the experts in this proceeding agreed are critical to app distribution security, and which can be applied irrespective of distribution channel.
4970 Nowhere in the document did the authors suggest that decentralised distribution is a security concern, or that centralised distribution is a security mechanism.
4971 For those reasons, I agree with Epic that the document gainsays Apple’s contention that its decision to centralise native app distribution via the App Store was for the purpose of ensuring the security and privacy of iOS devices, to the exclusion of a substantial anti-competitive purpose.
4972 Now the document is one of the few contemporaneous documents produced by Apple in the proceeding. It was prepared, inter-alia, for the purposes of briefing Apple’s executive team.
4973 That can be seen from an email dated 11 October 2007 from Mr Forstall to Ms Kim Vorrath, where Mr Forstall sought the document as one of two whitepapers which had been prepared prior to an executive team discussion.
4974 Mr Forstall was to meet with the executive team to discuss the paper, including the open policy question about app distribution outside the App Store, and then the following week he was to go over the open policy questions with the marketing team.
4975 The further document produced in October 2007 headed “Application Distribution and Deployment on MacOS X Embedded” was prepared by the same individuals and was also directed to ultimately the iPhone and iOS. This was attached to Mr Forstall’s email.
4976 It contained the following statements:
4977 It also said:
4978 I should say that Mr Schiller disavowed the revenue statement, but in my view his disavowal was problematic.
4979 It also said:
4980 It also said:
4981 It also later said “Apple-signed but developer-distributed software is still under policy consideration”.
4982 It also contained a similar appendix C to the other document.
4983 Similar comments can be made to what I have just said concerning the draft document “Third Party Applications on Mac OS X Embedded”. Now this draft document is incorrectly dated 2 November 2020, but its metadata indicates that it was created around October 2007. Now although the document is a draft, there is no reason to think that the authors of the document did not accurately state the position as matters stood at the time of the document.
4984 The final version of the document, attached to Mr Forstall’s email referred to above and headed “Application Distribution and Deployment on Mac OS Embedded”, does not appear to be a draft. It is the version that Mr Forstall was to use to discuss the matters with the executive team and others within Apple.
4985 In my view, and as Epic correctly says, given the lack of documents created by Apple employees, there is no better source for Apple’s unvarnished and contemporaneous views than these two documents.
4986 Both versions of the document demonstrate or manifest the following points, as Epic correctly points out.
4987 First, a goal of the App Store was to “protect revenue for Apple and third parties who subscribe to Apple’s distribution method”. That was Apple’s goal, whatever the ultimate outcome of the “policy decision”.
4988 Second, the App Store model that was being prepared would allow for third-party distribution. Both documents included an example developer who would “[s]ubmit to Apple for signing” and then “[g]et signed image and deploy as [they] wish”.
4989 Third, there remained a “policy decision” about whether Apple would, in fact, allow third-party distribution. The document attached to Mr Forstall’s email said “Apple-signed but developer-distributed software is still under policy consideration”.
4990 Importantly, as Epic says, the document does not identify any security concerns associated with decentralised app distribution on iOS. A further Mr Forstall email indicates that the option of having third-party app distribution was still an open question in April 2008.
4991 Now this all in my view is evidence that shows, at least by omission, that Apple’s prohibition on sideloading or downloading of native apps outside the App Store was not for a dominant or substantial purpose of dealing with a security risk.
4992 Indeed, in terms of the documents tendered before me, such a suggestion only appears to have been made many years later when Apple likely perceived that selling premium type security protection, which carried with it premium pricing, was one way to justify technical restrictions that delivered to it significant commercial upside but also enabled it to maintain high walls around its digital ecosystem.
4993 Putting it another way, these documents more support Epic’s case that the restriction was for a substantial anti-competitive purpose. Moreover, even if a substantial purpose was to protect against security risk, that does not necessarily negate a substantial anti-competitive purpose.
4994 Let me deal with some further matters.
Mr Schiller’s evidence
4995 I agree with Epic that the documents that I have just discussed provide me with a reason to reject Mr Schiller’s description of aspects of the purposes of the App Store at [65] and [67] of his affidavit where he said:
In my role as a key decision maker in the design and development of the App Store as Senior Vice President of Worldwide Product Marketing, I, and other key decision makers, discussed and decided that the App Store would be developed with two goals in mind:
(a) First, the App Store would be a safe and trusted place for iPhone users to discover and download apps. Even though the App Store contains third party developer apps (in addition to Apple’s own apps), it is identified by users as an Apple storefront and it was key to our vision that our brand stand for a safe and secure environment for users of Apple branded devices. In this regard, Apple’s centralized app distribution model - coupled with human-assisted review of every app and every update - was seen as critical to protecting the functional integrity, safety and security of iOS devices. Apple would not be able to conduct effective app review, and thus protect the functional integrity, safety and security of iOS devices, were it not for its centralized app distribution model, because software could be downloaded to the device from external third-party sources with no oversight by Apple.
(b) Second, Apple considered that the App Store would be a great business opportunity for all developers. The App Store helps developers from start to finish - build, test, market, and distribute apps and grow their businesses. Apple provides developers with a secure, trusted, and accessible marketplace which provides developers immediate access to consumers in 175 regions and in over 40 languages. Apple’s dedicated SDKs and developer services feature more than 150,000 APIs. When Apple releases new technologies and functionality, developers get access to those features automatically. Apple verifies user accounts to check that developers’ users are real, helps to see that developers get paid, and helps ensure that developers’ intellectual property is protected. Apple also assists with tax obligations in over 60 regions. The App Store has a global marketing team whose sole purpose is to drive discovery and engagement. Campaigns and programs are created to assist, inform, and inspire users while also helping developers drive downloads and redownloads of their apps and games. The App Store seeks to improve the experience of both iPhone users and app developers, and make it more likely that users will continue to purchase Apple devices because of the host of trusted and quality apps available.
…
In my role as a key decision maker in the design and development of the App Store I helped design and develop the App Store’s core business terms. From its inception, the App Store was to be the exclusive platform by which native iOS apps written in Apple’s proprietary software code were to be distributed. This was to ensure the security and privacy of iOS devices were maintained, to ensure that the user experience was as smooth and frictionless as possible, and to ensure that users had access to a range of high-quality apps which enhanced their devices.
4996 Further, I reject Apple’s contention that it was necessary for Epic to demonstrate that Apple was considering an option for decentralised app distribution that would have recognised that Apple’s security concerns could be met, and that Apple rejected that option for the purpose of substantially lessening competition. As Epic says, such a contention assumes a standard of documentary perfection which is inappropriate, particularly in the light of Apple’s lack of record making or record keeping.
4997 And in any event there was no meaningful security assessment about the risks that would arise by allowing third-party apps to be distributed to iOS devices when that decision was made.
4998 Now there is little doubt that Mr Schiller was challenged on his affidavit evidence about the two goals of the App Store (at [65]) and that the App Store was to be the exclusive platform for third-party apps for reason of security (at [67]).
4999 As Epic says, it was put to Mr Schiller that in swearing [65] of his affidavit, he was reliant on his memory, that the paragraph was based on the “App Store Story” document, and that the paragraph did not provide a true and correct account of the goals of the App Store because it omitted the goal of making money for Apple.
5000 And it was also put to Mr Schiller, by reference to the Mac OS X Embedded document, that a goal of Apple was to “protect revenue for Apple and third-parties who subscribe to Apple’s distribution method”, which Mr Schiller denied.
5001 Further, Epic challenged [67] of Mr Schiller’s affidavit concerning matters of security. But after discussion with myself and an indication from senior counsel for Apple that no Browne v Dunn point would be taken, that aspect of the cross-examination did not need to proceed on the basis that Mr Federighi would be asked about the detail of security matters. The question of whether centralised distribution was necessary for the purposes of security was then addressed in Mr Federighi’s cross-examination. I did not have time given the tight time-table to permit unnecessary duplicative cross-examination, particularly of a witness such as Mr Schiller who knew little about security.
5002 I do not accept Apple’s assertion that Mr Schiller was not challenged on matters of purpose. Let me deal with another aspect.
5003 Now in an endeavour to support its “security” purpose, Apple sought to use the crutch of a 10 December 2016 email from Mr Schiller and a 2016 document titled “App Store Board of Directors Update” that went to Apple’s board of directors. I note that the two “pillars” set out in Mr Schiller’s email and the presentation are similar concepts to the two goals identified in [65] of his affidavit.
5004 Mr Schiller’s email described his thinking on the App Store’s purpose in connection with a paper being prepared for Apple’s board. He said that “I always think of the App Store as having two goals: - Providing a safe and fun place for customers to find software - Creating an opportunity for all developers to build their business”. Apple says that the email can and should be taken at face value, being a statement by Mr Schiller, as a member of Apple’s most senior executive group, to his fellow senior executives, in connection with the preparation of a board paper, in which he is explaining how he has always seen the App Store.
5005 Now Mr Schiller said that he came up with the words for the two goals of the App Store and that they are words that he has used many times. But I should say now that I found Mr Schiller’s evidence and Apple’s assertions on these matters problematic, for reasons Epic largely advanced.
5006 The email and presentation were from some eight years after the App Store was launched. They are hardly contemporaneous documents.
5007 Moreover, as Epic says, Mr Schiller’s email did not say that the two goals he identified formed the basis upon which he and others decided to adopt centralised distribution in 2008. On the contrary, Mr Schiller expressed the way that he, personally, thought about the App Store’s pillars. The email shows that Mr Cue thought that these pillars were new (“Phil’s suggest[ed] pillars are great”, and “[t]ake another stab at this with the new pillars and beyond”).
5008 And as Epic says, this debate within Apple itself illustrates that Mr Schiller’s evidence is unreliable.
5009 Mr Fischer was responsible for running the App Store business, yet he formulated “three pillars” of the App Store which differed from Mr Schiller’s. And further, when Mr Schiller identified his two goals, neither Mr Fischer nor Mr Cue wrote back to indicate that this also reflected their understanding of the App Store’s goals.
5010 I agree with Epic that this is an indication that Mr Schiller’s two goals were not goals others in the business shared including Mr Cue.
5011 Second, Mr Schiller refused to accept that it was any part of Apple’s purpose, in launching the App Store, for Apple to make money. Mr Schiller instead referred to seeking “to create a business opportunity for developers, and we would make money when developers made money. So it’s a by-product of working together with them”.
5012 But clearly Apple wanted to make money. It is recorded in the Mac OS X Embedded document that was presented to the executive team. I agree with Epic that for Mr Schiller to deny the obvious and seek to convert it into marketing spin is illustrative of his approach to his evidence generally.
5013 Generally, as Epic says, Mr Schiller could not identify any contemporaneous documents from the time that the App Store was launched referring to the goals identified in his affidavit. Indeed, as I have indicated, Apple’s internal documents from that time show that these two goals do not reflect a complete and accurate description of Apple’s objectives in making the App Store the exclusive platform for iOS app distribution.
5014 So, as I have already said, the 2007 document titled “Third Party Applications on MacOS X Embedded” refers to the following goals in respect of third party app distribution: (a) “encourage and foster development of applications by individuals, third party software vendors and corporations”; (b) “prevent and discourage the deployment of malware on the platform”; (c) “protect revenue for Apple and third parties who subscribe to Apple’s distribution method”; and (d) “allow enterprise customers to deploy their own software”.
5015 Further, notably, the two App Store goals referred to in Mr Schiller’s affidavit appear for the first time in June 2016.
5016 Apple placed much store on the June 2016 App Store review guidelines which said that “[t]he guiding principle of the App Store is simple – we want to provide a safe experience for users to get apps and a great opportunity for all developers to be successful”. It says that this description accords with the objective elements of the design and operation of the App Store since its inception, as well as with Apple’s statements.
5017 Now as I have indicated, in my view Epic successfully attacked Mr Schiller’s evidence concerning the inclusion of the “two goals” in the App Store review guidelines published on 18 June 2016.
5018 But in any event this is a much later created document, it is self-serving, it has the whiff of a marketing document in part, and in any event does not negate a substantial anti-competitive purpose for imposing and maintaining the relevant restrictions.
5019 Apple’s internal documents reveal that the two goals were then put forward by Mr Schiller to Mr Cue in December 2016.
5020 Let me say something more about the narrative.
Later 2019 documents and the App Store “story”
5021 Now the next internal record referring to the so-called goals is from May 2019, in a document titled “App Store Story”. This document was drafted by the Apple public relations team, with input from Mr Schiller. At the time, Mr Schiller was aware that Apple was facing increasing levels of regulatory scrutiny and allegations that it was abusing its control over the App Store. Let me refer to some of the context, as Epic has correctly summarised.
5022 In March 2019, Spotify filed a complaint against Apple with the European Commission. The complaint alleged that Apple had abused its dominant position in relation to iOS app distribution.
5023 In April 2019, the Netherlands Authority for Consumers and Markets published its report on mobile app stores following a market study. The report found that the mandatory use of IAP may affect competition and that Authority launched an investigation into whether Apple abuses its position through the App Store.
5024 On 3 May 2019, Mr Rosenstock, in corporate public relations at Apple, circulated an email to Mr Cook, Mr Schiller, and others. The email attached a Bloomberg news video in which the head of the European Commission stated the Commission was “definitely not done yet” with investigations into “big American tech companies”.
5025 On 6 May 2019, Ms Levine, a director of App Store corporate communications at Apple, circulated an email to Mr Fischer, vice president and head of the worldwide App Store, and others stating that the Financial Times had reported the European Commission would commence an inquiry into Spotify’s complaint against Apple.
5026 In early May 2019, Apple was awaiting an appeal decision by the US Supreme Court in a class action proceeding brought by Mr Pepper on behalf of consumers against Apple. The proceeding alleged that Apple had monopolised the market for iPhone apps in the US and that consumers had been damaged by Apple’s 30% commission.
5027 In this context, it would seem, as Epic says, that Apple started building the narrative that became known as the “App Store Story” about how it welcomed and promoted competition for the App Store.
5028 An internal Apple email dated 9 May 2019 from Ms Huguet Quayle, vice president worldwide communications at Apple indicates that the objective of the document was to set out “App Store messaging … in relation to competition”, with the intention that the document would ultimately be used to “inform any public facing website or other communication”.
5029 Apple’s internal documents refer to the following events that led to the creation and public release of that narrative, which Epic has correctly summarised.
5030 On the afternoon of 6 May 2019, Ms Adams arranged a meeting with Apple executives, including Mr Schiller and Ms Huguet Quayle, with the subject matter “App Store”. It can be inferred that the scheduling of this meeting was at least substantially in response to the Financial Times report regarding Spotify’s complaint against Apple.
5031 On 7 May 2019, Apple began working up the “App Store Story” document, described by Ms Huguet Quayle as “the App Store competition document”.
5032 The first version of the document appears to have been prepared by Apple’s public relations department and was sent on 9 May 2019 to Mr Schiller, and copied to Mr Cook and other Apple executives.
5033 This version of the document sets out Apple’s narrative of how the App Store fosters competition:
Our goals from day one:
1. Create a safe and trusted place for customers to discover and download software for their Apple devices
2. Give all developers an equal opportunity to succeed
…
We would never impede competition – it drives us to be better, and it means better products for our customers. We are not and never have been a monopoly by any definition – neither in our marketshare, nor in our actions.
5034 In response to the circulation of the document, Mr Fischer expressed to Mr Schiller in an email on 9 May 2019 that he was “frustrated that PR didn’t send this draft to any of us” before it went to Mr Schiller, Mr Cook and Ms Adams.
5035 Thereafter, Mr Schiller provided considerable input into the substance of the “App Store Story”, including circulation of an updated App Store Story document on 16 May 2019 with a new section titled “We compete everyday”.
5036 In the midst of those events, Mr Schiller, Mr Cook and other Apple executives visited Washington DC in May 2019 for meetings with over 70 journalists, including those described as “agenda-setting” and “some of the most influential reporters in DC”. The issues proposed for discussion during those meetings included, for example, “App Store competition”, Apple’s “economic contributions”, and that “Apple is not a monopoly by any metric”. I agree with Epic that the readily available inference arising from the timing and content of the trip is that it formed part of Apple’s overall lobbying efforts to diffuse regulatory pressure at that time, of which the “App Store Story” was central.
5037 On 3 June 2019, the US House Judiciary Committee announced an investigation into competition in digital markets.
5038 I agree with Epic that the events described above demonstrate that the App Store goals expressed by Mr Schiller were carefully crafted long after the relevant decisions were made, so as to propagate a public narrative about the App Store’s pro-competitive values in the face of regulatory and media scrutiny and in so doing shape public perceptions of the App Store.
5039 In other words, as Epic has said, the narrative as to the App Store’s “goals” is just that, a narrative. Mr Schiller has just adopted this in his affidavit and then conveniently sought to retrofit and then back date this to 2008.
5040 Further, the references to “competition” in some of these documents do not correspond with reality or Apple’s internal documents. I agree with Epic that they are merely part of a public relations exercise seeking to address the increasing level of antitrust scrutiny.
General
5041 Further, I agree with Epic that other aspects of Mr Schiller’s evidence manifested difficulties.
5042 First, he disagreed with a statement in an undated presentation titled “App Store Concept” that the small business program “only makes sense if Apple is the one App Store on iOS and Apple runs all of the payment processing with IAP”. But they were his own words. His attempt to blame his mistake on thinking about a 15% proposal rather than 0% was problematic to say the least.
5043 Second, he refused to agree that the video partner program was first publicised by Apple in September 2020, even despite documents which showed that to be the case. He vacillated between denying that proposition and saying that he did not know, eventually settling on saying that he did not know. Moreover, he denied the obvious effect of an email to him referring to the commission structure of the video partner program “still being worked out”. Despite accepting that there was nothing else in the email which had a commission structure relating to it, he refused to accept the obvious meaning of the words of the email, being that he was wrong about when the details of the video partner program were finalised.
5044 In summary, Mr Schiller’s evidence was unreliable on aspects of Apple’s true purpose(s). Moreover, Apple’s poly-filler, namely, Mr Federighi’s evidence was not a complete repair even if I accept that a substantial security purpose was part of the mix.
5045 Now Apple says that if I do not accept the reliability of Mr Schiller’s evidence, Mr Federighi’s evidence is sufficient for me to conclude that Apple did not have a purpose of substantially lessening competition.
5046 But as Epic says, given that Mr Federighi was not at Apple at the time that centralisation was settled upon, his evidence cannot establish even the proposition that security was one of several reasons for Apple’s decision to initially adopt a system of centralised app distribution.
5047 But in any event, Mr Federighi did not in any way purport to set out Apple’s purposes in designing the App Store. He was not there at the time. Rather, Mr Federighi’s affidavit explained the security benefits that he says flow from centralised app distribution.
5048 But I agree with Epic that that is not sufficient to demonstrate anything about Apple’s subjective purpose in centralising distribution, still less that security was Apple’s only reason for adopting a system of centralised app distribution.
5049 Now I agree with Epic that if Mr Schiller’s evidence is unreliable on all of this, which it is, the highest that Mr Federighi’s evidence could feasibly go is that security might have been one of several reasons for Apple to adopt a system of centralised app distribution.
5050 But I agree with Epic that it would remain the case that Apple intended to prohibit alternative methods of distribution, which was a substantial purpose of Apple. As Epic put it, that is a fortiori where the consequence of adopting a model of centralised distribution necessarily brought about the absence of competition.
5051 In my view, the specific prohibition on any other method of distribution confirms that anti-competitive purpose. So even if and to the extent that the model of centralised distribution served a security purpose, it also served a substantial anti-competitive purpose. In my view, and even accepting in favour of Apple a security purpose, Apple acted with both substantial purposes in imposing or maintaining the relevant restrictions.
Other matters and conclusion
5052 Now Apple says that in respect of the temporal aspect of Epic’s case on purpose, Epic’s forensic case is that Apple had a purpose of substantially lessening competition from the launch of the App Store in 2008 and continuing throughout the relevant period.
5053 Further, Apple says that if I accept that there was no anti-competitive purpose in 2008, then Epic would need to identify some change between 2008 and the beginning of the relevant period in 2017, which it has not done.
5054 Now in my view the evidence demonstrates that a substantial purpose of Apple in 2008 was to foreclose all other distribution methods that might compete.
5055 But in any event the issue that arises for my determination is the pleaded case, which is whether Apple had a purpose of substantially lessening competition at the outset of the relevant period in 2017 and throughout the remainder of the relevant period.
5056 And on that score, and as Epic correctly points out, on the pleaded issue I can take the whole of the evidence into account, including evidence going back to 2008.
5057 Now given that I have rejected Mr Schiller’s evidence on the question of purpose and there are limitations of Mr Federighi’s evidence on this topic, I am then left without positive evidence of Apple’s purpose throughout the period. That leaves me to infer Apple’s purpose based upon the obvious effect of the relevant restrictive provisions and the other matters that I have discussed.
5058 In summary, in my view at the start of the relevant period Apple had a substantial purpose to substantially lessen competition in terms of imposing or maintaining the relevant restrictions save and accept perhaps the “app store within an app store” restriction.
5059 Further, even if Apple had some legitimate purpose such as to protect security, that does not negate the existence of a substantial purpose to protect Apple’s position as a monopoly supplier of iOS app distribution services without significant competitive constraints.
App Store within the App Store
5060 Let me say something concerning Apple’s ban on rival app stores within the App Store. Moreover, in terms of context, it should also be recalled that unlike Google, Apple does not permit the direct downloading or sideloading of rival iOS app stores. Google of course permits this concerning rival Android app stores.
5061 Now I am not persuaded that the restriction precluding rival app stores within the App Store had an anti-competitive purpose relevant to the iOS app distribution services market.
5062 First, such a ban is targeted if at all against competitors rather than competition.
5063 Second, like Google, Apple seems to have had various purposes for such a ban. One purpose was to address security risk as Apple saw it. Another purpose was to prevent free riders. And an associated purpose was to protect the asset that it had invested in and built up.
The effect of Apple’s conduct in the iOS app distribution market
5064 Now the iOS app distribution conduct prohibits the distribution of iOS apps through alternative app stores or through direct downloading.
5065 The iOS app distribution conduct has the effect that the only app store that can be installed and used on iOS devices is Apple’s App Store. No alternative source of supply of app distribution services is available to developers or iOS device users. This precludes competition.
5066 Now in my view, in the counterfactual, there would be competition in the form of alternative app stores.
5067 The appropriate counterfactual to use to assess the competitive effects of the iOS app distribution conduct is one in which impediments for alternative app stores and direct downloading of apps on iOS devices are removed. That counterfactual would involve various elements, which I will elaborate on in detail later.
5068 First, there would be alternative iOS app stores offering developers and users a variety of features and differing terms and conditions.
5069 Second, the presence of alternative app stores would create competition in the supply of services for the distribution of iOS apps across a range of dimensions, including price, curation, security and privacy.
5070 Third, app users could directly download iOS apps, including apps providing for app stores, from app developers, which would impose competitive constraints on the App Store and other iOS app stores.
5071 Now absent Apple’s iOS app distribution conduct, there would be demand for, and supply of, alternative iOS app stores. Further, there is no technical reason why app stores other than the App Store could not be installed on iOS devices.
5072 First, if Epic could distribute the Epic Games Store as a native app on iOS via direct download, it would do so; I will not address the “app store within an app store” scenario at this point. The Epic Games Store would offer a number of points of differentiation from the App Store, including a lower commission and the option for developers to use their own payment solution and pay no commission on in-app purchases. The Epic Games Store also allows developers direct access to users, something that is not possible on the App Store.
5073 Second, Microsoft has publicly announced an intention to develop a mobile game store. Absent the iOS app distribution conduct, Microsoft would have strong incentives to make that store available on iOS devices.
5074 Third, Apple has enforced its prohibition against third parties on store-like apps on numerous occasions. And I agree with Epic that the fact that Apple has enforced its restrictive terms to prevent the distribution of store-like apps suggests that there is real demand from developers to make such apps available and that they would do so again in the absence of those restrictive terms.
5075 Fourth, on platforms that do not have a prohibition on alternative app stores, choice of app store has proliferated.
5076 On Windows, in addition to the Microsoft Store, there is the Amazon Appstore, Steam, Epic Games Store, Game Jolt, Good Old Games, itch.io, the Humble Store and the Shopify App Store.
5077 On macOS, in addition to Apple’s App Store, there is the Epic Games Store, Steam, Good Old Games, the Humble Store, and the Shopify App Store.
5078 On Android, in addition to the Play Store, there are several additional app stores offered by OEMs and others although Google’s conduct prevents these app stores from competing effectively. These include the ONE Store, the Samsung Galaxy Store, Vivo App Store, Opp App Market, Xiaomi Market, Huawei App Gallery, Aptoide, Tencent, F-Droid and Amazon App Store.
5079 Fifth, the app stores on platforms other than iOS offer terms and conditions that differ from the App Store, both on price and non-price aspects. The non-price aspects include the app review process, app discovery, flexibility in the choice of payment solutions, the provision of specialised app stores, and differing levels of control over the customer relationship. These differences show the multi-dimensional scope for competition between app stores that would likely ensue on iOS if developers and users had choices between app stores. Further, alternative iOS app stores would be able to compete to better meet the user security and privacy needs of customers.
5080 Further, removal of the iOS app distribution conduct may lead to lower commissions. The presence of additional app stores would create competitive tension between them to attract developers. This is consistent with the experience on other platforms with multiple app stores. The ability of developers to make their apps available for direct download, and to direct users from within iOS apps to alternative payment methods, would also exert competitive pressure on Apple.
5081 The combination of the likely changes in the iOS app distribution market referred to above make it likely that, absent the iOS app distribution conduct, there would be substantially more competition.
5082 The effect that the conduct has on the market is material to the competitive process. It restricts the competitive pressure that would otherwise be felt by Apple and other providers of app stores. It does so by eliminating the capacity for other app stores to compete for developers and users, and by limiting other means of developers distributing their iOS apps to users. That conduct has, or is likely to have, the effect of substantially lessening competition in the market.
5083 Further, even if there were a broader app distribution market, encompassing services for the distribution of both iOS and Android apps, Apple’s conduct would have the effect or likely effect of substantially lessening competition in that broader market. In such a market, Apple’s conduct would have the effect of foreclosing competition in the segment of the market comprised of services for the distribution of iOS apps, which is a substantial portion of the market.
5084 Let me also make here a preliminary remark. Now some aspects of my discussion in the reasons in the class actions concerning the relevant counterfactual analysis should be taken as being incorporated by reference in these reasons. But I do accept that to some extent the dimensions to such an analysis are different.
5085 In terms of assessing whether the relevant contraventions occurred, one is looking at and comparing the future from the time of the contravention with and without the relevant impugned conduct. But of course in looking at the future without the relevant conduct you do not just simplistically hold all else equal. But in terms of the class actions where one is considering causation questions involving what would have occurred if the relevant impugned conduct had not been engaged in, a different calculus and standard of proof is required as I have explained in my reasons in the class actions. Nevertheless the two types of analysis overlap and accordingly my reasons here also include aspects of my reasons in the class actions.
5086 Let me now turn to what Apple has said concerning the effect of the iOS app distribution conduct.
Apple’s arguments
5087 Now Apple sought to push a number of headline themes.
5088 First, it says that accepting Epic’s alleged markets, the conduct does not have the effect or likely effect of substantially lessening competition, for reasons including that the impugned conduct produces pro-competitive effects in the form of security and privacy benefits, and Apple’s innovation.
5089 Second, it says that the security and privacy of iOS devices are non-price metrics on which Apple competes, including against other transaction platforms, and by which it differentiates itself.
5090 Third, it says that alternative models for app distribution and in-app payment solutions are inconsistent with Apple’s consumer offering and its foundational principles of security and privacy for app users.
5091 Fourth, it says that if Apple were required to permit third party app stores on the App Store, it would reduce competition by rendering the App Store like the Android platform.
5092 Fifth, it says that if Apple were required to permit decentralised app distribution, then alternative terms to the DPLA would apply, including in respect of the cost of access to Apple’s software, other proprietary technology and tools, and the App Store.
5093 Now even if I accept Epic’s pleaded markets, Apple says that the evidence does not establish that the impugned conduct has had any adverse effect on the competitive process.
5094 Apple says that a threshold difficulty with Epic’s case is that any process of third parties distributing iOS apps must necessarily occur pursuant to a grant by Apple of access to Apple’s tools, technology and supporting intellectual property.
5095 Apple says that Epic’s counterfactual is incoherent. At one level, it appears to assume that if the impugned terms are invalid, all the terms of the DPLA would remain the same except for the terms which Epic finds objectionable. But that is not a sensible counterfactual.
5096 Now Epic accepts that developers are not entitled to a free ride on Apple’s ecosystem. But third-party distribution of iOS apps cannot occur without access to Apple’s tools and technology derived from its intellectual property. And Apple says that it is entitled to a commercial return on granting any such access and Apple’s business model depends on obtaining such a return when facilitating access for the provision of digital content.
5097 Apple says that Epic has not proved that there is a real commercial likelihood that any alternative provider of a third-party iOS app store would enter the postulated market and provide a sustainable source of competition to Apple, with pro-competitive outcomes.
5098 Apple says that Epic has not grappled with the likelihood and the substance of the alternative terms that would apply, including the cost of access to Apple’s intellectual property-protected technologies, tools and services, and user base. It is said that these matters are central to the identification of a commercially realistic counterfactual.
5099 Apple also says that it is wrong to assume that Apple would provide access in order to facilitate third-party app stores and direct downloads of native apps on the terms mandated in a different jurisdiction by the Digital Markets Act.
5100 Further, Apple says that Epic’s acceptance of the obligation to pay a lawful fee is not capable of rectifying the problem.
5101 Apple says that Epic has assumed that such a fee will be set at a level that facilitates entry. But all that is known about this fee is that it is somewhere between zero and 30% or some equivalent. And nothing is known about the other terms on which Epic says that third-party app stores would obtain access to Apple’s intellectual property.
5102 Apple says that one cannot in these circumstances begin to assess the contention that there is a real commercial likelihood of entry at all, let alone on terms that would result in competitive benefits.
5103 Moreover, Apple says that the high point of Epic’s evidence on competitive effects is that even setting aside the fee payable to Apple in any commercially realistic counterfactual, it is possible that entry by third-party stores on iOS could result in lower prices. But as to the assertion of better outcomes, it does not sit well with the evidence about those platforms on which third-party app stores are already permitted such as Android and macOS. For example, on Android a commission of 30% continues to be the prevalent rate, although Google’s Play Store has an equivalent to Apple’s small business program which applies to developers with a turnover of less than $1 million. Further, the quality-adjusted price on those platforms is lower.
5104 Further, Apple says that Epic does not engage with the adverse consequences of the presence of third-party app stores. Epic seeks to justify this stance on the basis that the “rule of reason” is not part of Australian jurisprudence. But Apple says that whilst that may be strictly correct, it does not answer the question of whether I should have regard to both harms and benefits when assessing the effect or likely effect of Apple’s conduct.
5105 Further, Epic has sought to rely on its own intentions to enter such a market, in the form of the Epic Games Store. But Apple says that the Epic Games Store is not a credible new entrant, and in any event is not one capable of producing a substantial effect on competition. It says that it is a failing business even on a platform where it does not have to pay any fee to access the ecosystem. Apple says that Epic has not shown how the existing business model could plausibly be extended to the iOS ecosystem in a context where the Epic Games Store needed to pay a fee to access the ecosystem.
5106 Further, Apple says that Epic has failed to prove that there is a realistic prospect of entry by someone who has factored in the need to pay for access.
5107 Further, Apple says that there is no substance to Epic’s complaint that the commissions charged by Apple are uncompetitive.
5108 Further, Apple says that any assessment of the competitiveness of the commission also needs to take account of quality dimensions. It says that iOS is a superior platform that consistently provides app users with the highest levels of security and privacy and the highest levels of innovation. Apple also provides services to developers that are not provided by other platforms, such as payment of taxes, currency conversion and advice on app marketing and improvements. Apple says that those non-price factors account for a significant part of the appeal of the App Store.
5109 Apple says that breaking down the existing system of centralised review and centralised distribution in favour of decentralised distribution, even if it be assumed that this would be attended by an ongoing process of centralised review, would degrade the security and privacy protections for all developers and users. And it says that to the extent that distributors of apps and in-app content compete in such an environment, none will be able to offer the same quality of security and privacy outcomes that Apple has offered to date.
5110 Apple says that any assessment of allegedly pro-competitive outcomes, and the likely quality-adjusted prices of competing services, must take account of the fact that every market participant will be operating from a lower base.
5111 Further, Apple says that where multiple app stores exist on other transaction platforms, there is no evidence that this leads to reduced commissions, let alone a superior quality-adjusted price. Apple says that sideloading and other app stores are permitted on macOS, but the commission structure is identical to the iOS App Store.
5112 In addition, Apple says that the Play Store faces competition from other Android app marketplaces like the Samsung Galaxy Store. But that has not resulted in lower commissions. And it says that that is in a context where the quality of the platform is demonstrably lower in terms of security and privacy outcomes.
Intellectual property rights and licensing
5113 Let me deal with some specific assertions made by Apple concerning licensing intellectual property rights.
5114 As I have already mentioned, Apple says that any process of third parties distributing apps on iOS must necessarily occur pursuant to a licence granted by Apple. It says that Epic has failed to grapple with the alternative terms that would apply, including the cost of access to Apple’s intellectual property-protected technologies, tools and services, and user base.
5115 Apple says that to develop and distribute apps on iOS, including alternative app stores and direct downloads, third parties need a licence from Apple. And there are at least two aspects to what such a licence would involve.
5116 The first aspect is the fee that would be payable to Apple. That would apply to both alternative app stores and direct downloads, although the fee may be different for each.
5117 The second aspect is the licensing of intellectual property-protected technologies, tools, and services. Apple has created SDKs and APIs that it makes available to developers for use in developing native apps for iOS.
5118 In the European Union in the regime established in response to the Digital Markets Act, Apple has prepared many SDKs and APIs so that alternative app stores can be developed for and work on iOS including, for example, MarketplaceKit. Those SDKs and APIs are not made available to developers for distribution of alternative app stores outside of the European Union.
5119 The development of the SDKs and APIs in the European Union was not a choice by Apple but was done to comply with the Digital Markets Act.
5120 Apple says that there is no reason to think that Apple would allow a third-party app store to use these SDKs and APIs on iOS in Australia. And there is no evidence that Epic or any other potential entrant has the technical capacity to develop an alternative app store or direct downloads without using the SDKs and APIs Apple has developed for the European Union.
5121 Apple says that there is no evidence as to any real commercial chance of potential entry of alternative app stores on iOS or as to direct downloading on iOS on such terms as Apple might reasonably be expected to licence such conduct.
5122 Now Professor Wright for Epic accepted that he had assumed that there would be some sort of de facto compulsory third-party access regime, under which access was required to be provided on reasonable terms and conditions that would not deny the entitlement of access. Professor Wright also referred to some other platforms which grant access to their intellectual property protected tools, technologies and services, and user base for free such as macOS. He initially accepted that he was assuming that Apple would take the same approach with iOS.
5123 Professor Wright then sought to introduce a qualification that Apple would take the same approach as macOS insomuch as the fee is not prohibitive, but confirmed that he had not given any consideration to the fee that would be payable.
5124 So, he appeared to accept the reality that Apple would charge a fee in the counterfactual.
5125 Professor Wright accepted that a fee could be charged by Apple that was above zero, but less than a replacement of the existing fees. But he had given no consideration to the terms or amount of any such fee.
5126 Apple says that given the potential range of such fees, Professor Wright was not in a position to express any opinion on the viability of third-party stores.
5127 Further, Apple says that the notion of an unidentified lawful or reasonable fee begs the question as to the amount of the fee, and its terms, and so begs the question as to whether entry is viable and would lead to the benefits alleged by Epic.
5128 Further, Apple says that Professor Wright did not consider the other terms that might apply in relation to the licensing of Apple intellectual property protected technologies, tools and services to permit third-party app stores or direct downloads. He confirmed that he had assumed that Apple would have to licence its intellectual property protected technologies, tools and services on some basis that permitted alternative iOS app stores to be viable entrants. In other words, he assumed viability.
5129 Apple says that he adopted the same approach in relation to direct downloads of native apps on iOS.
5130 He did not consider the terms on which either alternative app stores or direct downloads would be offered by Apple in the counterfactual, and it is clear that the views he expressed in cross-examination applied regardless of the means by which alternative distribution became available.
5131 Now Apple says that there are at least two defects in Professor Wright’s approach.
5132 First, it is not possible to make any assessment of the prospect of entry without even considering the fee that might be payable to Apple, and the other terms that would apply.
5133 Second, the iOS ecosystem is not an essential service or facility that is subject to an access regime. Accordingly, Apple says that there is no basis for concluding that the terms on which Apple might lawfully grant a licence would be such as to permit viable entry of third-party stores or direct downloading.
5134 So, Apple could lawfully choose not to licence in Australia the SDKs and APIs developed for the EU. Further, there is no evidence that any licence fee Apple might lawfully charge would be so low, or the other terms it might offer would be sufficiently attractive, so as to permit viable third-party stores or direct downloading.
5135 Further, Apple says that Epic’s lay evidence did not address the threshold difficulty of the terms on which it might be licensed to operate as an alternative app store or make apps available for direct download on iOS.
5136 The Epic Games Store’s costs assumptions for launch on iOS as an alternative app store are based on the same costs assumptions as for the Epic Games Store on PC. That involves costs of around 7% and a profit of around 5%. In fact, the profit is less than 5% because that does not include fixed costs such as those associated with operating buildings and shared facilities, and because it is open to developers to avoid making any payment to Epic by undertaking their own payment processing.
5137 Mr Sweeney made no assumption about the price or terms on which Apple might permit the Epic Games Store to operate on iOS other than to assume that such terms would be lawful.
5138 I will deal further with the Epic Games Store in a moment.
5139 Apple says that in the real world, any counterfactual must be premised on the need for third parties distributing apps on iOS to obtain a licence from Apple and address the viability of entry on the terms of such a licence.
5140 Moreover, it cannot be assumed that Apple would simply adopt a Digital Markets Act model in Australia. The terms introduced in the European Union were part of a specific response to that legislation. In any event, even if it could be assumed that the same model would be introduced in Australia, there has been no attempt to engage with what that might mean in terms of any counterfactual.
5141 Further, Apple says that the notion that, in the counterfactual, Apple would impose a licence fee reflecting its costs plus a reasonable rate of return is also an insufficient basis on which to proceed.
5142 First, there is no reason to regard Apple as limited to charging for the use of its intellectual property protected technologies, tools, and services and access to its iOS user base on some costs-plus basis, as if a regulatory pricing regime applied to it.
5143 Second, it is not for me to sit as a pricing tribunal and determine the amount of any such licence fee.
5144 Third, in any event, there is no evidence as to what the amount of such a licence fee would be.
5145 Fourth, Apple says that the amount of any such licence fee is only one part of the picture. The scope of the intellectual property protected technologies, tools, and services that Apple might make available to facilitate the effective use of alternative app stores and direct downloading and their viability, in the absence of those supporting SDKs and APIs developed for the European Union to comply with the Digital Markets Act, was not addressed by Epic’s evidence on the counterfactual.
5146 Further, Apple makes the point that copyright is personal property and its transmission from the owner of the copyright to another person or entity may be limited in any way such that the remaining exclusive rights comprised in the copyright remain with the owner.
5147 Apple says that it has chosen to limit the use of the Apple software to the creation of apps for its own distribution program, which, as the owner of that software, it is entitled to do.
5148 As I have discussed above, in Europe where Apple has been required to facilitate alternative app stores, it has been necessary for Apple to develop a set of new APIs to achieve this, called “MarketplaceKit”. MarketplaceKit enables the marketplace’s web server to directly interface with iOS.
5149 To facilitate direct distribution from websites in Europe, Apple is preparing a software update, that is, creating a new version of iOS, and has said that “[a]uthorised developers will get access to APIs that facilitate the distribution of developer’s apps from the web, integrate with system functionality, back up and restore users’ apps, and more”.
5150 Apple says that Epic does not explain how, absent regulatory intervention, a developer could legally or practically compel Apple to take equivalent steps in Australia.
5151 Apple says that it is incumbent on Epic in advancing a realistic counterfactual to articulate the basic parameters of the commercial bargain that it says would exist but for the impugned conduct and to demonstrate a real commercial chance of viable entry within those parameters. That is fundamental to any assessment of competitive effects. But Apple says that Epic has failed in that task.
The Epic Games Store and new entrants
5152 Let me turn to some specific arguments put by Apple concerning the Epic Games Store in the context of new entrants and competition.
5153 Now the following matters are not in dispute.
5154 The Epic Games Store presently operates as a store that provides apps for Windows and macOS devices. The large majority of apps in the Epic Games Store are games.
5155 The Epic Games Store also distributes apps that are themselves third-party app stores. Itch.io is a store within a store on the Epic Games Store. Content on such app stores is not subject to any curation by the Epic Games Store. Itch.io apparently distributes games with graphic violence, blood and gore, murder, sexual assault and the like. It distributes games that have been banned in three countries.
5156 Fortnite users can access the Epic Games Store, using a web browser, to purchase V-bucks. V-bucks acquired from this source are linked to the user’s account and can be used on any platform except Nintendo Switch.
