Showing posts with label xCloud. Show all posts
Showing posts with label xCloud. Show all posts

Monday, June 13, 2022

Apple doesn't want App Store abuse to be discussed in Ericsson FRAND case--meanwhile, UK Competition & Markets Authority opens new Apple, Google antitrust investigation over mobile browsers, cloud gaming

Right after the first Ericsson v. Apple patent infringement cases of the current series were filed, I expected Apple to face an "Epicsson" dilemma because Apple's positions on fair, reasonable, and non-discriminatory (FRAND) royalties are quite the opposite when it's officially relying on its own intellectual property rights in the "app tax" context from when others, such as Ericsson, are asking to get paid for the use of their standard-essential patents (SEPs):

  • Apple's total SEP royalty payments per iPhone amount to less than $15 according to an FTC v. Qualcomm court document (as Nokia noted in a recent filing with the EU Commission), which is like 1-2% of the price of an iPhone for tens of thousands of patents.

  • But just last Friday, Apple publicly stated that Dutch dating app providers would have to pay Apple a 27% commission in most scases and 12% in exceptional cases (small businesses, subscriptions after a customer has already used it for a year) if they use third-party payment systems. Apple's counsel in the dispute with Epic Games stated very clearly during closing argument last year that Apple bases its demand for compensation--if payments don't have to go through its own payment system, which is currently required in almost every case--on its intellectual property rights. In that particular antitrust context, it was clear that they were talking about a FRAND royalty. In fact, Epic's counsel had previously replied to the court's question (of how Apple would be compensated in a scenario in which app developers like Epic could use other payment systems) that Apple could seek compensation "as long as it's reasonable and non-discriminatory."

    As I explained last year, it's extremely doubtful whether Apple would be entitled to significant compensation--if any-- in a scenario in which it would have to enforce its claimed IP against app developers. Apple is simply leveraging its gatekeeper position, but it is on the record as claiming that compensation on the order of 30% of in-app purchasing revenues is justified by its IP.

The short version is this:

Apple: Using tens of thousands of standard-essential patents for a 1%-2% aggregate royalty is FRAND. That's all they're worth.

Also Apple: If we believe you infringe a few hundred patents when making iOS apps--and some API copyrights in a way that is a crystal clear case of fair use--, you owe us 27% in most scenarios (otherwise "only" 12%).

Considering that Apple would never be able to impose its app tax without first making use of others' (including--but not limited to--Ericsson's) SEPs, it's pretty obvious to me that Apple's dual FRAND standards for IP licenses are highly relevant to the Ericsson v. Apple FRAND dispute--as they would be to hypothetical Nokia v. Apple, Qualcomm v. Apple or InterDigital v. Apple disputes of the same kind.

Unsurprisingly, Apple wants its inconsistencies to be ignored. That's what all litigants want when they have something to hide. So they tell the courts that certain topics are "irrelevant" when they're actually important, but inconvenient.

Apple's reluctance to address its App Store abuse in a FRAND context became clear earlier this month when Ericsson brought a motion to compel Apple to identify fact witnesses with respect to a few topics Ericsson had noticed, among them the App Store. But meanwhile Ericsson has filed with the United States District Court for the Eastern District of Texas a second motion to compel that once again relates to, inter alia, the App Store:

https://www.documentcloud.org/documents/22058589-22-06-10-ericsson-motion-to-compel-apple-re-app-store-5g-etc

In this new motion, Ericsson explains the following:

"Apple generates substantial revenue by charging fees for all downloads and in-app purchases made from or through its App Store. By some estimates, App Store revenue exceeded $75 billion in 2021, alone. Because App Store downloads are routinely made from cellular devices that utilize technology covered by Ericsson’s SEPs, Ericsson asked Apple to produce documents showing 'Apple’s revenue, expense, and profit related to the App Store platform' [Request 27]; 'the percentage of Apple’s App Store sales or traffic [that] occurs on Apple’s devices with wireless capabilities' [Request 28]; the 'way that Apple does, has considered, or plans to . . . derive revenue or profit from the App Store' including with downloads on cellular technology [Request 29]; 'the fees or royalties that Apple charges in connection with the App Store” and “analyses that Apple considered in deriving [] its 30% fee' [Request 30]; and 'the downloads and/or in-app purchases made through the App Store' over time and any 'statistics for each individual app (or game)” or category of apps that Apple tracks [Request 96].