5157 The Epic Games Store business model is based on charging a commission of 12%, payable in circumstances where the developer uses EDP. Epic Games Store offers the option of commission-free in-app transactions where a developer uses an alternative payment solution.
5158 A developer who uses an alternative payment processing system can avoid the 12% commission entirely if there is no charge for the initial download, and Epic receives no compensation from their sales. In those situations, Epic does not provide customer support and responsibility for refunds and customer support falls to the developer.
5159 For all paid downloads, a 12% commission is payable and the developer must use the EDP system. For paid downloads, Epic handles the refund process. All communications are between the user and Epic.
5160 The 12% commission charged by the Epic Games Store was designed to be aggressive.
5161 Epic determined to charge a 12% commission by estimating the costs that it had incurred in directly distributing Fortnite, at approximately 7%, and adding an allowance for gross profit of 5%.
5162 The 7% estimated cost base includes around 2.5% for payment processing costs being the transaction element of a payment being processed, around 1.5% for “Content Delivery Network” costs being the costs of hosting the digital content and delivering it, and 1 to 2% for variable operating and customer support costs, plus an extra allowance for some variability in these estimates.
5163 The business plan involved treating the third-party component of the Epic Games Store as a low-margin business by design as it could never have a margin higher than 5%.
5164 As I have said, the assessment of costs at 7% did not include any allowance for fixed costs. Nor did it include any allowance for the value of Epic’s investment in developing SDKs and other development and publishing tools to facilitate the Epic Games Store and assist developers. Nor did it involve any allowance for the value of the existing customer base.
5165 Epic’s calculation of 7% cost assumes that many third-party transactions that occur through the Epic Games Store will be ones which deliver a commission to Epic. But third-party developers who choose to use an alternative payment solution for in-app transactions will not deliver any commercial return to Epic on those transactions.
5166 Now Apple said that developers taking up this option would undermine the viability of the business model because it would not allow Epic to recover its costs, let alone make a profit as the model has assumed. This could affect the Epic Games Store model if it occurred at a large scale.
5167 But Mr Allison sought to downplay the likelihood of this problem arising.
5168 Further, according to Apple, the Epic Games Store has failed to meet expectations as to revenue and profitability.
5169 The Epic Games Store has operated at a loss, in relation to third-party titles, since it was launched. Epic expects that the third-party component of the Epic Games Store will continue to run at a loss for some years to come.
5170 Further, Epic has recognised that to attract developers to the Epic Games Store it needs to attract users and developers. One strategy to achieve that has been to offer attractive terms, being a better revenue share than the standard 70/30 split, to attract developers. But it was also appreciated that an aggressive royalty, while attractive, is only one component of several components a developer needs to consider before choosing to use another distribution channel.
5171 Further, another aggressive strategy of the Epic Games Store has been to invest in exclusive games and free games.
5172 Now Mr Allison considered that high-quality third-party content that was exclusively available on the Epic Games Store was necessary to attract a substantial number of new users to the Epic Games Store. The exclusive games program involved underwriting developers, to the tune of USD 1.4 billion by September 2022. The revenue figures of the Epic Games Store largely reflect the heavily subsidised exclusive and free games. As of September 2022, 52.2% of all the revenue in the third-party title part of the business was for exclusive titles.
5173 But Apple says that it would be highly risky for Epic to adopt equivalent strategies if it launched as an app store on iOS, given the vast difference in scale between transactions on Windows PC and iOS. For example, if Epic was to enter into an underwriting agreement for one of the biggest games, as it sought to do through the Epic Games Store in pursuing important titles, it would involve a substantially higher level of financial commitment than it has had to make in relation to the Epic Games Store.
5174 Further, Apple says that Epic’s revenue sharing arrangement with developers is different from Apple’s model.
5175 The App Store is part of the Apple ecosystem and developers get access to Apple’s software for developing and distributing their apps and access to the vast number of iOS users. By contrast, Epic is not providing third-party developers with access to any proprietary system and its user numbers are orders of magnitude lower. Further, the App Store provides a wide variety of services to developers of a kind and quality not provided by Epic.
5176 Apple accordingly says that Epic’s reliance on the Epic Games Store as a realistic new entrant as a third-party store for iOS apps is misplaced. Apple says that none of Epic’s evidence was addressed to the situation that would pertain in the counterfactual, being a limited opportunity to distribute iOS apps in Australia alone.
5177 Further, Apple says that a more fundamental flaw in the business model arises from the cost assumptions. Epic’s plan involves extending the same commission structure as has applied for PC distribution to iOS. That effectively assumes the same underlying cost assumptions about how much it costs to distribute third-party apps. The Epic Games Store business model assumes that Epic incurs only internal costs to distribute apps and in-app content and deliver associated services.
5178 But Apple says that there is no allowance for Epic having to pay for access to the platform itself.
5179 Mr Sweeney said that Epic would be willing to pay Apple and Google for bandwidth, hosting or content delivery network costs, human review time, and advertising costs associated with distributing the Epic Games Store through their app stores. But no attempt was made to quantify what that amount would be, or to explain how any such expenses can be reconciled with the business model of the Epic Games Store.
5180 Apple says that the recognition of an unspecified, unquantified additional liability means that no weight can be attached to the existing Epic Games Store business model as a supposed proxy for entry in the counterfactual.
5181 Now Apple says that the Epic Games Store assumes significance in the present context, given that it is put forward by Epic as evidence of a potential new entrant, in the form of an alternative app store that would operate as a third-party iOS app store, if the existing Apple restrictions did not exist.
5182 Apple says that that is a proposition that does not withstand scrutiny. As a store for third-party apps, the Epic Games Store is a loss-making venture even in a context where it can obtain free access to the platforms where it currently operates, to distribute Windows and macOS game apps. And the Epic Games Store has never achieved its own targets for revenue and profitability, and those targets continue to be extended into the future.
5183 I would say here that in my view Apple’s contention that Epic and the Epic Games Store would not be a realistic new entrant is specious. Elsewhere in my reasons I have dealt with the Epic Games Store and Epic’s intentions in much more detail. That evidence and my findings demonstrate at the least the realistic chance of entry by the Epic Game Store in any relevant counterfactual. Relevant Epic witnesses gave evidence which well supported that position; ultimately, how profitable that would be for Epic does not define away or negate the realistic prospects of entry.
General matters – commissions
5184 Generally Apple says that Epic’s evidence cannot prove a substantial lessening of competition.
5185 Apple says that even if it be assumed that no licence fee would be payable to Apple in the counterfactual by third-party app stores or for direct downloading, and that all requisite SDKs and APIs would be licensed, Epic’s evidence is not capable of proving a substantial lessening of competition to the requisite standard.
5186 Apple says that Professor Wright’s evidence was consistently to the effect that there is a possibility of an effect on competition. His evidence did not deal with commercial likelihoods.
5187 In his first report, Professor Wright said that commissions in the absence of distribution restrictions may be lower than the commissions Apple currently charges on iOS. Professor Wright said that there would be the potential for competing app stores to charge lower commissions than Apple. He said that the introduction of direct downloading could create pressure for Apple to reduce its commission rate. He said that removal of the anti-steering prohibition could be expected to increase pressure on Apple to lower its commission but also said that while he expects that it would create some pressure, he did not consider that such a change on its own would be sufficient to effectively constrain Apple’s supply of iOS app distribution services.
5188 The same approach is evident in Professor Wright’s reply report. He said that the combination of third-party app stores and direct downloading could result in lower commissions. He said that the suggested competitive rivalry from third-party app stores could result in lower commissions. He said that there would be the potential for competing app stores on iOS to charge lower commissions than Apple. He said that competition from rival app stores would be expected to create pressure for the App Store to improve its efficiency. Depending on any charges levied by Apple on third-party app stores, or app developers that make use of third-party app stores, this could lead to lower commissions. And he said that were Apple to face competition, it may decrease its commission.
5189 So, Apple says that taking Professor Wright’s evidence at its highest, it does not establish a real commercial likelihood of any reduction in commissions. It cannot establish to the requisite standard that there is an effect or likely effect of substantially lessening competition in Epic’s alleged iOS app distribution market on the basis of a real commercial likelihood of a reduction in commissions.
General matters – quality/non-price terms
5190 Further, Apple says that Professor Wright’s evidence is also incapable of establishing a substantial lessening of competition on the basis of non-price factors.
5191 Apple says that in comparing the App Store with other platforms, Professor Wright made no allowance for differences in quality and made no assessment of the quality-adjusted price on other platforms. And, in any event, Professor Wright used similarly attenuated language when identifying potential benefits other than a potential reduction in commission rates.
5192 Apple says that any consideration of non-price factors and the pro-competitive benefits that arise in the factual only serves to reinforce the conclusion that the impugned conduct does not have the effect or likely effect of substantially lessening competition. A key example is security and privacy. Apple says that departing from Apple’s centralised system of app review and distribution will result in a less secure environment, with less effective privacy protections, for all developers and users.
5193 Moreover, Apple says that the introduction of third-party stores and/or direct downloading would reduce the quality of the App Store and the iOS ecosystem, and Apple’s ability to differentiate itself based on security and privacy.
5194 Further Apple says that in any event the evidence is inconsistent with Epic’s posited substantial effect or likely effect.
Other matters
5195 Apple says that it is clear from the evidence of Professor Hitt and Mr Houston, and the evidence as a whole, that the following further matters must also be brought to bear in any assessment of the alleged substantial effect or likely effect on competition. It says that each tells against the alleged effect or likely effect on competition.
5196 First, Apple says that whether they are within or outside the iOS app distribution market, there are a range of means by which developers and app users can avoid paying a commission to Apple at all.
5197 App users can do this either by using an iOS device, such as by using the developer’s website or a streaming service, or by using an alternative device such as a PC, tablet or gaming console. Developers can do this by adopting, or changing to, a free monetisation method. This happens regularly as a competitive response. And there has been a large shift in developer monetisation strategies, moving from paid downloads to in-app purchases and subscription transactions.
5198 Over 75% of transactions in 2021 were not subject to any commission payment to Apple. By 2021 93.9% of apps were downloaded for free and no commission was payable to Apple.
5199 Second, Apple says that any market in the factual is workably competitive, and market outcomes are consistent with effective competition.
5200 In response to competitive conditions, Apple has made adjustments, such as introducing the reader rule and the multi-platform rule. Other platforms have followed Apple by reducing their commission rates.
5201 Further, 95.6% of all developers in the App Store, being all but 19 developers in Australia, have access to a 15% commission rate through the small business program.
5202 Further, even for the small number of developers who pay a 30% commission to Apple, that remains the prevailing rate on other platforms, even before making necessary adjustments for quality.
5203 Third, Apple says that matters of quality must be brought to bear and they reinforce the conclusion that Apple’s commission rates are competitive. It says that even if third-party app stores were available on the App Store at a discount to Apple’s rates of 15% or 30%, after due allowance is made for the payment of a fee to Apple, Apple would continue to be an attractive option for app users by reason of its quality, security and privacy features.
5204 Fourth, Apple says that it cannot be assumed that third-party app stores on iOS would exercise a greater competitive constraint than other app stores. It cannot even be assumed that developers and app users would use any alternative app stores.
5205 Further, Apple says that even if there were third-party app stores on iOS in the counterfactual, the evidence does not support a conclusion that they would exercise a greater competitive constraint than app stores that are not on iOS.
5206 It is said that the evidence relating to the position in China, where Android is available but the Play Store is not, is at odds with the notion that the presence of additional app stores results in superior competitive outcomes. There is increased fragmentation in that market, but the top game app platforms often charge more than 50% commission for game app transactions. Market fragmentation has also resulted in meaningful security concerns that negatively affect consumers, through viruses and malware, and negatively affect developers, through the higher prevalence of cloned and fake apps.
5207 Now Epic disputes the relevance of China more generally on the basis that there are differences between iOS and China. But Apple says that the differences are far less significant than the differences with comparators selected by Epic such as itch.io.
5208 Fifth, and relatedly, Apple says that the mere presence of third-party app stores does not equate to superior competitive outcomes. This already occurs on Android, Windows and macOS and there is no evidence of any such benefit.
5209 Whilst choice may have flourished, the headline commission rate on each of Google’s Play Store, the [REDACTED], the Huawei App Gallery and the Samsung Galaxy Store is 30%. And a greater proportion of Android devices suffer from malware infections. On the other hand, the quality of the iOS platform is high, and has improved over time.
5210 Apple says that the evidence of commission rates charged by third-party app stores on Android together with the quality offered by those third-party app stores is relevant evidence of commercial likelihoods in any counterfactual.
5211 Apple says that whilst app stores on PC are less relevant as to commercial likelihoods, the evidence does not establish superior competitive outcomes there either. Apple says that while some stores charge a lower rate of commission than 15% or 30% for some or all transactions such as itch.io and Microsoft Store, the evidence establishes that those app stores are obviously inferior. Further, Apple says that Steam, which is dominant in the distribution of game apps on PCs, charges all developers 30% up to a threshold which is high enough to be relevant only for a small number of developers.
5212 Further, Apple says that any assessment of effect or likely effect must take account of the pro-competitive effects in the factual such as security and privacy benefits and Apple’s innovation.
5213 Further, Apple says that if it were required to permit third-party app stores on the App Store, it would operate to reduce competition. It would render the App Store like the Android platform, and so remove what Apple considers, markets and is in fact a point of differentiation from Android and other platforms, which is the increased security and privacy and the seamless user experience by reason of Apple’s decision not to permit third-party app stores.
5214 Apple says that Epic’s counterfactual therefore involves taking away consumer choice between the centralised model used by the App Store and the Android model.
5215 Further, Apple says that if it were required to reduce its commission in respect of in-app purchases of digital goods and services using IAP, then it may need to restructure the way in which it recovers compensation for the value it provides to developers, including its intellectual property.
5216 Apple also says that because it holds the keys to the software that is necessary for developing apps for iOS devices, those keys could be withheld, or withheld subject to different terms.
5217 Further, Apple says that the conclusion that Epic’s evidence cannot establish a substantial lessening of competition in the iOS app distribution market, including by reason of the threshold difficulty, apply a fortiori to the alleged app distribution market which includes Android stores including the Play Store, Samsung Galaxy Store, Amazon App Store and Huawei AppGallery.
Analysis
5218 In summary, in my view and substantially for the reasons that Epic has given, the iOS app distribution conduct has had and continues to have the effect of substantially lessening competition in the iOS app distribution market.
5219 Now as I have said, the iOS app distribution conduct prohibits the distribution of iOS apps through alternative app stores or direct downloading.
5220 In the counterfactual, the impediments that Apple imposes on alternative app stores and direct downloading on iOS devices would be removed. It must also be assumed that Apple’s conduct in the counterfactual would be lawful, that is, Apple would not impose other anti-competitive restrictions that would have the same or similar effect as the iOS app distribution conduct.
5221 Now Apple says that Epic is required to identify, as part of its effects analysis, the terms on which Apple is likely to offer its services in the counterfactual and to prove that those terms would allow for what it refers to as viable entry.
5222 Apple says that Epic is not required to identify precise contractual terms, but is required to identify the general rules of the game. It appears that this would include identifying the price which Apple would charge for the grant of a licence and demonstrating that at that price, entry would be viable.
5223 Further, as to Apple’s case on security, Apple says that Epic has neither given me the assistance that I require in evaluating the counterfactual, nor has Epic given Apple a target to properly meet.
5224 But I agree with Epic that it is not incumbent on an applicant to prove each predicted fact that may arise in the counterfactual on the balance of probabilities. The comparison of the “with” and “without” scenarios involves a consideration of all commercially realistic counterfactuals culminating in a “single evaluative judgment”. That inquiry is not an atomised one. And nor is it incumbent on Epic to disprove each possibility in the counterfactual which may be raised by Apple.
5225 Further, I also agree with Epic that any suggestion that it is required to identify precise contractual terms amounts to atomising the inquiry in a manner that is contrary to cases such as ASX Operations Pty Ltd v Pont Data Australia Pty Ltd (No 1) (1990) 27 FCR 460.
5226 In that case the challenge was to an ASX contract which prohibited subscribers from becoming wholesalers of “Signal C” information that was supplied by the ASX. The analysis of the Court proceeded on the basis that the prevention of wholesaling was itself enough, in the circumstances of that case, to establish a purpose of substantially lessening competition. As Epic points out, there was no suggestion that Pont Data was required to identify what a different contract might look like.
5227 Further, Epic also makes the good point that there is an inherent difficulty in the notion that Epic is required to prove contractual terms which would be acceptable to Apple in the future. Any litigation could be defeated by Apple simply stating that such terms would not be acceptable, which would provide Apple with a form of non-justiciable fiat such that it could always escape the reach of ss 45, 46 and 47.
5228 What I have just said resonates with the following observations in NT Power Generation Pty Ltd v Power and Water Authority (2004) 219 CLR 90 at [147]:
If PAWA’s criticisms were sound, it would be very difficult ever to demonstrate that a firm, whose monopoly power depends on infrastructure which it is, in practice, very difficult to duplicate, had taken advantage of the market power which its control of that infrastructure gave it. It can be necessary, in assessing what would happen in competitive conditions, to make assumptions which are not only contrary to the present fact of uncompetitive conditions, but which would be unlikely to be realised if the monopolist were left free to operate as it wished. But s 46 and other provisions of Pt IV were introduced in order to stop monopolists being entirely free to act as they wish. If the difficulties in making assumptions were to prevent them from being made, possessors of market power that was hard to erode would be shielded from the Act. That would defeat its purpose.
5229 I reject the notion that Epic is required to prove the form of contract that Apple is likely to accept in the counterfactual. Now Apple’s fall back position is that rather than identify particular contractual terms, Epic is required to identify the “general rules of the game”. But as Epic says, what that means is obscure.
The relevant counterfactual and its elements
5230 Let me now say something more concerning the counterfactual and its elements.
5231 As I have set out earlier, Epic says that, in the counterfactual, the following elements would eventuate.
5232 First, there would be demand for, and supply of, alternative app stores on iOS devices.
5233 Second, the alternative app stores available on iOS devices would offer developers and users a variety of features and differing terms and conditions.
5234 Third, the presence of alternative app stores would create competition in the supply of iOS app distribution services across a range of dimensions.
5235 Fourth, users could directly download iOS apps, including app stores, from developer websites, which would impose competitive constraints on the App Store.
5236 Fifth, removal of the iOS app distribution conduct may lead to lower commissions being charged to developers by app stores distributing native iOS apps, consistent with the experience on PCs.
5237 Sixth, Apple could and likely would license its intellectual property.
5238 Let me address each of these aspects of the counterfactual in some detail.
Demand and supply – alternative app stores
5239 Now clearly there would be demand for and supply of alternative app stores on iOS in the counterfactual.
5240 As Epic has said, if it could distribute the Epic Games Store as a native iOS app, either by direct download or via the App Store, it would do so. Epic has in the period between 2015 and 2020 made numerous requests to Apple to permit alternative app distribution channels, with a view to distributing the Epic Games Store on iOS. Epic has also publicly announced its intention to make the Epic Games Store available on mobile in the EU in response to the Digital Markets Act and obtained an Apple developer account to enable it to commence development of the relevant software. And there is strong support from developers for an Epic Games Store launch on mobile.
5241 I agree with Epic that all of these factors support the position that the entry of the Epic Games Store on iOS would be a real commercial likelihood absent Apple’s conduct.
5242 Further, Apple has received and rejected requests from several large developers to distribute “store-like” apps through the App Store, including Facebook, Amazon, Microsoft, NVIDIA and Tribe. Those requests indicate that, in the counterfactual, there would be demand from other developers to make alternative app stores available to iOS users.
5243 And as I have said earlier, on operating systems that do not have a prohibition on the distribution of alternative app stores, choice has flourished.
5244 On Windows OS, there are many alternative app stores including the Epic Games Store, the Microsoft Store, Steam and the Amazon Appstore. Further, there are many app stores available on PCs. Steam has been very successful and is popular with developers, achieving rapid growth of its user base within a short period after its launch in 2003.
5245 There are alternative app stores on Android including but not limited to the Samsung Galaxy Store, Amazon Appstore, and ONE Store. But the extent of app store competition on Android has been severely limited by Google’s anti-competitive conduct.
5246 There are alternative app stores on macOS, including the Epic Games Store and Steam. This suggests that developers who currently use the App Store to distribute their iOS apps, and users who use the App Store to obtain iOS apps, would be prepared to use alternative distribution channels in the counterfactual.
5247 Further, the App Store has enjoyed significant revenue growth and earns substantial profits. There would be considerable financial opportunities for competitors seeking to distribute alternative app stores to pursue if Apple’s restrictions were to be removed.
5248 Further, no technical impediment prevents alternative app stores from being installed, or direct downloading being permitted, on iOS devices.
5249 Indeed, Apple has recently done that in the EU in response to the Digital Markets Act, where it now permits users to download apps from alternative app stores and to directly download apps from developers’ websites.
Alternative app stores – different terms and features
5250 In the counterfactual, alternative app stores that offer differing terms and features would be available on iOS devices. Such a proposition could hardly be disputed.
5251 And as Epic says, alternative app stores on operating systems other than iOS now offer terms and conditions that differ from the App Store. This indicates that in the counterfactual, alternative app stores would compete with the App Store on various price and non-price dimensions.
5252 Indeed, as the evidence reveals and as Epic has summarised, there are many examples of alternative app stores that currently operate on other operating systems with terms that are more favourable to developers when compared to the App Store include the following.
5253 As I discussed earlier in my reasons, the Epic Games Store is available on PCs and Macs. It offers a revenue share model that is more favourable to developers than the App Store, with a 12% commission rate for payments facilitated by EDP. The Epic Games Store allows third-party payment solutions for in-app purchases and its commission rate is 0% if developers elect to use an alternative payment solution. Third party app stores are permitted on the Epic Games Store. Developers are permitted to set prices using regional price tiers, whereas Apple sets global pricing tiers. Further, the Epic Games Store also gives developers the option to create custom price tiers, meaning that they can set their own prices outside of the default tiers. Unlike Apple, the Epic Games Store does not require developers to make content available within apps distributed via the Epic Games Store to offer the same content through other app distribution channels.
5254 Microsoft Store is available on non-Mac PCs and Xbox. It charges developers a commission rate of 15% for non-gaming apps and 12% for gaming apps. For non-gaming apps, Microsoft permits the use of third-party payment solutions for in-app purchases. It takes no commission if developers elect to use an alternative payment solution. Microsoft allows the distribution of third-party app stores and does not require developers to make content available within apps distributed via the Microsoft Store in order to offer the same content through other distribution channels.
5255 Steam is available on Mac PCs and non-Mac PCs. Steam until December 2018 charged a 30% commission rate for all developers. Upon learning of the Epic Games Store’s imminent entry in December 2018, Steam adopted a tiered commission rate that charges 30% for the first $10 million in developer revenue, 25% for developer revenue between $10 and $50 million, and 20% for developer revenue over $50 million. By contrast, under Apple’s commission structure larger developers generally pay the highest commission rates. Further, developers that distribute their apps via Steam are not required to price in accordance with particular pricing tiers.
5256 Samsung Galaxy Store is a mobile app store available on Android OS. Whilst it adopts a headline commission rate of 30%, Samsung allows for alternative commission rates to be agreed with developers during the app certification process. For example, Epic negotiated a 15% commission with Samsung for the first 18 months after the launch of Fortnite on Samsung’s Galaxy Store and a 12% commission thereafter. Samsung does not prohibit developers from offering users access to digital content purchased through another app distribution channel, even if the app developer does not make such digital content available for purchase within their apps distributed via the Samsung Galaxy Store. Samsung also permits links to other websites and content, provided that these are not unrelated to the developer’s app.
5257 ONE Store is a mobile app store available on Android. It offers a headline commission rate of 20% for paid apps and in-app purchases where the app developer uses ONE Store’s payment solution. ONE Store permits developers to use third-party payment solutions for in-app purposes and charges a 5% commission rate for developers who elect to do so. Further, ONE Store allows developers to choose the price at which they sell their apps, so long as the price falls below a specified price cap.
5258 Amazon Appstore is a mobile and PC app store that is available on Android OS, tablets that operate the Fire OS and non-Mac PCs. Although the Amazon Appstore has a headline commission rate of [REDACTED] unlike the App Store, there is evidence that Amazon negotiates alternative, lower commission rates with certain individual developers. Mr Holt concluded that, by reason of negotiated terms with developers, the Amazon Appstore’s effective commission rate was [REDACTED] across all devices.
5259 Amazon Appstore allows developers to choose their own list prices between a minimum and maximum level. It does not prohibit app developers from offering users access to digital content purchased through other distribution channels, even when that content is not available for purchase within the app distributed via Amazon Appstore.
5260 Game Jolt is available on non-Mac PCs. It does not have a headline commission rate. Rather, it permits developers to select the percentage that they pay Game Jolt in commission, and limits the maximum commission rate that developers pay at 10%.
5261 Further, I reject the notion that Epic is required to prove viable entry based on a price that Apple is likely to charge. I agree with Epic that this amounts to an argument that Epic must not only prove an enhanced state of competition, but that it must also prove particular competitive outcomes. It also ignores that a credible threat of entry can exercise competitive constraint.
5262 The evidence demonstrates likely entrants. There are various potential alternative app stores that may arise in the distribution market, including the Epic Games Store. Further, there is the likely entry of suppliers in respect of alternative payment solutions, including Paddle, which would likely enter the market promptly.
5263 I agree with Epic that it cannot be said in either case that the current lack of competition would be unaltered in the counterfactual.
5264 In the present case, the removal of the existing restrictions would enhance the state of competition in both markets, as potential or likely entrants have been identified in each case.
5265 Further, Apple places some emphasis on the proposition that the Epic witnesses did not factor into their plans to list the Epic Games Store on the App Store any fee, such as a core technology fee, that Apple might charge to be on the App Store. That goes nowhere.
5266 Consistent with its failure to adduce any evidence of what it is likely to do in the counterfactual, Apple did not suggest to either Mr Sweeney or Mr Allison that Epic would abandon its plans for entry at any particular level of fee or by reason of any other different contractual term.
5267 Indeed, the evidence is to the contrary effect. In respect of PCs, the evidence indicates that Epic receives benefits from the Epic Games Store other than the direct revenue it receives as the app store operator. In particular, it receives a greater proportion of revenue from in-app purchases within Fortnite and benefits from users’ increased engagement with the Epic ecosystem.
5268 The only question for me is whether there will be an improvement in the processes of competition. I am not required to investigate the more detailed question of whether any competitor will prove itself to be profitable or viable.
Alternative app stores – competition on a range of dimensions
5269 Further, it is self evident that competition from alternative app stores would take place on a range of dimensions in the counterfactual.
5270 When consumers have choices, app stores are likely to compete across multiple dimensions including by offering better, more innovative and more tailored services. They are also likely to compete on price.
5271 If other iOS app transaction platforms were to exist in the counterfactual, they would likely offer differentiated services and charge different commission rates, including a 30% commission rate.
5272 In the counterfactual, proposed new entrants would strive to attract the business of developers and consumers and it is possible that this may prompt a competitive response from Apple.
5273 Consistent with this view, in the counterfactual, the App Store would likely face competition from alternative app stores on several dimensions, including the following dimensions as Epic has explained.
5274 As to app review, developer surveys commissioned by Apple highlight the deficiencies in Apple’s app review policies and processes. Developers have expressed their dissatisfaction to Apple about the lack of consistency and transparency in Apple’s app review processes, the minimal guidance received from Apple’s app review board, delays in app review, and about being separated from their customers. Competition from alternative app stores could improve the transparency and quality of the app review process and reduce delays currently experienced by developers.
5275 Further, as to app discovery, developers have expressed concerns to Apple about the poor quality of the App Store’s search and discovery functions. In the counterfactual, alternative app stores would be able to compete with the App Store with respect to app discovery, which could lead to enhancements in the algorithms used, for example, to improve app recommendations displayed to users. Such competition would benefit both developers and users.
5276 Further, as to the choice of payment solutions, absent Apple’s restrictions, third-party app stores could compete by offering alternate payment solutions with different functionalities to meet developer demand.
5277 Further, as to the provision of specialised app stores, similarly to the state of competition in respect of app distribution on PCs, specialised app stores would be able to compete with the App Store. The availability of specialised app stores would cater to specific iOS device user groups, leading to greater user choice.
5278 Further, as to the level of control over relationships with users, by virtue of the DPLA Apple assumes control over the user relationship with respect to apps and digital content within apps distributed through the App Store. For example, Apple reserves to itself the exclusive right to unilaterally decide whether to grant refunds to users and developers are prohibited from issuing refunds. In the counterfactual, alternative app stores could enable developers to have a closer relationship with the users and gain greater insight into user feedback and needs.
5279 Further, as to security and privacy, if Apple were to permit alternative app stores, there would be the potential for competition in respect of the security and privacy protections offered to users.
Direct downloads – competitive constraint
5280 In my view, and for the reasons that Epic gives, the ability to directly download iOS apps would impose a competitive constraint on the App Store.
5281 First, removal of the prohibition on direct downloading would likely incentivise app stores, including the App Store, to deliver better value and more innovative services to developers and users. And there is no technical reason why iOS app users could not directly download iOS apps, including alternative app stores, on iOS devices.
5282 Second, permitting direct downloads would create an additional constraint on Apple in the supply of iOS app distribution services. Moreover, competition from directly downloaded rival app stores on iOS could create pressure for the App Store to improve its efficiency or even lower its commissions.
Removal of impugned conduct – lower commissions
5283 I agree with Epic that removal of the iOS app distribution conduct may lead to app stores charging lower commissions to developers, consistent with the experience on PCs.
5284 Such an effect would be a result of greater competition in the iOS app distribution market and is likely to manifest in the counterfactual for the following reasons, as Epic has said.
5285 Competing app stores may charge lower commissions than the App Store.
5286 To the extent that third-party app stores are more efficient than the App Store, they would be able to offer developers a lower commission. For example, the Epic Games Store has launched a suite of self-service publishing tools to enable developers to release apps on the Epic Games Store with less reliance on Epic’s technical support and release management teams.
5287 This makes the distribution of third-party apps on the Epic Games Store more efficient.
5288 In the counterfactual, efficiency gains of this nature would likely enable rival app stores to charge a materially lower commission than the App Store.
5289 Further, competition from rival app stores would likely create pressure for the App Store to increase its efficiency. Depending on any charges levied by Apple on third-party app stores or developers that make use of those stores, there is the potential for the App Store to improve its efficiency, thereby resulting in it charging lower commissions.
5290 Further, there is evidence that developers pay lower commissions on operating systems where there are multiple app stores. For example, the launch of the Epic Games Store resulted in competitive responses by other PC app stores being Steam, Discord and Microsoft.
5291 This is also consistent with evidence of app stores offering preferential or negotiable rates to attract developers in a competitive environment where multiple app stores are present.
5292 Further, the ability for developers to distribute alternative app stores via direct download would also create pressure for Apple to reduce its commission rate, particularly in relation to the largest developers who are likely to have apps that are more well-known.
5293 Let me say something more about commission rates.
5294 Now Apple says that its 30% IAP commission is already set at a competitive rate, and there could therefore be no competitive harm in the counterfactual.
5295 Having regard to the available evidence, Epic says that that argument is untenable. I tend to agree.
5296 There are many other app stores on other platforms setting commission rates below 30%. Further, Apple’s current commission rate is enabling it to earn large profits. Further, even if there was conscious parallelism by other actors as to the rates set, that may be convenient and very profitable. But it does not necessarily bespeak vigorous competition.
5297 Further, developers and users would use alternative app stores in the counterfactual. The experience on other platforms such as PCs demonstrates that permitting alternative app stores enables competition on a range of dimensions, to the benefit of developers and users. And there is no reason why the position would be different if third-party app stores are allowed on iOS.
5298 Further, Apple would be incentivised to increase investment in the App Store in the counterfactual.
5299 Now Apple said that in the counterfactual, it may seek to monetise the App Store in other ways, which could lead to lower quality and higher costs. Mr Houston also said that it would be reasonable in Epic’s counterfactual to anticipate that Apple would reduce the level of investment if App Store revenue fell and could not be restored.
5300 But I agree with Epic and Professor Wright that economic reasoning suggests that the opposite would in fact occur.
5301 As Professor Wright explained, Apple could well increase investment in the App Store because it would be incentivised to improve quality and security to remain competitive with, and to differentiate itself from, entrant app stores on iOS.
5302 Now Apple says that the relevant conduct produces pro-competitive effects in the form of security and privacy benefits and encourages Apple to innovate. But as I have discussed elsewhere, the purported benefits put forward by Apple in relation to security and privacy are over-stated particularly given that Apple’s response to the Digital Markets Act demonstrates that it can and will take steps to protect against each of the things that it says will be jeopardised by decentralised distribution.
5303 In my view, in this particular respect, Apple’s security based justifications do not negate the proposition that Apple’s conduct has had the effect or likely effect of substantially lessening competition in the relevant markets.
Apple licensing – intellectual property
5304 In the counterfactual there is the potential for Apple to license its intellectual property in a way that would permit alternative modes of iOS app distribution.
5305 I agree with Epic that on the evidence, in a counterfactual that removes the impugned conduct, there is at least a realistic chance that Apple would license its intellectual property in a way that would permit alternative modes of iOS app distribution.
5306 Let me say something more about Apple’s current licensing of iOS-related intellectual property, which I have also discussed elsewhere.
5307 It is now clear that Apple already licenses any intellectual property that might be necessary for a developer to develop an iOS app, and that Apple does so independently of the DPLA.
5308 As to the software that Apple says is necessary for a developer to develop an iOS app or alternative app store that is capable of distribution on iOS, Apple has identified the following software, being iOS and iPadOS, Xcode, SDKs and APIs, and TestFlight.
5309 First, in respect of iOS, Apple says that every developer, including a developer of an alternative app store, needs a licence of Apple’s copyright in iOS to develop a native iOS app. Yet as Apple accepts, there is a software licence agreement which licenses iOS to iPhone users, which agreement is separate from the DPLA.
5310 The iOS software licence agreement does not restrict a developer from using a copy of iOS (or iPadOS) to which the agreement applies in connection with the development of iOS applications. Nor does it condition the use of that software on restrictive terms of the kind in the DPLA which Epic impugns.
5311 The iOS software licence agreement gives the user the right to access, download and use apps from the App Store. It is the user who initiates app downloads and in-app purchases in the exercise of its rights under this licence agreement.
5312 Second, in respect of Xcode, by reference to the DPLA’s licence to developers for use of the “Apple Software”, and a copyright notice, Apple identifies its Xcode developer tools package, including iOS SDKs, as a work the subject of its copyright. Although software included in the Xcode developer tools package is a part of the definition of “Apple Software” in the DPLA, as Apple explains in its submissions, developers must enter into a separate agreement, being the “Xcode and Apple SDKs Agreement”, to download and use Xcode. The Xcode agreement may be entered into by any developer unilaterally signing up to its terms. That is, entry into the Xcode agreement is an offer that Apple makes to the developer world at large.
5313 As Epic correctly points out, the high-water mark of Apple’s claims about its intellectual property rights relates to APIs that are made available to developers under the Xcode agreement. More specifically, Apple’s arguments depend on the proposition that developers need to use statements or instructions from APIs that in turn derive from the Xcode agreement to give their apps the functionality needed to operate in conjunction with the iOS operating system. Apple says that code from APIs may or may not be incorporated into any given app, and it may be that all that is directly or indirectly used from an API comprises certain statements or instructions.
5314 Now there is an absence of any evidence that any code provided by Apple is executed by an iOS app when the app is being displayed within the App Store, downloaded by a user from the App Store, or subsequently updated. Apple primarily relies upon the fact that when the user downloads an app and then installs it, the whole of the app’s code is copied to the user’s device and that such code is executed when the user uses the app. But the user is authorised to take those steps by its iOS software licence agreement and by its separate licence agreement with the developer that arose upon installation of the app.
5315 The discrete Xcode agreement provides developers with a licence to download and use Xcode and the Apple SDKs to test and develop apps, including associated APIs. There is no fee payable under the Xcode agreement. It is only if a developer wishes to distribute its app on iOS or iPadOS, or on macOS through the macOS App Store, that the developer is required to enter into a separate agreement, being the DPLA. But the developer of an iOS app need not enter into the DPLA to develop an iOS app in the first place.
5316 In so far as the DPLA addresses a developer’s use of Xcode in connection with the development of an iOS app, it does so to impose restrictions on the modes by which an iOS app may ultimately be distributed if selected by Apple in its sole discretion. Those restrictions are, of course, the subject of this proceeding.
5317 Third, in respect of SDKs and APIs, Apple accepts that the SDKs that a developer uses to develop an iOS app “are provided as part of the Xcode Developer Tools”, and are therefore the subject of the Xcode agreement.
5318 Moreover, the “Apple SDKs” the subject of that agreement are defined to mean the relevant Apple proprietary SDKs “including but not limited to” header files and APIs. Mr Grant’s evidence was that “[d]evelopers can download Apple’s Xcode application to use the SDK for iOS app development and the SDK for macOS app development, and access Apple’s APIs through those SDKs”.
5319 So, I infer that any SDKs or APIs that may be necessary for a developer to use in the development of an iOS app are the subject of the Xcode agreement.
5320 Fourth, in respect of TestFlight, the evidence is that developers, such as Epic, use TestFlight to perform pre-release testing of iOS apps because of the technical restrictions that Apple has placed on the distribution of iOS apps. There is no evidence that, absent that restriction, developers would need to use TestFlight to develop or test an app, or indeed to distribute an app outside the App Store.
5321 Now if a developer develops an iOS app in the manner described above, and if, as on macOS, Apple did not restrict an iOS user’s ability to install that app on their iOS device by direct downloading or sideloading, then the user and the developer, in those circumstances, would not require any further contractual consent from Apple to download, install and use the iOS app.
5322 I agree with Epic that it follows from the preceding matters that Apple’s contention that there is no iOS app distribution market because there is no potential for Apple to license its intellectual property is not maintainable.
5323 Apple in fact licenses its intellectual property on terms that are exogenous to the DPLA and that likely would, absent the impugned conduct, permit alternative modes of iOS app distribution.
5324 Apple’s analysis puts the cart before the horse. It is only by reason of Apple’s impugned conduct that developers are driven to accept the terms of the DPLA, the restrictive terms of which Apple says it would never voluntarily depart from.
5325 As to Apple’s suggestion that additional Apple software would be necessary to develop alternative app stores or to facilitate direct downloads, Apple has led no evidence to this effect. It was in a position to do so. I would not draw inferences favourable to Apple in the absence of such evidence. Apple’s contention is inconsistent with the evidence before me as to the development of alternative app stores or apps available for direct download on macOS.
5326 Further, as Epic points out, there are additional reasons that justify me in rejecting any suggestion that Apple is willing to license its software for use in developing iOS apps only on the condition that they be distributed solely through the App Store.
5327 First, Apple permits developers to distribute their iOS apps to individuals within their organisation on a limited number of devices. Developers enrolled in the Apple developer enterprise program can distribute internal-use-only apps to employees of large organisations.
5328 Second, Apple permits distribution by developers of “Custom Apps” through “Custom App Distribution”, being the store functionality that enables users to obtain apps through the use of Apple business manager, Apple school manager, or as otherwise permitted by Apple.
5329 Third, in Europe Apple permits the distribution of iOS apps outside of the App Store. This demonstrates the possibility of Apple licensing any intellectual property necessary for the distribution of iOS apps through alternative methods of distribution when its preferred monopoly position is disturbed.
5330 Now Apple says, without evidence, that there is no reason to think that Apple would extend access to its SDKs and APIs to assist in the development of alternative app stores for iOS to developers beyond Europe, or that developers could create such apps without Apple’s SDKs and APIs.
5331 Even if I accepted the premise that such software would be necessary, which is unsupported by the evidence, these are not inferences that I would draw given Apple’s failure to lead evidence on the topic.
5332 Fourth, before the creation of the App Store, Apple’s executive team considered making a policy decision to allow distribution of iOS apps outside the App Store. This was a live issue between October 2007 and April 2008. Indeed, “app distribution outside the store” was identified by Mr Forstall in April 2008 as one of the “top five features that are still unfinished”.
5333 As Epic says, there is no evidence of the actual decision being made, but it can be inferred that Apple’s executive team made a policy decision not to allow this form of distribution between April 2008 and the launch of the App Store. And I would not be prepared to draw the contrary inference in circumstances where Apple elected not to call Mr Forstall.
5334 Fifth, Apple needs developers to bring their apps to Apple and its platform as Apple derives significant economic value from their presence. The DPLA provides developers with the right to use the same “Apple Software” to develop macOS apps, but without any obligation to distribute those apps through the macOS App Store. Particularly in the absence of any contrary evidence from Apple, I can proceed, as Epic says, on the basis that there is a real possibility of Apple licensing its software for use in developing iOS apps for distribution on the same basis as for the development of macOS apps, that is, without any restriction on the use of that software to develop apps including alternative app stores for distribution other than through the App Store.
5335 For the purposes of the counterfactual analysis, I infer from the multitude of circumstances in which Apple is willing to license any intellectual property that may be necessary to develop iOS apps, on terms other than those that require distribution using the App Store, that there is a real possibility of Apple licensing its intellectual property in a manner that would permit alternative modes of iOS app distribution.
5336 Further, as Epic points out, Apple’s assertion that it would never voluntarily license its intellectual property to permit non-centralised app distribution is also inconsistent with the circumstances pertaining to Android. In that context, Google has determined that the availability of third-party app stores and sideloading, albeit obstructed, is within its commercial interests. And Google makes available various materials, including SDKs and APIs, to enable developers to develop Android apps, with no requirement that the resulting apps be distributed through the Play Store. I have discussed this in more detail in my reasons in Epic’s proceeding against Google.
5337 Indeed, it is not contentious that operators of the Windows, MacOS and Android operating systems have intellectual property, but do not charge for its use in a way that prevents the distribution of apps other than through their proprietary stores.
5338 Now Apple says that there is no evidence that any licence fee it might lawfully charge would be so low, or the other terms it might offer would be sufficiently attractive, as to permit viable third-party stores or direct downloading. But Apple has failed to prove the value of any intellectual property rights that Apple says would inevitably need to be licensed by the developer of an iOS app. Accordingly, I cannot speculate as to what a commercial return might be, if Apple were in the counterfactual to seek to monetise its investments in some different way.
5339 In short, in my view if I were to restrain Apple from imposing and enforcing the iOS restrictive terms, there is a commercially realistic chance that any lawful response taken by Apple in restructuring the way in which it recovers compensation, or adopting an alternative monetisation strategy, would not have the same or similar effect as the impugned conduct.
5340 Let me deal with another aspect. Apple invited me to draw the inference that Apple would not license alternative app stores. But when Mr Darke SC was pressed with the point that a refusal to license might itself give rise to a s 46 concern, Apple seemed to resile from that position, clarifying that I should assume that Apple would act lawfully in the counterfactual.
5341 In any event, I would not draw an inference that Apple likely would not license alternative app stores. And more particularly, I would not infer that Apple likely would not license any intellectual property necessary to enable alternative means of iOS app distribution except on terms that would make it uneconomic for developers to utilise those means, although Mr Darke SC at one stage seemed to flirt with the idea.
Other matters
5342 Apple says that Epic’s counterfactual assumes that third-party app stores would gain access to the App Store for free. Apple also says that Epic seeks to subvert intellectual property rights in a misguided attempt to have me compel access to Apple’s proprietary technologies, including a licence of Apple’s software, on terms of Epic’s own choosing including, it seems, for free.
5343 But Mr Sweeney acknowledged the following matters, as Epic pointed out. First, he acknowledged that app stores and services have costs to operate, and as a business, app stores operators want and deserve to make a profit. Second, he acknowledged that Epic would be willing to pay Apple and Google any charges pertaining to hosting or servicing Epic’s content which were lawful in the place where they were levied. Third, he acknowledged that Epic would be willing to pay Apple for the costs of the intellectual property that Epic would use, provided the charges were lawful and not anti-competitive.
5344 Apple further says that if it were necessary for Apple to reduce its commission on paid app downloads and in-app purchases, then it may need to restructure the way in which it recovers compensation for the value it provides to developers, including the value provided to developers by Apple’s intellectual property. Apple suggests that in the counterfactual, it might seek to monetise the App Store in other ways, such as by changing its annual developer fee or charging for free apps.
5345 Now Epic says that I should reject any claim by Apple that the commission currently payable by developers pursuant to schedule 2 of the DPLA is paid as consideration for, inter-alia, the licence to use the “Apple Software”. I agree with Epic and would reject Mr Schiller’s evidence to the contrary.
5346 As Epic quite rightly says, the DPLA is properly to be characterised by evaluating what it says, not what Mr Schiller said about it.
5347 The $99 annual developer program fee is said to be paid “[a]s consideration for the rights and licenses granted to [the developer] under [the DPLA] and [the developer’s] participation in the Program”.
5348 Those rights and licences comprise the legal means by which a developer gains access to Apple’s technology and tools for, and associated with, the development of apps, whether for iOS, iPadOS, macOS or other Apple operating systems.
5349 As for the developer’s participation in “the Program”, which is defined as “the overall Apple development, testing, digital signing, and distribution program contemplated in this Agreement”, it is unclear what rights and licences relate to that participation. Certainly, it is clear from clauses 3.2(g), 6.9 and 7 of the DPLA that developers do not get any right to have their iOS apps distributed, as that rests in Apple’s sole discretion. It is also clear from Schedule 2 of the DPLA that Apple is separately remunerated for all the distribution services it provides as agent for the developer.
5350 As Epic says, this leaves a lack of clarity surrounding the intended meaning and effect of the reference to the “distribution program contemplated in this Agreement”, although it does seem to be directed towards the distribution of iOS apps on the App Store and macOS apps on the Mac App Store.
5351 The $99 developer program fee is payable by all developers who wish to access those things, not just developers who distribute apps via Apple’s various app stores and who monetise those apps using methods to which Apple’s commission applies.
5352 I agree with Epic that Apple’s commission is said to be for something quite different and more discrete, namely, Apple’s services as “agent and/or commissionaire”.
5353 Now as to Apple’s contention that it might need to restructure the way it recovers compensation or adopt an alternative monetisation strategy, it has adduced no evidence as to what steps it might seek to implement in the counterfactual.
5354 And nor is there evidence that, absent the iOS restrictive terms, Apple would refuse to make available the “Apple Software”, such as the SDKs it currently licenses to developers pursuant to the DPLA, to facilitate the development of alternative app stores.
5355 As Epic says, there are real and compelling incentives for Apple to provide third-party developers with software and tools necessary to develop iOS apps. Doing so allows Apple to attract developers to build native iOS apps for its platform, and thereby increase the attractiveness of iOS devices to users with the promise of a large and diverse app catalogue.
5356 SDKs are generally made available for free by platform creators to stimulate the supply of software to those platforms.
5357 Further, the set of APIs incorporated in Apple’s SDK allows developers to make use of the myriad of features and attributes of the device in creating compelling applications. This benefits Apple by making, increasing the prospect of maintaining, or increasing, sales because iOS devices are made more attractive.
5358 Further, although Apple earns no commission on free or ad-funded apps, sales of physical goods and services, or digital content purchased outside of iOS but accessed in the app, Apple gains a commercial benefit through making its hardware, software, and services more attractive to consumers.
5359 As Epic says, Apple stands to receive an economic benefit when popular apps are available for download on its devices, even if those downloads do not occur through the App Store. Popular apps help drive iPhone sales, including potentially apps which are alternative app stores.
5360 Further, Apple can seek to earn revenues through other methods of monetisation, so long as Apple acts lawfully.
5361 Now as I have indicated, Epic is not required to prove precisely what terms or licence fee Apple might seek to charge in the counterfactual. But I agree with Epic that there is some evidence that indicates how Apple might choose to structure its terms in a competitive marketplace, being evidence concerning the commercial arrangement that Apple has with developers of macOS apps.
The macOS scenario
5362 Epic has given the following description which I agree with.
5363 Apple currently gives developers of iOS apps and macOS apps access to the very same software and tools being the “Apple Software”, and access to participation in “the Program”, being “the overall Apple development, testing, digital signing, and distribution program contemplated in the [DPLA]”, in consideration of payment by those developers of the same annual $99 program fee.
5364 Now developers of macOS apps are not obliged to distribute their apps on the Mac App Store, and nor are they compelled to use IAP for in-app purchases of digital content within macOS apps if those apps are distributed otherwise than by way of the Mac App Store.
5365 I agree with Epic that without any indication from Apple as to how it might respond in the counterfactual world, its current conduct with respect to the fee that it charges to developers of macOS apps for access to the necessary software and tools is a relevant and instructive proxy.
5366 Further, Epic does not have to pay a fee to Google for the Epic Games app to be available on Android for direct download nor to Microsoft for the Epic Games launcher to be available on Windows OS on PCs via direct download.
5367 Further and as I have said, Epic had to pay the annual program fee to Apple to distribute Fortnite on macOS, but Epic does not have to pay Apple for the Epic Games Launcher to be available for direct download on macOS.
5368 As such, on Android and Windows and macOS, Epic does not pay a licence fee or make any contribution for access to Android, Microsoft and/or Apple’s customer base.
5369 Professor Wright gave evidence on these questions, as correctly summarised by Epic, which I accept.
5370 Professor Wright said that if the App Store were competing closely with those other app stores, he would expect that the App Store would only be able to recover similar costs to those borne by other app stores.
5371 Further, Professor Wright explained that if the counterfactual is informed by these alternatives for PC app distribution, being Windows, macOS and Android, no fees are being imposed on developers that are so prohibitive as to prevent the entry of alternative app stores.
5372 Professor Wright assumed that in the counterfactual, Apple would treat access to iOS the same as macOS insofar as it would not set a fee that is so prohibitive that there cannot be entry.
5373 Professor Wright did not make any specific assumption about how developers might respond to a new charge by Apple like the core technology fee introduced in Europe by Apple in response to the Digital Markets Act, because it would be speculative to do so. But he said that there is no licensing fee that has been put on, and in Europe there has been entry of alternative app stores under that fee regime.
5374 Further, Professor Hitt suggested nothing more than a possible additional annual charge by Apple of $100 for access to its SDK and other developer tools in the counterfactual.
5375 In summary, I am satisfied that if I were to restrain Apple from imposing and enforcing the iOS restrictive terms, there is a commercially realistic chance that any lawful response taken by Apple in restructuring the way in which it recovers compensation, or adopting an alternative monetisation strategy, would not have the same or similar effect as the impugned conduct.
The China context
5376 Now Professor Hitt said that it is instructive to consider Android app stores that operate in China as evidence of what might occur in the counterfactual. But as Epic quite rightly said, China is not an appropriate comparator, as the circumstances in China differ across several dimensions.
5377 The Chinese market is characterised by a unique set of competitive conditions. The competitive landscape in China for Android is fragmented following China’s blocking of Google’s services.
5378 Further, app distribution services are primarily provided by OEM device manufacturers such as Huawei that operate and pre-install their own app stores, or large developers that operate their own app stores via direct downloads from their websites. So, there is limited competition between app stores on a particular OEM device.
5379 In my view, the situation in China is not indicative of the nature of competition that would likely take place in the counterfactual in Australia.
5380 Now Apple says that market fragmentation in China has resulted in meaningful security concerns that negatively impact both consumers and developers. But as Epic says, the security concerns that exist in China are not relevant to Australia.
5381 The app market in China is characterised by high levels of illegal scraping and app cloning, which are not within the control of the original app developer, across app stores, which creates associated security concerns for users and developers.
5382 But in the counterfactual, Australia’s legal system would remain in place and regulate illegal scraping and app cloning. Developers would accordingly be able to enforce security standards on their apps.
The expert evidence on counterfactuals
5383 Now Apple relies on evidence given by Professor Hitt and Mr Houston. But I agree with Epic that Professor Hitt and Mr Houston did not have any proper foundation to express opinions as to what Apple is likely to do in the counterfactual, insofar as it involves setting terms and conditions of access to Apple’s intellectual property. In any event, I agree with Epic that their evidence does not advance Apple’s case for the reasons that Epic gave.
5384 Mr Houston did not say that he would expect Apple to impose terms on the licensing of its intellectual property beyond those presently in the DPLA or any other relevant software licence agreements, let alone that those terms would prevent alternative methods of distribution eventuating.
5385 To the extent that Mr Houston said that Apple would take any particular action in the counterfactual, he suggested that it would be a competitive response, which is the antithesis of preventing new means of distribution.
5386 Further, although Mr Houston’s report did suggest the possibility of Apple changing its pricing structure, this was little more than speculation on Mr Houston’s part and, in any event, there is no suggestion that the alternative pricing would be such as to make alternative means of distribution non-viable.
5387 Further, to the extent that Professor Hitt said or implied that Apple may charge a fee for transactions that are presently free, that is not evidence that Apple would only license its intellectual property on terms that meant alternative means of iOS app distribution likely would be foreclosed.
5388 Let me say something further about Professor Wright’s evidence in this context.
5389 I agree with Epic that Professor Wright was clear that he assumed that Apple may alter its terms and conditions, or prices, but would not do so in a manner that had substantially the same effect as the impugned conduct.
5390 And he did not make a specific assumption about whether licences of intellectual property owned by Apple would be necessary, although he was asked to make such an assumption in the course of his cross-examination. And his evidence, on that assumption, was that if such a licence were required, provided the terms and conditions did not have the same or similar effect as the impugned conduct, it was consistent with his analysis.
5391 Now Apple has criticised Professor Wright’s assumption that any new fees would not have the same effect as the impugned conduct as involving circularity. But as Epic says and as Professor Wright explained, any circularity involved goes both ways. In the absence of Apple having adduced any evidence on the topic, Apple could always suggest that terms and conditions in the counterfactual may be such as to prevent entry. Professor Wright explained that this was not a useful way to think about the counterfactual.
5392 Further, Apple has said that Professor Wright effectively assumed that the relevant licence terms would be such that entry is profitable immediately. But he did not so effectively assume.
5393 Finally, Apple says that Professor Wright’s assessment of the counterfactual rose no higher than a suggestion that there is a possibility of an effect on competition.
5394 But as Epic says, Professor Wright was clear in his first report that Apple’s restrictions in relation to the distribution of iOS apps substantially impact competition because absent that conduct he would expect there to be multiple app stores and the use of direct downloading would create significant pressure on the App Store and other app stores to keep their offerings competitive.
5395 I agree with Epic that his less definitive language in later evidence which Apple refers to reflects an appropriately cautious approach as to exactly how that competition would manifest, rather than any equivocation as to the likelihood of increased competition. Any increased competition would occur in and across multiple dimensions, including, potentially, commission rates.
The European model – Digital Markets Act
5396 Finally, I should say something about the European model and the Digital Markets Act.
5397 In my view the technical measures implemented by Apple in the EU to permit decentralised app distribution, and to mandate centralised app scanning, are broadly probative of the kinds of technical measures that Apple could, and likely would, implement if it were to decentralise app distribution in Australia.
5398 They are therefore relevant to any evaluation as to the adverse security and privacy consequences of decentralised app distribution.
5399 Now Epic does not accept that the full scope of Apple’s implementation of decentralised distribution in the EU is necessary for security, or proportionate to any such security risks as exist, including on the basis that those of Apple’s “Notarization Review Guidelines” for alternative distribution channels that concern matters such as content moderation and data privacy are not properly characterised as matters going to device security. Further, Epic does not endorse the commercial terms imposed by Apple in the EU. Further, Epic disputes the full range of guidelines against which Apple reviews apps that are submitted to it for digital signing, so that they might then be distributed outside the App Store. Further, it disputes the proportionality of the installation flow that now appears to be imposed in the EU. Further, it has raised concerns about the structure of parallel existing and alternative terms which create various disincentives for developers. Further, it has raised issues about the core technology fee.
5400 But having said all of that, in my view what has and is occurring under the Digital Markets Act is significant because it provides real world evidence of technical, security and commercial questions in a decentralised approach.
5401 Now Mr Federighi was cross-examined at length on the EU position as it stood at the time of his evidence. And the technical experts were permitted to update their evidence to incorporate developments up to the point of their evidence. I have discussed some of this evidence elsewhere.
5402 In my view and as has been put by Epic, Apple’s response to the Digital Markets Act provides me with a real world context in which to consider the counterfactual where Apple does not engage in its anti-competitive conduct.
5403 Relevantly, Apple has announced various changes to both iOS and the App Store within the EU that it purports are for the purposes of compliance with its obligations under the Digital Markets Act. There has been the introduction of alternative means of native app distribution on iOS. Further, there has been the implementation of a new approach to iOS app approval involving notarization. Further, there has been the introduction of new options for using alternative payment service providers. Further, there has been the option to “link-out” from within an app to an external website for the purpose of processing and completing payments.
5404 Moreover, in the short period of time during which Apple has been subject to the Digital Markets Act, a third-party app store known as Aptoide has announced its intention to be the “The First Alternative App Store for iPhone”.
5405 Epic has likewise announced its intention to launch an Epic Games Store mobile app on iOS devices in the EU. Moreover, there are many large developers that may value creating their own app store or doing their own direct distribution from their website, not paying a commission to Apple, and having their own alternate payments system.
5406 Clearly the EU experience demonstrates that in any counterfactual scenario that I have to consider involving a decentralised approach, there are no commercial, technical or security issues that cannot satisfactorily be addressed and in a fashion that is pro-competitive or at the least injects more competition than exists under Apple’s rigidly maintained centralised approach.
Apple’s justifications
5407 Now Apple has attempted to justify its anti-competitive conduct on two bases. The first basis concerns the security of iOS devices. The second basis concerns Apple’s intellectual property which I have already discussed.
5408 Now in the United States, it is accepted within antitrust law that the anti-competitive effects of a monopolist’s conduct can be offset or outweighed by pro-competitive justifications for that conduct (Ohio v American Express Co, 138 S Ct 2274, 2284 (2018); United States v Microsoft Corp, 253 F 3d 34, 58-59 (DC Cir 2001)), and the monopolist’s liability thereby avoided. This is the rule of reason, which I have discussed earlier.
5409 By contrast, and as I have already said, in Australia, ss 45, 46 and 47 do not admit of any rule of reason type analysis. But of course, pro-competitive effects in the same market are relevant and should be considered.
5410 Accordingly, unless Apple’s attempted justifications negate the conclusion that the impugned conduct had the effect or likely effect of substantially lessening competition in the relevant markets, those attempted justifications are irrelevant. I have dealt with their relevance to purpose elsewhere.
5411 Now Apple says that if third-party app stores were to be available on iOS devices, or if iOS device users were able to directly download, install and update iOS apps on iOS devices, the functional integrity of iOS devices, and the security and privacy of data contained on those devices, would potentially be adversely affected. Apple says that the same consequences would potentially flow if app developers were permitted to use in-app payment methods other than IAP for facilitating payments for in-app content within iOS apps.
5412 But I agree with Epic that the evidence does not support Apple’s position.
5413 As Epic says, if Apple were to allow third-party app stores and direct downloading on iOS devices, the functional integrity and security of those devices, and the security and privacy of data contained on those devices, would not be diminished.
5414 As Epic points out, in general terms, there are two such effective security measures that Apple currently deploys.
5415 First, there are OS-level protections that secure iOS devices, and relevantly restrict the capabilities of apps that have been installed. As I have discussed elsewhere, those protections include file access control technologies that define the entities that may access a given file, digital signatures that allow the OS to verify the integrity and authenticity of an app, and app sandboxing that restricts the degree to which an app is able to interact with other apps on a device. And as Epic says, those OS-level protections are distribution channel agnostic.
5416 Second, there is automated scanning of apps submitted to the App Store to prevent malicious apps or malware, from being installed. The automated scanning of apps on Apple’s servers for malware currently occurs as a component of the app review process, which is designed in part to exclude malware from the App Store. As Epic points out, that scanning makes a meaningful contribution to the security of iOS devices.
5417 And the evidence establishes that there is no technical reason why Apple could not ensure, by way of certification technology, that only those apps that have been automatically scanned by Apple for malware are permitted to be installed on an iOS device, regardless of the method of distribution. Apple does so on macOS.
5418 If Apple were to allow third-party app stores and direct downloading on iOS devices, as it does on macOS, it could deploy equivalent security measures.
5419 Further, as I have indicated elsewhere, Apple has overstated the value of the human review component in terms of its contribution to the security of iOS devices.
5420 I tend to agree with Epic that provided that all apps distributed to an iOS device are automatically scanned before installation and sandboxed once they are installed, alternative app distribution methods would not pose much more of a threat to iOS devices than the current App Store model of app distribution.
5421 Finally, let me say something more generally about Apple’s centralised app distribution system.
5422 First, it may be accepted that this has some benefits over a decentralised system in terms of security concerns.
5423 Second, I also accept that the quality of Apple’s offerings including its distribution services is in part a function of the premium style security that Apple offers and enshrines in its centralised app distribution system. So, it is a relevant non-price factor. And so, for example, in dealing with any counterfactual commission charges absent the relevant impugned conduct, quality differentials such as concerns security differences need to be considered in terms of Apple’s offerings as compared with other entities’ offerings.
5424 Third, the fact that Apple has imposed a centralised app distribution system for the purpose of protecting security does not entail that there is not also a substantial anti-competitive purpose involved or at least now involved in maintaining such a system, whatever the original purpose, although I have said elsewhere that there was originally such an anti-competitive purpose in any event.
5425 Fourth, in terms of effects, any security beneficial effects in maintaining a centralised distribution system do not necessarily outweigh any anti-competitive effects flowing from Apple’s conduct.
App Store within an App Store
5426 Let me say something concerning Apple’s ban on rival app stores within the App Store. Moreover, in terms of context, it should also be recalled that unlike Google, Apple does not permit the direct downloading or sideloading of rival iOS app stores. Google of course permits this concerning rival Android app stores.
5427 Now I am not persuaded that the restriction precluding rival app stores within the App Store had an anti-competitive purpose relevant to the iOS app distribution services market.
5428 First, such a ban is targeted if at all against competitors rather than competition.
5429 Second, like Google, Apple seems to have had various purposes for such a ban. One purpose was to address security risk as Apple saw it. Another purpose was to prevent free riders. And an associated purpose was to protect the asset that it had invested in and built up.
5430 But does this restriction have an effect or likely effect of substantially lessening competition in the iOS app distribution services market?
5431 Now given that direct downloading or sideloading of rival iOS app stores was not permitted, it could be said that the combination of such a restriction together with the ban on rival app stores within the App Store had such a likely effect.
5432 Let me digress for a moment.
5433 If I permit the direct downloading or sideloading of rival iOS app stores, then the competition question concerning the ban on rival app stores within the App Store is substantially ameliorated for the future. There would then be no effect or likely effect of substantially lessening competition. A rival app store could enter the market and compete through the direct downloading or sideloading of an iOS app store, albeit that there are imperfections and disadvantages in such a pathway as distinct from being permitted to do this through the App Store.
5434 But that less desirable pathway would not give rise to substantial competition consequences.
5435 But I am for the moment considering the question of contravention to which I should return.
5436 There is another way to consider the matter. If one allowed an app store within an app store, that would diminish the quality of Apple’s App Store offering and that would not be a pro-competitive step. Indeed it would be the antithesis of vigorous competition. I would be condoning and facilitating the parasitic behaviour of Apple’s newly created competitors.
5437 Further, to the extent that new security risks were injected by permitting such access, that would also not be a pro-competitive step.
5438 These last two concerns may have an anti-competitive effect.
5439 On balance, I am inclined to conclude that the relevant ban does not have an anti-competitive effect overall.
Summary
5440 As I have indicated, in my view Apple’s restrictions on direct downloading or sideloading of native iOS apps had the purpose or effect or likely effect of substantially lessening competition in the iOS app distribution services market.
5441 Further, in my view such conduct had such a purpose or effect or likely effect in the broader app distribution market, if I am wrong in my primary finding of an iOS app distribution services market.
5442 Now I would note in relation to these findings that Apple may in imposing these restrictions have sought to address security concerns and risks. But nevertheless, none of that negates my key conclusions.
In-app payments — processing solutions
5443 Let me begin by setting out but paraphrasing some of Professor Somayaji’s evidence that was not the subject of any serious contest concerning various technical functionality topics.
5444 I will return later to more specifically discuss detailed aspects of IAP and the Apple commerce engine.
5445 Now many apps across a variety of digital platforms, including iOS devices, require that users be able to purchase goods and services from within the app. The goods and services purchasable within apps can come in digital or physical forms. So, the Amazon iOS app offers users the ability to purchase physical goods from the app, which are then shipped by Amazon to the user. Apple Music offers users the ability to purchase digital goods, namely digital songs and streaming subscription plans, from within the app.
5446 In-app purchases allow developers to sell goods or services digitally, including subscriptions to digital goods and services, to users inside of an app after it has been installed.
5447 Accepting and processing payments for in-app purchases relies on digital payment solutions. Digital payment solutions are a suite of services facilitating online payments via financial institutions with whom users already have relationships. In other words, digital payment solutions allow customers with existing payment methods such as a credit card to make purchases from merchants with existing payment repositories such as a checking account.
5448 The role of the digital payment solution is to enable users to make purchases from within apps, resulting in money moving from the customer’s payment method to the merchant’s financial account. Digital payment solutions commonly include a payment gateway, a fraud management system, and a checkout interface.
5449 A payment gateway is a piece of software that accepts payment methods from the customer, verifies the transaction validity, and forwards the transaction to an entity to collect payment. In respect of digital payment solutions, the entity to which the transaction is forwarded is commonly the digital payment solution’s acquirer, being a bank or other entity that, on behalf of the digital payment solution, collects funds from the payer’s bank through the card network.
5450 A fraud management system is software that detects and prevents fraudulent payments, and often also provides tools to help facilitate chargeback disputes by the payer after the transaction has concluded.
5451 A checkout interface is software which provides a digital interface for the user to provide payment information, or relies on payment information stored on file if available for the customer, and which provides a digital interface for the user to confirm their intent to purchase the relevant items.
5452 In order to support the delivery of purchased digital goods, digital payment solutions commonly include digital inventory management services in addition to the core payment services described above. Digital inventory management refers to the maintenance of customer purchase records.
5453 Apple’s IAP, which is provided to developers as part of Apple’s development tools for iOS devices and can be accessed via an API, is an example of a digital payment solution.
5454 IAP includes a payment gateway and a fraud management system. IAP also includes a checkout interface for users to confirm their intent to purchase goods and services, but relies on payment information stored on file through the customer’s Apple ID rather than asking the customer to input payment information. This interface, which Apple refers to as a one-click purchase, is comparable to similar interfaces offered by peer platforms.
5455 To support the processing of in-app transactions, IAP enables digital inventory management.
5456 For iOS apps that use IAP to process in-app purchases of digital goods, Apple generally takes a commission, the details of which I have discussed elsewhere.
5457 Now whilst Apple policy requires that all iOS apps use IAP to process transactions of digital goods, Professor Somayaji said that there is no technical or security basis for this requirement. He said that digital payment solutions, which support the acceptance and processing of payment for digital in-app purchases, is not a technology that is unique to Apple. Rather, it is a commoditised technology that is implemented by many third-parties in the digital payments industry.
5458 Digital inventory management, the additional process which supports the delivery of purchased digital goods, is implemented by databases. Like digital payment solutions, databases are not technologies unique to Apple. Rather, they are commoditised technologies that are implemented by many third-parties in the digital payments industry. Organisations such as Stripe, Square, Braintree, and Adyen support payment processing. Stripe, Square, Braintree, and Adyen also offer inventory management services, providing equivalent functionality to that offered by Apple’s IAP.
5459 IAP is distinguished by its integration with the iOS platform. But other solutions are technically feasible.
5460 Now third-party solutions are not allowed to process iOS in-app payments for digital goods due to policy requirements. These policy requirements come in the form of guidelines for apps hosted on the App Store and are specified in the App Store review guidelines. But third-party alternative payment mechanisms are allowed on the App Store so long as they are used to facilitate payments for non-digital goods or services.
5461 So, you can buy plane tickets and order groceries on iOS without using IAP, even though such tasks involve processing payments and managing inventory that are much more complex than those required by most digital in-app payments. There are also apps that can be developed under the Apple business manager program, which are apps that are meant for businesses rather than individuals, for which IAP is not available, and transactions for these apps cannot use IAP.
5462 Now due to integration with iCloud and Apple servers, IAP may provide a certain level of convenience to developers implementing digital payments on iOS apps. But according to Professor Somayaji, it does not improve the overall security and privacy situation of end users.
5463 Now to better understand how IAP works and how it compares to similar functionality provided by other digital payment solutions, I will explain the technical details of in-app transactions in two parts.
5464 The first part concerns digital payment processing, the primary system by which in-app purchases of digital goods are processed.
5465 The second part concerns digital inventory management, a supporting system of receipts that enables record keeping and accurate distribution of digital goods.
The use of APIs in digital payment processing
5466 Digital payment processing describes the system by which money is transferred between a buyer and seller over the internet, and the core system by which in-app digital purchases of goods are processed. Given that money is largely stored as digital records in financial institutions, payments involve the coordinated modification of these records such that a credit in one account matches up with a debit in another. One challenge of digital payments is avoiding unauthorised changes to account values, as otherwise money could be lost or stolen.
5467 Digital payment processing primarily happens in closed networks, that is, ones that are not directly connected to the internet. This ensures that digital payments are handled securely.
5468 In order to process a payment, payments must go through a digital payment solution that mediates communication with the internet-connected network and orchestrates verification of the payment request. Professor Somayaji’s figure 20 illustrates the complete digital payment processing flow, from actions taken prior to the time of purchase through to actions taken after the time of purchase. As is shown in figure 20, the digital payment solution facilitates payments between the consumer, the developer, and banks. The issuing bank in figure 20 refers to the bank that has issued the customer’s payment method, that is, the customer’s bank.
5469 The communication flow for a payment processed by IAP varies in relatively minor ways from the general flow shown in figure 20.
5470 IAP requires customers to save payment information prior to the point of purchase rather than it being an optional step. Additionally, Apple's commercial bank and acquiring bank are separate entities, though this separation does not affect the way that IAP accepts and processes payments, nor the security of IAP as a software system.
5471 Professor Somayaji’s figure 21 shows the communication flow for IAP in the case where customers pay via card.
5472 In order for payment requests to be made through a digital payment solution, APIs must be used. APIs are the technology underlying much of digital payment processing as they are a way for one program to communicate with another, even if both programs were built independently and with different technology. In other words, APIs are the interface between programs that allow information to be shared.
5473 APIs are ubiquitous on the internet, underlying much of the functionality for information sharing. So, when booking a flight through a third-party travel site, an API enables the communication between the airline and the travel provider. This same idea is true for digital payment processing, which rely on APIs to communicate between apps, payment gateways, and, eventually, banks. Companies like Square, Stripe, Adyen, and Braintree specialise in developing digital payment solutions, offering this as a service to other companies. These alternatives offer the same level of functionality and security as IAP.
5474 As an example of how APIs are used in a typical purchase, if a user named J. Doe on the Wayfair app buys a sofa for $1000, the app will make an API call to Stripe, its digital payment solution, to process the payment. The relevant details about the user and their payment, including the item purchased, price, and requested action are included in this API call. Professor Somayaji’s figure 22 provides a simplified depiction of this process for illustrative purposes.
5475 Payment services are often carried out by digital payment solutions like Stripe, Square, Adyen, and Braintree, with communication between apps and banks generally mediated by APIs. Professor Somayaji’s figure 23 shows the communication flow between an app and a payment gateway in order to process a checkout request. In this figure, after the checkout button is clicked on the app, an API call is made to the digital payment solution to collect payment information and process the payment. The payment gateway then confirms that the purchase has been made successfully and returns this successful payment message back to the app via an API call, which prompts the app to display a “thank you” page.
5476 Though APIs provide the foundation for digital transactions between multiple parties, modern digital payment solutions incorporate other technologies to ensure that transactions are executed securely and legitimately.
5477 In particular, digital payment solutions generally incorporate data protection processes to keep sensitive data from becoming exposed and include fraud management systems to help detect and resolve cases of payment fraud.
5478 Digital payment solutions also offer integration with a variety of different payment methods, as I will discuss later.
Databases – digital inventory management
5479 In the world of physical goods, managing inventory entails a multitude of considerations, including how much product has been received from suppliers, how inventory is distributed across physical locations, and how much product has been purchased or otherwise removed from inventory at each physical location.
5480 But in the world of digital goods the problem of managing inventory is simpler. Digital products such as magazine subscriptions and songs have infinite inventory in the sense that they can be copied and delivered to consumers as many times as the merchant wants without draining a stockpile of supply. The only constraint on delivering digital goods is to ensure that only customers who have purchased the goods can access the goods. So, digital inventory management in essence concerns the maintenance of records associated with a customer regarding what they have and have not purchased.
5481 The underlying technology that powers digital inventory management, databases, was developed in the 1960s to allow for the storage and efficient querying of data. While developers today use a wide variety of programming languages, SQL is the dominant language for updating and querying databases, whether they are small (SQLite), moderately sized (Postgres), or truly enormous (Google Spanner). Like databases, SQL was developed decades ago in the 1970s.
5482 Database technology is ubiquitous and a commodity. For every standard website on the internet, the website’s resources, such as text, images, links, and fields, are stored in databases that are queried when new information is required to be displayed.
5483 In the context of apps, databases are used to hold similar resources, such as the list of items which a user has purchased and is entitled to interact with, that are queried and displayed accordingly.
5484 The database functionality Apple provides with IAP presents some advantage for developers, as it allows data to be associated with an Apple ID, and it is integrated with Apple’s digital payments solutions.
5485 Whilst this integration is convenient for developers, database technology is a standard service for which developers have many third-party alternatives. These alternatives offer the same level of functionality and security as IAP.
A comparison of platforms — IAP, Stripe, Square, Adyen and Braintree
5486 Professor Somayaji compared the in-app payment implementation of Apple’s IAP to four popular third-party in-app digital payment solutions, being Stripe, Square, Adyen, and Braintree. The basis of the comparison was an assessment of similarities and differences in the features offered by each platform, as well as the technology supporting those features. He examined the two technologies discussed previously, being digital payment processing and digital inventory management.
5487 An under-the-hood look at each in-app digital payment solution shows that third-party tools offer similar functionality and equivalent, if not greater, security guarantees than IAP as a result of the largely commoditised technology on which IAP is built and the fact that third-party digital payment solutions operate at a greater scale of payments processed than IAP.
Digital payment processing – comparative analysis
5488 As I have said above, the technology underlying transaction facilitation is the digital payment solution’s API, which allows merchants and customers to interact with the payment service. And in terms of protecting against malicious behaviour, the key components of a secure digital payment solution are compliance with data protection standards and a robust fraud detection system. Professor Somayaji compared the manner in which each of these components are implemented across IAP, Stripe, Square, Adyen, and Braintree.
5489 Let me elaborate on APIs which I have already touched on above.
5490 It is common for digital payment solutions to use APIs to process the financial information from the relevant banks and to finalise the result of the transaction. Developers must use these APIs provided by financial service companies, as otherwise they would have to build their own digital payment solutions to gain access to the closed financial network in which the banks operate, which is a very difficult process and involves burdensome regulatory requirements.
5491 There are of course implementation differences in how APIs on each platform handle requests, but there are no technical differences that give any digital payment solution a security advantage over others as the security standards for these APIs are largely standardised.
5492 Though each API is implemented with slightly different mechanisms, verification standards, and integration capabilities, the core functionality of all remains roughly the same. APIs are a common tool used in computer science, and the steps to implement them effectively and securely are well understood in the field.
5493 Professor Somayaji’s table 14 compares the five digital payment solutions across several key payment API features. As the table shows, IAP’s and peer platform’s APIs implement many of the same key features. From a feature or security standpoint, there is no fundamental functional advantage that the IAP API offers over third-party APIs.
5494 Let me next address data protection via data protection standards and compliance.
5495 Data protection is ensured using established industry standards, which in the case of digital payment solutions is the Payment Card Industry Data Security Standard. A summary of the standards is provided in Professor Somayaji’s table 15.
5496 PCI DSS level 1 certification demonstrates the highest and most reliable level of compliance and is held by many popular payment solutions, including Stripe, Square, Braintree, Adyen, Shopify, PayPal and WePay. This certification demonstrates the strength of third-party alternatives from a data security standpoint.
5497 Technically, IAP is not certified as so compliant because payment information is never stored by IAP or accessed by merchants using IAP. Instead, IAP uses the payment information associated with an AppleID to process a payment. When a card is added to AppleID, it is encrypted and stored on Apple’s iCloud as the payment method on file. When a user purchases a digital good using IAP, Apple uses the payment method on file to facilitate the purchase and the App Store creates a transaction. In this way, IAP never has direct access to the card number of the payer.
5498 Let me next address the question of fraud management.
5499 Payment fraud typically comes in one of two forms, being chargeback fraud or stolen credit card fraud. Current digital payment solutions offer services to address these types of fraud. Chargeback fraud is addressed through chargeback management. Stolen card or account fraud is addressed with anomaly detection.
5500 Let me say something about chargeback management.
5501 Chargeback management is a set of features to facilitate disputes between the customer and the merchant over the validity of the transaction. Executing the chargeback management process requires the digital payment solution to communicate with both the merchant app and the issuing bank (the customer’s bank). In the typical flow for a chargeback, the issuing bank will first notify the digital payment solution that a chargeback has been initiated. The digital payment solution will in turn notify the merchant app and collect any information relevant to the transaction. The digital payment solution then relays materials related to the transaction to the issuing bank, allowing it to make a final determination as to the validity of the transaction. The digital payment solution’s role in this process is shown in Professor Somayaji’s figure 24:
5502 Digital payment solutions provide digital services to facilitate communication between parties and generally make the chargeback process smooth. Stripe, Square, Adyen and Braintree handle chargeback instances very similarly. All four digital payment solutions have a dedicated disputes API which helps the merchant navigate the process of the chargeback. When the chargeback is initiated by a cardholder, the digital payment solution deducts the amount of the transaction from the merchants account and returns it to the cardholder’s bank. But through the disputes API, Stripe, Square, Adyen, and Braintree also provide the ability for the merchant to challenge the chargeback and provide evidence to prove that the chargeback may be fraudulent. The final determination regarding the validity of the chargeback is issued by the cardholder’s bank.
5503 The App Store handles the requests received for refunds in the case of in-app purchases. Apple’s chargeback process is different from that of Stripe, Square, Adyen, and Braintree. Apple plays the role of the arbiter instead of the banks.
5504 Customers request refunds through Apple directly rather than through the issuing banks. If Apple approves the refund, the App Store server sends a notification to the merchant requiring them to issue a refund to the customer. Following that, the refund is credited back to the client’s original payment method and the merchant must provide the refunded amount back to Apple. There is no way for the merchant to contest the refund issued by Apple.
5505 These points on the chargeback management processes across IAP, Stripe, Square, Adyen, and Braintree are summarised in Professor Somayaji’s table 16:
5506 There is no complex technology required for chargeback management. The chargeback process is one that comes from card companies rather than technology companies. The key difference between IAP and other payment services is that IAP uses an Apple run chargeback system, as opposed to allowing the banks to handle chargeback requests, as other providers do.
5507 But from a device integrity or data security perspective, there is no meaningful advantage to having an independent chargeback process. This difference is primarily one of payment-solution-level policy on the part of the digital payment solution provider.
5508 Let me turn to the topic of anomaly detection.
5509 One security protection for payments offered by digital payment solutions is anomaly detection. Anomaly detection is used to predict when a certain payment is being made fraudulently by an entity other than the card or account holder. Anomaly detection has been traditionally offered by banks and card companies to detect when a card has been stolen. For instance, for a cardholder living in Australia, a sudden transaction in America might trigger the anomaly detection system, automatically voiding the transaction until further action is taken by the account holder.
5510 In the digital world, anomaly detection adheres to the same principles, but with the digital payment solution offering an additional detection system. After the digital payment solution receives payment information from the buyer through the merchant app, the fraud detection system is used to assess the validity of the transaction. Professor Somayaji’s figure 25 illustrates where in the digital payment flow anomaly detection takes place:
5511 Traditional fraud detection systems employed by credit card companies used a rules-based model, in which specific data points or combinations of data points would cause the system to flag the transaction as fraudulent. So, a rules-based model might include a rule that any payment made from an IP address more than a certain distance away from the billing address is denied without further proof of identity.
5512 Current payment processing systems have adopted a machine learning approach to fraud detection rather than relying on hard-coded rules. A machine learning approach uses models trained on past cases of fraud to predict holistically, based on all the available information about a transaction, whether the transaction is fraudulent. Professor Somayaji’s table 17 lists non-exhaustive examples of data points considered by fraud detection when deciding whether a given transaction is likely to be fraudulent.
5513 Based on such data inputs, anomaly detection mechanisms will assess the likelihood that a given transaction is fraudulent, and either permit it or void it on that basis. More information on the anomaly detection tools used by IAP, Stripe, Square, Adyen and Braintree is provided in Professor Somayaji’s table 18:
5514 Radar is a Stripe proprietary service which incorporates additional data into the machine learning model used to detect fraud.
5515 In general, the accuracy of a machine learning model is expected to rise as more information is supplied to the model. Radar pulls training data from Stripe’s network of partners, enabling Stripe to make more accurate predictions using the machine learning models.
5516 Radar collects two categories of information which are fed to the machine learning models, being device characteristics and activity indicators. Device characteristics include information such as the browser being used, the type of screen being used, along with other information relating to the device making the purchase. Activity indicators, on the other hand, track how a user behaves while on the checkout page, and are used largely to distinguish between a real user and bots.
5517 3D Secure (3DS), offered by both Stripe and Square, is a standard protocol developed by Visa and is now in use by most card providers. 3DS essentially adds another layer of security by adding a “challenge” layer to the processing of the payments. If enabled, the payment gateway alerts the cardholder’s bank if the transaction requires additional authentication. The bank then sends a one-time pin that needs to be entered to verify and complete the transaction. Square and Stripe offer 3DS integration.