"Apple objected on April 6 that the discovery 'appears irrelevant' and again on May 20, arguing any such discovery is irrelevant and 'a burdensome fishing expedition only designed to delay the case.' For more than two months, Apple has refused to commit to producing any App Store revenue information, including during the parties’ meet and confers. But Apple’s relevancy objection is wrong. The App Store is a primary way that Apple monetizes cellular devices. Apple profits not only from the sale of devices themselves, but also from the downloads on the App Store that are driven by the devices’ cellular functionality (similar to how cellular providers historically provided cell phones for free and generated revenue exclusively by providing cellular service for the 'free' devices). In fact, the 5G technology at issue has been credited with revolutionizing apps such as gaming which, in turn, have driven a significant surge in Apple’s App Store revenue. Ericsson is entitled to discovery into all the revenue and value that Apple generates from its cellular devices, including its decision of how to monetize the cellular activity on the App Store."

The App Store business model is the first topic, but Ericsson's motion to compel also raises the following ones:

  • Apple's 5G launch ("Apple’s evaluation of 5G’s benefits and development of marketing material—for devices and for Apple’s App Store users and developers—discussing the value of 5G.")

  • Apple's SEP devaluation efforts

  • Apple's acquisition of Intel's 5G portfolio and the related business cases it analyzed

  • Apple's payments to component suppliers that also license SEPs to Apple (quite often, SEP licenses are just part of broader commercial agreements; the Apple-Qualcomm business relationship is a famous example, but apparently not the only one)

The following serves to further erode Apple's credibility (an issue that is also reflected by Judge Rodney Gilstrap's recent order denying Apple's motion to stay a parallel case that Apple itself had brought), given that Apple itself originally pushed hard for a short time to trial in the E.D. Tex. FRAND litigation:

"[E]ven after the passage of nearly three months, and despite Ericsson’s attempts to facilitate orderly discovery and move this litigation efficiently toward trial, Apple has refused to produce relevant documents and failed to commit to producing material in a timely fashion."

I wouldn't be completely surprised if Apple's delays ultimately resulted in a continuation (the formal way of saying "postponement") of that Texas trial. Ericsson itself never insisted on taking the case to trial in what would almost be a record time for the Eastern District of Texas.

With respect to the App Store, there's an extremely important development that I'll talk about more in a separate post (not necessarily today or tomorrow, but soon): the UK's antitrust enforcement agency, the Competition & Markets Authority (CMA), has announced a new antitrust investigation of how Apple and Google use their control over mobile browsers and app stores. Those two issues are indeed closely related: with Apple and (to a lesser extent--but still to some degree) Google preventing others from providing competive cloud gaming services on their platforms, some providers such as Microsoft with its xCloud service have tried web-based streaming. But then Safari (Apple's browser) is effectively the only iOS browser: other browsers can have a different look and feel, but Chrome on iOS is not Chrome--it's Safari with a Chrome-like interface. It would be technically easy for many types of websites, including web-based cloud streaming services, to provide a far better user experience on iOS if Apple didn't abuse its control of Safari (and exclusion of competing browser engines).

With respect to dating apps in the Netherlands, Apple may be fine (at least for now), and Match Group may just never have been the most credible and reputable complainant. But the UK CMA's inquiry into mobile browsers and cloud gaming--especially in that particular combination--has tremendous potential to bring about much-needed change. The App Store tyranny is the worst anticompetitive conduct the technology industry has ever had to deal with. Whatever IBM may have done with its mainframe monopoly or Microsoft with media players and network protocols was nothing--almost literally nothing--compared to what Apple has gotten away with for so long. But the tide has turned, and the tyrant is getting its comeuppance. Step by step. Sort of a death by 1,000 cuts maybe, with regulators and lawmakers in different parts of the world--and at some point hopefully also the courts of law--taking decisive action.

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Saturday, December 19, 2020

Apple likens market definition in antitrust case against Apple Arcade game subscription service to gerrymandering of electoral districts

NOTE: In the other article I published this weekend, you can read about my Viral Days real-time strategy game for Android and iOS. There are no plans at this point, and I don't anticipate that there will be, to make that game available on subscription services like Apple Arcade. Thus I don't have a conflict of interest when commenting on Pistacchio v. Apple.