5518 Strong customer authentication is a European regulatory requirement in order to reduce fraud, especially for online payments. Such authentication introduced the concept of requiring additional information for proper authentication during checkout. So, under such authentication, successful verification involves testing for possession of two out of the three categories being, first, something the customer knows, second, something the customer has, and third, something the customer is. 3DS is a common way to complete this regulatory requirement.
5519 3DS2, offered by Stripe, is a successor to 3DS that enables a more frictionless experience for the client. This is achieved using additional data points to assess the risk level of the transaction. On the basis of the risk level, the bank makes a decision to either allow the transaction or to challenge the transaction and require additional input from the customer. This in turn prevents any client losses that can happen from having multiple redirections from the client.
5520 Generally, according to Professor Somayaji and with whom I agree on this particular aspect, there is no technical reason why Apple’s IAP would be substantially better at fraud detection than other major digital payment solutions.
5521 Machine learning algorithms like the ones used in fraud detection tend to get better with more data, but there is no reason to believe third-party providers have a deficiency of data points. Braintree, for instance, processes more than 4 billion transactions annually on its platform. In 2017, Adyen reportedly processed 3.7 billion transactions. Further, additional data is available to digital payment solutions beyond just payments they have transacted. Stripe, for instance, claims to intake data from financial partners Visa, Mastercard, and American Express to help tune their fraud detection models. Braintree incorporates data from PayPal transactions when making fraud detection decisions.
5522 An additional consideration for digital payment solution providers and merchants is that there can be costs of anti-fraud measures in terms of cart abandonment. Surveys suggest that additional checkout screens and verification steps can reduce customers’ willingness to complete the transaction.
5523 From a technical security perspective, it was Professor Somayaji’s opinion that IAP’s anomaly detection features do not offer a demonstrable security benefit to merchants and end users over offerings from major payment solutions peers. As I say, I generally agree with him on this aspect.
5524 Let me turn to the question of payment method support.
5525 In the case of IAP, all payments are automatically charged through the payment method associated with the user’s Apple ID, though Apple supports several kinds of payment methods for Apple IDs.
5526 Third-party digital payment solutions like Stripe and Square support a number of different payment methods at the point of checkout, from manual card entry to alternative methods like Apple Pay.
5527 A table comparing available payment methods in Australia for IAP, Stripe, and Square, Braintree, and Adyen is shown in Professor Somayaji’s table 19:
5528 As can be seen, all of the above accept a wide range of payment options.
Digital inventory management – comparative analysis
5529 As I have indicated above, the goal of digital inventory management is to maintain records associated with a customer regarding what they have and have not purchased. This functionality is separate from, but complementary to, core payment processing functionality which allows merchants to accept payments in-app.
5530 IAP, Stripe, Square, and Braintree all provide digital purchase receipts containing information related to past transactions, which can be accessed through their respective API endpoints. Adyen also provides receipt like objects for the merchant to maintain their own record keeping.
5531 There are slight variations in the manner each digital payment solution handles digital inventory management around subscriptions invoicing and billing, but the basic flow of requesting a digital payment receipt is as follows. The merchant app contacts the digital payment solution via its API to request payment history information, and that information is provided directly back to the app by the digital payment solution. Professor Somayaji’s figure 26 illustrates this process.
5532 For Apple’s IAP, the digital inventory management integration is handled by the App Store as part of the IAP API. Whenever a purchase is made, either of an app or a digital product within the app, the App Store creates a “transaction” object that is stored within the App Store. From a technical perspective, this object is like a receipt in that it contains information pertaining to purchases made by the user, for example, a record of the product purchased and date of purchase. These records are used to determine what content should be provided to a user, as well as later used by Apple’s acquiring bank to collect the payments from the user’s bank.
5533 To help developers determine what content a user is entitled to within the app, a list of recent transaction objects is made available via Apple’s “currentEntitlements” API. Once retrieved, these transaction objects can be used by the developer’s app to know what content to show the user based on what the user has paid for.
5534 Because of IAP’s integration with the App Store, the currentEntitlements API can offer developers additional convenience by providing the transaction objects relevant to specific digital goods or services the merchant offers within the app, rather than simply providing a list of all recent transaction receipts associated with a particular user.
5535 But convenience aside, IAP’s approach to inventory management is fundamentally a receipt maintenance system, and provides the same capabilities to developers as inventory management systems offered by Apple’s peers.
5536 Square and Stripe maintain payment receipts which serve as records of past purchases, much in the way that the App Store does for IAP.
5537 For Square, whenever a transaction is sent to the Square API, it is returned with a payment object, which serves as a receipt for that transaction. Square also allows the merchant to access a list of these payments that contain all the information associated with purchases made.
5538 For Stripe, once a payment is initiated, Stripe issues its own “PaymentIntent” object which is updated during the processing of the transaction. Every such transaction is associated with a unique ID, which in turn is linked to the merchant specific key issued by Stripe. In this way, a merchant can retrieve all the information about a particular order stored in the PaymentIntent using the merchant’s specific key.
5539 For Adyen, the transaction is set up using an API call to initiate a payment session. Unlike Stripe and Square, the payment session is only used to get a confirmation on completion of the transaction. Additional data such as the receipt of the transaction is sent to the merchant as a separate API for record keeping and inventory management. Braintree provides similar APIs to those of Stripe and Square. To process a payment, the merchant creates a transaction object which contains the status of the payment process, as well as the relevant information about the transaction.
5540 A full account of the transaction information stored by each platform’s inventory management system is provided in Professor Somayaji’s table 20. As the table shows, digital inventory management functionality is quite similar across the five platforms. The functionality provided by IAP’s inventory management integration is similar to that of third-party solutions.
Third-party digital payment solutions — technical and security feasibility
5541 In Professor Somayaji’s opinion, the fact that the purchase of digital goods on iOS today is exclusively handled by Apple’s IAP is a matter of policy restriction rather than technical limitation. I tend to agree.
5542 The App Store review guidelines forbid the use of any alternative payment mechanisms for the sale of digital, in-app content.
5543 iOS apps selling physical goods or services, such as Uber and Amazon, routinely use third-party digital payment solution to seamlessly transact sales.
5544 From a technical standpoint, there is no difference between the mechanisms required to process payments for physical goods and for digital goods. Differences arise in how orders are fulfilled after payment, that is, whether the good is shipped from a physical fulfillment center or delivered digitally. But processing the actual payment for the product, for example, charging the cardholder a given amount, is independent of the nature of the product.
5545 At the margin, fraud detection mechanisms may vary between physical and digital goods. For example, a shipping address in a different country from the payment address may be used to detect potentially fraudulent activity for physical goods.
5546 But it would seem that implementation differences for fraud detection systems will not lead to meaningfully different security outcomes for users.
5547 Major digital payment solutions provide pre-built development kits to iOS developers to help integrate their selected third-party digital payment solutions into iOS apps. Stripe’s SDK, for instance, is documented with step-by-step instructions for installing, integrating, and deploying Stripe payments in Swift, as seen in Professor Somayaji’s figure 27 below. Furthermore, Stripe is already available for integration within platforms exclusively selling digital goods like SendOwl, a web e-commerce platform on which merchants can sell digital goods like audiobooks, online courses and more.
5548 From a technical compatibility perspective, I agree with Professor Somayaji that there is no reason why iOS developers would not be able to use third-party payment technologies to support in-app purchases of digital goods.
5549 I have dealt with the technical aspect. Let me say something about the security aspect. And again I should say that I generally agree with Professor Somayaji’s views on this matter.
5550 Stripe, Square, Braintree and Adyen are major software firms with developer security features as part of their payment software.
5551 Major payment services, including IAP, implement a standard set of technologies, including APIs to process the in-app purchases of digital goods, and supporting systems such as fraud management systems and digital inventory management systems to ensure safe delivery of the purchased goods.
5552 The comparisons previously discussed show that these features and services operate on similar tools with similar security technologies across platforms. For services that interact with sensitive card data, industry standards like PCI DSS ensure that the data is handled with rigorous security protocols in place.
5553 For these reasons, it was Professor Somayaji’s opinion that the data security maintained by Stripe, Square, Braintree, Adyen, and similar services is comparable to the data security maintained by IAP.
5554 As referred to earlier, there are no technical barriers to using third-party digital payment solutions to process digital goods the same way third-party providers are already used to transact physical goods. The only restriction is one of policy, as seen in the following three real-world examples.
5555 First, jurisdictions today that have required Apple to allow third-party digital payment solutions see developers using alternatives to IAP to accept payment for digital goods.
5556 Second, Apple makes exceptions for enterprise services. Further, select video streaming services have been permitted by Apple to use alternate payment systems, further demonstrating the technical feasibility of incorporating third-party payment systems.
5557 In South Korea and Netherlands, to maintain compliance with regional regulations, Apple has recently allowed third-party digital payment solutions for in-app purchases.
5558 In South Korea, the Telecommunications Business Act prohibits digital platform owners from restricting developers from using alternative payment methods to transact mobile content. As a result, Apple has allowed a limited list of third-party digital payment solutions that will be allowed to process in-app purchases.
5559 Similarly, in the Netherlands, to comply with an order from the Authority for Consumers and Markets, Apple now allows dating app developers to incorporate third-party payments service providers within their apps.
5560 In both these instances, developers have the choice to continue with IAP or use a third-party alternative digital payment solution. Where developers choose to use an alternative digital payment solution, Apple has provided mechanisms allowing developers to seamlessly integrate third-party digital payment solutions into their iOS apps. As these cases show, third-party alternatives to IAP are already technically feasible on iOS.
5561 In addition to jurisdiction-specific policies, Apple makes exceptions under the App Store review guidelines by which certain types of digital goods may be transacted without the use of IAP.
5562 So, “enterprise services,” which are goods provided by apps which are only sold to organisations for use by employees or students, may be accessed if previously purchased without the use of IAP. A similar exception applies to “person-to-person services,” which may include tutoring of students or medical consultations and can be sold in-app without the use of IAP. Similar exceptions also apply to apps used to manage advertising campaigns and apps that sell e-books, magazines, and newspapers.
5563 Further, Apple already allows some video streaming apps to use third-party frameworks for payment processing, rather than being restricted to using IAP. Amazon’s subscription service, Prime Video, does not have to use IAP. Instead, any digital purchases made on the platform, like buying or renting a movie, can be processed by Amazon’s custom digital payment solution in place of IAP.
5564 I agree with Professor Somayaji that from a technical security perspective, there is no reason why transacting payments for movies would need different security requirements from transacting payments for any other digital good.
Payment code comparison across IAP and Stripe
5565 Professor Somayaji compared the in-app code and processes required to implement Stripe and IAP payment checkouts for iOS apps. The code for accessing the respective APIs shows that Stripe on iOS and IAP both implement checkout pages, use payment data structures to initialise checkouts, and return payment statuses based on the result of the checkout.
5566 Both Stripe and IAP provide checkout screens that incorporate directly into merchant apps.
5567 For both Stripe and IAP, as the user begins the checkout process, the merchant app redirects users to the checkout user interface which is handled by Stripe or IAP.
5568 Whilst for IAP, the checkout screen cannot be customised and developers can only present the default checkout sheet, Stripe offers different levels of integration to the developer, from providing a completely built out checkout screen where the only requirement is for the user to input their card details, to a fully customisable API which can be changed to incorporate any visual enhancements from the developer.
5569 The level of integration and customisation is left to the developer, but the option to customise is provided by the digital payment solution. Once on the checkout interface, the user can input payment details and confirm their purchase.
5570 Screenshots of this process are shown in Professor Somayaji’s figure 32.
Figure 32: Checkout for Stripe (Left) vs IAP (Right)
5571 On the backend, Stripe and IAP provide merchant apps with protocols for initiating a checkout event, which allow the merchant to communicate information such as the product being sold and the price of the product to the payment service. When using Stripe, the merchant sends a “paymentIntent” data structure to the Stripe API. The paymentIntent includes price and currency information and can include a list of items ordered. Similarly, when using IAP, the merchant sends a “SKProduct” data structure to Apple, which includes information on the product being purchased, the price of the purchase, and the currency being used.
5572 Professor Somayaji’s figure 33 highlights how the API is set up to communicate with the digital payment solution, by supplying information about the order and the total saving of the purchase.
Figure 33: Code for Supplying Information regarding Stripe v IAP
5573 Once the payment information is communicated to the digital payment solution, the digital payment solution handles the checkout process. Once the checkout process has completed, the digital payment solution’s API communicates the status of the payment back to the merchant app. Different possible payment statuses, depending on the success or failure of the checkout, are returned to the merchant app. A summary of possible statuses for Stripe and IAP is shown in Professor Somayaji’s figure 34.
Figure 34: Response from Payment Processing for Stripe vs IAP
5574 On the basis of the payment status returned to the merchant app, the merchant app contains code logic with the appropriate next steps, which will be different depending on whether the payment went through or not.
5575 Let me now say something in more detail about IAP and the Apple commerce engine.
IAP and the Apple commerce engine
5576 IAP is functionally integrated into iOS and the App Store to provide a secure and integrated system for effecting in-app digital transactions. It is the App Store's centralised system that facilitates simultaneous transactions in which digital goods are delivered, payment is transferred, sales are recorded, and Apple's commission is collected in respect of apps in which the developer has chosen to monetise through in-app purchases.
5577 IAP is part of an integrated suite of facilitating services within Apple's commerce engine. I largely agree with the following description that has been given by Apple.
5578 IAP is an integral part of the App Store's commerce engine. For apps that are monetised through downloads or in-app purchases, IAP is a secure and centralised system for simultaneous transactions in which digital content is delivered, payment is transferred, sales are recorded and Apple’s commission is collected.
5579 IAP allows developers to make four types of transactions available within their apps.
5580 First, there are transactions to acquire consumable content, being content that depletes as it is consumed by the user such as purchases of Fortnite’s virtual currency V-Bucks.
5581 Second, there are transactions to acquire non-consumable content such as premium app features that do not expire.
5582 Third, there are transactions for auto-renewing subscriptions, being subscription content that app users are charged for on a recurring basis until the user elects to cancel the subscription.
5583 Fourth, there are transactions for non-renewing subscriptions, which provide a user with access to content for a limited time.
5584 IAP did not exist prior to the App Store. It was introduced in March 2009 in response to feedback from developers who wanted to monetise the in-app delivery of content after their app had been downloaded from the App Store.
5585 Now IAP allows app users to transact for digital content with any developer using the payment details linked to their Apple ID account. When creating an Apple ID, users add a payment method that can be used to make purchases. When it then comes to transactions for digital products within apps, there is no need for the user to provide payment details directly to each developer. Payments using the user’s chosen payment method are processed using Apple’s biometric security mechanisms such as Face ID, Optic ID or Touch ID, and two-factor authentication. This arrangement provides a mechanism that allows Apple to confirm that users who purchase digital goods or services in an app receive what they pay for, at the actual terms that they agreed to pay, and in a secure manner that protects against fraud and theft of their personal information.
5586 A user need only enter their preferred billing method once when they create their Apple ID.
5587 Apple ID supports nearly 200 payment methods including Apple Pay, credit and debit cards, carrier billing, digital wallets, store credit and region-specific methods, all securely stored on file. In Australia the payment methods that can be used with an Apple ID to purchase apps from the App Store include most credit and debit cards, Apple Pay and PayPal. Apple can process transactions for all Visa, Mastercard and American Express card issuers in Australia via Apple’s acquiring institutions.
5588 App users’ payment methods and payment details are stored in a tamper resistant hardware security module on a service to which even Apple employees do not have access.
5589 Apple has a team that uses machine learning models to predict trends in transactions and relies on information collected by IAP to identify potentially fraudulent transactions. This fraud detection is made possible by the dataset of IAP transactional activity. Anti-fraud technology detects and protects against use of stolen cards in IAP purchases. IAP protections prevent exploitations of app users, such as apps that attempt to defraud or maliciously change pricing information in apps.
5590 Now as Apple has explained, IAP delivers other functionality to users.
5591 IAP end users can view a comprehensive record of all transactions recorded against the user’s Apple ID and can manage their subscriptions in one place. They can cancel subscriptions without having to directly contact the developer. They can facilitate family account sharing whereby apps and in-app content available to one user may be shared with other iOS users within the family. They can use global parental controls whereby parental approval is required for a child’s transactions. And they can restore purchases on new iOS devices to avoid paying for anything more than once.
5592 IAP also enables customer support to be provided by Apple for in-app transactions issues, including when users seek refunds. Apple provides user support for in-app transactions issues and manages refunds for purchases made using IAP.
5593 Apple employs around 5,500 people in its AppleCare support team to provide customer support and help facilitate refunds. IAP allows Apple to verify that an in-app transaction does in fact result in the delivery of content or functionality to the user.
5594 For developers, IAP performs a number of functions such as facilitating payments using nearly 200 different payment methods, handling conversions to 44 currencies, recording sales, providing fraud protection measures, managing payments, providing routine and customised business analytics and providing a facility for calculation, collection and remittance of transactional taxes and to meet compliance requirements in more than 80 regions.
5595 IAP is also the method by which Apple records sales and collects commissions owing to it under its agreements with developers. Such an efficient functionality is in the interests of both Apple and developers. This automated arrangement is efficient from an operational perspective, given that the alternative would involve tasks such as collecting and auditing activity data from sellers, issuing invoices to a large number of individual sellers, and collecting payments based on these invoices. It also avoids the expenses associated with those tasks and the related credit risks of not being paid.
5596 IAP functionality allows for the delivery of in-app “products”. A product is any feature that a developer wishes to sell in their app. There are four kinds of products that may be sold using IAP. They have over-lapping dimensions to the four types of transactions that I have just discussed.
5597 First, there is content, including digital books, magazines, photos, artwork, game levels, game characters, and other digital content that can be delivered within an app.
5598 Second, there are functionality products, which unlock or expand features already delivered in an app. For example, a game app may be supplied with multiple smaller games incorporated within the app that can be purchased and unlocked by the user.
5599 Third, there are one-time service products such as voice transcription.
5600 Fourth, there are subscriptions which provide access to content or services on an extended basis, for example, monthly access to financial information or to an online game portal.
5601 Now IAP provides the mechanism for creating such products, but it leaves the specifics of how a developer’s products are implemented to the developer.
5602 Developers can create up to 10,000 in-app purchase products per app.
5603 Let me deal with another topic. Apple provides APIs that enable these capabilities. As I have said elsewhere, app developers use APIs for their apps to enable them to work with and utilise the functionality of the device on which the app is installed, or to request other resources from Apple’s servers.
5604 Apple provides developers with the StoreKit framework, which enables developers to develop apps that are technically integrated and connected with IAP functionality in the Apple commerce engine. A developer using the StoreKit framework can implement IAP in their app StoreKit, then connect to the App Store on the app’s behalf in order to securely prompt for, and process, payments from users.
5605 It is StoreKit which prompts the user to authorise the payment. StoreKit then communicates with the app so that the app can provide the user with items purchased by the user. The additional digital products are provided from the developer’s own servers. This is useful for subscriptions, services and content, because they can be delivered as data without altering the application bundle. This process is captured in the following diagram:
5606 An alternative model of delivery exists where the in-app content is built-in as part of the app as originally downloaded, but only unlocked with a subsequent in-app transaction. The interactions between the App Store, the user and the developer’s application in that scenario are shown in the following diagram:
5607 The present version of StoreKit used for transactions of digital goods and services in the App Store is StoreKit 2. In StoreKit 2, transactions are cryptographically signed by the App Store in JSON web signature format for increased security and easier processing of transaction information. StoreKit 2 automatically makes up-to-date transactions available to developer’s apps.
5608 The StoreKit framework offers various features for apps and in-app purchases.
5609 Within StoreKit 2 are Swift-based APIs that let developers determine product entitlements and eligibility for offers, view the history of all in-app purchases for their app, and find out the latest status of a subscription.
5610 Let me at this point say something about App Store Connect.
5611 App Store Connect is the portal or interface through which app developers manage apps sold on the App Store. It is where developers configure their apps to offer in-app purchases.
5612 Developers can use the IAP API made available through StoreKit to implement in-app purchases. This API provides developers with access to data in the App Store, such as their configured in-app purchases and transaction information for their customers.
5613 Using the IAP API provides developers with efficient tools to maximise the option of commercialising their apps through in-app purchases. It enables developers to load product information, display in-app purchases in stores, manage access to content and subscriptions, and receive App Store-signed transaction information. It is a Swift-based API, and hence uses Apple’s iOS programming language so that it simplifies workflows for developers. It provides developers with transaction information that is App Store-signed in JSON web signature format, transaction and subscription status information, and an entitlements API (“currentEntitlements”) that simplifies determining entitlements to unlock content and services for developers’ customers.
5614 The currentEntitlements API provides developers the information they need, that is, which in-app purchases the user has made, to unlock all of the user’s paid content in the developer’s app. This API allows developers to acquire a list of transactions for all the products the user is currently entitled to, including non-consumable in-app purchases and currently active subscriptions.
5615 Developers must add IAP capability in their apps in Xcode, which is the integrated development environment that assists developers in designing, developing and debugging software for iOS.
5616 Apple provides multiple testing environments through which developers can test their in-app purchases. Sandbox allows developers to test their implementation of in-app purchases without incurring charges using special test accounts. StoreKit testing in Xcode is a local environment developers can use to test in-app purchases. This can be done locally on a device without requiring connection to App Store servers. Developers can further test in-app purchases using TestFlight, which lets developers distribute beta builds of their apps to testers and collect feedback using in-app purchases in the sandbox environment that do not charge users, and which do not carry over to the App Store. StoreKit 2 brought about improvements to testing in Xcode and Sandbox by enabling developers to test additional purchase scenarios and ensure in-app purchases work properly.
5617 Developers can then submit their app to Apple for review, and after approval it will be published on the App Store with IAP functionality.
5618 App Store server notifications provide near real-time updates about transaction statuses and key events related to in-app purchases, such as refunds or changes in subscription status or family sharing access. The App Store signs the transaction and subscription renewal information that the App Store server API returns in JSON web signature format. Requesting transaction or subscription status information with this API requires provision of any original transaction identifier that belongs to a customer. The transaction history API responds with a complete list of transactions, and the subscriptions status API returns the status for all of the customer’s subscriptions. To leverage these notifications, developers need to adopt the necessary configuration in App Store Connect, that is, by entering URLs for the developer’s production and sandbox server environments.
5619 When configuring in-app purchases in App Store Connect developers have several options. They have the option to add metadata such as a display name and description. They can choose their IAP pricing. They can add and remove in-app purchases and refine or reconfigure existing ones. They also have the option to choose their preferred tax category which allows Apple to calculate the appropriate tax on customer transactions.
5620 Now the StoreKit framework and IAP APIs handle purchases end to end, including retrieving product information, processing payments, and delivering the product.
5621 One of the functions enabled by StoreKit is verification that digital goods have been delivered. StoreKit provides a receipt when goods are delivered that closes the transaction, so the developer and Apple know that the goods are delivered digitally and the transaction is complete. This is the case for in-app content as well as the downloading of apps and updates.
5622 To validate purchases, developers can verify receipts on their servers with the App Store or on their device.
5623 Apple does not itself process payments. Rather, Apple contracts with third-party payment processors to facilitate customer payments through IAP. The cost of acquiring the third-party payment processing services is covered by the revenue obtained by Apple from commissions.
The iOS in-app payment solutions market
5624 Let me say at the outset that in my view, at all times during the relevant period there has been a separate market in Australia for the supply of services to app developers for facilitating payments for in-app purchases within an iOS app. I have referred to this at the outset of my reasons as the iOS in-app payment solutions market.
5625 Now as I have already said, through Apple’s contractual terms, iOS app developers are prevented from using any payment solution other than IAP to facilitate payments from iOS users for purchases of paid apps or in-app digital content. In relation to in-app digital content, Apple requires app developers who supply iOS apps to users, being the tying product, to acquire the payment solution being supplied by Apple, namely IAP, being the tied product.
5626 The effect of the tie is that Apple is the only person permitted to supply a payment solution to iOS developers for iOS in-app digital content. In other words, it has entrenched itself as a monopolist in that respect.
5627 As to the focal product, a key question for the purposes of market definition in the present context is whether the tying and tied products are distinct products from the perspective of actual or prospective consumer demand, or simply inseverable components of a single product.
5628 I have concluded that the services provided to iOS app developers as part of an in-app payment solution are separate from the services supplied for the distribution of iOS apps to iOS device users.
5629 First, an in-app payment solution is not intrinsically required as part of the distribution of an app. An in-app payment solution is only required where an app developer wishes to charge for purchases of in-app digital content. Only some app developers so charge.
5630 Second, the separation between the in-app payment solution and app distribution is reinforced by the fact that iOS apps that offer in-app purchases of non-digital goods or services are in fact prohibited from using IAP to collect payment.
5631 The distinct nature of the services is shown by the fact that, where it has been forced by regulators to do so, Apple has allowed different in-app payments solutions in the Netherlands for certain dating apps, and allows apps distributed on the App Store in South Korea to use an alternative in-app payment solution.
5632 In Europe, Apple has proposed new terms of business in the light of the Digital Markets Act. Under Apple’s proposal, IAP must still be used for paid downloads on the App Store, but not for in-app purchases. If a developer elects to use IAP, they will be required to pay an additional fee to Apple for doing so. These matters indicate that Apple considers in-app payment solutions as a separate product warranting the application of a separate charge.
5633 Third, notwithstanding Apple’s requirement to use IAP, app developers have sought to use their own payment solutions on iOS. In my view there is clear demand for alternative payment solutions.
5634 Fourth, in relation to Android apps downloaded from the Play Store, a number of app developers have used or sought to use an alternative to Google’s payment solution, being Google Play Billing. Further, on Epic Games Store, large game developers have all decided to use their own payments solution for in-app purchases for apps downloaded from the Epic Games Store. Clearly, there is a demand on the part of app developers to use their own payment solutions independently from the distribution of their apps.
5635 Now given that the services provided as part of a payment solution are separate from the services provided for the distribution of an app, one needs to consider the product dimension of the market.
5636 The iOS restrictive terms prevent suppliers of alternative payment solutions from supplying payments solutions for iOS in-app purchases of digital content. Those terms are an aspect of the practical business and commercial realities that must be considered when considering the possibility of product substitution and performing the HMT.
5637 Because of Apple’s restrictive terms, app developers who require an in-app payment solution for the purchase of digital content in their iOS apps have no capacity to substitute to any supplier other than Apple. Consequently, there is no direct substitute.
5638 Further, I agree with Epic that the evidence has demonstrated that the supply of payment solutions for iOS in-app digital content is not subject to any effective indirect constraint for the reasons given by Epic.
5639 One possible indirect constraint is the possibility of app users substituting from making in-app purchases to out-of-app purchases. But this does not constitute an effective constraint for the reasons given by Epic.
5640 First, many app developers do not offer their digital content outside of iOS. For these apps, out-of-app purchases are not possible.
5641 Second, many developers do not set differential prices on different channels.
5642 Third, even for apps where out-of-app purchases are possible, users may not be aware of that possibility. The anti-steering provisions contained in the App Store review guidelines prevent app developers from directing iOS users to alternative methods to purchase content.
5643 Fourth, even where users are aware of the possibility, users are unlikely to divert unless they are aware that alternative payment solutions are cheaper. It is often difficult for consumers to obtain comparative information about pricing of app content across different sources.
5644 Fifth, even if all those difficulties are overcome, the user experience for making out-of-app purchases is often significantly inferior to making in-app purchases. An out-of-app purchase requires a number of additional steps, which can be frustrating for the user with each additional step reducing the likelihood of an out-of-app purchase.
5645 Sixth, the conclusion that out-of-app purchases do not impose an effective constraint is confirmed by the empirical evidence that Apple is able to charge a commission rate of 30% for a payment solution, with a reduction to 15% in some limited cases, that is well in excess of the commissions charged by payment solution providers on out-of-app purchases which range between 2 and 8% with a midpoint of 5%.
5646 If users regarded out-of-app purchases as a close substitute for in-app purchases, one would not expect such a marked difference in commission rates.
5647 Further, where such a difference exists, if users regarded out-of-app purchases as a close substitute for in-app purchases, one would expect to see developers setting differential prices to drive users to cheaper channels, but there is little evidence of that.
5648 A second possible indirect constraint is the possibility of iOS app users substituting from making iOS in-app purchases to making purchases of digital content on non-iOS devices, but again I agree with Epic that this is not an effective constraint.
5649 A third possible indirect constraint is the possibility of iOS app users reacting to higher prices for iOS in-app purchases by reducing their purchases, and app developers switching to more in-app advertising rather than operating an in-app purchase model. But as Epic explained, an app developer who increases in-app advertising risks discouraging users from using the developer’s app.
5650 Professor Wright concluded that it would be profitable for a hypothetical monopolist of payment solutions for iOS in-app purchases in Australia to increase the competitive level of commission for payment solutions, being 5%, by a SSNIP of between 5 and 10%. But even if all of the current commissions collected by Apple in Australia on iOS in-app purchases related to the payment solution, a SSNIP of 5 to 10% would still be profitable for Apple. In other words, the HMT is satisfied in respect of Epic’s postulated iOS in-app payment solutions market, using either the competitive or supra-competitive price. I accept that conclusion.
5651 Let me now say something about the relevant conduct at issue being the iOS payment solution conduct. And in this respect there are two aspects.
5652 First, one has the existence and Apple’s enforcement of the requirement that developers which supply iOS apps use IAP for all in-app purchases of digital content, which the parties have referred to as the IAP tie.
5653 Second, one has Apple’s prohibition on developers steering users from within iOS apps to alternative payment solutions for in-app purchases of digital content, which the parties have referred to as the anti-steering rule.
5654 In my view by this conduct, Apple prevents developers from acquiring services for facilitating payment for digital content in iOS apps other than from IAP, with the effect or likely effect of substantially lessening competition. In doing so, Apple forecloses alternative payment solutions from participating in the relevant market.
5655 Now clause 3.1.1 of the App Store review guidelines imposes the IAP tie by providing that developers must use Apple’s in-app purchase service for the purchase of digital content. This provision is given contractual force by clause 6.1 of the DPLA.
5656 Further, Apple does not compel the use of IAP with in-app purchases of physical goods. Indeed it prohibits such use. As Epic rightly points out, if, as Apple says, the use of IAP is intended to enhance security and enable a seamless user experience, the question arises as to why those same considerations would not apply to physical goods and services.
5657 Now the first question to address is whether there is a market for the supply of services to app developers for accepting and processing payments for in-app purchases, involving the provision of a payment solution enabling or facilitating app developers to accept and process payments for in-app purchases within an iOS app. Let me begin by summarising Apple’s position.
Apple’s arguments
5658 Apple says that Epic’s proposed market misconceives the nature of the iOS ecosystem and the services provided by Apple to developers and also to users.
5659 A notional market for competing in-app payment solutions can only be created by deconstructing the App Store model and creating a new set of arrangements in which Apple does not provide the same services to developers and users, and any alternative payment solution providers who could be inserted into the process of conducting transactions provide a narrow service which does not replicate the suite of services provided by Apple.
5660 Apple says that that is more than simply a change in the identity of the party providing payment solution services. It involves deconstructing important elements of the Apple ecosystem in favour of a fragmented system where no provider is capable of providing the same services as are currently provided.
5661 Apple says that the suggested market therefore does not provide a relevant lens for interpreting existing arrangements. There is also a misconception about the product at issue.
5662 Further, enabling alternative payment processing means that users would no longer be able to rely upon a platform with a simple, seamless experience in which every paid transaction for digital content is processed in the same predictable and trustworthy way.
5663 Apple says that it would no longer be able to offer to users and developers the same platform that it operates today. The attractiveness of the platform as a whole would suffer, to the detriment of users, developers and Apple.
5664 Further, Apple says that there is no significant distinct demand from developers under reasonable pricing conditions to use alternative payment solutions.
5665 Let me elaborate further on Apple’s case.
5666 Now Apple says that there is a threshold definitional issue about the nature of a payment solution.
5667 It says that a payment solution is a transfer of value mechanism which facilitates the transfer of money/value from one party to another. In the context of a payment solution operating in respect of a software app, it is the mechanism which facilitates the transfer of money/value from the user (as buyer) to the app developer (as seller).
5668 Apple says that a payment solution for app sales, in-app purchases and in-app subscriptions can be composed of a number of components, although the exact configuration depends on a number of factors. It says that a payment solution that accepts card-based payments in-app and/or for app sales would generally include a payment gateway, a fraud mitigation system and a merchant acquirer.
5669 Now there are various entities capable of providing a payment solution as a service to merchants. Indeed, Apple itself acquires payment solution services from a third-party to facilitate that aspect of IAP.
5670 Now I should say that a billing system is a broader, and less specific, concept. This is a generic business term used across many different industries to cover a broad range of business functions. Depending on how the term is used, a billing system may or may not contain a payment solution as one of its components. A billing system, in the context of purchases of digital goods and services via app stores, includes a payment solution and may be broader in the functions that it supports.
5671 Apple says that it does not supply payment processing services to anyone. Nor does Apple compete with other providers of payment solutions in any relevant sense.
5672 Apple says that IAP is not a payment processing system, although the processing of payments is one of the steps carried out within IAP. Apple itself does not process payments, but instead contracts with third-party processing systems to facilitate payments through IAP.
5673 IAP did not exist prior to the App Store. It was specifically developed in response to input from app developers. Apple has never been approached to supply its IAP technology for use outside Apple's App Store or to sell IAP services separately. Apple does not supply payment processing services either for in-app purchases or for purchases on other mobile app stores.
5674 Now IAP provides a range of services to users and developers that extend beyond the processing of a financial transaction. The IAP system provides a number of specific services which are not part of the IAP’s payment solution aspect of IAP. There are parental controls and family sharing. Further, there is a billing system which allows developers to interrogate their own sales activities. Further, users can access their purchase history and cancel subscriptions. Further, Apple deals directly with refund requests from users.
5675 Further, IAP provides services in terms of collecting and remitting sales tax to the relevant tax authorities, which is not strictly a payment solution feature itself, although some payment solution providers may offer such a service.
5676 Apple says that IAP is solely designed for, tightly integrated with, and customised for a specific business, being Apple’s global two-sided marketplace with a large scale. IAP is not a payment solution. It is a broader service that includes the components of a payment solution.
5677 Now one thing which follows from this analysis, so Apple says, is that it is meaningless to compare Apple’s commission rates with the cost of obtaining payment processing services from a third-party.
5678 The bundle of services and rights gained by a developer in exchange for undertaking to pay the commission on paid app transactions goes well beyond the simple service of facilitating the transfer of a payment from A to B.
5679 Apple says that payment processing fees should not be compared to its commission rate. It says that payment processors handle the payment flow between two parties that have already connected and agreed on a transaction. Payment processing is a simple standardised service that represents an overhead cost for commercial parties rather than a business opportunity.
5680 Further, unlike the App Store, Apple says that Stripe, PayPal, Paddle and other such service providers are not bringing in customers for their users.
5681 Now third-party providers of payment solutions such as Adyen or Stripe provide many of the components of a payment solution and can provide some of the additional components of a billing system. They typically provide a payment gateway, acquiring services, and fraud prevention services for card payments, but they may not provide the full range of relevant currencies / payment methods. Further, they do not issue invoices to app users themselves but can provide tools enabling merchants to issue invoices.
5682 Further, there is no single market rate to benchmark a service fee/commission against for using an alternative payment system. The rates developers are able to obtain from payment services providers depend on the aggregator/processor, negotiating power and transaction volume.
5683 Several providers offer volume discounts or custom pricing to merchants, including Stripe, Square and NAB. Generally, the larger the volume and value of transactions, the lower the rates they pay. Large merchants tend to pay less per transaction and have more services included within their price. Where alternative payment solutions can be obtained, large app developer would be able to negotiate better rates.
5684 Further, Apple says that small developers are more likely to have a preference for a “one-stop shop” that would involve a consistent user experience across mobile apps, whereas large developers are more likely to have a preference for their own customised user experience.
5685 Now EDP is Epic’s own payment solution for apps available on the Epic Games Store and for transactions in Epic’s Unreal Engine marketplace. Apple makes the point that EDP is not a separate product that Epic sells to other developers for use outside of the Epic Games Store.
5686 Epic mandates the use of EDP for all payments for app downloads on the Epic Games Store. Epic does not give third-party developers who supply apps through the Epic Games Store the option to use alternative payment solutions for paid app downloads. The use of EDP is optional for in-app transactions.
5687 Further, Paddle is not a mere payments processor or solutions provider like Stripe or PayPal. Paddle outsources its payment processing function.
5688 Paddle is a merchant of record, being the party from whom developers’ products are purchased. Fees charged by Paddle to developers are for merchant of record services, which services are of greater scope than those provided by payment processors and payment solutions providers. A payment processor or payment solutions provider is not ordinarily a merchant of record.
5689 Paddle provides the same services in relation to both the initial purchase of an app and any in-app purchase of digital content. Paddle does not differentiate between payments for app downloads and in-app purchases.
5690 Further, as at 31 March 2023, Paddle only offered seven payment methods.
5691 Paddle does not provide a storefront for its developers. Paddle does not provide parental controls for use by users who have accessed apps or in-app content from Paddle’s developer customers. Paddle does not offer the ability for users to save their payment information for purchases from different developers.
5692 Paddle does not provide billing and payment services for the sale of physical goods. It would be technically possible for Paddle to do so, but Paddle has chosen not to because of the additional complexity and additional compliance risk that are involved in such transaction.
5693 Paddle has received inquiries from app developers about whether the Paddle platform can be used to support in-app purchases of digital content within iOS native apps.
5694 Stripe is a business that offers payment services to a variety of different types of businesses.
5695 The published rates of payment processing companies like Adyen and Stripe are designed for the businesses they currently service and are generally based on non-digital goods.
5696 Now Apple says that the transaction amounts for physical goods are substantially higher than one or two dollars. That is why a structure that involves a slightly smaller percentage and fixed transaction fee of say 30 cents artificially skews the cost when applied to the digital goods business.
5697 Let me now deal with Apple’s point that an integrated service involving a payment solution is not the same product as an unintegrated payment solution.
5698 Apple says that an unintegrated payment system would not provide users of the App Store with a range of benefits that an integrated service involving a payment system provides, such as saved payment details, family sharing and centralised purchase histories.
5699 Apple says that it is therefore commercially unrealistic to separately identify the payment solution as a distinct product dimension when, in commercial fact, the App Store utilises an integrated service involving a payment solution in order to provide the benefits of integration which cannot be provided otherwise.
5700 Further, Apple says that the separate identification of iOS in-app payment solutions as a distinct product involves the further economic contortion of separately identifying a one-sided service to developers, even though the App Store is a two-sided platform and even though, in every other respect, the App Store is properly characterised in an economic sense as providing services jointly to developers and users.
5701 Distinguishing payment solutions in this way from discovery, review, security and other services was based on an unconvincing and unreasoned assertion that the payment solution, unlike other components of Apple’s product, is clearly offered by Apple to the developer.
5702 Apple says that the economic contortion is even more apparent in Professor Wright’s iOS app distribution market, in which he located the payment solution for app downloads. Professor Wright described this as a one-sided service to the app developer as part of an overall two-sided service, which is the whole distribution service to app users and app developers.
5703 Apple says that a commercially realistic view of the App Store does not involve these artificial distinctions.
5704 There is indeed an overall two-sided service to app users and app developers of which payment solutions is a component along with all the other services that Apple provides to facilitate app transactions.
5705 Apple says that it is artificial to include the payment solution for app downloads in the overall service and to hive-off the payment solution for in-app purchases.
5706 Let me now turn to another point concerning the different treatment of transactions for non-digital content, which was a point that excited some interest.
5707 Now one issue that the parties focused on was the comparisons that can be drawn between the treatment of digital and non-digital content in iOS apps.
5708 Apple said that there are important differences between the rules and processes regarding transactions involving digital and non-digital content. Those differences in approach reflect fundamental differences in the character of such transactions, and in the involvement that Apple has, and is capable of having, in those transactions.
5709 Apple said that it is also fundamental to the analysis to recognise the historical business rationale for the distinction made by Apple as well as the economic principles supporting it.
5710 The App Store was created within a competitive landscape of transaction platforms that monetised by collecting a commission on software transactions.
5711 Whilst transaction platforms like the App Store have allowed developers to use a range of monetisation options of their choice, platform operators have typically chosen to monetise by collecting a commission on revenue from digital transactions which are facilitated by the platform, which is the model that Apple followed when establishing the App Store.
5712 Initially, Apple determined that from a business perspective it was appropriate to charge a commission to developers who choose to use the suite of tools and technology offered by Apple, underpinned by Apple’s intellectual property, to monetise their apps through sales of digital content on Apple devices.
5713 Accordingly, Apple chose to monetise the App Store by charging a commission for its facilitation of transactions between developers and consumers for the sale of digital goods and services.
5714 The platform does not monetise the sale of physical goods and services. The resulting ability for developers and users to use apps from the App Store to transact for physical goods and services without a commission is part of what has driven the growth of commerce on the App Store.
5715 Apple says that its mission in relation to iOS apps and the App Store is clearly set out in the App Store review guidelines. The guiding principle of the App Store is to provide a safe experience for users to download apps and an opportunity for all developers to be successful.
5716 To this end, Apple says that it operates a highly curated App Store where every app is reviewed and an editorial team helps users discover new apps every day. Apple scans each app for malware and other software that may impact user safety, security and privacy. Safety involves such things as protecting the user from upsetting or offensive content, apps that might damage their device and apps that might cause physical harm when used. Apple says that these are matters going to the heart of the specific platform offering that attracts both users and developers. Every aspect of the safe, secure and seamless experience of users builds trust and confidence in the platform, which serves the interests of developers as well as users.
5717 In relation to digital content, Apple’s objective has several dimensions. All apps, including those that facilitate transactions for non-digital goods and services, must adhere to the same requirements as to security, reliability and content requirements.
5718 Where the app delivers in-app digital content, Apple takes multiple steps to maintain the standards set by the guidelines. In-app content must adhere to the content standards described in the guidelines, and must be submitted for review by Apple to facilitate enforcement of those standards.
5719 Through IAP, Apple is also able to ensure the delivery of in-app content that has been acquired by a user. That in turn enables Apple to assume responsibility for dealing with customer care, complaints and refund requests.
5720 Apple says that the arrangement by which Apple accepts and insists upon responsibility for handling customer care, complaints and refund requests in respect of digital content is a positive feature of a platform that is intended to provide users with a seamless, reliable and predictable experience, to the extent that is possible.
5721 When it comes to non-digital products and services that are distributed through apps, Apple says that it does not have the capacity to take equivalent measures.
5722 Apple does not have the technological capacity, whether through IAP or otherwise, to verify that a service or good ordered through an app has been delivered. The delivery of the service or good does not occur on the digital platform itself.
5723 The process of delivery occurs in the non-digital world, and it may occur at a point in time that is long removed from the transaction that occurs through the app. Apple cannot know whether the pizza ordered through a food delivery service was in fact delivered, let alone whether or not it was a pizza of the kind advertised. That is different from a transaction for digital content.
5724 Similarly, it is said that Apple does not and practically could not assume responsibility for dealing with customer complaints about non-digital goods and services that have been ordered through an app. Apple does not and practically could not deal with the customer aggrieved by the late delivery of a cold pizza, or deal with that customer’s request for a refund.
5725 In summary Apple says that it does not facilitate transactions for physical goods or services to the same degree or in the same ways as in relation to transactions for digital content. That is the reason why IAP is not available for physical goods and services.
5726 Apple says that that does not point to payment solutions being a distinct and severable product. As a matter of economic characterisation, it simply reflects that there are some app transactions for which the full suite of Apple’s facilitative services is not and cannot be deployed. That is not to deny that the product Apple supplies is a full suite of services to facilitate app transactions.
5727 Further, Apple says that it is more economically efficient to integrate the in-app payment solutions for digital goods than for non-digital goods. Now I accept that this may be the case, but this is not a complete answer to Epic’s separate market point.
5728 Further, Apple said that the platform effects of requiring non-integrated payment solutions for non-digital goods cannot be equated with the platform effects of permitting non-integrated payment solutions for digital goods. I tend to agree, but where this takes Apple is another question.
5729 Let me deal with another topic concerning app review concerning in-app transactions.
5730 Apple pointed out that prior to making available additional content for in-app purchase, a developer must submit the content to Apple for review and approval.
5731 As stated in clause 1.2 of Attachment 2 to the DPLA:
You must submit to Apple for review and approval all content, functionality, or services that You plan to provide through the use of the In-App Purchase API in accordance with these terms and the processes set forth in Section 6 (Application Submission and Selection) of the Agreement…
5732 Now as Apple has stressed, clause 1.2 is not limited in time. It is not limited to the initial submission of a new app, or to app updates. “All” content means just that.
5733 Further, the later provision in the same clause 1.2 that “Apple reserves the right to review the actual content, functionality or service … at any time, including, but not limited to … after approval of the Submission Description by Apple” does not override the approval necessitated by clause 1.2. Rather, and as Apple points out, this sentence puts it beyond doubt that a review of content by Apple is not “once and for all”. Apple may at a later stage again review the same content.
5734 Now Apple tendered a webpage as at 6 June 2024 for developers that described the steps developers need to take to submit all in-app purchases to Apple for review.
5735 It is titled “Manage submissions to App Review – Submit for review” and commences with the following statement:
We review all apps, app updates, app bundles, in-app purchases, and in-app events to help provide a safe and trusted experience for users and the opportunity for developers to succeed.
5736 Mr Schiller said in his evidence concerning the app review stage that Apple's app review team reviews every in-app purchase, that is, the content for in-app purchase using IAP contained in an app, to confirm that they deliver the good or service that the user will pay for and expect. Apple’s app review team investigates the app’s IAP offerings to determine whether the transactions will result in the delivery of the expected content, whether the purchased content is consistent with the overall app, and whether the transaction may have other characteristics that could mark it as a scam or mislead users.
5737 Apple’s webpage for developers explains what developers are required to do in three scenarios involving in-app purchases. Apple summarised this in the following terms.
5738 When submitting an in-app purchase for the first time, the developer must submit the first in-app purchase with a new version of the app.
5739 When adding a new in-app purchase type to an app, the developer must also submit the new in-app purchase type with a new version of the app. As I have said, the four types of transactions available within apps are consumable, non-consumable, auto-renewing subscriptions and non-renewing subscriptions.
5740 When adding an in-app purchase after having previously submitted an in-app purchase with the app, but which does not constitute a new in-app purchase type, the developer can submit the in-app purchase for review and approval without submitting an app version. The instructions under the heading “Submit an in-app purchase for a published app” in the 6 June 2024 webpage puts this requirement beyond doubt.
5741 In other words, Apple said that the review by Apple of in-app purchases that developers choose to add to their apps at a later stage is separate from, and in addition to, app review of apps and app updates for native iOS apps on the App Store.
5742 Let me turn to another point where Apple sought to extol the virtues of the inherent benefits of a single payment processing method for digital transactions on a two-sided transaction platform.
5743 Apple says that capability, convenience, coverage, confidence, confidentiality and cost are, at a high level, factors that affect the choice of consumers and merchants in respect of electronic payments. Confidence takes time to nurture as users and merchants become more familiar with using a system. Confidence in a system can be eroded if there is some perceived degradation in the quality, performance or security of the system.
5744 Apple says that these considerations apply with particular force to digital content transactions of the kind processed through IAP. Apple made the following points.
5745 First, in-app purchases of digital goods have, in general terms, distinctive characteristics of lower average transaction value, higher percentage of cross-border purchases and higher risk profile such as fraud, when compared to physical goods or services. 95% of sellers of digital content by mobile apps are micro-merchants. Digital in-app transactions, in broad terms, tend to be lower cost and faster transactions.
5746 Second, merchants of digital goods have an interest in the quality of the transactional experience, including because it will affect the likelihood of a particular transaction being commenced and carried through to completion. Whether a user will follow through on a transaction or transact on a website is affected by the user’s degree of confidence in the transactional experience, which will be affected by the seamlessness of the process and the user’s past experience.
5747 Third, a two-sided platform brings together buyers and sellers. Such a platform must meet the needs of the whole community of buyers and sellers.
5748 Now when a merchant sells directly to the customer, that is, not via a two-sided platform, it is best practice in the payments area for the merchant to optimise their payment solution to suit their business model and their customers. But that is not the case when sales occur through a two-sided platform.
5749 A two-sided platform involves intermediaries dealing with multiple sellers, collecting funds, handling refunds and managing the relationship with buyers, which is a different set-up from selling directly to the end user. Having a trusted intermediary is productive of more commerce and more transactions.
5750 The optimal performance of a developer’s business on a two-sided platform is closely connected with the optimal performance of the platform. The interests of each developer in the platform will be affected by the health of the platform as a whole.
5751 Building trust and confidence in the platform on the part of both users and developers is an important objective. Trust can be built by providing a payment solution within the platform which is itself perceived to be trustworthy and reliable. A platform which is not safe, secure and reliable may be less used. Developers and merchants also want to provide a seamless experience to users.
5752 So, Apple says that having a uniform mode of conducting transactions within a particular marketplace itself provides consistency for all users of that marketplace. An integrated billing system is designed to provide a seamless experience for the App Store’s users.
5753 Now I accept that the App Store has been highly successful by these measures. Apple has achieved the objective of a platform that is safe, seamless and trustworthy. That is how it is perceived by users, developers and other platforms. The perception reflects the reality.
5754 Apple says that other two-sided platforms aspire to the same standards and adopt the same approach of an integrated and exclusive method of processing transactions as Apple does. Many platforms have developed a proprietary, centralised billing system to allow them to support their global scale and to provide a seamless user experience. When considering the perspective of all platform participants, the exclusive use of an integrated billing system makes sense from a payments perspective to meet the needs of buyers and sellers globally.
5755 Airbnb, the Amazon Appstore and Uber require that their billing system be used for transactions on the relevant platform. They all require that payments made by users to sellers on their platform go through their own proprietary billing system. It seems to be common practice for app distribution platforms to require the use of their own billing system.
5756 Apple says that two-sided platforms have the objective of motivating a diverse community of buyers and sellers to transact worldwide. The operators of these platforms have developed an integrated billing system to support their global scale and provide a seamless user experience. They also require that their billing system be used for transactions on their platform. They do not offer multiple payment solutions to their users or their sellers. Only one payment solution is offered, within which is offered a range of payment methods.
5757 Apple says that having one payment solution within an app is better than having two, to minimise customer confusion and promote a seamless experience for the user.
5758 But in my view, none of this convincingly denies Epic’s separate market point. I will elaborate on this in a moment.
Is there distinct and meaningful demand for in-app payment solutions?
5759 Now Apple says that the evidence establishes an absence of distinct demand for in-app payment solutions.
5760 It relies in particular on the experience in South Korea and the Netherlands, where there has been almost no take up of separate payment processing offered by Apple. In South Korea, a total of 10 developers out of 270,000 had applied after one year. In the Netherlands, a total of 2 out of 200 eligible developers had applied after one year.
5761 Further, Apple says that Epic’s own evidence confirms that there is no meaningful demand for separate payment processing on the Epic Games Store. Although the Epic Games Store allows developers to avoid any commission by using their own or third-party payment processing, Mr Allison gave evidence that out of 1,100 Epic Games Store developers, only 9 developers had taken up separate payment processing. In cross-examination, he said that it was more than 10 developers but it certainly appears to be less than 50.
5762 Even accepting the evidence that it is more than 10 developers (or 0.09%), that level of take up, after a period of four and a half years in circumstances where the commission can be avoided, is inconsistent with the idea of separate demand for payment processing.
5763 Mr Allison later gave evidence that he considered it highly unlikely that there would be a take up of payment processing in sufficient numbers to endanger the Epic Game Store’s profitability. His evidence was that most developers are not interested in doing that, and that there are just a handful of developers who do that.
5764 Further, the evidence establishes that at least some of the handful of developers who have taken up alternative payment processing on the Epic Games Store were driven to do so as a result of deficiencies in Epic’s payment system.
5765 Further, and generally, Apple says that there is no evidentiary foundation for the proposition that there is meaningful demand from developers to use alternative payment solutions.
5766 Apple says that Professor Wright’s analysis of in-app payment solutions as a distinct product depended on his view that distinct demand is the primary or key consideration and that the supply side is an indirect consideration.
5767 Apple says that that is an unbalanced emphasis which led Professor Wright to ignore or place insufficient weight upon the distinctive characteristics of an integrated payment solution. In addition to consideration of the demand side, it is important to consider what firms would offer absent an impugned tie.
5768 Professor Wright focused on the different needs of app developers and said that different suppliers may be able to supply the relevant service in a way that caters to those different needs. But Apple says that a focus on the different needs of different app developers is inappropriate in the context of a two-sided platform with strong network effects. A platform must balance catering to the different needs of app developers with catering to the needs of users, with a view to maximising the value of the platform. Maximising the value of the platform depends on attracting both app developers and users.
5769 In cross-examination, Professor Hitt said that the idea that having more options on a platform would be of benefit does not follow, because having more options can cause damage to the rest of the platform, which can injure both consumers and developers.
5770 Apple says that as a matter of commercial reality, all app platforms offer an integrated payment solution and a substantial majority require use of the integrated payment solution.
5771 Professor Wright accepted that the prevalence of two-sided platforms which require the use of an integrated payment solution indicates that the integrated solution is economically efficient. He accepted that unintegrated payment solutions could increase costs for app developers by reason of Apple needing to take further steps to collect commissions.
5772 But Professor Wright also suggested that if it was clearly economically efficient, then one would not see this demand. But Apple says that on the available evidence, there is no meaningful demand.
5773 In any event, even if there were such demand, Apple says that Professor Wright’s reasoning is problematic. Individual developers, for their own reasons, might want payment processing with particular features, just as individual developers, for their own reasons, might want to distribute content that Apple does not permit. The relevant economic framework to consider the products and services involved must recognise that the App Store is a two-sided platform where meeting any and all developer demands might degrade the platform as a whole.
5774 Professor Wright assumed that users would be indifferent to the different levels of security and approaches to fraud detection that would exist between different payment solutions. He said that he had no evidence or information to support that assumption one way or the other.
5775 Apple says that the evidence is clear that it has successfully differentiated its products on the basis of superior security, which shows that users are sensitive to security differences and might be concerned about giving payment details to individual app developers or their chosen payment solution. That is a matter of real significance given that many users have chosen Apple’s ecosystem on the basis of its superior security, including in relation to payment solutions.
5776 Further, Apple says that in-app purchases, including an integrated in-app payment solution, were an Apple innovation in response to developer demand for new ways of monetising their digital content.
5777 Apple says that Professor Wright’s recognition that one would not see distinct demand if integrated payment solutions were clearly beneficial highlights the need to scrutinise with care the so-called examples of distinct demand to understand whether they are in truth examples of demand for a separate product under reasonable pricing conditions, or whether they are something else.
5778 Some developers might seek to free-ride by avoiding Apple’s commission, which compensates for more than payment processing, and instead pay a lower amount to a third-party payment processor, which only requires compensation for payment processing.
5779 Further, the examples of regulatory intervention in South Korea and the Netherlands and compliance therewith show that it is technically possible to separate the relevant functions. But this may not be a sufficient condition to identify separate products.
5780 Further, it may be unprofitable for developers to use third-party payment processors in these jurisdictions, given that Apple charges a 26% or 27% commission on in-app purchases.
5781 Further, Apple says that the use of alternative payment solutions in relation to in-app purchases of physical goods and services is not evidence of distinct demand for such solutions. Developers of apps which provide for purchases of physical goods and services do not have the option of using Apple’s IAP and so have no choice but to use alternative payment solutions.
5782 Now Epic has pointed to some examples that are said to demonstrate separate demand for in-app payment solutions. But Apple says that none of the examples provide evidence of any significant separate demand for in-app payment solutions.
5783 Further, Apple says that there is no evidence from developers suggesting any separate demand for alternative in-app payment solutions under reasonable pricing conditions. In any event, Apple says that the position of those developers is not relevant to the Australian App Store and the developers could make use of the multi-platform rule to monetise outside of the app.
5784 Further, as to Epic’s reliance on 1,000 developers having signed up to Paddle, Mr Owens agreed that only a small number of the developers who had registered on a preliminary basis would convert to actual sales. Apple made the following points concerning Padde.
5785 Developers who signed up to Paddle did so in response to Paddle’s announcement that, first, it would offer a drop-in replacement for IAP allowing developers to maintain a seamless user experience, and, second, it would charge only 10% for transactions under $10 and 5% for transactions over $10, and developers would not have to pay Apple’s 30% commission rate.
5786 As to the first matter, a drop-in replacement for IAP is not an alternative in-app payment solution as IAP is much more than a payment solution and, in any event, Paddle could not offer a drop-in replacement for IAP as many services provided by IAP are not available if an unintegrated service is used.
5787 As to the second matter, Paddle’s announcement implied that no commission would be payable to Apple for developers who used Paddle, but did not indicate that a commission would still be payable to Apple for all the other services Apple provides in facilitating digital in-app transactions.
5788 As a result, Apple says that Mr Owens’ evidence does not concern an alternative in-app payment solution because it offered a drop-in replacement for IAP, not a mere payment solution.
5789 Such evidence does not establish demand for any service that could actually be provided, as no drop-in replacement for IAP allowing a seamless user experience could be provided.
5790 And in any event, such evidence does not establish demand for an alternative in-app payment solution under reasonable pricing conditions.
Have there been complaints about IAP and by whom?
5791 Epic says that Apple has enforced the requirement to use IAP even when IAP is not suitable for the developer or the preferred method of monetising the developer’s app on iOS. In support of that submission Epic refers to five emails, three of which contain complaints from developers.
5792 But Apple says that those complaints are from 2012, 2016, and 2018 and the emails reveal nothing about how the complaints were resolved. Further, it says that the other two documents referred to are internal Apple email chains that go nowhere.
5793 Further, Epic says that since 2017 Apple has terminated more than 2,000 developer accounts for failing to comply with the requirement to use IAP.
5794 Now Apple accepts that there has been termination of more than 2000 developer accounts for contractual breaches involving the introduction of non-IAP payment methods for digital content. But Apple says that the termination of developer accounts for introducing non-IAP payment methods for digital content is not evidence of oppressive or improper conduct on the part of Apple.
5795 Apple says that the reality is that developers who have sought to introduce non-IAP payment methods for digital transactions during the relevant period have not just breached their contractual promises, but have done so to bring about a circumstance in which Apple would be left with no ability to collect the commissions to which it is contractually entitled.
5796 Now all of this is very well, but in my view and in favour of Epic, this does provide some evidence of demand for alternative payment solutions. Let me descend into the detail.
Analysis
5797 Now notwithstanding the IAP tie, I agree with Epic that iOS in-app payment services for digital content should be treated as a separate product to iOS app distribution services.
5798 As Epic correctly contended, from an economic perspective, two products that are tied together should be treated as distinct if they can be supplied separately and, in the absence of the tying, customers would purchase the tying product, here iOS app distribution services, without also buying the tied product, here iOS in-app payment solution services, from the same supplier.
5799 Now there does not appear to be any real issue between the parties that payment solution services can be supplied separately. So much is apparent even in respect of digital content from the instances in which Apple has been required to permit the use of alternative payment solutions, as well as the exceptions to the IAP tie.
5800 Let me turn to the question of separate demand and discuss all of this in more detail.
Is there separate demand?
5801 Because Apple does not permit developers to use payment solutions other than IAP for in-app purchases of digital content within their iOS apps, it is both necessary and appropriate to consider whether there is separate demand for iOS in-app payment solution services. In my view there is such separate demand, as Epic pointed out and as is supported by the evidence.
5802 First, iOS app distribution services can be supplied as a separate and distinct service to Apple’s in-app payment services. IAP did not exist for more than a year after the App Store was launched, but nevertheless all iOS distribution services were supplied without IAP in that period.
5803 Further, it is not contentious that the majority of iOS distribution services continue to be supplied without IAP, including in the case of all free apps that are distributed through the App Store and all apps that offer in-app purchases of physical goods or services.
5804 Second, it is not contentious that where it has been forced to do so, Apple allows iOS apps to offer alternative payment solutions for digital content. It now does so in South Korea, Netherlands and Europe generally. In the United States, Apple also permits developers to include a link to their website that informs users of other ways to purchase digital goods or services.
5805 Whenever developers take up these options, they acquire iOS app distribution services from Apple and, separately, payment services from a different provider. They do so in respect of apps that offer in-app purchases of digital content. The services they acquire are separate and distinct.
5806 Further, the examples of South Korea and the Netherlands clearly establish the technical feasibility of Apple permitting the use of alternative payment solutions, and of developers using such solutions.
5807 Now Apple says that there has been lacklustre take-up of these options, and that this suggests a lack of separate demand. But as Epic said, this is explicable because the cost at which Apple charges its commission in such circumstances makes it unlikely to be cost-competitive for developers to use payment solution services from alternative providers, and the exceptions have operated for a relatively short period of time in only two jurisdictions. I have discussed this topic in more detail later.
5808 Third, as I have already indicated, in the case of in-app purchases of physical products developers are in fact prohibited from using IAP. They must either develop their own payment solution, including by acquiring required inputs, or acquire a complete payment solution from a third-party for integration into their iOS app.
5809 Again, iOS app distribution services and iOS in-app payment services are separate and distinct products when that occurs. Developers of such apps necessarily use Apple’s distribution services to have their apps made available to users, but are prohibited from using IAP. If a payment system is a separate product for physical goods and services, it is a separate product for digital goods and services.
5810 Apple has just made a choice as to what in-app payments it is going to levy its commission upon, and chosen digital products because that is the easiest and most risk-free target. In this respect, Apple requires the use of IAP for in-app purchases of digital content but prohibits its use for in-app purchases of physical products. This suggests that the choice is not made for the benefit of developers and users, but rather for the benefit of Apple. Otherwise, the choice could be left to developers.
5811 It is not only in-app purchases of physical products for which an alternative payment solution for in-app purchases may be used. Apple does not require the use of IAP in the following circumstances.
5812 One circumstance is when the app offers in-app purchases of person-to-person services, in which case the developer can choose whether to use IAP or an alternative payment solution.
5813 Another circumstance is when the app allows advertisers to purchase and manage advertising campaigns, in which case developers do not need to use IAP.
5814 Yet another circumstance is when the apps are supplied by participants in the video partner program, in which case developers can use IAP and pay a reduced commission rate of 15% on in-app purchases, or use alternative payment methods for video transactions within the app, in which case they are not entitled to the reduced commission rate.
5815 And yet another circumstance is when the app’s features are dependent on specific hardware or work in combination with an approved physical product, in which case the app may unlock functionality without using IAP.
5816 These exceptions, which apply to in-app purchases of digital content, further demonstrate that Apple has made a commercial choice about when it will require the use of IAP. Nothing inherent in the character of in-app purchases of digital content compels the use of an integrated payment solution.
5817 Fourth, there are a wide variety of app developers where the nature of their businesses and payment solution needs vary from one to the next, depending on their size and financial resources, their technical and management capabilities, the products they sell, the geographic regions they serve and the age and other features of their customers.
5818 Further, there is also a wide variety of payment solutions from which developers could choose.
5819 It is not in doubt that suppliers of payment solutions seek to differentiate their products and compete based on matters such as the forms of payment and currencies they accept, whether they act as the merchant of record, the seamlessness and quality of the user experience that they provide, the ability to be used across multiple channels, such as the web, mobile or in person, the tools they offer to facilitate risk management and fraud prevention, their analytics and customer insights services, their pricing options, their trustworthiness including years of experience, number of their active customers, markets in which they operate and numbers of merchants, and generally their fees, commissions, rates or other charges.
5820 It follows that, if given the choice, each developer would use the payment solution that best suits its business and payment solution needs. This would lead to a range of payment solutions being used, just like a range of payment solutions are used for in-app purchases of physical products. The only difference would be that IAP would be amongst the many options from which developers could choose. And Apple would need to compete to have itself chosen.
5821 Fifth, as Epic points out, IAP has not been designed or optimised to meet the needs of any individual developers or groups of developers, but rather Apple itself, App Store buyers, and App Store sellers as a whole. But what is optimal for a group of sellers taken as a whole may not be optimal for each one of them.
5822 Furthermore, Apple’s approach across these three groups is to prioritise its own interests and those of users above developers. For many developers, IAP is not optimal. It has features that some developers do not want or need and it lacks features that some developers desire.
5823 Many developers wish to have and maintain a direct relationship with their customers, including the ability to respond to questions and complaints and administer refunds directly. IAP does not offer this, but other payment solutions do.
5824 Many developers make their apps available in different channels and want a consistent user experience across those channels, as well as the ability to obtain analytics services in respect of all of their sales across those channels. IAP does not offer this, but other payment solutions do.
5825 Many developers wish to receive the proceeds of the sales of their products promptly after the sale occurs. Apple does not offer this because it retains the full amount of the purchase price until 45 days after the end of the month in which the purchase took place. But other payment solutions do provide what the developers seek.
5826 Some developers want more sophisticated subscription pricing options than IAP offers. Apple only allows developers to offer their products for sale within price tiers that are set by Apple. But other payment solution providers allow developers far greater flexibility and to define their own pricing.
5827 Further, some developers would like to choose the level of functionality that they wish to adopt and pay for based on their payment needs. Apple does not offer this choice, but other payment solutions do.
5828 Sixth, it is not in doubt that many developers of iOS apps have expressed interest in using an alternative payment solution to IAP for in-app purchases of digital content. They have been doing so since soon after IAP was first introduced.
5829 Paddle has announced that it is developing a payment solution for in-app purchases of digital content in iOS apps. And more than 1,000 app developers have registered interest in Paddle’s product.
5830 As I have explained elsewhere, in Europe, where Apple has been forced to allow developers to offer alternative payment solutions for in-app purchases, Apple imposes a series of restrictions designed to dissuade developers from taking up that option, including an obligation to pay a core technology fee. But even under those conditions, Apple accepts that some large developers may value having their own alternate payments arrangement.
5831 Seventh, it is not in doubt that many developers have tried to use a payment solution for in-app purchases of digital content in iOS apps, notwithstanding the IAP tie. But Apple has terminated thousands of developers’ accounts for incorporating a third-party payment mechanism into their app.
5832 Now it has been said that any apparent demand for alternative payment solutions may be explicable by the developers in question seeking to avoid the entirety of Apple’s commission.
5833 But it is not apparent that this is a tenable explanation for the conduct of developers generally, or why the conclusions that flow from there being separate demand for payment solution services are in any way undermined by the source of that demand coming from a desire to avoid paying a higher price than may be obtained from a third-party provider.
5834 There are a number of reasons beyond monetary savings that may motivate a developer to seek an alternative payment solution service. This is apparent from Microsoft’s request to use its own payment system in its xCloud gaming app. In that context, Microsoft wanted to process all IAPs on their existing system and settle up with Apple. As Apple staff explained internally, “[t]hey’re not trying to circumvent paying us, they’re trying to circumvent a large amount of redundant API work.”
5835 Eighth, notwithstanding Apple’s restraints and enforcement of them, some developers have sought and been permitted to use alternative payment solutions for in-app purchases of digital content in iOS apps other than IAP.
5836 Ninth, as Epic points out, developers of Play Store apps can and do use alternatives to Google Play Billing for in-app purchases of digital products in a range of scenarios.
5837 In 15 of the countries in which the Play Store operates, developers must use an alternative payment solution to Google Play Billing for in-app purchases of digital products.
5838 Further, under the user choice billing and developer only billing programs, developers are permitted to use a payment solution for in-app purchases other than Google Play Billing, and various developers have sought to do so.
5839 Indeed, the evidence shows that there is large demand from developers of Play Store apps to use payment solutions other than Google Play Billing for in-app purchases of digital content. Before Google closed the “loophole” in its payments policy in 2021, around 5,000 developers of Play Store apps used a payment solution other than Google Play Billing for in-app purchases of digital products. Google expected even more to follow.
5840 Developers were not only seeking to avoid Google’s service fee. They wanted a payment solution that better suited their businesses and payment solution needs. Some large developers were willing to use an alternative payment solution even if there was no reduction in the service fee at all.
5841 Clearly, there is demand for alternative in-app payment solutions to IAP as well as Google Play Billing.
5842 Tenth, on the Epic Games Store, various large games developers have decided to use their own payments solution for in-app purchases for apps downloaded from the Epic Games Store, including Ubisoft, Wizards of the Coast, Manticore Games, Riot, Mythical Games, Cognosphere, Electronic Arts, Digital Extremes and Rockstar.
5843 A number of the most prominent third-party providers of payment solutions including Xsolla, Adyen and Digital River provide payment solutions for apps downloadable through the Epic Games Store. The existence of a number of providers of third-party payment solutions for apps on the Epic Games Store demonstrates that there is separate demand for differentiated payment solutions.
5844 ONE Store, a mobile app store available on Android, and the Samsung Galaxy Store also offer their app distribution services without requiring all developers to use their integrated payment solution services. Further, since August 2021, developers of non-game apps on PC are not required to use Microsoft’s payment solution for in-app purchases.
5845 This all demonstrates a demand on the part of developers to use their own payment solutions independently from the distribution of their apps.
5846 Eleventh, as Epic points out, developers have a propensity to switch between payment solutions to obtain an offering that better suits their needs and budget. The September 2020 “PSR Card-Acquiring Market Review” survey of small to medium merchants, carried out by IFF Research and on which Mr Burg relied, showed the following.
5847 It showed that of the merchants surveyed, 45% had either switched or considered switching providers in the previous two years, and 35% of the merchants that sold products online only, and 49% of the merchants that supplied products in multiple channels, had either switched or considered switching in the last two years.
5848 It showed that 39% of merchants surveyed would consider switching in response to an increase in prices charged by their provider and 32% would consider switching to pay a lower price. It further showed that when choosing a provider, 74% of the merchants that had been with a provider for more than two years considered price, 48% considered payment methods available and 44% considered settlement times.
5849 It showed that almost three-quarters of merchants surveyed had shopped around for providers when they considered switching in the last two years and 98% of them considered price when doing so. And it showed that 59% of new merchants shopped around before choosing a provider, 82% of them considered the price of card acquisition services and 81% considered settlement times.
5850 That survey indicated that pricing is critical to the decision of a merchant as to which payment solution provider to choose. It shows that the large majority of merchants, including small merchants, would shop around for their payment solution if given the choice.
5851 Twelfth, I agree with Epic that the mechanism or process by which in-app payment solutions are incorporated into apps and used by users reinforces the fact that they are separate and distinct from iOS app distribution services.
5852 Developers incorporate payment solutions into their app before any distribution of the app occurs. Once the payment solution has been incorporated into the app, and if permitted by Apple, the app can be made available to users through the App Store and downloaded and installed onto users’ devices. Only once that process is complete can users start making in-app purchases using the payment solution incorporated into the app.
5853 Any purchases the user then makes occur without the user leaving the app and without the user visiting or in any way engaging with the App Store. They can occur months or even years after the app was downloaded and installed. The user can continue purchasing without ever visiting the App Store again.
5854 Thirteenth, once a user has downloaded an app, the role of a payment solution is limited to facilitating a payment for purchases of in-app digital content after the user initiates that purchase from within the app. This reinforces the conclusion that payment solutions provide a separate and distinct service from iOS app distribution services.
5855 Apple is not required to be involved in hosting and delivering digital content and, while Apple may in some circumstances facilitate delivery, many developers do not involve Apple in the actual delivery portion. This is consistent with the schedule 2 agreement, which provides that the developer is responsible for hosting and delivering in-app content sold using IAP.
Epic Game Store, South Korea and the Netherlands
5856 Now Apple says that a relatively small portion of developers on the Epic Games Store have chosen to use a third-party payment solution.
5857 But as Epic says, various developers have done so. Further, those developers are all large developers, so are likely to account for a relatively large proportion of transactions and revenue that competing payment solutions might seek to attract. In fact the experience of the Epic Games Store shows the existence of relevant demand.
5858 Further, Apple says that few developers in the Netherlands and South Korea have applied to use alternative third-party payment solutions despite now being permitted to do so.
5859 But I agree with Epic that the low take-up of that opportunity can be explained by the fact that, if developers do pursue it, Apple still charges a commission of 27% in the Netherlands or 26% in South Korea.
5860 As Epic points out, using an alternative payment solution in those circumstances would make no sense for the vast majority of developers. To be worthwhile, they would need to find an alternative payment solution that they consider to be equal to or better than IAP and that charges less than 3% in the Netherlands or 4% in South Korea, or which offers other benefits that can outweigh the cost increase that would need to be incurred to make use of the alternative.
5861 I agree with Epic that the cost structure imposed by Apple makes this a relatively unlikely proposition. Apple’s own costs of IAP are likely to be greater than 4%.
5862 Payment processing costs vary substantially depending on the FOPs that are offered. Google estimated that they are around 4% when credit cards, PayPal, eWallets and bank transfers are offered but 6% when direct carrier billing and gift cards are included. IAP offers nearly 200 payment methods in total, including credit cards, PayPal, eWallets and, importantly, direct carrier billing and gift cards. Even accepting that Apple’s payment processing costs may not be the same as Google’s costs, they are likely to be far higher than 4%, and certainly higher than 3%.
5863 Further, IAP provides a range of services beyond payment processing. It ensures compliance with local tax laws, it provides customer support and refunds, it has various security and fraud prevention features, it offers parental controls, it has various business analytics tools that developers can use, it allows payments to be made in 44 currencies and it has various other features such as subscription management. But none of those features are costless.
5864 Now as Epic points out, Apple chose to lead no evidence as to its payment processing or other costs of IAP, either from Mr Schiller or any other witness, or by way of business records explaining those costs. Apple was well aware that this would be in issue in these proceedings. That issue followed necessarily from its own experts’ evidence that the take-up of alternative payment solutions in South Korea and the Netherlands demonstrated the lack of demand for alternative payment systems. Let me elaborate further on that experience.
5865 As I have identified elsewhere, Apple changed its commission rates in South Korea to 26% and in the Netherlands, for dating apps only, to 27% where developers use alternative payment systems for in-app purchases of digital content.
5866 Now Mr Schiller said that the new commission rates “exclude value related to payment processing and related activities”, but that, in arriving at those rates, Apple did not consider costs to a developer of acquiring a third-party payment system, or any allowance for any rate of return above the costs of acquiring and operating a third-party payment system.
5867 This is consistent with Apple’s failure to point to any documents which demonstrate that it sought to make it viable for developers in those regions to adopt alternative payment systems.
5868 As Epic says, if Apple had sought to give developers a genuine choice and viable economic option with respect to alternative payment systems, one would expect it to have based its decisions on documents that show how the alternative commission rate was calculated and record Apple’s expectations of the impact this rate would have on developer uptake of alternative payment systems.
5869 That there are no such documents is revealing. The same can be said of the decision to adopt a 27% commission rate in the Netherlands compared to the 26% in South Korea, which Mr Schiller vaguely attributed to South Korea being a “different local market”, but in respect of which Apple failed to produce a single supporting document.
5870 Instead, Apple considered only the market rates for the payment types used by Apple, market costs for support activities, and an estimate of its own costs. Mr Schiller acknowledged that “market rates” for payment solutions from entities such as Stripe and PayPal were generally “higher than our own internal rates. Because of our scale, we were able to negotiate some aggressive rates”.
5871 In other words, Apple did not structure the commission to make it viable for developers to choose an alternative payments provider to IAP. Rather it set its commissions at a level that would make it economically unviable for most developers to use an alternative payment system in South Korea and the Netherlands. Mr Schiller conceded as much during cross-examination.
5872 I agree with Epic that this supports the inference that the revised commissions charged by Apple in South Korea and the Netherlands understate the true costs to developers of adopting an alternative payments system for in-app purchases. Moreover, that inference is fortified by the fact that Apple’s costs of providing in-app payment services are unlikely to be vastly different to Google’s costs, which also exceed 3% or 4%.
5873 Now Apple asserts that Mr Schiller was not challenged about Apple’s calculations of its costs, for the purpose of calculating commission rates in South Korea and the Netherlands. But I agree with Epic that that is based on a selective and misleading review of Mr Schiller’s cross-examination.
5874 When Mr Schiller was asked by Mr Young KC about whether those calculations included a review of Apple’s costs of payment processing, he confirmed that the 3% and 4% adjustments to Apple’s commission in those jurisdictions were not based on any assessment of Apple’s own fixed and variable costs, including its overheads or a return reflecting its cost of capital.
5875 Mr Schiller’s evidence was that Apple did not use its own cost structure for the purpose of setting those commission rates.
5876 Now the only evidence that Apple led concerning the decision to charge a lower service fee when a developer uses an alternative payment solution is a single sentence in Mr Schiller’s affidavit, asserting that a 26% fee “excludes value related to payment processing and related activities”. When cross-examined, Mr Schiller said that the “value” was determined having regard to “market costs” for some payment processing costs and the costs of providing refunds.
5877 I have given that evidence little weight. Apple produced no documents or other evidence to explain it. There is no evidence of when any analysis occurred, by whom it was conducted, what it involved, what “market costs” were considered or what services would be provided for those rates. It is unclear, for example, what FOPs and currencies the relevant suppliers accepted, whether they acted as merchant of record and the nature and extent of customer service they provided.
5878 In any event, a 4% reduction in fee is below Apple’s own costs of IAP.
5879 Further, Mr Schiller conceded that Apple’s calculation of the 4% did not make any allowance for the overhead cost that a developer would have to incur to acquire and use a third-party payment system. Further, it did not allow any rate of return for the developer over and above the costs of acquiring and operating that third-party payment system.
5880 Further, the regulatory requirements in South Korea and the Netherlands were directed at opening up the in-app payments market, yet Apple’s changes in purported compliance with these requirements were based on an estimate of costs that it knew was unrealistic and out of reach for developers. The reality is that developers would pay commissions that exceed 30% if they used an alternative payment system. The vast majority of developers are therefore unlikely to do so, as they would suffer a loss.
5881 Now in my view the low take-up rate of alternative payment solutions demonstrates that the “choice” Apple has presented to developers in these jurisdictions is illusory. Apple has set the commission rates to block any genuine prospect of competition from suppliers of alternative payment solutions.
5882 In all the circumstances, I would infer that the practical effect of Apple charging a service fee that is only 3 or 4% less than 30% is to offer developers the option of using an alternative payment system at an economically unviable cost.
5883 Moreover, the fact that any developers in the Netherlands and South Korea have chosen to use an alternative payment solution to IAP is strong evidence of independent demand, given that it is demand to use a third-party payment solution even when it is likely to be more costly to do so than using IAP.
5884 Further, the “implied” price at which Apple offers IAP to these developers is only 3 or 4% and is not a real or competitive price. It is an artificial construct, designed to ensure limited take-up of alternative payment solutions. Its effect is simply to replace a contractual tie with an equivalent economic tie.
5885 The lack of large uptake says nothing about whether there would be demand for alternative payment solutions in the absence of the iOS payment solution conduct.
The difference between in-app purchases and app downloads and updates
5886 Let me deal with another topic concerning the fact that in-app purchases differ significantly from app downloads and updates. Now as I have said elsewhere, in-app payment solutions services are a separate product to distribution services, and should be treated as such. In short, payment solution services can be, and are, supplied separately from distribution services, and there is distinct demand for those services.
5887 Now given that Apple says that in-app purchases are part of the same relevant product as downloads and updates, there are further reasons why it is inappropriate to treat the payment service that Apple supplies to facilitate in-app purchases of digital content as part of the same product as app downloads and updates.
5888 First, Apple plays a different role in respect of in-app purchases. Whereas Apple takes responsibility for hosting, marketing and delivering all apps to users as agent for developers, it plays no role in effecting in-app purchases if one leaves aside its payment service.
5889 Second, Apple refuses to play any role in relation to physical in-app purchases.
5890 Third, clause 3.1 of the schedule 2 agreement provides that developers, rather than Apple, are responsible for hosting and delivering content or services sold by the developer using IAP, that is, in-app purchases of digital content. This is in contrast with Apple’s role in respect of app downloads.
5891 This difference alone suggests that it is erroneous to treat in-app purchases as part of the same product supplied by Apple as app distribution services.
5892 Fourth, the inclusion of in-app purchases of digital content within the product description is at odds with the exclusion of in-app purchases of physical goods or services. The substantive difference between the two is that Apple compels the use of IAP for the former but prohibits it for the latter. This is a choice about Apple’s monetisation strategy.
5893 Now I agree with Epic that the suggestion put to Professor Wright in cross-examination, said to be supported by evidence contained in Apple’s aide memoire, that Apple is involved in in-app purchases through the app review process, is a distraction.
5894 Now at the heel of the hunt, Apple submitted a document to me that was headed “Aide-mémoire Concerning Apple’s Review of In-App Purchases”.
5895 The document purported to summarise evidence about Apple’s ability to review digital content before it is made available for purchase by a user who activates the in-app purchase functionality of an app that he has previously downloaded and installed. But the evidentiary references provided by Apple merely show that Apple has reserved the right to review content that a developer seeks to add to an app’s functionality after the app has been first approved for distribution via the App Store. Apple has not led any evidence as to whether, in practice, it has ever exercised this power or how frequently it has done so.
5896 Further, it is clear from Apple’s evidentiary references that there is no evidence of Apple reviewing an actual in-app purchase transaction. The evidence goes no further than pointing to Apple’s reservation of a power to review additional content that a developer wishes to add to the functionality of its app in a way that will work with Apple’s in-app purchase API when a later purchase transaction arises.
5897 Moreover, this reserved power of content review is no different in substance from an app update. App updates add functionality to an app in various ways and need to be submitted for review. Similarly, Apple reserves the right to review a more limited change in app functionality that arises when new content is sought to be added.
5898 None of the evidence that Apple points to in the aide-mémoire touches upon what happens when a user initiates a purchase from within the app and the developer delivers the content that has been purchased. Leaving aside its IAP payment system, Apple has no involvement in the triggering of the purchase or in the delivery of the content.
5899 Further, none of the evidence referred to in the aide-mémoire has any bearing upon Professor Wright’s analysis. His evidence was that app updates, or any other changes to the functionality of an app, form part of what he regarded as app distribution services that Apple provides via the App Store. By definition, those updates or other changes occur before a user initiates an in-app purchase that triggers the involvement of Apple’s IAP payment system.