About two months ago, class action lawyers brought a case against Apple over its Apple Arcade game subscription service for iOS, alleging that consumers overpaid because Apple didn't allow other game services such as Microsoft xCloud, Google Stadia, Facebook Gaming, and GeForce Now to be offered on the iPhone and the iPad. The consumer plaintiff's name is John Pistacchio.

When the deadline for responding to a complaint is up, a defendant must either file an answer to the complaint or a motion to dismiss the case at this earliest procedural juncture. For example, Google brought a motion to dismiss Epic Games' antitrust complaint over its Google Play terms and policies, while Apple decided to defend itself against Epic's App Store case, though some of Apple's defenses would also be typical arguments in favor of outright dismissal.

The Pistacchio case, however, is not on the same schedule as various other App Store cases pending before Oakland-based Judge Yvonne Gonzalez Rogers in the Northern District of California. And that case is now falling even further behind as Apple elected to ask the court to toss that complaint (this post continues below the document):

20-12-17 Apple Motion to Di... by Florian Mueller

In the Pistacchio case, Apple is represented by Paul Weiss attorneys Karen Dunn and Bill Isaacson, who already counted Apple among their clients while they were with Boies Schiller.

Apple's lawyers say "[Pistacchio] attempts to stake a flag all his own in a little corner of the broader App Store actions by implausibly alleging that Apple’s innovative subscription service, Apple Arcade, is a monopoly." There's no question that the Pistacchio case is an outlier. While other cases such as Pepper v. Apple and Epic Games v. Apple tackle the alleged App Store monopoly (some from a consumer and others from a developer perspective), Pistacchio is narrowly focused on the Apple Arcade gaming service.

Antitrust plaintiffs always seek to define the relevant antitrust market(s) as narrowly--and defendants as broadly--as possible. A narrow definition may be perfectly appropriate. However, implausibly narrow definitions result in dismissal, as the Ninth Circuit held a couple of years ago in Hicks v. PGA Tour. A market definition must be "natural" as opposed to "contorted to meet [a given plaintiff's] litigation needs."

Apple's motion criticizes that the relevant product market according to the Pistacchio complaint (the "iOS Subscription-Based Mobile Gaming Services Market") is not only about a single company (Apple) and a single product (Apple Arcade) but defined "by the way that users pay for it: a subscription fee."

According to Apple, courts don't accept that criterion. Instead, even if one focused only on iOS games, one would have to take into consideration that "the App Store offers offer more than 900,000 third-party mobile games, many of them free" (I just added one such game to the list). Apple argues that anybody could do what Apple Arcade does and offer such games on the App Store, and offer a subscription covering multiple titles. That may not be the business model of the alternative gaming services Pistacchio says Apple prevents from competing, but Apple notes that others can't force Apple to do business with them on their preferred terms. Much less, according to Apple, could a consumer like Pistacchio bring a complaint over a denial of access to what is allegedly an essential facility. That is the second part of Apple's argument for dismissal.

Getting back to the first part, Apple's motion says Pistacchio's proposed market definition is "a gerrymandered market." Gerrymandering is a term that describes an opportunistic definition of an electoral district. On maps, gerrymandered districts are often characterized by a shape that is contiguous, but simply not natural.

What may be seen as another aspect of Apple's allegation of gerrymandering is that the Pistacchio complaint doesn't claim Apple disallowed all other subscription-based gaming services than Apple Arcade. Even Pistacchio acknowledges that some are indeed allowed--and others would be allowed if "the requirement that games must be downloaded directly from the App Store" was met.

Apple's motion also disputes the plausibility of Pistacchio's allegation of overcharging, given that the $4.99 monthly subscription price Pistacchio claims to have paid for Apple Arcade "is exactly in line with, or lower than, that of the other subscription gaming services that entered the market after Apple."

I wouldn't bet money on the Pistacchio complaint surviving this motion to dismiss. It may simply have been an overly ambitious and somewhat premature case. Whatever happens in that particular case, subscription-based gaming services are a topic worth watching. For instance, Microsoft will offer its xCloud streaming service on iOS--not in the form of a native iOS app (for the time being), but a web app (HTML5). There's certainly a potential for conflict between Apple and the providers of such services. It appears that Google allows certain business models and technical approaches on Android that wouldn't pass Apple's app review. But it may take a gaming service provider to complain. A consumer class action might be the wrong vehicle.