5900 All that evidence shows is that Apple reserves the right to review additional content that a developer wishes to add to the functionality of its app in a way that will work with Apple’s in-app purchase API when a later purchase transaction arises. That is, in substance, the same as Apple’s role in reviewing app updates.
5901 Importantly, it is a step that precedes, and is disconnected from, any actual in-app purchase by a user.
5902 Apple’s involvement in any subsequent purchase that a user might initiate is limited to the compelled use of IAP.
5903 Apple’s present strategy of monetising app distribution services through commissions on certain in-app purchases should not drive the selection of the relevant product.
5904 Apple’s economic evidence in support of this approach is incoherent. Professor Hitt and Mr Houston’s conception of “app transactions” as comprising app downloads, app updates, and in-app purchases is divorced from reality, because in-app purchases are a different type of transaction to downloads and updates.
5905 I do not consider in-app purchases initiated by a user as part of the same market in order to consider the true economic constraints on Apple. This is so for the following reasons.
5906 First, a monopolist supplier of services for downloading and updating of iOS apps could only be constrained by behaviour that produces a reduction in demand for the services it supplies, that is, services for downloading and updating iOS apps.
5907 That will not occur if iOS device users continue to use iOS apps. Demand for those services, as well as the other elements of the service supplied by Apple, will not be diminished simply by users being able to purchase digital content outside an iOS app for use within the app.
5908 Second, a clear demonstration of the separateness of app downloads and app updates on the one hand, and Apple’s provision of its payment service when a user makes in-app purchases on the other, can be found in Apple’s own conduct both in the early days of the App Store and today in various parts of the world, where it has been required by regulation to permit developers to acquire payment solution services from third-party providers.
The other assertions of Apple’s experts
5909 Apple’s experts advanced other contentions as to why the app distribution services that Apple provides are not separate from the services it supplies of facilitating in-app purchases of digital content. They too have no merit, for the reasons given by Epic.
5910 First, Professor Hitt said that as a practical matter, there is no tie. He said that the use of IAP is not required for developers to offer, or for consumers to download and use, an app on an iOS device. He said that developers and consumers can engage in paid transactions on other platforms for content in iOS apps and so substitute away from transactions on the App Store for in-app purchases.
5911 But the assertion that there is no tie is wrong. If an app developer wishes to sell digital content in iOS apps, the developer must use IAP for those sales. It is not permitted to use any other payment solution. That is the effect of the DPLA and the schedule 2 agreement. Professor Hitt accepted that Apple’s contracts force developers to use IAP for purchasing within the app. His contention that there is no tie is divorced from Apple’s contractual framework and the commercial reality.
5912 And as Professor Wright explained, Apple’s conduct constitutes an economic tie. Whether or not developers and users can engage in purchases of digital content on other channels is irrelevant for determining the existence of a tie.
5913 In any event, developers and users are unlikely to substitute away from making iOS in-app purchases in response to a SSNIP for IAP.
5914 Second, Professor Hitt said that IAP is not a distinct product from the App Store because it is an integrated component contributing to the App Store’s overall value. It is unclear what exactly he meant by “integrated” in this context.
5915 Apple can and routinely does supply app distribution services without requiring developers to use IAP. In any event, the contention has no merit.
5916 Professor Hitt did not identify any economic principle to support the proposition that integration of IAP to the App Store, whatever that means, warrants treating Apple’s app distribution and in-app payment facilitation services as the same product. His personal belief is that various services and benefits that Apple provides are only possible because of such integration, and that such integration generates platform benefits and is a matter of platform governance. But his analysis does not rely on any expertise that he has about the technical aspects of integration, in respect of which he relied on an incomplete selection of the technical expert evidence.
5917 Now as Epic says, there are at least two difficulties with the first proposition, that is, that Apple’s services and benefits are only possible because of the integration. Epic made the following points with which I agree.
5918 First, Professor Hitt did not explain how or why he believes the services and features to which he refers can only be provided because of the integration of IAP into the App Store. He referred to matters such as customer support, managing subscriptions and refunds, ability to review purchases made by children, requiring passwords to be entered to make purchases and fraud protection. But it is not clear why he said that those features cannot be provided by alternative payment solutions. He had not done any evaluation in respect of what other payment solutions offer. In fact, many other payment solutions are already supplying these features.
5919 Second, and in any event, Professor Hitt did not explain why the existence of features that could only be provided by IAP would require Apple’s distribution services and payment facilitation services to be treated as the same product. It would not. It would simply mean that there is a degree of product differentiation between IAP and other payment solutions. Product differentiation is a feature of many markets, including those in which payment services are provided.
5920 Even if some benefits were only available as a result of integration, unintegrated payment solutions provided by third parties can provide benefits not obtained through the use of IAP, such as the important benefit of developers being able to integrate by using the same payment solution across multiple platforms. This establishes that there is no inherent need for the payment solution to be integrated, even if integration does bring some benefits.
5921 A similar difficulty affects the second proposition, that is, that integration generates platform benefits and is a matter of platform governance.
5922 Professor Hitt said that Apple is incentivised to govern its platform in a manner that maximises benefits for users and developers. But as Professor Wright explained, it is not inherently correct that the profit maximising strategy for the platform operator, being Apple, is value maximising from the perspective of the platform’s users.
5923 Now in Professor Hitt’s view, Apple’s integration is an exercise in platform governance, and the elimination of developer choice is a trade-off with corresponding platform benefits that ultimately maximises the value of the platform. But this characterisation of the IAP tie is wrong. It is not supported by any economic theory. As Professor Wright said, Apple is not maximising value for the platform or looking out for developers and users. Apple is simply maximising Apple’s profit.
5924 Now in considering any contention that integration generates sufficient benefits, value or efficiencies to require its consideration as part of a single product, it is important to bear in mind that the alternative lens through which to assess matters does not involve the removal, or disintegration, of IAP. Rather, it involves the consideration of a world in which IAP is offered as a choice to developers alongside alternative payment solutions.
5925 Apple’s platform benefits position has some problematic features, as Professor Wright correctly pointed out. Indeed, he astutely said that the notion of platform benefits can be used to justify any kind of restriction because ultimately there will always be some benefit that flows to market participants from the restrictions.
5926 I agree with Professor Wright that Apple’s alleged platform benefits are overstated to say the least.
5927 Indeed, Professor Hitt could not explain how denying developers an opportunity to have a direct relationship with their customers was a platform benefit. He also could not articulate the platform benefits of denying developers the opportunity to implement cross-platform payment solutions, or payment solutions that offer quick remittance of proceeds of sales. Professor Hitt acknowledged that developers may want options that IAP does not provide, including a means to engage directly with their users.
5928 Further, Apple does not require IAP to be integrated into an app in respect of payments for physical goods or services or even, in some instances, in respect of in-app purchases of digital content.
5929 As Epic says, Apple has not been able to explain why this does not diminish the value of its platform. Professor Hitt said that there is no added value that Apple can provide beyond the initial app review in respect of in-app purchases of physical content. But whilst that suggestion does cure the inconsistency in Apple’s argument, it does not answer the question of how Apple can both force developers to use alternative payment solutions in some cases, and force developers to use IAP in other cases, without undermining the supposed platform benefits of integration.
5930 Further, I agree with Epic that the appropriate economic framework for assessing the existence of any efficiencies, or platform benefits, stemming from the IAP tie is at the effects stage of the competition analysis. It is not appropriate to point to alleged platform benefits of IAP’s integration as a foundational reason for denying that the IAP tie exists, at least unless it leads to there being no separate demand.
5931 One must first establish whether there is distinct demand for the tied product. If there is, the next step is to assess market power in the tying product and make an overall assessment of whether the tie substantially lessens competition.
5932 It is incorrect to bundle two products together by reference to the alleged platform benefits of doing so, despite the existence of distinct demand for either of those products, because it becomes impossible to move to the next stage of the analysis and address whether there is market power for the tying product.
5933 Further, the suggestion that the identification of a focal product should begin with identifying the total package of economic value or utility that the App Store offers was rightly rejected by Professor Wright, who correctly explained that the appropriate place to begin is with the service Apple is offering that is relevant to the impugned conduct that is being assessed.
5934 Now Professor Hitt said that there is economic value in having an integrated payment solution. But, when analysed closely, this does not suggest, let alone require, the consideration of an integrated focal product. The value associated with integration will, if sufficiently great, be captured by a lack of separate demand. If there is separate demand, then this suggests that the value is not so great that the products should not be separated.
5935 Apple also said that the provision of an integrated service incorporating payment solutions is economically efficient. But as Professor Wright explained, the relevant lens through which to consider this proposition is whether the efficiencies are such as to remove any separate demand.
5936 The suggestion that it is necessarily much more efficient for Apple to require use of IAP for the purposes of facilitating the collection of its commission is a subjective and self-serving criterion that could be advanced to justify any anti-competitive tie. I reject it.
5937 Third, Professor Hitt said that other payment solutions only supply payment processing, but such an assertion does not properly reflect the evidence.
5938 There is a wide variety of payment solutions, many of which offer services that go well beyond payment processing. Many, for example, act as a merchant of record and provide services that include re-selling products, complying with tax obligations and administering chargebacks and refunds. Some offer services that IAP does not offer.
5939 Paddle offers a range of features that IAP does not. It allows developers to handle customer complaints, process refunds, manage subscriptions and pause subscriptions. It provides tools to recover missed subscription payments such as when a customer’s card has expired. It allows developers to charge customers in whatever way they see fit rather than in accordance with Apple’s prescribed pricing tiers. It provides for the ability to use the same payment solution on different platforms. Contrastingly, IAP can only be used in App Store apps. Further, Paddle allows developers to provide discount coupons to customers. Contrastingly, Apple places restrictions on the ability of developers to offer discount coupons.
5940 It is not in doubt that there are many benefits to developers and users from the use of third-party payment solutions that cannot be obtained from using IAP.
5941 In any event, the fact that some payment solutions may provide a narrower range of services than IAP does not warrant treating Apple’s distribution and in-app payment facilitation services as the same product. It just means that different suppliers of payment solutions have differentiated offerings.
5942 This is a feature of competitive markets. To the extent that there are services unique to IAP that are of great value to developers and users, that will increase the likelihood of Apple’s IAP being chosen ahead of the offerings of third-party providers. But unless the differences are so great that there would be no separate demand, which they are not, this does not suggest that there is not a separable product.
5943 Fourth, Professor Hitt also said that IAP is fundamentally different from other payment solutions because Apple does not offer its own payment processing service. This is because Apple does not process payments in-house but rather acquires payment processing services from third parties.
5944 But as Epic points out, that feature of IAP does not make it fundamentally different to other payment solutions. Many payment solutions bundle or connect together services provided by different providers including payment processing services, and then supply them as a coherent whole product to their customers. But the product they supply is still a payment solution. It is simply a payment solution that includes inputs acquired from third parties rather than developed in-house.
5945 Payment processing is a component of IAP that is part of the IAP process regardless of the fact that Apple contracts with third parties to provide this service. In this respect, IAP is no different from Stripe or any other payment solution provider.
5946 Further, the arguments advanced by Professor Hitt based on a comparison of IAP to the services offered by third-party providers were based on no more than Professor Hitt’s general knowledge. Professor Hitt in his written evidence did not undertake a thorough analysis of the comparative offerings of third-party payment providers before arguing that they are so different from Apple’s IAP that they cannot meaningfully be compared. But in his oral evidence, Professor Hitt appeared to accept that alternative payment solutions supply a range of services that are comparable to, and in some instances differentiated from, those provided by IAP.
5947 Fifth, Mr Houston said that treating payment solutions for in-app purchases of digital content as a distinct product prevents a full assessment of the competitive constraints acting upon Apple. The reason Mr Houston gave is that Apple is constrained by potential sales lost to rivals in app distribution, which affects how much Apple supplies in payment solutions for in-app purchases of digital content.
5948 But as Epic points out, that suggests no more than that payment solutions and distribution services are complements. Products are not the same, or in the same market, merely because they are complements.
5949 Further, as Epic says, treating payment solutions for in-app purchases of digital content as a distinct product does not prevent assessment of any relevant constraint. Professor Wright’s approach to market definition involved assessing not only direct substitutes for that service, but any indirect constraints that might apply in respect of the service. Any further constraints can be taken into account at the subsequent stage of assessing the extent of market power held by Apple, and the effect or likely effect of Apple’s restraints on competition.
5950 For these reasons, iOS app distribution services are, and for market definition purposes should be treated as, a separate and distinct product from iOS in-app payment solution services for digital content. They can be supplied separately. And in the absence of the iOS payment solution conduct, there would be substantial demand from developers to use a payment solution for in-app purchases of digital content in iOS apps other than IAP.
5951 Now the next question to consider is whether there are any potential or close substitutes.
Are there any potential or close substitutes?
5952 Now that I have found that services provided as part of a payment solution are separate from the services provided for the distribution of an app, the next question is whether there are close substitutes for those services.
5953 Now it is trite to observe that the presence of technical substitutes does not establish the presence of close economic substitutes. It is not sufficient to show that developers and users could stop making iOS in-app purchases of digital content. Rather, it is necessary to show that they would do so in response to a small change in the relative price/quality of those options. There is no evidence to make this proposition good.
5954 The iOS restrictive terms prevent suppliers of alternative payment solutions from supplying payment solutions for iOS in-app purchases of digital content. Those terms are an aspect of the commercial realities that must be considered when considering the possibility of product substitution and performing the HMT.
5955 Because of those terms, developers who require an in-app payment solution for the purchase of digital content in their iOS apps have no capacity to substitute to any supplier other than Apple. Consequently, there are no close substitutes for payment solutions for iOS in-app purchases of digital content by virtue of the iOS payment solution conduct.
5956 Professor Wright also considered whether there are constraints on the supply of payment solutions for iOS in-app digital content, arising from the purchase of digital content outside of a native iOS app, that might warrant broadening the product dimension of the market.
5957 First, he considered the potential for users substituting from making in-app purchases to out-of-app purchases. But that does not constitute an effective constraint for a number of reasons as Epic explained.
5958 Not all developers of iOS apps offer their digital content outside of iOS. For those apps that do not, out-of-app purchases are not possible.
5959 Further, many developers do not set different prices on different channels.
5960 Further, even for apps where out-of-app purchases are possible, users may not be aware of that possibility. The anti-steering provisions contained in the App Store review guidelines prevent developers from directing iOS users to alternative methods to purchase content. And even where users are aware of the possibility, users are unlikely to divert unless they are aware that alternative payment solutions are cheaper. It is often difficult for consumers to obtain comparative information about pricing of app content across different sources.
5961 But even if all those difficulties were overcome, the user experience when making out-of-app purchases is often significantly inferior than when making in-app purchases.
5962 The user is left to disengage with the app, search the web, and try to find an alternative payment channel. They may for example need to go to the effort of creating an account on a PC app store, registering, finding the relevant price information to see if it was cheaper, setting up payment details and making an out-of-app purchase to bring back to iOS.
5963 And all of this could be frustrating to a user. As Professor Goldfarb’s “clicks are costly” analysis shows, each additional step reduces the likelihood of an out-of-app purchase. And making an out-of-app payment always requires a greater number of clicks than an in-app payment in an iOS app.
5964 Mr Owens gave evidence that completion rates are lower where a customer needs to leave the place where they choose the product in order to complete their purchase of the product. That is, completion rates are lower where a customer is redirected to a different website in order to provide their payment details and complete the transaction process. This is because there are more steps involved in completing the purchase and because customers can become suspicious when asked to enter their payment details into a different interface, such as a checkout hosted on a different webpage.
5965 Now Apple has introduced biometric features on its iPhones to avoid those kinds of frictions. And there has been a material increase in the number of transactions undertaken by iOS users with iPhones that have those biometric features.
5966 The additional steps involved in making an out-of-app purchase are likely to render it unattractive for many users and would mean that developers would not consider it to be a sensible commercial alternative to in-app payment options.
5967 Further, the conclusion that out-of-app purchases do not impose an effective constraint is confirmed by the evidence that Apple is able to charge a commission rate of 30% for a payment solution, with a reduction to 15% in some limited cases, that is well in excess of the commissions charged by payment solutions providers on out-of-app purchases which range between 2 and 8% with a midpoint of 5%.
5968 If users regarded out-of-app purchases as a close substitute for in-app purchases, then one would not expect such a marked difference in commission rates. This is so regardless of what proportion of Apple’s commission is attributable to distribution services. As things presently stand, the whole of that commission could be avoided by developers and users transacting out of the iOS app.
5969 Further, where such a difference exists, if users regarded out-of-app purchases as a close substitute for in-app purchases, one would expect to see developers setting differential prices to drive users to cheaper channels, but there is little evidence of that.
5970 Now Mr Houston said that users have the ability and incentive to make such a switch, such that I could conclude that such substitution would arise if Apple were to increase its commission by a small amount. But as Epic said, this is inconsistent with Apple’s ability to maintain a 30% commission at present. The argument is, effectively, that developers and users are content to use IAP when it costs 30%, but would shift in sufficient numbers to make it unprofitable if Apple increased its commission to 31.5% or 33%. That is an unrealistic contention that is not supported by any evidence.
5971 Second, Professor Wright considered whether users substituting from in-app purchases on iOS devices to in-app purchases on non-iOS devices might provide an indirect constraint upon Apple, but he concluded that that is not an effective constraint.
5972 Professor Hitt and Mr Houston said that developers can facilitate substitution of this kind by providing cross-platform functionality. They focused on Fortnite. According to Mr Houston, for example, “some Fortnite users may choose to substitute some of their transactions form the App Store to Xbox if transactions on the App Store were to become more expensive, without changing when and on what device they play Fortnite.” But as Epic said, this position is problematic.
5973 Developing cross-platform functionality of the kind that Fortnite offers is complex and costly. Pursuing it is only a realistic option for large game developers. Further, it is generally only offered between non-mobile devices, for example, PC to console or console to console, and not between mobile and non-mobile devices. Cross-platform functionality like that available on Fortnite is still relatively uncommon.
5974 And even in respect of Fortnite, this is all showing the technical possibility of substitution. But there is no evidence that substitution of the kind to which they refer actually occurs.
5975 Professor Goldfarb’s analysis showed that such substitution does not occur and that the overwhelming majority of Fortnite users pay on the same platform as they play. I agree with Epic that Professor Hitt’s and Mr Houston’s suggestion that Professor Goldfarb’s analysis failed to account for inter-temporal substitution has no merit.
5976 Third, Professor Wright considered the possibility of users reacting to higher prices for iOS in-app purchases by reducing their purchases, and developers switching to more in-app advertising rather than operating an in-app purchase model. That too is not an effective constraint. An app developer that increases in-app advertising risks discouraging users from using the developer’s app. Users are unlikely to switch to watching in-app ads in response to a small increase in the cost of in-app purchases.
5977 In addition to these matters, Professor Wright gave evidence that it would be profitable for a hypothetical monopolist of payment solutions for iOS in-app purchases in Australia to increase the competitive level of commission for payment solutions, being 5%, by a SSNIP of between 5% and 10%.
5978 And as I have already said, he also concluded that even if the current supra-competitive commissions collected by Apple in Australia on iOS in-app purchases related to the payment solution, a SSNIP of 5% to 10% would still be profitable for Apple.
5979 In other words, the HMT is satisfied in respect of Epic’s postulated iOS in-app payment solutions market, using either a competitive or supra-competitive price.
5980 Professor Wright also explained that the elasticity figures that he used in his HMT captured this potential user response, that is, users responding to a price increase by making out-of-app purchases.
5981 Finally, let me just make the separate point that the economic experts agreed that the geographic dimension of the market is at least as wide as Australia. It may be global, save for any countries which have different competitive conditions from Australia, for example, due to applicable regulation. For the purposes of this case it does not make a material difference.
iOS in-app payment solutions — market power
5982 In my view Apple has substantial market power in the iOS in-app payment solutions market. Apple is a monopolist in that market.
5983 In the light of the iOS payment solution conduct including the iOS restrictive terms, IAP is the only payment solution permitted for facilitating payments for purchases of in-app digital content on iOS devices. There is no competitor.
5984 The said conduct prevents any new entry by competing payment solution providers. Moreover, the barriers to entry with the conduct in place are high to say the least.
5985 Further, developers and users have no effective countervailing buyer power. Now Apple suggests that there is the ability for developers to sell, and for users to acquire, digital content outside of the iOS app, but then use that content within the iOS app. But as Epic points out, this potential constraint is within the discretion of Apple. It depends on the continuation of the multi-platform rule, which Apple can amend or remove whenever it desires.
5986 Moreover, I agree with Epic that the fact that the rule continues is further evidence that Apple is unconcerned by the threat of digital content being sold outside of iOS apps. And no doubt, as Epic said, Apple recognises that it is likely to benefit economically from enhanced network effects if the user uses digital content within their iOS app that they have purchased elsewhere.
5987 Further, a good demonstration of Apple’s market power is how it has behaved in South Korea and the Netherlands.
5988 Now in response to regulatory requirements, Apple changed its commission rates in South Korea to 26% and in the Netherlands, for dating apps only, to 27% where developers use alternative payment systems for in-app purchases of digital content. I have discussed the detail of this elsewhere.
5989 These changes do not fit the spirit of the regulatory obligations to which they purport to respond.
5990 Mr Schiller’s evidence about how Apple arrived at these so-called “discounts” confirms this. He said that the new commission rates “exclude value related to payment processing and related activities”, but that, in arriving at those rates, Apple did not consider costs to a developer of acquiring a third-party payment system, or any allowance for any rate of return above the costs of acquiring and operating a third-party payment system.
5991 This is consistent with Apple’s failure to point to any documents which demonstrate that it sought to make it viable for developers in those regions to adopt alternative payment systems.
5992 If Apple had sought to give developers a genuine choice and viable economic option with respect to alternative payment systems, one would expect it to have based its decisions on documents that show how the alternative commission rate was calculated and record Apple’s expectations of the impact this rate would have on developer uptake of alternative payment systems.
5993 That there are no such documents is revealing. The same can be said of the decision to adopt a 27% commission rate in the Netherlands compared to the 26% in South Korea, which Mr Schiller vaguely attributed to South Korea being a “different local market”, but in respect of which Apple failed to produce a single supporting document.
5994 Instead, Apple considered only the market rates for the payment types used by Apple, market costs for support activities, and an estimate of its own costs. Mr Schiller acknowledged that “market rates” for payment solutions (from entities such as Stripe and PayPal) were generally “higher than our own internal rates. Because of our scale, we were able to negotiate some aggressive rates”.
5995 In other words, Apple did not structure the commission to make it viable for developers to choose an alternative payments provider to IAP. Rather it set its commissions at a level that would make it economically unviable for most developers to use an alternative payment system in South Korea and the Netherlands. Mr Schiller conceded as much during cross-examination.
5996 I infer that the revised commissions charged by Apple in South Korea and the Netherlands understate the true costs to developers of adopting an alternative payments system for in-app purchases.
5997 That inference is fortified by the fact that Apple’s costs of providing in-app payment services are unlikely to be vastly different to Google’s costs, which also exceed 3% or 4%.
5998 Now Apple says that Mr Schiller was not challenged about Apple’s calculations of its costs, for the purpose of calculating commission rates in South Korea and the Netherlands.
5999 I agree with Epic that that is based on a selective and misleading review of Mr Schiller’s cross-examination.
6000 When Mr Schiller was asked by Mr Young KC about whether those calculations included a review of Apple’s costs of payment processing, he confirmed that the 3% and 4% adjustments to Apple’s commission in those jurisdictions were not based on any assessment of Apple’s own fixed and variable costs, including its overheads or a return reflecting its cost of capital.
6001 Mr Schiller’s evidence was that Apple did not use its own cost structure for the purpose of setting those commission rates.
6002 Further, the regulatory requirements in South Korea and the Netherlands were directed at opening up the in-app payments market, yet Apple’s changes in purported compliance with these requirements were based on an estimate of costs that it knew was unrealistic and out of reach for developers. The reality is that developers would pay commissions that exceed 30% if they used an alternative payment system. The vast majority of developers are therefore unlikely to do so, as they would suffer a loss.
6003 Indeed, Apple says that there is evidence that where alternative payment processors have been made available, for example, in South Korea or the Netherlands, they have not been adopted other than in a trivial fashion with limited impact.
6004 The low take-up rate of alternative payment solutions demonstrates that the “choice” Apple has presented to developers in these jurisdictions is illusory. Apple has set the commission rates to block any genuine prospect of competition from suppliers of alternative payment solutions.
6005 In these instances, even regulatory obligations have not prevented Apple from devising ways by which it can continue to foreclose competition. The same applies to Apple’s response to the enactment of the Digital Markets Act.
Purpose — iOS in-app payment solutions
6006 Now the first question is whether a substantial purpose of Apple in carrying out the iOS payment solution conduct was to substantially lessen competition in the iOS in-app payment solutions market.
6007 Epic says that the existence of such a proscribed purpose may be inferred from the following matters.
6008 First, Epic says that it may be inferred from the iOS restrictive terms themselves. The manifest effect of the terms is the clearest indication of their purpose. Epic says that the necessary effect of those terms is to prevent any other entrants into the iOS in-app payment solutions market and to prevent developers from making use of alternative suppliers of in-app payment solutions. That indicates that a substantial, if not the only, purpose of the terms was to substantially lessen competition.
6009 Second, Epic says that Apple’s vigorous enforcement of the iOS restrictive terms that prevent the use of alternative payment solutions also supports the conclusion that the purpose of those terms was to substantially lessen competition.
6010 Epic says that Apple has at all times acted to ensure that it remains the only supplier of payment services for in-app purchases of digital products. Apple has rejected thousands of apps for distribution on iOS for violating its requirement to use IAP or for violating the anti-steering rule and has terminated thousands of developer’s accounts for incorporating a third-party payment mechanism into their app. It has aggressively rejected apps that seek to bypass IAP.
6011 And Epic says that Apple’s approach to Epic is illustrative. When Epic sought to bypass IAP, Apple not only removed Fortnite from the App Store, but also terminated Epic’s DPLA and its developer agreement and informed Epic that it could not reapply to the Apple developer program for at least one year. As a result, Epic could no longer submit apps or updates to the App Store.
6012 Third, Epic says that there are internal Apple business documents that also support the conclusion that Apple’s purpose of requiring developers to use IAP is to maximise Apple’s profits. They show that the genesis of IAP was to prevent the leakage of profits. Epic says that they also show that Apple’s reasons for rejecting proposals from developers to not use IAP are based on protecting profits, not protecting user security.
6013 Fourth, Epic says that even when confronted by regulation requiring it to offer alternative payment solutions, Apple has contrived systems to ensure that competition is foreclosed. In South Korea and the Netherlands, it reduced its service fee by less than its own costs of IAP.
6014 Further, Epic says that other restrictions that Apple imposes reinforce the existence of that purpose.
6015 Epic says that in the United States, since the anti-steering rule was issued and has become permanent, Apple has only permitted developers to include a link to their website that informs users of other ways to purchase digital goods or services, and imposed various conditions on the “link out” option to make it unappealing.
6016 Epic says that such conditions make using an alternative payment solution less attractive to developers. The conditions create a poor user experience and decrease conversion rates, and therefore increase the difficulty of an alternative payment solution competing successfully with IAP.
6017 Further, in Europe, where Apple has been legally compelled to allow developers to use alternative payment solutions under the Digital Markets Act, Epic says that Apple has imposed punitive conditions upon developers that take up the alternative.
6018 Further, as I have discussed elsewhere, Apple only permits a “one-time” option to “switch back” from using an alternative payment solution. Developers that want to switch back cannot have distributed an app through an alternative app marketplace or have used an alternative payment processing method. Epic says that that appears to be designed to prevent take-up of an alternative payment solution.
6019 Further, as I have discussed elsewhere, Apple imposes an additional “core technology fee” of 0.50 Euro for each download of an app that has more than one million first installs per year. Epic says that this creates a further disincentive for developers with free apps that are or might become popular to move to an alternative payment solution. They face a risk that if their app is successful, they will cross the one million install threshold and become liable to pay the core technology fee, whereas if they remain on the existing terms, they will not be liable for any commission.
6020 Further, Epic says that Apple has asserted various justifications in an attempt to defeat the suggestion that its substantial purpose in carrying out the iOS payment solution conduct was to substantially lessen competition in the iOS in-app payment solutions market.
6021 One of the asserted justifications assumes that if app developers were permitted to use in-app payment solutions other than IAP for facilitating payments within iOS apps for digital goods and services, the functional integrity and security of iOS devices, and the privacy of the user data contained on them, could be compromised.
6022 But Epic says that I should reject Apple’s assertion that its subjective purpose when engaging in the iOS payment solution conduct is to ensure the functional integrity, security and privacy of iOS devices, to the exclusion of any substantial anti-competitive purpose.
6023 Epic says that the total value of in-app transactions conducted on iOS devices for physical goods and services dwarfs the total value of transactions for digital goods and services. Yet Epic says that Apple requires developers offering in-app purchases of physical goods and services to use alternative payment solutions to IAP.
6024 Epic points out that Apple does not impose any additional security or data privacy requirements for those alternative payment solutions. And it says that such alternative payment solutions can have no anti-fraud capability at all.
6025 Epic says that I should conclude that there is no security risk associated with the use of alternative payment solutions for in-app purchases of digital goods and services that does not already exist in the case of in-app purchases of physical goods and services.
6026 Further, Epic says that I should reject Professor Rubin’s opinions to the contrary for the following reasons.
6027 First, Epic says that Professor Rubin reached his conclusions without having considered the anti-fraud measures offered by payment solution providers other than Apple, and without having considered any of the following matters, each of which were relevant to his analysis. He did not consider the volume of transactions conducted through IAP compared to the volume conducted through any other payment processor. He did not consider the relative value of the digital goods and services economy on iOS relative to the non-digital goods and services economy. And he did not consider the fact that Apple’s conduct in South Korea and the Netherlands provide real world examples of Apple doing precisely that which Professor Rubin considered would give rise to adverse security outcomes.
6028 Second, Epic says that Professor Rubin did not refer to any evidence that user data or payment information had been stored or transmitted insecurely by providers of payment solutions for in-app purchases of physical goods and services on iOS devices.
6029 Third, Epic says that although Professor Rubin was aware that payment solution providers like Stripe and Braintree have a more diverse and comprehensive dataset than Apple on which their fraud detection algorithms can train, and that the more relevant data that such a company has the more accurate their detection methods will become, he was unaware of the volume of data possessed by those alternative payment solution providers.
6030 Epic says that the real reason Apple treats in-app purchases of physical and digital products differently is that there is greater complexity and risk involved in the sale of physical products than digital products.
6031 As Mr Schiller said, Apple has no control over whether an order from Amazon is delivered, a driver requested through Uber arrives on time, or a consumer product is in the condition promised. A decision to charge a commission on the sale of physical goods and services would increase complexity and transactional risk for Apple. In other words, Apple does not require IAP to be used for in-app purchases of physical products because there is a greater cost and risk to Apple in doing so.
6032 Epic says that the purpose of the iOS payment solution conduct is to protect that revenue stream. But I would note here that to accept this does not in and of itself amount to an anti-competitive purpose.
6033 Further, Epic says that I should reject Apple’s assertion to the effect that its purpose is to ensure a seamless user experience. Epic says that there is no evidence that other payment solutions are any less seamless than IAP. Further, Epic says that there is no merit to the suggestion that Apple’s purpose is to ensure a consistent user experience across iOS apps.
Analysis
6034 But on this part of the case, I agree with Apple. In relation to the iOS in-app payment solutions, there is no basis for drawing an inference of the kind sought to be drawn by Epic.
6035 There is no evidence that anyone within Apple, whether in creating IAP functionality or maintaining it since that time, ever conceived of IAP as a payment solution service in respect of which other providers could provide an alternative service. The notion is foreign to how IAP is perceived and characterised by Apple.
6036 Mr Schiller’s evidence was that Apple made the decision to introduce IAP as a function which enables in-app digital transaction processing in response to developer feedback to the effect that developers wanted in-app commerce functionality.
6037 Apple developed IAP to provide a secure and integrated system for effecting in-app digital transactions, including recording sales and managing payments to developers, as well as collecting commissions from developers that utilise the App Store, and providing or facilitating other user-friendly features such as allowing users to view their purchase histories, manage their purchases, cancel their subscriptions, and use parental controls, among other things.
6038 It was Mr Schiller’s belief that IAP encourages users to transact with developers. To that end, IAP provides a mechanism that allows Apple to confirm that users who purchase digital goods or services in an app receive what they pay for, at the actual terms they agreed to pay, and in a secure manner that protects against fraud and theft of their personal information.
6039 This is consistent with Mr Schiller’s evidence on the broader topic that Apple seeks to ensure that apps downloaded by users provide a safe and trusted experience.
6040 The requirement that Apple manage user refunds ensures a system that does not detract from the App Store’s seamless experience.
6041 Nothing in Mr Schiller’s evidence suggests that what Apple wished to bring about when it introduced IAP was a lessening of the competition that might otherwise have been created had Apple invented a different type of service in which payment processing providers could provide a discrete service for the payment of a digital transaction.
6042 So, although I would reject Apple’s security justification and much of Professor Rubin’s analysis for the reasons given by Epic, nevertheless I am not able to conclude that it had the relevant anti-competitive purpose concerning the payments tie or the anti-steering conduct.
6043 But contrastingly, in my view Apple’s iOS payment solution conduct had the effect or likely effect of substantially lessening competition as I will now discuss.
iOS in-app payment solutions market — effects
6044 Now Apple says that the relevant conduct did not have a likely or actual anti-competitive effect.
6045 Apple says that Professor Hitt concluded that there is no effect or likely effect of substantially lessening competition in the alleged iOS in-app payment solutions market of the kind alleged.
6046 Mr Houston reached a similar conclusion, noting that there is no economic reason or evidence to suppose that there would be no competitive response by Apple or further responses by developers in the counterfactual propounded by Epic.
6047 Now Professor Wright relied on the following matters in expressing the opinion that Apple’s conduct gives rise to a substantial lessening of competition in the iOS in-app payment solutions market.
6048 First, Professor Wright relied on the application of a SSNIP test to the iOS in-app payment solutions market.
6049 But Apple says that that exercise was misconceived for the reasons set out earlier in relation to the SSNIP test that Professor Wright applied to the alleged iOS app distribution market. It allowed for no responses by developers to an increase in price other than a pass-through of the increase, such as change in the monetisation model, differential pricing or the feedback loops generated by those responses.
6050 Apple says that in the case of the SSNIP applied to the alleged iOS in-app payment solutions market, the following further difficulties arise.
6051 It says that there is no economic basic for applying a SSNIP to a fraction of the price charged for a particular service, in this case, the facilitation of in-app purchase transactions.
6052 Further, Professor Wright said that payment solutions are provided in a one-sided market, but Apple says that that is not so. Apple says that the result is that the SSNIP applied to the iOS in-app payment solutions market fails to account for the complexity of the two-sided market and is therefore likely to overstate the profitability of the SSNIP.
6053 Further, Professor Wright assumed that a smaller SSNIP is more likely to be profitable because less substitution would be required to render a smaller SSNIP unprofitable. But Apple says that that is not a safe assumption.
6054 Second, Apple said that Professor Wright relied on his view that there is separate demand for payment processing. Apple challenges this.
6055 Third, Professor Wright said that in the counterfactual there would be competition across many dimensions. But Apple says that that opinion amounts to little more than an assertion that competition for payment solutions on iOS would likely result in greater innovation and variety in payment solutions, and this would create pressure for providers to seek cost reductions.
6056 Apple says that the statement is made without any consideration of the quality adjusted price offered by Apple in the factual, and the quality adjusted price likely to be offered by Apple and notional competitors in the counterfactual, and the extent of demand for what is likely to be offered in the counterfactual.
6057 Further, Apple says that Professor Wright’s analysis was premised on the range of prices for payment solutions being 2.2% to 8%, and comparing that range with Apple’s commission of 15% (for almost all developers) or 30% (for 19 developers in Australia).
6058 But Apple says that that is commercially unreal. It is clear that payment solutions represent only a modest component of Apple’s commission.
6059 Where Apple has been required to offer payment solutions separately, it has charged either 3%, in the Netherlands and Europe more broadly following the Digital Markets Act, or 4%, in South Korea, both of which are below Professor Wright’s assumed competitive rate of 5%.
6060 Whilst discussing the 5% rate, Professor Wright assumed that this is the level at which the provision of payment solutions would be profitable. Consistently with this, Professor Wright accepted that the App Store’s commission rates are not comparable to those of payment solutions providers.
6061 Professor Wright did not suggest that if Apple were required to offer alternative payment solutions in Australia, it would charge above his assumed profitable rate of 5%. That is not surprising. On the available evidence that is not a real commercial likelihood.
6062 Nor did Professor Wright suggest that if Apple were to charge 3% for payment processing, there would be any significant take up of payment solutions offered by third parties that would give rise to a substantial effect on competition in the alleged market. Again, on the available evidence from South Korea, the Netherlands and the Epic Games Store, that is not a real commercial likelihood.
6063 For example, Mr Owens said that Paddle does not propose to provide payment solutions in the United States because Paddle would be unable to recover its costs if it charged a commission of 3% or less. On the average transaction size in the United States, Paddle’s commission would be in the range of 6 to 7% or higher. Further, if Paddle were to make a payment solution available in the United States, it may not be attractive to developers given that it would mean that developers would have to maintain separate payment solutions for apps distributed in the United States and apps distributed elsewhere.
6064 Indeed, the take up has been negligible even in circumstances where, as for the Epic Games Store, doing so avoids not just the payment processing fee, but avoids any fee at all. The take up has been negligible over a period of around 5 years.
6065 Apple says that Professor Wright’s written evidence did not address these realities, and they were not otherwise addressed in Epic’s evidence.
6066 Further, Apple says that as with the counterfactual in relation to the alleged iOS app distribution market, clearly there would be a loss of pro-competitive benefits in the counterfactual.
6067 This includes the ability for app users to enter into a single transaction that includes IAP. There are efficiencies in having in-app payment solutions integrated with distribution services, and that is pro-competitive. Consistently with that conclusion, most platforms offer payment solutions as an integrated service.
6068 The benefits of integration include that when an app user makes a purchase of digital content on the App Store using IAP, they use the preferred billing method that is linked to their Apple ID and they do not need to enter their payment details for such purchases in the App Store regardless of which developer they transact with.
6069 If developers use alternative payment solutions, app users would need to enter their billing information every time they made a purchase on the App Store for a digital content transaction.
6070 Apple says that if users were to use third-party payment solutions, they would also lose the benefit of services offered by Apple such as purchase histories, subscription management and family sharing. In addition, it is not technically feasible for Apple to monitor or apply anti-fraud defences on third-party payment processed transactions.
6071 Further, Apple says that a counterfactual scenario involving alternative payment solution providers would involve a fundamentally different service.
6072 Apple says that in the event developers providing apps and in-app transactions via the App Store were able to, and did in fact, obtain payment solution services from alternative providers, there would be significant fragmentation of the iOS ecosystem.
6073 A market for competing in-app payment solutions can only be created by deconstructing the App Store model and creating a new set of arrangements in which alternative payment solution providers may be inserted into the process of conducting transactions.
6074 In assessing the contention that this would have pro-competitive effects, it is necessary to appreciate the broader consequences for the integrity of the iOS ecosystem.
6075 Apple says that for users, the difference in experience, including the breakdown in the safe, seamless and trustworthy experience of the platform, would begin from the point of initiating an in-app transaction in an app where the developer uses an alternative payment solution provider.
6076 iOS users would find that, for the first time, they would not be able to use their Apple ID account to process every transaction for downloads and digital in-app content. They would instead have to navigate an environment in which they need to deal with whatever payment solution is used by the developer of the app they wish to download or utilise to obtain digital in-app content. Risk averse users may find some apps now out of bounds. Others may choose to navigate the chosen payment options offered by the developer’s payment solutions provider. That would involve the user providing their payment and personal details to a new source.
6077 Apple says that this would make the customer experience much less convenient and put the financial information of Apple's users at greater risk of being compromised. So, the quality, useability and security of the alternative authentication process would depend on the alternative payment solution provider.
6078 Further, the fragmentation associated with this change in the mode of transacting would be multiplied according to the number of apps that a user may encounter where there is an alternative payment solutions provider.
6079 Following a transaction, the services and functionality that would be available to users would differ from app to app, depending on whether the developer responsible for a particular app provides in-app transactions within IAP or outside IAP. A user could no longer access a single place to do such things as review their purchase history, restore purchases and manage subscriptions. For some apps, there may be no option for doing those things.
6080 Likewise, in relation to raising issues about the delivery or performance of in-app content, including to seek a refund, a user could no longer count on being able to deal with Apple to resolve such issues. For issues relating to apps that provide in-app content using a different payment solution provider, the user would instead have to work out how to contact the developer directly and take their chances with that developer.
6081 So, Apple says that from the user perspective, it is not a question of new providers competing to provide the same existing service. The existing service instead disappears and is replaced with a platform that is inherently less safe, seamless and trustworthy. The quality of the platform as a whole would be degraded, contrary to the long term interests of all users and developers.
6082 And this is the case even if alternative payment solution providers can provide the same payment processing service that is currently provided within IAP.
6083 Now well motivated developers would desire a payment solution that delivers an optimal customer experience. But not all developers are well motivated. Some are malicious. Others may lack the resources or incentives to obtain premium payment solution services.
6084 Further, Apple says that there is greater scope for fraud in the context of alternative payment systems, including through social engineering attacks.
6085 Through the app review process, Apple has observed many apps that attempt to defraud or change pricing information in apps after review. Apple prohibits apps that hold users hostage by refusing to provide paid-for functionality until the user consents to unnecessary data access.
6086 Apple also requires that apps offering "loot boxes", or mechanisms that provide randomised virtual items for purchase, disclose the odds of receiving each type of item prior to purchase.
6087 Apple also protects against efforts to manipulate a user into making certain purchases.
6088 Apple says that the protections offered by Apple's IAP are designed to prevent this type of exploitation.
6089 Further, the evidence suggests that transactions for non-digital goods and services involve a higher risk of fraud and exploitation of a user’s financial information. But in any event, there is a difference between the fraud that occurs as between physical goods and digital goods.
6090 In summary, Apple says that there is no effect or likely effect of substantially lessening competition in the iOS in-app payment solutions market.
Analysis
6091 Now as I have said elsewhere, assessing the effect or likely effect of conduct on competition requires a “with and without” analysis, which involves asking what the likely state of competition in the market would be with and without the impugned conduct.
6092 There will be a substantial lessening of competition where competition has been hindered or prevented in a manner that is meaningful or relevant to the competitive process. And it is not contentious that there is a likely effect of substantially lessening competition where there is a real chance or possibility of that occurring even if it is not more likely than not.
6093 Now as Epic points out, in the present case, the analysis in the factual with the impugned conduct is straightforward.
6094 The evidence clearly establishes that there is currently, and during the relevant period there was, no competition in the market because of the iOS payment solution conduct. At most, as Epic says, there are weak out of market constraints arising from the ability for developers to sell digital content outside their iOS apps.
6095 Now as to the likely state of competition that would have existed or would exist in the hypothetical world without the impugned conduct, I agree with Epic that there are several matters that support the conclusion that without the iOS payment solution conduct there would be real and meaningful competition in the iOS in-app payment solutions market.
6096 First, as I have indicated, there is substantial demand from developers for alternative payment solutions. And absent the iOS payment solution conduct, that demand would be likely to increase.
6097 Second, the evidence before me has demonstrated that barriers to entry for existing suppliers of payment solutions would be low. Various suppliers, including Stripe, Square, Adyen, Braintree and PayPal, already have payment solutions for in-app purchases of physical goods on iOS apps. And clearly there is no technical difference between the software mechanisms required to process payments for physical goods and for digital content. Indeed, as Epic says, physical goods are harder and more costly to handle and therefore it should be easier for these entrants who handle physical goods to move into the digital goods space.
6098 So in my view, entry by those suppliers into the market could occur quickly and easily absent the impugned conduct.
6099 Third, the evidence before me well supports Epic’s position that in the counterfactual there would likely be competition across multiple dimensions, that is, not just price, but also the features, quality and innovation of the payment solutions offered to developers.
6100 As Epic says, apart from the likely competition on price caused by entry into the market, developers could select payment solutions that, unlike IAP, allow the developer to have a direct relationship with the consumer. Further, payment solutions can and do alter their functionality. Paddle, for example, regularly does so. Suppliers would alter and add to their payment solutions as necessary to meet customer demand and pursue the commercial opportunities that access to the market would create.
6101 I have little doubt that competition would be substantially enhanced if the iOS payment solution conduct were to be removed.
6102 Now Apple says that there would be adverse security or other outcomes if Apple were to permit developers to use alternative payment solutions for in-app purchases of digital goods and services.
6103 But there is no compelling technical or security basis for Apple’s requirement that iOS apps use IAP instead of third-party alternatives. Digital payment solutions alternative to IAP would have no material effect on the functionality, integrity, security or privacy of iOS devices, for three reasons as revealed from the evidence before me and as summarised by Epic.
6104 First, IAP offers no clear security advantage over alternative digital payment solutions, such as those offered by companies like Stripe, Adyen, Braintree and Square.
6105 Second, Apple has OS-wide security mechanisms that are compatible with the adoption of alternative digital payment solutions.
6106 Third, there exist established third-party entities offering digital payment solutions that are equivalent to, if not better than, IAP in terms of fraud detection technology, given their larger volume of processed transactions.
6107 And in any event, as Epic points out, iOS already supports alternative in-app payment solutions for physical goods and services, and there is no suggestion from Apple that these alternative in-app payment solutions have degraded the security and privacy of iOS devices or iOS users.
6108 Further, even under the existing monopoly, there is evidence of existing demand from app developers for alternative payment solutions as I have already said. And the removal of Apple’s restrictive terms is likely to increase existing demand as app developers would no longer be at risk of being excluded from the App Store.
6109 Further, as I have indicated, apart from the likely competition on price caused by entry into the market, app developers could select payment solutions that, unlike IAP, allow the developer to have a direct relationship with the consumer.
6110 Generally, if Apple ceased engaging in the impugned conduct, it is likely that alternative app stores on iOS would seek to differentiate themselves by offering developers alternative in-app payment solutions. Moreover, the anti-steering provisions hinder the ability of alternative app stores to compete.
6111 For these reasons, the iOS payment solutions conduct has the effect or likely effect of substantially lessening competition in the iOS in-app payment solutions market and also I might add the iOS app distribution market.
Summary
6112 I have found that there is a market of the type defined by Epic concerning payment solutions. Further, Apple had substantial market power in such a market.
6113 Further, in terms of the IAP restrictions being the payments tie provision and the anti-steering provision, I have found that they were imposed or have been maintained at the start of the relevant period with the effect or likely effect of substantially lessening competition in the payment solutions market. But I have rejected Epic’s purpose case in this context.
The position of Apple Pty Ltd
6114 In summary, Apple Inc has contravened s 46(1) throughout the relevant period for the reasons that I have explained.
6115 As I have already indicated, in my view in each of the iOS app distribution market and iOS in-app payment solutions market, first, Apple Inc has substantial market power, second, Apple Inc has engaged in the relevant conduct as I have previously discussed with the purpose of substantially lessening competition in those markets and, third, Apple Inc has engaged in conduct with the effect or likely effect, of substantially lessening competition in those markets.
6116 Now Epic says that Apple Pty Ltd has also contravened s 46(1) throughout the relevant period.
6117 Epic says that Apple Pty Ltd promotes and markets apps on the Australian storefront of the App Store. And it says that in light of s 46(3) if necessary, Apple Pty Ltd also has substantial market power in the iOS app distribution market.
6118 Epic says that the iOS restrictive terms are imposed by Apple Pty Ltd jointly with Apple Inc either directly or indirectly through the DPLA and the schedule 1 and schedule 2 agreements entered into with iOS app developers.
6119 Epic says that all of the iOS app distribution conduct and iOS payment solutions conduct is also conduct of Apple Pty Ltd apart from the conduct of Apple Inc in relation to the pre-installation of apps in iOS devices.
6120 It says that the practical enforcement by Apple Inc of the iOS restrictive terms is done on its own behalf and also on behalf of its subsidiaries. To the extent necessary, that enforcement conduct is deemed to be conduct of Apple Pty Ltd (s 84(2)).
6121 Further, Epic says that the reasons identified for concluding that Apple Inc’s iOS app distribution conduct had the effect, or likely effect, of substantially lessening competition also support a conclusion that Apple Pty Ltd’s iOS app distribution conduct also has the requisite effect, or likely effect.
6122 But I would say now that there is no substance to Epic’s case that Apple Pty Ltd breached s 46, even accepting that Apple Pty Ltd had a substantial degree of market power in either of the relevant markets by reason of the s 46(3) deeming provision.
6123 In the alternative, Epic says that Apple Pty Ltd aided, abetted, counselled, procured or was knowingly concerned in Apple Inc’s contravention of s 46(1).
6124 Let me say something about the principles concerning the circumstances in which a person will be liable for another person’s contravention of the CCA or the ACL.
6125 The key statutory provisions are s 75B of the CCA, which prescribes the circumstances in which an accessory will be “involved in” the principal’s contravention of Part IV of the CCA, and s 232(1) of the ACL, which empowers me to grant injunctive relief against an accessory to a contravention of s 21 of the ACL.
6126 An accessory will not be liable for a principal’s contraventions of the CCA or ACL unless the accessory has actual knowledge of the essential elements, that is, the essential facts, which constitute the principal’s contravention. But it is not necessary to prove knowledge that those facts amount to a contravention or are capable of being characterised in the language of the statute; for example, as conduct that had the effect or purpose of substantially lessening competition, or as unconscionable conduct.
6127 Where knowledge of the essential facts is proved, the accessory will be liable in respect of the principal’s contravention if it has aided, abetted, counselled, or procured the contravention. This requires that the accessory intentionally participated by aiding, abetting, counselling or procuring the contravention.
6128 It will also be liable if it has been in any way, directly or indirectly, knowingly concerned in, or party to, the contravention. This requires a practical connection between the accessory and the contravention, that is, an act or omission, by which the accessory became associated with, involved, or implicated in the contravention.
6129 It will also be liable if it has conspired with others to effect the contravention. This essentially requires an agreement, with others, to effect a contravention, there being no requirement for the accessory to have otherwise participated in the contravention.
6130 But in my view Epic has failed to properly make out the allegation that Apple Pty Ltd was an accessory to the alleged contraventions by Apple Inc.
6131 As Apple has said, it called the business lead for the App Store in Australia and New Zealand, Ms Stella Wong. She has been employed by Apple Pty Ltd since 2013.
6132 Prior to taking on the role of business lead for the Australian App Store, she was responsible for the marketing of Apple services supplied in Australia and New Zealand, and for strategic programs for all regions outside of the United States including Australia. She was a senior executive of Apple Pty Ltd and was in a position to give evidence as to the state of mind of Apple Pty Ltd.
6133 Now the cross-examination of her was directed principally to the relationship between Apple Pty Ltd and Apple Inc in relation to a range of matters including the hosting and download of apps, developer refunds, app review and marketing services. There were also other topics such as formal matters about the reporting lines and directors of Apple Pty Ltd, the understanding of Ms Wong, who is not legally qualified, as to the effect of the DPLA and the understanding of Ms Wong, who has no responsibility for accounts, to as the manner in which funds paid by developers were treated.
6134 Now it was not suggested to Ms Wong that, contrary to her understanding, Apple was a monopolist, or had substantial market power. Nor does Epic point to documents disclosing such knowledge on the part of Apple Pty Ltd. In the circumstances, I agree with Apple that there is no evidentiary foundation for the contention that Apple Pty Ltd has the knowledge necessary to establish accessorial liability.
6135 So, despite direct evidence from Ms Wong of her understanding that competition exists across multiple platforms, it was not suggested that she knew that the Australia App Store was a monopoly or that Apple had conducted itself in particular ways with a purpose or effect of substantially lessening competition. Nor are there any documents that provide the basis for such a finding.
6136 Further, I agree with Apple that Epic did not properly address the allegation that Apple Pty Ltd was knowingly concerned in the alleged contraventions by Apple. Moreover, there was no evidentiary foundation established for that proposition.
6137 In summary, I am not satisfied that Apple Pty Ltd has any liability as an accessory to Apple Inc’s contraventions of s 46, whichever mode of accessorial liability one is dealing with.
Epic’s claims for contraventions of s 45 and s 47
6138 Now both s 45 and s 47 apply whether or not Apple possesses substantial market power in the alleged markets. Further, the provisions apply to competition in any market in which Apple supplies or acquires goods or services (s 45(3)).
6139 Now s 45 and s 47 are strict alternatives as the former does not apply to conduct that would constitute a contravention of s 47 (ss 45(5A), (6)). Accordingly, let me address s 47 first.
Exclusive dealing (s 47)
6140 Epic says that Apple Inc and Apple Pty Ltd contravened s 47 throughout the relevant period. Relevantly, to establish a contravention of s 47 against each entity it is necessary to establish the following.
6141 First, Epic says that Apple Inc and Apple Pty Ltd supplied, in trade or commerce, services on the condition that the person to whom they supplied the services will not, or will not except to a limited extent, acquire services of a particular kind or description directly or indirectly from a competitor of Apple Inc and Apple Pty Ltd, which by reason of s 47(13)(b) includes a person likely to compete in the relevant market with Apple (ss 47(2)(a) and (d)).
6142 Second, Epic says that the exclusive dealing had the purpose, or had or is likely to have had the effect, of substantially lessening competition in a market in Australia (s 47(10)).
6143 Epic says that throughout the relevant period, Apple Inc and Apple Pty Ltd supplied developers with services for the distribution of iOS apps to iOS users on the condition that developers would not obtain payment solutions for facilitating payments for in-app purchases of digital content from any person other than Apple Inc. It says that that conduct had the purpose, effect and/or likely effect of substantially lessening competition in the iOS in-app payment solution market and the iOS app distribution market.
6144 Epic says that it follows that both Apple Inc and Apple Pty Ltd contravened s 47(1) throughout the relevant period. Epic also makes an accessorial claim against Apple Pty Ltd.
6145 Now to the extent that their conduct did not contravene s 47, Epic says that Apple Inc and Apple Pty Ltd contravened s 45 of the CCA throughout the relevant period. Epic says that both Apple Inc and Apple Pty Ltd have made and given effect to the iOS restrictive terms throughout the relevant period in contracts made between Apple Inc and Apple Pty Ltd with iOS app developers. It says that the purpose, effect and/or likely effect of the iOS restrictive terms is to substantially lessen competition in the iOS app distribution market and the iOS in-app payment solutions market. Consequently, it says that both Apple Inc and Apple Pty Ltd contravened s 45(1) throughout the relevant period. Further, Epic also makes an accessorial claim against Apple Pty Ltd.
6146 Now in my view the claim under s 47 should be rejected on both the condition aspect and the competitor aspect. Let me say something concerning the condition.
6147 I agree with Apple that there is no “condition” imposed by Apple that app developers will not obtain payment solutions for accepting and processing payments for in-app purchases within an iOS app from any person that is, or but for the conduct would, or would be likely to, compete with Apple’s IAP.
6148 The term “condition” is defined in s 47(13)(a) as follows:
(a) a reference to a condition shall be read as a reference to any condition, whether direct or indirect and whether having legal or equitable force or not, and includes a reference to a condition the existence or nature of which is ascertainable only by inference from the conduct of persons or from other relevant circumstances;
6149 It is not sufficient that a “likely consequence” of a provision is that a person will not acquire services from a competitor. There must be some form of prohibition. But in the present case there is no prohibition. Developers can choose to monetise their app by other means, and app users can choose their transaction platform, and sometimes a particular payment method.
6150 Further, at all times there were a range of mechanisms that can be used to process the transaction on another platform. And if so, the transaction, including payment processing, will be provided by someone other than Apple.
Contracts, arrangements and understandings lessening competition (s 45)
6151 Now as I have indicated, Epic says that to the extent that their conduct does not contravene s 47, Apple Inc’s and Apple Pty Ltd’s conduct is in contravention of s 45 of the CCA.
6152 But as Apple explained, in relation to s 45 it is necessary to isolate and identify a provision, or provisions, of the relevant contract that is said to have the purpose or effect of substantially lessening competition. But as Apple says, Epic has not identified a particular provision, but rather in essence attacks the entire business model of the App Store, including at least 44 terms, and contends that there is a purpose, effect or likely effect of substantially lessening competition to be found somewhere among those provisions.
6153 In reality, there has been no real attempt by Epic to isolate a provision in the manner contemplated by the authorities.
6154 If necessary, I will hear further from counsel on this particular aspect of the case.
6155 Now there is one other matter that I should cover off concerning the s 51(3) defence, although given my other findings it is strictly hypothetical.
Section 51(3)(a) defence
6156 In relation to that part of the relevant period prior to 13 September 2019, Apple says that it has a defence under s 51(3)(a) to the alleged breaches of s 45 and s 47. Section 51(3)(a) was repealed with effect from 13 September 2019 (Treasury Laws Amendment (2018 Measures No. 5) Act 2019 (Cth), Sched 4, item 1). It had originally provided the following:
(3) A contravention of a provision of this Part other than section 46, 46A or 48 shall not be taken to have been committed by reason of:
(a) the imposing of, or giving effect to, a condition of:
(i) a licence granted by the proprietor, licensee or owner of a patent, of a registered design, of a copyright or of EL rights within the meaning of the Circuit Layouts Act 1989, or by a person who has applied for a patent or for the registration of a design; or
(ii) an assignment of a patent, of a registered design, of a copyright or of such EL rights, or of the right to apply for a patent or for the registration of a design;
to the extent that the condition relates to:
(iii) the invention to which the patent or application for a patent relates or articles made by the use of that invention;
(iv) goods in respect of which the design is, or is proposed to be, registered and to which it is applied;
(v) the work or other subject matter in which the copyright subsists; or
(vi) the eligible layout in which the EL rights subsist;
…
6157 Now given what I have just said concerning Epic’s case on ss 45 and 47, this question of the application of s 51(3) is strictly hypothetical. Nevertheless it is worth analysing the question in case I am wrong in what I have just said concerning ss 45 and 47.
6158 Now s 51(3)(a) formerly provided that certain contraventions of provisions of Pt IV, relevantly, ss 45 and 47, but not s 46, shall not be taken to have been committed by, relevantly, the imposing of or giving effect to a condition of a licence granted by the proprietor or owner of a patent, or of copyright, to the extent that the condition relates to the invention to which the patent relates, or the work or other subject matter in which the copyright subsists.
6159 Now as I have said, s 51(3)(a) was repealed on 13 September 2019, but the repeal only applies to licences granted, an assignment made, or a contract, arrangement or understanding entered into, after 12 September 2019.
6160 Commercial transactions involving intellectual property rights entered into after that date are subject to the CCA in the same manner as transactions involving other property and assets.
6161 Apple says that the contractual provisions that Epic has labelled as restrictive terms are terms of the DPLA, which is a licence to use Apple’s software technology and tools. This includes the requirement that apps submitted to the App Store must comply with the App Store review guidelines. The restrictive terms are terms of the DPLA, which is a licence to install Apple software on Apple branded products, for example, iPhones, iPads or Mac computers, to be used for the limited purposes specified in the DPLA.
6162 Apple also says that the developer agreement is also a copyright licence, which contains limited licenses of the works and other subject matter defined as “pre-release materials” and “content”.
6163 Further, Apple says that each computer program that Apple provides to developers under the DPLA is a copyright work, being a “literary work” (s 10 of the Copyright Act 1968 (Cth)).
6164 Apple has identified specific copyright works that it says would attract the operation of s 51(3)(a). These include various computer programs comprised within the Apple software licensed by the DPLA. In evidence are also copyright notices for XCode and Testflight.
6165 Now Epic says that the restrictive terms are not conditions “of” any licence, but rather “contained in” a licence, and has referred to Australian Competition and Consumer Commission v Pfizer Australia Pty Ltd (2018) 356 ALR 582.
6166 Now in Pfizer Australia the relevant licence was an implied sub-licence of an atorvastatin patent and the Court found that the conditions that Pfizer placed on bundled offers of atorvastatin were not conditions of that implied sub-licence (at [594] to [596]).
6167 But Apple says that in the present case, the relevant conditions are express terms of the DPLA.
6168 Further, Apple says that the restrictive terms relate to the intellectual property of the works licensed by the DPLA. Apple says that the terms define what may be done with Apple software and seek to protect Apple’s exclusive rights in the works, including the right to monetise the works. So, Apple says that they relate to the copyright works licensed by the DPLA in the relevant sense (Transfield Proprietary Limited v Arlo International Limited (1980) 144 CLR 83 at 102 to 103 per Mason J).
6169 Now to engage the exemption, and as I have indicated, Apple must satisfy the following elements.
6170 First, that Apple imposed, or gave effect to, a “condition of a licence”, in its capacity as the licensee or owner of the relevant patent and/or work or other subject matter in which copyright subsists.
6171 Second, that condition related to the invention to which the patent related or the work or other subject matter in which the copyright subsists.
6172 In Transfield, Mason J said (at 103) that s 51(3) “determines the scope of restrictions the patentee may properly impose on the use of the patent. Conditions which seek to gain advantages collateral to the patent are not covered by s. 51(3)”.
6173 As to the meaning of “relates to” in s 51(3), in Pfizer Australia at [602], the Full Court described as “persuasive” the following observations made in W M C Gummow, “Abuse of Monopoly: Industrial Property and Trade Practices Control” (1976) 7 Sydney Law Review 339 at 356:
Subparagraphs (iii), (iv) and (v) of s 51(3) speak respectively of the subject invention and articles made by its use, goods to which the design is applied, and the work in which the copyright subsists. It follows from this that, for example, licence agreements which deal with only one subject matter of industrial property, but go on to tie in various collateral obligations or advantages not otherwise secured by the monopoly given by the industrial property concerned, will contain provisions not relating to the subject matter of s 51(3) …
(footnotes omitted)
6174 In Pfizer Australia, Pfizer made a bundled offer to pharmacies to supply Lipitor and its generic version of atorvastatin. The offer among other things tied the rebates available from a funds scheme account to the quantity of Lipitor and the generic that each pharmacy purchased.
6175 The ACCC alleged that Pfizer had offered discounts, rebates and credits on the condition that pharmacies would not buy or re-supply atorvastatin from Pfizer’s competitors, except in a limited way, for a period up to 12 months, in breach of ss 46 and 47.
6176 The Full Court concluded that the exemption would not have applied to Pfizer’s conduct, assuming it had otherwise breached s 47. Pfizer’s sale of products to pharmacies involved the grant by Pfizer of a sub-licence of the atorvastatin patent to use or on-sell atorvastatin. But the conditions imposed restrictions on the ability of pharmacies to deal with Pfizer’s competitors were not conditions of the licence. Even if they were, the postulated conditions did not relate to the invention to which the atorvastatin patent related or articles made using that invention. The conditions imposed restrictions on the ability of pharmacies to deal with Pfizer’s competitors – they were not conditions which dealt with the subject matter of the intellectual property right itself, the atorvastatin tablets.
6177 In my view, Apple’s s 51(3)(a) defence fails for the reasons largely given by Epic.
6178 First, Apple has not identified any specific inventions or works of the relevant kind. So, necessarily, Apple cannot discharge its burden of establishing the factual elements of s 51(3)(a).
6179 Without evidence of the specific intellectual property rights which are said by Apple to be the subject of the licence granted under the DPLA, I am not in a position to assess the scope of the protection intended to be conferred by the intellectual property legislation in respect of those rights, and to distinguish it from “collateral” matters.
6180 That is, Apple cannot establish that the iOS restrictive terms “related to” any invention to which any Apple patent might relate, or any work in which Apple copyright might subsist.
6181 Second, Apple has not demonstrated that the iOS restrictive terms, in so far as they formed part of agreements entered into with developers before s 51(3)(a) was repealed, were conditions “of” any licence, albeit that they may have been contained in a licence (Pfizer Australia at [596]).
6182 Further and in any event, the very nature of the iOS restrictive terms is that they do not amount to provisions relating to the subject matter of s 51(3)(a). Rather they amount to collateral obligations or advantages that are quite separate from any monopoly rights given by any relevant intellectual property that Apple can point to.
6183 There is no evidence that any code provided by Apple to developers is executed by an iOS app when the app is being displayed within the iOS App Store, downloaded by a user from the iOS App Store or subsequently updated. That is, there is no evidence that any Apple code is exploited by developers in relation to iOS app distribution.
6184 Accordingly, the iOS restrictive terms, to the extent that they preclude developers from distributing their native iOS apps through alternative channels to the iOS App Store, are not conditions which impose restrictions on the use of any intellectual property rights of Apple in relation to app distribution. They are not conditions “of” any licence to use the intellectual property rights in any Apple software or tools to develop native iOS apps.
6185 Further, there is no evidence that, absent the requirement in the DPLA that developers must use IAP for in-app purchases of digital content within iOS apps, Apple’s iOS SDK and APIs would be exploited by a developer implementing an alternative payment solution for their iOS app.
6186 The iOS restrictive terms, to the extent that they mandate IAP as the sole payment solution that developers can use to receive payments for purchases of digital in-app content in native iOS apps, are not conditions which impose restrictions on the manner in which any intellectual property rights in IAP may be commercialised by app developers.
6187 Rather, in respect of in-app purchases of digital goods, those terms affect the ability of app developers to acquire alternative in-app payment solutions from Apple’s competitors. Such conditions restricting dealings with competitors are not conditions of a licence to use any intellectual property rights subsisting in or otherwise protecting IAP.
6188 Moreover, they are properly to be regarded as entirely collateral to any intellectual property rights, and consequently they do not “relate” to the subject matter of s 51(3)(a).
6189 They were not conditions that dealt with the subject matter of any intellectual property right the subject of the DPLA (Pfizer Australia at [597] to [606]).
6190 In any event, there is no basis for contending that conditions attaching to an intellectual property licence entered into after the repeal of s 51(3)(a) are shielded from ss 45 or 47.
6191 Let me turn to Epic’s unconscionable conduct claims.
Epic’s claims concerning unconscionable conduct
6192 Epic’s case is that by requiring and enforcing the iOS restrictive terms, Apple Inc and Apple Pty Ltd have engaged in unconscionable conduct, in connection with the supply of services to iOS app developers, including Epic, within the meaning of s 21(1) of the ACL.
6193 Now it is not in doubt that whether conduct is unconscionable within s 21 calls for an evaluative assessment of all of the circumstances having regard to such of the matters specified in s 22 of the ACL as are relevant. Conduct may be unconscionable within the meaning of s 21 absent any victimisation, vulnerability or special disadvantage on the part of the person to whom the goods or services are to be provided.
Some legal principles
6194 Now the principles that govern the application of the statutory standard under ss 21 and 22 of the ACL are well familiar.
6195 That section is not limited by, and is more broad-ranging than, equitable principles relating to unconscionable conduct. It can apply to a system of conduct or pattern of behaviour, whether or not a particular individual is identified as having been disadvantaged by the conduct or behaviour. Moreover, where the impugned conduct relates to a contract, I am not limited to considering the circumstances that relate to the formation of the contract, but may include the terms of the contract itself and the manner in which it is carried out.
6196 Section 22 of the ACL supplies a non-exhaustive list of matters to which one may have regard for the purpose of determining whether a supplier of goods or services has contravened s 21. They include the relative strengths of the bargaining positions of the supplier and the customer, whether, as a result of the supplier’s conduct, the customer was required to comply with conditions that were not reasonably necessary for the protection of the legitimate interests of the supplier, and the extent to which any the supplier was willing to negotiate the terms of any contract with the customer, as well as the terms of that contract and the conduct of the parties in complying with those terms.
6197 My task is to evaluate the facts by reference to the “normative standard of conduct which the section itself marks out” (Australian Securities and Investments Commission v Kobelt (2019) 267 CLR 1 at [87]).
6198 The values and conceptions which underpin or are implicit within s 22 of the ACL include: fairness, equality, and asymmetry of power; lack of understanding or ignorance of one party; the risk and worth of a bargain and asymmetry of information; and good faith and fair dealing.
6199 Whilst it must be recognised that the pursuit of legitimate self-interest is “an omnipresent feature of legitimate commerce”, a party “is not unbounded in the pursuit of its self-interest”; see AHG WA (2015) Pty Ltd v Mercedes-Benz Australia/Pacific Pty Ltd [2023] FCA 1022; (2023) 303 FCR 479; (2023) 170 ACSR 1 at [3521] and [3524]. Further, an appeal from my decision was dismissed by Moshinsky, Bromwich and Anderson JJ (AHG WA (2015) Pty Ltd v Mercedes-Benz Australia/Pacific Pty Ltd [2025] FCAFC 86).
6200 In particular, a party’s interests must indeed be legitimate, a party have regard to its counterparty’s legitimate interests, and I must have regard to the extent to which the relevant conduct is “reasonably necessary for the protection of the [party’s] legitimate interests” (AHG WA (2015) at [3524] and [3526]).
6201 Importantly, for conduct to be unconscionable, it is not necessary that a pre-existing vulnerability, disability, or disadvantage has been taken advantage of in some way.
6202 Section 21 is concerned with a statutory standard not limited by equitable doctrine (Australian Securities and Investments Commission v Westpac Banking Corporation (2022) 407 ALR 1 at [22]). The principal focus of s 21 is on objective conduct and its effect. In AHG WA (2015) at [3493] I said:
Now the content of ss 21 and 22 of the ACL may have their genesis in the alchemy of equity embodied in the unwritten law relating to unconscionable conduct. But their boundaries ought not to be defined by any undue influence of equity as even equity scholars have had to concede (Bant E and Paterson J, “Systems of misconduct: Corporate culpability and statutory unconscionability” (2021) 15 Journal of Equity 63 at 66). After all, no one would define modern chemistry by its antecedents in experimental metallurgy. Moreover, the statutory framework requires forensic analysis rather than platitudinous philosophy so as to identify the boundaries and content of the relevant conduct in context before considering the secondary characterisation of unconscionability. And the statutory perspective preferences the objective over the subjective. So, the principal focus is on objective conduct and its effect rather than on the state of mind and personal conscience of the alleged miscreant. One can see this in the structure of s 22(1) where state of mind is expressly dealt with last (s 22(1)(l)). Moreover, it addresses both the states of mind of “the supplier and the customer”. And even then this is only one matter. But perhaps s 22(1)(d) also implicitly picks up subjective conscience although its explicit reference is to objective effect.
6203 To the extent that state of mind is a relevant consideration, the extent to which the supplier and the customer acted in good faith are matters which may be taken into account (s 22(1)(l) of the ACL).
6204 Other relevant but non-exhaustive factors identified in s 22 of the ACL include: (a) the relative strengths of the bargaining positions of the supplier and the customer; (b) the amount for which, and the circumstances under which, the customer could have acquired equivalent goods or services from a person other than the supplier; (c) the extent to which the supplier’s conduct towards the customer was consistent with the supplier’s conduct in similar transactions between the supplier and other like customers; (d) the conduct of the supplier and the customer in complying with the terms and conditions of the contract; and (e) any conduct that the supplier or the customer engaged in, in connection with their commercial relationship, after they entered into the contract.
6205 Now in Productivity Partners Pty Ltd v Australian Competition and Consumer Commission (2024) 419 ALR 30, Gageler CJ and Jagot J said at [56] and [60]:
… [The] matters in s 22(1)(a)–(l) are non-exhaustive. As such, they embody “the values and norms recognised by the statute” by reference to which “each matter must be judged” to the extent that it “appl[ies] in the circumstances”.
…
That the presence or absence of each matter in s 22(1) is not a mandatory relevant consideration to be weighed by a court in every case, irrespective of the circumstances, does not mean that the required evaluation involves nothing more than, as the College put it, an “instinctive reaction that the legislation sought to avoid”. The normative standard set by s 21(1) is tethered to the statutory language of “unconscionability”. While that term is not defined in the legislation and, in its statutory conception, is “more broad-ranging than the equitable principles”, it expresses “a normative standard of conscience which is permeated with accepted and acceptable community standards”, and conduct is not to be denounced by a court as unconscionable unless it is “outside societal norms of acceptable commercial behaviour [so] as to warrant condemnation as conduct that is offensive to conscience”. The items listed in s 22(1)(a)–(l) are matters that the legislation requires to be considered, in the overall evaluation of the totality of the circumstances to be undertaken for the purpose of s 21(1), if and to the extent those matters are applicable. This is why both “close attention to the statute and the values derived from it, as well as from the unwritten law” and “close consideration of the facts” are necessary.
(footnotes omitted)
6206 Analysis of the conduct sought to be impugned requires close consideration of all of the relevant facts and requires me to make an evaluative judgment (Australian Securities and Investments Commission v Westpac Banking Corporation at [23]). The evaluation to be undertaken is of business behaviour in light of the values and norms recognised by the statute (Kobelt at [153] per Nettle and Gordon JJ). The ultimate question may require considering whether the conduct is “so far outside societal norms of accepted commercial behaviour that it warrants condemnation” (Kobelt at [92] per Gageler J).
6207 Industry practice is a relevant consideration. Acting consistently or otherwise with industry practice is a relevant consideration (AHG WA (2015) at [3514]). It is to be recognised that the pursuit by those engaged in commerce of their own advantage and in pursuit of their own legitimate interest is an omnipresent feature of legitimate commerce. A party is not required to subordinate its own legitimate interests to that of a counter-party (AHG WA (2015) at [3521], [3524]).
6208 In short, unconscionability is to be determined in all of the circumstances of a particular case. In a proceeding such as this one, it is applied as a relational concept.
Epic’s arguments
6209 In the present case, Epic says that Apple Inc is in a vastly superior bargaining position to app developers, including Epic (s 22(1)(a)). So much is apparent from Apple’s inflexible application of its guidelines and other contractual provisions, and the lack of countervailing power.
6210 It requires app developers who wish to distribute iOS apps on the App Store to enter into non-negotiable, standard form contracts (s 22(1)(j)).
6211 Further, Epic says that the terms of the DPLA are unbalanced and contain numerous provisions that are not reasonably necessary for the protection of Apple Inc’s legitimate interests, or the legitimate interests of its subsidiaries. It has made the following points.
6212 Under clause 4 of the DPLA, Apple Inc may vary the terms of the DPLA at any time.
6213 Clause 7.2 of the DPLA requires app developers who wish to charge a fee of any kind for digital goods and services to enter into a schedule 2 agreement with Apple Inc and various Apple subsidiaries, which includes Apple Pty Ltd in relation to the delivery of apps to users located in Australia, by which Apple Inc and the Apple subsidiaries are appointed the app developers’ “agent” to market, offer and allow download of developers’ apps.
6214 But the “agency” arrangement does not bear any normal attributes of an agency arrangement and involves a substantial conflict of interest between the “agent” and “principal”.
6215 Under the schedule 2 agreement, Apple Inc and the Apple subsidiaries reserve the right to cease marketing and allowing download at any time and for any reason.
6216 Further, under clause 4.4 of the DPLA, Apple Inc is permitted to develop competing applications that perform the same or similar functions as the app developer.
6217 Pursuant to clause 9.3 of the DPLA, Apple Inc may even use information submitted by the app developer to Apple Inc for its own commercial purposes.
6218 Under clause 3.5 of the schedule 2 agreement, Apple Inc and its subsidiaries are entitled to commission even where the end-user does not pay.
6219 The Apple companies also reserve the right to decide to refund an end-user, in which case the app developer must reimburse the Apple companies for the refund (schedule 2, clause 6.3).
6220 Further, it is a condition of the licence to use iOS that the developer’s app comply with the documentation and program requirements, which include the App Store review guidelines, and which may be changed at any time: DPLA, clause 3.2(c), and definition of “documentation” and “program requirements”.
6221 Epic says that the result is that Apple Inc reserves to itself, and its subsidiaries, a total discretion to provide any services at all to app developers.
6222 Epic says that through the DPLA, the artifice of the “agency” relationship and the App Store review guidelines, Apple Inc and its subsidiaries impose a series of anti-competitive restrictions that have the purpose and effect of protecting Apple Inc’s overall revenue from competition. And that is in circumstances where Apple Inc is permitted to use confidential information to develop its own apps to compete against iOS app developers, while at the same time through the contractual terms steps are taken to ensure that app developers cannot compete with Apple Inc because developers are prevented from establishing a direct relationship with end-users through the App Store.
6223 Further, Apple Inc and Apple Pty Ltd use the imposed contractual terms to immediately deduct the commission from every payment users make to the developer, but then withhold the balance from developers for a period of at least 45 days, and on average for a period of 60 days.
6224 Epic says that those circumstances involve commercial pressure, and the use of a superior bargaining position and monopoly power to extract benefits for Apple Inc and its subsidiaries that are not reasonably necessary for the protection of those companies’ interests.
6225 Epic says that those circumstances have contributed to Apple Inc’s serious and repeated contraventions of the CCA, and those contraventions have caused substantial harm to developers and users.
6226 Apple Inc has also insisted upon and enforced an exclusive jurisdiction clause in the DPLA, including by attempting to prevent recourse to competition and consumer laws in jurisdictions such as Australia.
6227 Epic says that ordinary commercial persons would regard all of the above circumstances, both individually and in combination, as against conscience.
6228 Accordingly, Epic says that the conduct of Apple Inc and Apple Pty Ltd in requiring and enforcing the iOS restrictive terms is unconscionable conduct within the meaning of s 21(1) of the CCA.
6229 Now Epic’s unconscionability claim rests on substantially the same evidentiary foundations as the Part IV claims. The question that arises under this rubric, in respect of those shared fact patterns, is whether they support an evaluative conclusion that the totality of the relevant conduct is unconscionable.
6230 The context in which that question is to be answered is informed by the analysis under the Part IV regime, which is exogenous to the ACL, but relevant to the conduct in question.
6231 Epic says that Apple has used its superior bargaining position, animated by its substantial market power, to force iOS app developers into restrictive, non-negotiable contracts, in circumstances where, first, developers have no other viable option if they wish to distribute native iOS apps, second, the restrictions are not reasonably necessary to protect any legitimate interest of Apple and, third, their ultimate effect is to systematically insulate Apple’s monopoly position at the expense of both developers and users.
6232 Epic characterised it in terms that the DPLA is the crucible of Apple’s unconscionability. Of course s 21(4)(c) of the ACL allows me, in determining whether “conduct to which a contract relates is unconscionable”, to consider the terms of such a contract.
6233 Now Epic says that Apple occupies a vastly superior bargaining position vis-à-vis developers, including Epic. Given the App Store’s monopoly position, developers have no choice but to comply with Apple’s terms. Epic has made the following points.
6234 Developers have no scope to negotiate Apple’s contractual terms, despite many of those terms being contrary to the interests of developers. Developers wishing to distribute iOS apps must enter into and abide by the DPLA and that its terms are not negotiable. Epic says that this demonstrates the disparity in bargaining power between Apple and developers.
6235 Now Apple says that the DPLA involves only some form of conditional, mandatory requirement, that is, developers are not compelled to enter into agreements with Apple because various alternative options are available to developers in seeking to reach iOS users and need only enter into such agreements if they so desire.
6236 But Epic says that of the supposed various alternative options, Apple identifies only one: web apps. Apple has said that the user’s experience of web apps and native apps is, in many cases, largely indistinguishable.
6237 Epic says that this assertion fails on the facts. Web apps suffer significant deficiencies in functionality compared with native apps. They are not a substitute for developers.
6238 In any event, Epic says that the point is undermined by Apple’s separate point as to the scale of the App Store, that the commission it charges is paid in exchange for, inter alia, gaining access to the vast number of iOS users, and that, by its action, Epic seeks to gain free access to the iOS user base.
6239 Epic says that implicit in each of these arguments is the notion that the iOS user base is not otherwise readily accessible to developers.
6240 Epic says that developers do not have other options for reaching iOS users if they do not wish to enter into agreements with Apple. Rather, native apps provide the predominant, if not only, means by which developers can distribute to iOS users.
6241 Epic says that when one considers the non-exhaustive statutory factors in s 22(1) of the ACL, including the relative strengths of the bargaining positions of Apple and developers, these matters assume some salience. And developers’ contractual “consent” to the DPLA cannot, and does not, automatically negate a finding of unconscionability.
6242 Epic says that all iOS developers are at the caprice of Apple. It says that not even the largest developers have any meaningful bargaining power vis-à-vis Apple, as is apparent from the following.
6243 First, Apple’s inflexible enforcement of its restrictions against, among others, large developers such as Facebook, Amazon, Microsoft, Spotify and Tencent.
6244 Second, Apple’s approach to “compliance” with the Digital Markets Act, whereby a developer can only return to Apple’s “existing” DPLA terms a single time, and only if they have not exercised their freedoms under the alternative terms.
6245 Epic says that consideration of s 22(1)(f) is revealing in this regard. It directs attention to the extent to which the supplier’s conduct towards the customer was consistent with the supplier’s conduct in similar transactions between the supplier and other like customers. The focus of that provision is parity of treatment and its converse, discrimination. It is predicated on the possibility that disparities in scale and bargaining power may produce different conduct than where entities of equivalent scale and power interact.
6246 Epic says that the uniformity of Apple’s treatment of its counterparties, irrespective of their scale, value, and size reflects its substantial market power. No commercial counter-party is able to exert countervailing power over Apple.
6247 Epic also makes the point that the terms of the DPLA are not a reasonable protection of Apple’s legitimate interests.
6248 Now Epic accepted that the pursuit by those engaged in commerce of their own advantage and in pursuit of their own legitimate interest is an omnipresent feature of legitimate commerce. But it says that a party is not unbounded in its pursuit of self‐interest.
6249 Epic says that while it is not required to subordinate its own legitimate interests to that of the counter‐party, those interests must be legitimate, the party must have regard to the counter‐party’s legitimate interests, and one must have regard to the extent to which the relevant conduct is reasonably necessary for the protection of the party’s legitimate interests.
6250 And so, Epic says that whilst the possession of commercial leverage alone is not unconscionable, the way Apple has recruited and deployed it through the DPLA is.
6251 It says that Apple has forced upon developers a so-called “agency” relationship. But as I have touched on above, it says that unlike usual agency arrangements, the arrangement between Apple and iOS developers is characterised by a conflict of interest and extraordinary one-sidedness in favour of Apple, the “agent”.
6252 Epic also made reference to the following provisions of the DPLA.
6253 First, the DPLA and App Store review guidelines ensure that Apple is the sole source of iOS app distribution services and iOS in-app payment solutions in Australia.
6254 Relatedly, Apple has an unconstrained right to decide whether or not it wishes to distribute an iOS app, even in circumstances where the app otherwise meets Apple’s published requirements. The latter power, conferred by clause 6.9, is unconstrained and, in substance, unreviewable.
6255 Epic says that it is unconstrained in three ways. First, Apple may exercise the power in its “sole discretion”. Second, Apple may reject an app for distribution “for any reason”, even if the app meets all of Apple’s requirements. Third, the App Store review guidelines, which form part of the “Documentation and Program Requirements”, expressly provide that that document “is a living document” such that “new apps presenting new questions may result in new rules at any time”.
6256 Epic says that it is in turn substantially fortified by the fact that clause 4 of the DPLA permits Apple to change its terms and review guidelines at any time, at its absolute discretion. That clause engages s 22(1)(k) of the ACL.
6257 If Apple wants to reject an app, it may do so for any reason, and for no reason. No reason need be provided or considered. Epic says that the power is, accordingly, in substance unreviewable.
6258 There is a reference to the possibility of “appeal” in the guidelines. But Epic says that that is necessarily tokenistic. Given that Apple is contractually entitled to make a decision for any reason, and in its sole discretion, including where an app is compliant with the guidelines, there is no apparent standard by which such a decision be impugned or vitiated.
6259 Second, Apple reserves the right to cease marketing, offering and allowing download of an iOS App with or without cause and at its sole discretion. A power which may be exercised with or without cause is, again, unconstrained. No cause is called for, just as no reason is.
6260 Third, Apple can use information submitted by the developer to Apple as part of accessing the distribution service for its own commercial purposes.
6261 Epic says that Apple can use a developer’s information which it obtains on an unrestricted basis for purposes that include developing its own similar or competing applications and productions. Apple is not required to notify or compensate the developer for such use. Put differently, in order to develop and distribute software for Apple’s iOS, developers are effectively made to waive their own intellectual property rights.
6262 Fourth, Epic says that there are several significant aspects of information asymmetry and has made the following points.
6263 Apple limits and conditions developers’ use of their own app data, while providing itself with the right to use the data for testing its own products. Such data may be of significant commercial value. Apple, by contrast, is under no such prohibition.
6264 Apple reserves the right to decide to refund users, in which case the developer must reimburse Apple for the refund. Apple is solely responsible for this function. In other words, Apple intermediates the relationship between developers and users.
6265 This constellation of clauses fosters a circumstance in which Apple can use rivals’ information to optimise its own pricing and marketing strategies and target customers. It deprives developers of customer data from which they may improve services or enrich an app ecosystem. The developer-customer relationship is wholly sterilised. This is not the stuff of ordinary commerce.
6266 Fifth, Apple is entitled to charge developers a commission even where the user does not pay.
6267 Sixth, Apple reserves the right immediately to deduct the commission from every payment users make to a developer, but withhold the remittance of developers’ revenue for 45 days following the close of the monthly period. In effect, providing Apple with free financing for the App Store business.
6268 So, Epic says that Apple receives a considerable financial benefit, in an undisclosed fashion, at no cost. It says that parties engaged in arm’s length commercial relationships just do not confer benefits of this kind for free. It says that Apple can extract benefits and advantages of this kind by exerting commercial pressure from its superior bargaining position.
6269 Epic points to the non-negotiable context in which these terms arise. It says that they could only emerge from such a context. Ordinary commercial actors would regard this circumstance as against conscience.
6270 Now Apple has sought to justify its conduct by asserting that it has legitimate interests. So, Apple said that Apple’s terms are not capricious. They are intended to provide, and have the effect of providing, important privacy and security protections for the benefit of iOS users and legitimate app developers.
6271 Apple also argued that it is entitled to pursue its legitimate commercial interests in obtaining a return on the substantial investments it makes in building and making available the tools and technologies that enable developers to build native apps to be distributed through the App Store.
6272 But Epic says that Apple’s assertion that its conduct is justified to protect the privacy and security of users and developers is not maintainable. Epic says that there is no legitimate commercial interest that can justify the one-sided nature of the DPLA and that it is “quintessentially” the conduct of a firm acting unconscionably because it has the power to do so and is unrestrained by competition.
6273 Further, Epic says that Apple’s conduct in extracting 30% of many developers’ revenue cannot be said to be within the scope of a legitimate entitlement to obtain a return on investment.
6274 In summary, Epic says that the restrictive terms imposed by Apple are unconscionable in all of the circumstances, which circumstances include that the terms themselves are harsh and unfair, are enacted in pursuit of commercial interests which are not legitimate, and in circumstances where those terms are imposed by a party with a superior bargaining position, including because developers have no alternative ways in which to reach iOS users, without negotiation.
6275 Let me say something about Epic’s case on accessorial liability, which I have already touched on in relation to other claims.
6276 Epic says that ultimately, as the counterparty to the DPLA, as distinct from schedule 2 to the DPLA, Apple Inc is the party that has arguably engaged in the majority of the unconscionable conduct. But Epic says that there is evidence that Apple Pty Ltd was involved in this conduct, and indeed, it is appointed pursuant to schedule 2 of the DPLA to act, with Apple Inc, as the developers “agent”.
6277 Accordingly, Epic’s primary case is that both Apple Inc and Apple Pty Ltd have engaged in unconscionable conduct contrary to s 21(1).
6278 But in the alternative, Epic says that if I am satisfied that Apple Inc’s conduct is unconscionable, then Apple Pty Ltd should also be found liable as an accessory. That is because Apple Pty Ltd aided or was knowingly concerned in Apple Inc’s contravention of s 21(1).
6279 Epic says that Apple Pty Ltd’s conduct in making and giving effect to the schedule 2 agreements with iOS app developers, by which Apple Pty Ltd collects commissions and is responsible for the delivery of content on the Australian App Store subject to the terms of the DPLA, is properly characterised as aiding, alternatively being concerned in, alternatively involving a conspiracy to give effect to, Apple Inc’s conduct.
6280 Epic says that it is not necessary to demonstrate that Apple Pty Ltd subjectively formed the view that Apple Inc’s conduct was unconscionable. Knowledge of the DPLA and its enforcement by Apple Inc is sufficient to establish Apple Pty Ltd’s accessorial liability. Apple Pty Ltd knew of the iOS restrictive terms and took steps to enforce them.
6281 In Productivity Partners, Gageler CJ and Jagot J said at [82]:
The relevant distinction is not between facts and the law. Nor is it between objective facts and evaluative facts. It is between the essential matters constituting the contravention (be they facts, circumstances, or states of mind) and the character, quality, nature, or status of those matters for the purpose of the characterisation of the conduct the statute requires. For accessorial liability, knowledge of the former is required but knowledge of the latter is not.
6282 Further, Beech-Jones J said at [362] to [365]:
It was also contended that, consistent with Gordon J’s analysis of the meaning of “unconscionable” in Stubbings v Jams 2 Pty Ltd, it had to be alleged and found that Mr Wills knew that the relevant conduct of the College was “offensive to a conscience informed by a sense of what is right and proper according to values which can be recognised by the court to prevail within contemporary Australian society”.
This submission should also be rejected. The description of unconscionability in Stubbings and the cases to which it refers were not identifying some essential matter, fact or element of a contravention of s 21(1) of the ACL of which an accessory must have knowledge. To require that an accessory appreciate that the conduct of the principal contravened a community standard identified as part of a judicial exposition of the meaning of unconscionability is no different in substance to requiring that the accessory know the legal complexion or characterisation of the principal’s conduct.
To be liable as an accessory, a party such as Mr Wills must, inter alia, have knowledge of the essential facts concerning the conduct of the principal that was said to amount to unconscionable conduct contrary to s 21(1) of the ACL. It follows from the above that this requires a close analysis of what the principal’s contravention of s 21(1) “consisted” of. If, in a simple case, the unconscionable conduct was found to consist of the principal, being a supplier, engaging in conduct requiring a customer to comply with a condition that was not reasonably necessary for the protection of the supplier’s legitimate interests, then the accessory would have to be aware that the condition was imposed and that it was not necessary to protect the supplier’s legitimate interests, even if the supplier did not have knowledge of the latter.
However, the analysis of the knowledge an accessory must possess can become more complex depending on the nature of the unconscionable conduct alleged and found against the principal. With unconscionability, the conduct alleged against the principal often involves the attribution of some form of intention or knowledge of at least some conduct, circumstance, consequence of conduct or likely result of conduct to the principal. In such a case, to be liable, the accessory will also have to possess that intention or knowledge. Thus, while a party “involved” or “knowingly concerned” in a contravention of s 21 must possess knowledge of the essential facts of the principal’s contravention, even if in some cases the principal did not, that does not mean that in all cases the intention or knowledge of the accessory will differ from that of the principal.
(footnotes omitted)
6283 Epic says that this is demonstrated by Ms Wong’s evidence that Apple Pty Ltd collaborated with Apple Inc’s employees on matters connected to the enforcement of the DPLA. It is said that I can infer that Apple Pty Ltd knew that Apple Inc was in a position of superior bargaining strength in dealing with developers in light of the standard form nature of the agreements, and their one-sided nature.
Analysis
6284 Now Epic’s case is that one or other or both of the Apple respondents engaged in unconscionable conduct by holding Epic to the bargain that Apple would license its software to Epic, and make available to it the ability to distribute native apps on the App Store on the terms set out in the DPLA and guidelines, including that Epic would not seek to distribute its own store within the App Store, Epic’s native apps for iOS would be distributed through the App Store, and Epic would use IAP to effect in-app digital content transactions in iOS native apps distributed through the App Store.
6285 Epic also alleges that Apple’s termination of its contractual arrangements with Epic constitutes unconscionable conduct. The termination occurred in response to Epic’s admitted breaches of contract, which were left unremedied despite Apple’s notices identifying the conduct and warning of termination if Epic did not comply with its contractual obligations.
6286 Now the termination by Apple of its contractual arrangements with Epic has been recognised by both the first instance and appellate courts in United States as a lawful response to Epic’s intentional breaches of contract.
6287 Further, there are numerous matters, as Apple has identified, which tell against any finding of unconscionability being Epic’s scale, the revenue it derives from non-iOS platforms, its retention of revenue following the termination of its contracts with Apple through iOS users switching platforms to continue playing Fortnite, Epic’s voluntary entry into Apple’s contractual arrangements, Epic’s breaches of its agreements with Apple and Epic’s acceptance of the same terms as it had agreed with Apple on other platforms.
6288 I agree with Apple that these are all factors which run contrary to any finding of unconscionability.
6289 Now in my view none of Apple’s conduct as established by Epic and which I have discussed in these reasons constitutes a contravention of s 21. Apple has made the following points with which I agree.
6290 Apple did not engage in duplicitous behaviour. It was clear and direct in establishing the terms on which it would license its software and development tools and distribute apps through the App Store.
6291 Apple did not seek to impose harsh or onerous terms on Epic. The terms on which it agreed to deal with Epic were the same terms as Apple applies to all developers who seek to make native apps available on iOS devices.
6292 Apple’s terms are not capricious. They are intended to provide, and have the effect of providing, important privacy and security protections for the benefit of iOS users and legitimate app developers, in the context of a licensing regime that allows developers to take advantage of the extraordinary functionality of the iOS devices and the vast user base. That offering is made, on clear terms to all developers, in a context where there are various alternative options available to developers in seeking to reach iOS users.
6293 Moreover, Apple is entitled to pursue its legitimate commercial interests in obtaining a return on the substantial investments it makes in building and making available the tools and technologies that enable developers to build native apps to be distributed through the App Store.
6294 Further, in providing developers with access to the App Store on equal terms, Apple provides an opportunity to developers, who gain the ability through the use of software developed by Apple to transact safely and securely with all iOS app users.
6295 Further, agency relationships built on standardised terms are a fact of ordinary commercial dealing. As Apple said, it would be an unusual outcome if the fact of standardised terms of agency were capable of grounding a finding of unconscionability.
6296 Further, Apple’s right to terminate its contractual arrangements with Epic following Epic’s breaches of its contractual obligations was exercised on notice and only after Epic had a chance to remedy the position. As I have said above, Apple’s termination of its contracts with Epic has been found to have been lawful by the US courts.
6297 Further, it is necessary to consider the reality of the benefits Epic obtained through its relationship with Apple, the size and scale of Epic’s business, the availability to Epic of alternative ways in which Fortnite could be accessed on iOS devices other than through the App Store and the way in which Epic interacted with Apple.
6298 Further, Apple’s terms protect legitimate commercial interests. It is entitled to seek a commercial return on its highly valuable intellectual property-protected assets, which it generated by taking the risk of vast expenditure on research and development, and which developers like Epic take the benefit of.
6299 Further, Apple has a legitimate interest in maintaining the overall standards of the ecosystem, an element of which is requiring adherence to the guidelines. That has been achieved through app review against those guidelines.
6300 Further, Apple treats the developers it engages with consistently. Now Epic suggests that Apple’s uniform treatment of developers, irrespective of the size and strength of the developer, should be taken as a mark of unconscionability by reference to s 22(1)(f) of the ACL. But as Apple says, that is a provision which directs attention to parity of treatment of customers and, its converse, discrimination.
6301 Further, Apple has a legitimate business interest, as developers do, in having a standard form DPLA, and a standard form developer agreement, for all developers across the world, noting certain jurisdictional exceptions, such as in the EU.
6302 Further, standard form agreements are the norm for developers who wish to distribute their apps on platforms. SMG Studio, for example, has entered into standard form agreements with Apple, Google, Steam, Microsoft, Nintendo and others to distribute its apps on those platforms.
6303 Further, Epic complains that under the DPLA, Apple may reject an app for any reason and for no reason and that Apple reserves the right to cease marketing an app. But as Apple says, it offers no explanation as to how or why those contractual terms are, in practice, any different to Epic’s right to terminate its relationship with a developer on 30 days’ notice for any or no reason at which time it could cease distributing and marketing a developer’s app.
6304 Further, in terms of the platform operator assuming sole responsibility for handling refunds, Epic’s template Epic Games Store distribution agreement also gives Epic the sole discretion to issue refunds to customers.
6305 Further, Epic complains that by withholding remittance of funds to developers for 45 days, Apple receives a financial benefit at no cost. But as Apple says, Epic Games Store provides revenue share to developers 45 days after the end of a calendar month following transactions, provided the total amount due to the developer is at least $10, and otherwise assures developers that in no event will it withhold amounts for more than a year.
6306 Further, Epic’s EDP uses the same system as Apple for sharing users’ contact details. When an app user uses EDP, user contact details are provided to the third party developer only if the app user consents.
6307 I will not linger further on this topic. If the parties require further reasons from me on this aspect of the case I will provide them.
6308 In summary, in my view Epic’s unconscionable conduct case has not been made out.
Miscellaneous – FTC complaint
6309 Before turning to the question of relief and my conclusions, I should deal with a miscellaneous matter.
6310 On 3 April 2024, objection was taken to questions asked of Mr Sweeney during cross-examination about representations that had been made by the Federal Trade Commission. Those objections were founded principally on s 44 of the Evidence Act 1995 (Cth) and on the related fact that the representations were made in documents that were otherwise inadmissible hearsay. The documents are not business records (s 69(3)(a)). Objection was also taken on the ground of relevance.
6311 Three documents were put to Mr Sweeney in that context and I dealt with them as follows.
6312 First, as to the FTC complaint, I indicated that this document was only being marked for identification under s 44(4) so that the witness’ answers to questions could be understood.
6313 Second, as to the Epic settlement announcement, this document was received as provisionally relevant under s 57.
6314 Third, as to the FTC announcement, this document was marked for identification under s 44(4) and received as provisionally relevant under s 57.
6315 I also ruled that the answers given by Mr Sweeney to questions based on those documents were received as provisionally relevant under s 57.
6316 The status of the various documents as well as Mr Sweeney’s related answers was revisited by Apple on 23 April 2024. On that occasion, the following occurred.
6317 Various pages of one of the documents were sought to be tendered for the non-hearsay purpose of proving only the fact of the FTC’s complaint. Those pages were received as provisionally relevant under s 57, subject to Apple persuading me of their relevance in final submissions. Another document was likewise received as provisionally relevant, subject to Apple persuading me of its relevance in final submissions. Further, the status of Mr Sweeney’s related answers as only provisionally relevant remained unchanged.
6318 In my view the relevant documents and Mr Sweeney’s related answers are not relevant to an issue in the proceeding.
6319 One of the documents sets out allegations by the FTC, the truth of which has not been proved and is not sought to be proved. Now Apple says that the mere fact of the FTC complaint, as opposed to its truth, is relevant because the mere fact of the allegations has the potential to erode users’ perceptions of the trustworthiness and safety of transacting through the App Store if rules, like the rules Apple puts in place in relation to the App Store, including the rule about refunds, are not in place.
6320 In truth, the fact that a complaint was previously made by the FTC is irrelevant. It cannot rationally affect the probability of the existence of a fact that is in issue in this proceeding. The fact of a complaint might damage Epic’s reputation in the eyes of some consumers, just as a complaint against Apple might do likewise. But that possibility does not bear on the legality of Apple’s restrictive terms or any other issue in the proceeding.
6321 Further, other documents concern the settlement of the FTC’s complaint. But the fact and terms of that settlement between Epic and the FTC has no bearing on the legality of Apple’s restrictive terms or any other issue in the proceeding.
6322 As for Mr Sweeney’s related answers, they addressed the fact of customer complaints concerning Epic’s historical practices, including in relation to chargebacks and refunds, shortcomings in Epic’s historical practices for distinguishing between payment fraud and genuine disputed charges, changes to Epic’s refund practices as a result of the FTC complaint and the amount paid in Epic’s settlement with the FTC.
6323 Now Mr Sweeney’s related answers were said by Apple to be relevant to the fact that there are a range of developers with a range of capacities and with different degrees of willingness to refund customers. But that a developer might have had shortcomings in the past in their refund practices and altered them following a complaint does not rationally affect the determination of any disputed issue. Further, the fact that Epic paid money to settle with the FTC is likewise irrelevant.
6324 I will reject the tender of these documents and Mr Sweeney’s related answers as being inadmissible. But in any event, even if they were admissible, I would rule them out under s 135.
The question of relief and remedies
6325 The relief Epic seeks in relation to the iOS app distribution market principally includes the following.
6326 First, it seeks declarations that Apple has engaged in anti-competitive conduct in contravention of the CCA.
6327 Second, it seeks orders restraining Apple from engaging in that anti-competitive conduct. That conduct primarily involves Apple imposing its iOS restrictive terms, including ones which prevent developers from making available rival app stores on iOS.
6328 Third, it seeks orders declaring void or excising from Epic’s contracts with Apple some or all of the iOS restrictive terms, including terms which permit Apple to exclude or remove apps which are app stores and which prohibit Epic from distributing an iOS app except through the App Store.
6329 Fourth, it seeks orders restraining Apple from making it a condition of distributing apps through its App Store that developers, inter-alia, cannot distribute app stores.
6330 Fifth, it seeks orders requiring Apple to permit app developers to submit and display on the App Store apps which may be used to display, download and / or update third party apps, effectively, app stores.
6331 Sixth, it seeks orders varying Epic’s contracts with Apple by inserting a provision which permits developers to submit and display on the App Store an iOS app which may be used to display, download or update third-party apps.
6332 Now the relief Epic seeks in respect of the iOS in-app payments solutions market principally includes the following.
6333 First, it seeks the declarations and orders referred to earlier given that Apple’s payments tie and anti-steering restriction form part of the iOS restrictive terms.
6334 Second, it seeks orders requiring Apple to reinstate Epic’s apps to the App Store.
6335 Third, it seeks orders declaring void or excising from Epic’s contracts with Apple some or all of the iOS restrictive terms, including terms which require Epic to use IAP and impose the anti-steering restriction.
6336 Fourth, it seeks orders restraining Apple from making compliance with, among other things, its payments tie a condition of distributing iOS apps through the App Store.
6337 Further, given that on Epic’s case Apple’s imposition and enforcement of its payments tie and anti-steering restriction, which form part of its restrictive terms, has foreclosed competition in iOS in-app payment solutions, Epic seeks relief that prevents Apple from imposing its payments tie and anti-steering restriction. This would enable Epic to make available EDP on the apps it distributes through the App Store.
6338 Now Apple has made various points concerning the relief sought. But at this stage it is not productive to set out the parties’ debate on these matters. Clearly I will need to hear further from counsel as to the relief sought.
6339 The sensible course at this stage is simply to stand over questions of relief until another date. The parties will need to fine tune their submissions on relief and tailor them to the contraventions that I have now found.
Conclusion
6340 In summary, and as I have said earlier, I have made the following key findings.
6341 First, I have found in favour of Epic concerning its two posited markets being, first, the iOS app distribution market and, second, the iOS in app payment solutions market. Now I should note that the fact that I have found that various other products and services are not close constraints and therefore are not part of the relevant product dimension of market definition does not entail that the availability of such products and services do not provide some form of competitive constraint. In my view they do provide a competitive constraint to some extent although not such as to deny the market definition that I have found or Apple’s substantial market power in such a market.
6342 Second, I have found in favour of Epic to the effect that at all relevant times Apple has and had a substantial degree of power in each market.
6343 Third, I have found that Apple has, contrary to s 46 of the CCA, engaged in conduct in either or both markets that had the purpose or had or is likely to have or had the effect of substantially lessening competition in such markets being, specifically, conduct that prevents or prohibits the direct downloading or sideloading of native apps and prevents or prohibits developers and users from using alternative payment methods to IAP for purchasing digital in app content; as to the latter, I have only found in favour of Epic on its effects case.
6344 In my view Apple’s restrictions on direct downloading or sideloading of native iOS apps had the purpose and effect or likely effect of substantially lessening competition in the iOS app distribution services market. Further, in my view such conduct had such a purpose and effect or likely effect in the broader app distribution market, if I am wrong in my primary finding of an iOS app distribution services market.
6345 Further, in my view Apple’s conduct in imposing IAP on app developers in the circumstances indicated had the effect or likely effect of substantially lessening competition in the payment solutions market.
6346 In all other respects I have not accepted Epic’s case against Apple concerning the other alleged contraventions of Part IV of the CCA or its unconscionable conduct case under s 21 of the ACL.
6347 I will hear further from counsel concerning the further steps to be taken in this matter.
I certify that the preceding six thousand, three hundred and forty-seven (6347) numbered paragraphs are a true copy of the Reasons for Judgment of the Honourable Justice Beach. |
Associate:
Dated: 12 August 2025
Schedule of some abbreviations and acronyms
(provided pursuant to my orders of 13 December 2023 but modified by me)
Term | Definition |
3P | Third party. |
AAB | 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. |
ACC | 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. |
ACCC | Australian Competition and Consumer Commission. |
ACL | Australian Consumer Law. |
ACM | Authority for Consumers and Markets (Netherlands). |
AFA | 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. |
AFSL | Australian Financial Services Licence. |
Amazon Appstore | App store operated by Amazon for Android, BlackBerry and Windows-based devices. |
AMP | Apple Media Products. |
Android apps | Native apps written for Android OS. |
Android Compatible Device | A mobile device that complies with the CDD (Android Compatibility Definition Document) and passes the CTS (Android Compatibility Test Suite). |
Android Device | An Android Compatible Device with GMS preinstalled. They are also referred to as GMS Devices. |
Android fork devices | Mobile devices that use AOSP in some way but are not CTS-compliant. |
Android Market | The former name of the Play Store/Google Play. |
Android OS | The Android Operating System. |
Android Smart Mobile Devices | Smart Mobile Devices which run on the Android OS (Android Operating System) whether or not they comply with the CDD. |
AOSP | Android Open-Source Project. Google makes the Android OS available to OEMs for free under an open-source license through the AOSP. |
Apple Class Applicants | The applicants in the David Anthony & Anor v Apple Inc & Anor (VID341/2022) proceedings. |
API | 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. |
APK | 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. |
App | 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 | Apple Inc (First Respondent in NSD1236/2020). |
Apple Australia | Apple Pty Limited (Second Respondent in NSD1236/2020). |
Apple Respondents | Apple and Apple Australia (collectively). |
App Review | Process of automated and human review of all apps submitted for distribution to Apple devices through their respective App Store. |
App store | A type of app that allows users to identify and download other apps. |
App Store | Apple’s proprietary iOS app which is pre-installed on iOS Devices and is used to distribute native iOS apps. |
App Store Review Guidelines | Guidelines with which all apps distributed on the App Store are required to comply. |
ARPU | Average Revenue per User. |
ARPDAU | 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. |
ARPPAU | Average Revenue per Paying User, a term used to describe the total revenue generated from an app divided by the number of paying users. |
ASIC | Australian Securities and Investments Commission. |
AVP | 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. |
AVP Agreement | 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. |
CAT | Competition Appeal Tribunal (UK). |
Carrier | 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. |
CCA | Competition and Consumer Act 2010 (Cth). |
CCI | Competition Commission of India. |
CDD | Android Compatibility Definition Document, being a document published by Google that details minimum device compatibility requirements for Android Smart Mobile Devices. |
Cloud gaming | 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. |
Cloud based game streaming platforms | 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. |
CMA | Competition and Markets Authority (UK). |
COS or COGS | Cost of sales, or Cost of goods sold. |
CPI | 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. |
CRPI | 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. |
CPU | Central processing unit. |
Cross-platform play | 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. |
Cross-progression | Game progress synchronised across platforms. |
Cross-wallet functionality | Allows for purchases made on one platform to be used on another. |
CTS | Android Compatibility Test Suite, being an automated testing program to test devices for compliance with the Android Compatibility Definition Document. |
DAU | Daily Active User, a term used to describe the total number of people who open an app on a given day. |
DDA | 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. |
Direct download | A term used to describe the process of downloading and installing an app onto a device from the internet. Sometimes described as sideloading. |
DMA | Digital Markets Act (Regulation (EU) 2022/1925). |
DOB | 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. |
DPLA | 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. |
DRM | Digital rights management, being the management of access to digital content to avoid piracy and protect copyrighted works. |
EBIT | Earnings before interest and tax; a further related measure is earnings before interest, tax, depreciation and amortization (EBITDA). |
EC | European Commission. |
ECPR | Efficient Component Pricing Rule. |
EDP | Epic Direct Payment, being Epic's in-app payment solution for accepting and facilitating purchases of paid apps and in-app payments. |
EEA | European Economic Area. |
EGS | Epic Games Store, an app store which is currently available on PCs. |
EMADA | The version of the MADA which applies in the European Economic Area. |
EOS | 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 | Epic Games, Inc., Epic Games International S.à r.l. and Epic Games Entertainment International GmbH. |
Epic Android Apps | Android apps developed by Epic, including Fortnite, the Epic Games App, the Fortnite Installer and the Fortnite Launcher. |
Epic Entertainment | Epic Games Entertainment International GmbH (Third Applicant). |
Epic Games | Epic Games, Inc. (First Applicant). |
Epic Games App | 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 Store | App store operated by Epic for PCs. |
Epic International | Epic Games International S.à r.l. (Second Applicant). |
EU | European Union. |
EULA | End User Licence Agreement. |
Form 10-K | Annual filing required by the Securities and Exchange Commission (US) for certain companies. |
Fortnite | An Epic games app. |
Fortnite Installer | An app that facilitated the installation and subsequent updating of Fortnite. Later became known as the Epic Games App. |
Free model | A monetisation model chosen by developers by which users do not pay to download or use the app. |
Freemium model | 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. |
FY | Financial year or fiscal year. |
Galaxy Store | Samsung Galaxy Store, an app store which is available on phones manufactured by Samsung. |
Game streaming | See cloud gaming. |
GDAF | Google Distribution on Android Framework. Pursuant to the GDAF, Google developed a three-tiered framework for its RSAs. |
GMS | 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. |
GMV | 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 | Google Asia Pacific Pte. Ltd. (Second Respondent in NSD190/2021). |
Google Australia | Google Payment Australia Pty. Ltd. (Third Respondent in NSD190/2021). |
Google Class Applicants | The applicants in the Brett McDonald & Anor v Google LLC & Ors (VID342/2022) proceedings. |
Google Play | 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. |
GPB | 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. |
GPP | Google Play Protect. |
GPU | Graphics Processing Unit. |
GSA | Google Search application. |
GTS | GMS Test Suite, being the tests run on Android mobile devices for compliance with a range of GMS requirements. |
GVP | Games Velocity Program, known internally as Project Hug, which applied to a select number of gaming app developers. |
GVP Agreement | 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. |
HMT | Hypothetical Monopolist Test. |
HTML | HyperText Markup Language. |
HVU | 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. |
IAP | Apple's in-app purchase system. |
IDE | Integrated Development Environment, being a software application to assist programmers to develop software code. |
In-app purchases | Purchases of digital content (including by way of subscriptions) within apps. |
Install unknown apps permission | 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. |
iOS | Apple's Mobile OS for the iPhone and iPadOS. |
iOS apps | Native apps written for iOS. |
iPad apps | Native apps written for iPadOS. |
iPad Devices | Apple iPad devices. |
iPadOS | Apple's Mobile OS for the iPad. |
ISA | 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.
|
Jailbreaking | 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. |
Kernel | Essential core program of an operating system which controls hardware and processes of the computer. |
LTR | Long term revenue |
LTV | Lifetime values of Android Devices |
Macs | Personal computers running macOS. |
macOS | Apple's OS for Macs. |
MADA | 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. |
MAU | 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 | Microsoft Corporation Inc., the developer of various apps (including games apps) and the manufacturer of Xbox games consoles. |
Microsoft Store for Xbox | App store operated by Microsoft for the Xbox game console. |
MIA | 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. |
MG | 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. |
Mobile OS | Operating system for smartphones and tablets. |
MUwS | Mobile unwanted software. |
Nintendo | Nintendo Co., Ltd, a games developer and manufacturer of the Nintendo Switch games console. |
Nintendo eShop | App store operated by Nintendo for game apps on the Nintendo Switch game console. |
OCOGS | Other cost of goods sold. |
ODM | Original design manufacturer, which contracts with OEMs to produce devices sold under the OEM brand. |
OEM | Original equipment manufacturer, which produces mobile devices and tablets sold under their own branding (e.g. Samsung). |
OPEX | Operating expenses. |
OS | Operating system. |
Paid model | 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. |
Paymium model | 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. |
PC | Personal computer. |
PCI-DSS | Payment Card Industry Data Security Standard. |
PHA | Potentially Harmful App. |
PlayStation Store | App store operated by Sony for PlayStation game consoles. |
Play Store | This is Google’s app store, which is sometimes referred to as Google Play. |
Premier Device | A device configured by an OEM in accordance with the relevant terms and conditions of the Premier Device RSAs. |
Premier Device Program Requirements | The document setting out the requirements pertaining to all Premier Devices released under an RSA. |
Premier Device 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. |
Privileged install permission | In the Android OS, the “INSTALL_PACKAGES” permission, which controls whether an app can install other apps. |
Project Banyan | A Google strategy and project concerning its dealings with Samsung that was never consummated. |
Project Hug | 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. |
Project Liberty | 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. |
PWA | Progressive Web App, an app which looks and functions similar to a native app but which operates on, and is accessed from, a website. |
PvE | Player vs environment: a game where a player plays against a computer-controlled environment or characters. |
PvP | Player vs player: a game between human players. |
P&L | Profit and Loss statement. |
RAM | Random Access Memory. |
Relevant Period | 6 November 2017 to 20 June 2022. |
ROA | Return on assets. |
ROCE | Return on capital employed. |
ROGP | Return on gross profit. |
ROS | Return on sales. |
RSA | 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. |
RSA3 | 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 | 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. |
Samsung Galaxy Store | App store operated by Samsung for Samsung smartphone and tablet devices. |
Samsung IAP | Samsung's in-app purchasing platform. |
Sandboxing | 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. |
Service Fee | The fee charged by Google on paid app downloads and in-app purchases made on apps distributed on the Play Store/Google Play. |
SDK | Software development kit. SDKs generally include information concerning APIs that app developers use to create apps for a particular OS. |
SEC | Securities and Exchange Commission (US). |
Sideloading | 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. |
Sim-ship | 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. |
SKU | Stock keeping unit. |
Small Business Program | 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. |
Smart Mobile Devices | Smartphones and tablets. |
Sony | Sony Corporation, a games developer and the manufacturer of PlayStation games consoles. Sony is also a shareholder of Epic. |
SSNIP | Small but significant non-transitory increase in price. |
Steam | App store and cloud game streaming service for PCs, Macs, iOS and Android devices. |
Subscription model | 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. |
Team ID ‘84 Account | Epic Games, Inc.’s Apple Developer Program account. |
Tencent | Tencent Holdings Ltd, a games developer and a company which has a subsidiary which is a shareholder of Epic. |
TestFlight | Software provided by Apple that allows developers to conduct beta testing of their apps prior to launch. |
TMADA | The version of the MADA which applies in Turkey. |
TTM | “Trailing 12 months”, meaning the past 12 consecutive months used for reporting financial figures. |
UA | User acquisition. |
UI | User interface. |
UCB | User Choice Billing, whereby app developers are permitted to offer an alternative in-app payment solution within their Android apps in addition to GPB. |
Unknown source | Sources of apps which are not granted privileged install permissions by an OEM on an Android device. |
Unreal Engine | Software suite, including a graphics engine, that allows app developers to create realistic three-dimensional and immersive digital content for various industries. |
UX | User experience. |
Valve | Valve Corporation, a game developer and the operator of an online PC app distribution service called Steam. |
V-Bucks | Virtual currency used to redeem digital content for use in Fortnite. |
WACC | Weighted average cost of capital. |
Xcode | 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.
A. EPIC GAMES
Surname | Given Names | Position/s within Epic Games |
Allison | Steven Matthew | Vice-President and General Manager, Epic Games Store (2018 – trial) |
Grant | Andrew James | Senior Director, Engineering (2022 – trial) Engineering Fellow (2021 – 2022) Technical Director, Engineering (2019 – 2021) Lead Programmer (2015 – 2019) |
Hutcheson | Marc | Marketing Director (2017 – 2020) |
Rein | Mark | Vice-President Business Development and Co-founder (1991 – trial) |
Sargent | Justin | Senior Director, Engineering (2022 – trial) Director, Store Engineering (2021 – 2022) Director, Engineering (2019 – 2021) Technical Lead (2016 – 2019) Senior Software Engineer (2012 – 2016) |
Seavers | Michael Paul | Vice-President of Development (2021 – 2023) |
Shin | Kwangsub | Business Development Director, Enterprise (2023 – trial) Senior Business Development Lead, Enterprise (2022 – 2023) Engine Business Lead (2021 – 2022) Developer Relations Lead (2019 – 2021) |
Stolfus | Hans Josef | Brand Success Director (2023 – trial) Strategic Partnerships Director (2021 – 2023) Partnerships Lead, Mobile (2020 – 2021) Senior Marketing Manager for Mobile (2019 – 2020) |
Surname | Given Names | Position/s within Epic Games |
Sweeney | Timothy Dean | Chief Executive Officer (1991 – trial) Chairman of the Board of Directors Controlling shareholder |
Weissinger | Matthew Reid | Vice-President of Marketing (2021 – 2023) Head of Marketing (2019 – 2021) Director of Marketing (2016 – 2019) |
Zobrist | Ed | Retired Head of Publishing (2016 – 2021) |
B. APPLE
Surname | Given Names | Position within Apple |
Casey | Saori Takahashi | Former Vice-President, Corporate Financial Planning |
Federighi | Craig Michael | Senior Vice-President, Software Engineering |
Harlow | Jacqueline Tatjana | Principal Counsel and Senior Manager, IP Transactions |
Schiller | Philip | Apple Fellow |
Wong | Stella | Business Lead, App Store, Australia and New Zealand |
C. GOOGLE
Surname | Given Names | Position/s within Google |
Surname | Given Names | Position/s within Google |
Cunningham | Edward John | Director, Product Management, Google UK Limited (2023 – trial) Product Manager, Android (2015 – 2023) Associate Product Manager (2013 – 2015) |
Feng | Paul | Vice President of Product Management, Google LLC (2022 – trial) Product Management Director, Play Store/Google Play (2016 – 2022) Product Manager, Google Ads (2011 – 2016) Product Manager, Mobile Advertising (2008 –2011) |
Gennai | Paul Nicholas | 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) |
Surname | Given Names | Position/s within Google |
Kochikar | Purnima Pai | Director of Play Store/Google Play Apps and Games (2012 – 2020) |
Rawles | Lee Warner | Managing Director, Global Games, Play Partnerships, Google LLC (2022 – trial) |
D. OTHER
Surname | Given Names | Relevant position/s |
Dubey | Sharmistha | Board Director and Advisor, Match Group (2022 – trial) CEO, Match Group (2020 – 2022) President, Match Group (2018 – 2020) |
Ek | Daniel | CEO, Spotify (2006 – trial) |
Gass | Eric | Global Strategic Partnerships Lead, OPPO + OnePlus (2020 – trial) Global Partnerships Lead, OnePlus (2019 – 2020) Senior Product Partnerships Manager, OnePlus (2018 – 2019) Assistant to CEO, OnePlus (2018 – 2019) |
Hassey | Erin | Senior Director, User Acquisition, Calm (2019 – trial) Director, User Acquisition, Calm (2018 – 2019) |
Hastings | Reed | CEO, Netflix (1998 – 2023) |
Koh | Dong-Jin | CEO, Samsung (2015 – 2020) |
Surname | Given Names | Relevant position/s |
Nadella | Satya | CEO, Microsoft (2014 – trial) Executive Chairman, Microsoft (2021 – trial) |
Owens | Christian | Executive Chairman, Paddle (2023 – trial) CEO, Paddle (2012 – 2023) |
Ringrose | Ashley | CEO, SMG Studio (2018 – trial) Co-Founder, SMG Studios (2013 – 2018) Co-Founder, Soap Creative (2002 – 2013) |
Steingrimsson | Daniel | Business Development, Global Business Alliances, Sony Electronics (2019 – trial) Business Development, Strategic Partnerships, Sony Mobile Communications (2017 – 2019) |
Zerza | Armin | Chief Financial Officer, Activision Blizzard King (2021 – trial) Chief Commercial Officer, Activision Blizzard (2019 –2021) |
E. INDEPENDENT EXPERT WITNESSES
Surname | Given Names | Relevant position/s | Role in Proceedings |
Asker | John | Armen A. Alchian Chair in Economic Theory and Professor of Economics, University of California, Los Angeles | Economist – called by Google |
Blockley | Lance Sinclair | Managing Director, The Initiatives Group | Payments Expert – called by Epic |
Burg | Pascal | Director, Edgar, Dunn & Company | Payments Expert – called by Google |
Davila | Antonio | Professor of Accounting and Control, Faculty of Business and Economics and the University of Lausanne | Accountant – called by Epic |
Surname | Given Names | Relevant position/s | Role in Proceedings |
Dhar | Ravi | 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 | Survey Expert – called by Epic |
Easton | Peter Douglas | Notre Dame Alumni Professor of Accountancy and Director, Center for Accounting Research and Education, Mendoza College of Business, University of Notre Dame | Accountant – called by Google |
Edwards-Warren | Kirsten | Co-Head (Europe, the Middle East and Africa), Compass Lexecon | Economist – called by Epic |
Gneezy | Uri | Epstein/Atkinson Chair in Management Leadership and Professor of Economics and Strategy, Rady School of Management, University of California San Diego | Behavioural Economist – called by Google |
Goldfarb | Avi | 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 | Economist – called by Epic |
Hitt | Lorin | Zhang Jindong Professor of Operations, Information and Decisions, Wharton School of the University of Pennsylvania | Economist – called by Apple |
Surname | Given Names | Relevant position/s | Role in Proceedings |
Holt | Derek | Managing Director, AlixPartners UK LLP | Economist – called by Class Applicants |
Houston | Greg | Founding Partner, HoustonKemp Economists | Economist – called by Apple |
Keller | Kevin | E. B. Osborn Professor of Marketing, Tuck School of Business, Dartmouth College | Survey Expert – called by Google |
Luca | Michael | 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 | Behavioural Economist – called by Epic |
Majumdar | Adrian | Managing Partner, RBB Economics | Economist – called by Apple |
Rubin | Aviel D. | Founder & Chief Scientist, Harbor Labs. Previously a Professor of Computer Science at John Hopkins University, but still holding the emeritus title | Technology and Security Expert – called by Apple |
Samuel | Tony | Managing Director, Sapere Research Group Limited Head of Sapere Forensic | Accountant – called by Apple |
Somayaji | Anil | Associate Professor, School of Computer Science, Carleton University | Technology and Security Expert – called by Epic |
Traynor | Patrick Gerard | 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 | Technology and Security Expert – called by Google |
Wright | Julian | Lim Chong Yah Professor, Department of Economics, National University of Singapore | Economist – called by Epic |