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Tuesday, October 13, 2020

Class action complaint against Apple over offering Apple Arcade while not allowing Microsoft xCloud, Google Stadia, Facebook Gaming, GeForce Now

App distribution antitrust cases--especially class actions--are springing up like mushrooms now. A few days ago I was wondering about the connection between Epic Games CEO Tim Sweeney and Bonny Sweeney, a San Francisco-based antitrust lawyer suing Google over its Google Play terms on an indie app developer's behalf. But there's also a new case against Apple. It was filed five days ago and I just became aware of it because it was referenced in a case management statement. The new complaint is Pistacchio v. Apple and alleges that consumers overpaid for Apple Arcade because of Apple not allowing allegedly competing services such as Google Stadia, Microsoft's xCloud, Facebook Gaming, and Nvidia's GeForce Now (this post continues below the document):

20-10-08 Pistacchio v. Appl... by Florian Mueller

As the aforementioned case management statement notes, the Pistacchio case appears to be related to the other App Store cases already pending in the Northern District of California (Epic Games v. Apple, Pepper v. Apple, and Cameron v. Apple. Presumably it will soon be assigned to Judge Yvonne Gonzalez Rogers. And then the question will be what implications this will have for the schedule. Potentially, this new case could even cause a delay for Epic Games v. Apple.

In addition to its own Google Stadia service, Google does allow xCloud (Xbox Game Streaming), Facebook Gaming, and GeForce Now on Android. Whether the unavailability of those alternative game services on iOS actually results in Apple Arcade games being more expensive is going to be hard to prove--but without evidence that there is such an effect, the theory of harm will be limited to the vague notion of "limited choice, stymied innovation, and reduction of quality of service associated with subscription-based mobile gaming services on iOS" (para. 16 of the Pistacchio complaint).

As always in antitrust cases, and especially in those app distribution cases, market definition is the single most important question. The Pistacchio complaint is centered around a very narrow one, the "iOS Subscription-Based Mobile Gaming Market." Why only iOS and not including other platforms? Why only "mobile" when gamers play on all sorts of devices? Why only "subscription-based" when gamers actually have the choice between free-to-play games with in-app purchases, free-to-play games without in-app purchases, free-to-play games with optional subscriptions, pay-for-download games, and so forth?

In the Pepper case, the Supreme Court basically sidestepped the Illinois Brick doctrine regarding indirect purchasers' antitrust standing by holding that consumers are direct purchasers from Apple, also paving the way for the Pistacchio complaint:

"When [Pistacchio] and the Class purchased Apple Arcade, they did so directly through the App Store and paid Apple directly, using their credit card or other payment sources."

This new complaint also tries to get mileage out of the recent Congressional report, Investigation of Competition in Digital Markets, and the ongoing European Commission investigation of Spotify's complaint against Apple. By the way, there is a discovery dispute between Apple and counsel for the plaintiffs in the earlier-filed class actions over whether any documents Apple provided to the European Commission must be produced in the private U.S. antitrust actions in the Northern District of California. That one may have to be resolved by the court.

The Pistacchio complaint was filed on the same day on which Microsoft made a public statement on app distribution terms (seeking to distinguish Microsoft's own Xbox developer terms from mobile app stores on the basis that console hardware is less profitable, a theory that Judge Gonzalez Rogers has meanwhile rejected in the Epic case as being unsupported by antitrust case law and which long-standing Microsoft critic Dr. Roy Schestowitz dismisses as "Microsoft 2020 Spin: We're a Tiny Little Startup Challenging Giant and Evil Monopolies"). But the Pistacchio complaint quotes an earlier and shorter statement by Microsoft:

"[W]e do not have a path to bring our vision of cloud gaming with Xbox Game Pass Ultimate to gamers on iOS via the Apple App Store. Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass."

But the complaint mentions an example in which a game streaming app ultimately was approved by Apple after complying with the App Store terms: Steam Link.

Two months ago Epic CEO Tim Sweeney even predicted that "games with user created modes" (I guess that's a typo and he meant "mods") such as Fortnite, Minecraft (which belongs to Microsoft), and Roblox would be affected by a change in Apple's App Store guidelines (this post continues below the tweet):

So far, only Fortnite has run into problems, but not because of mods. It was removed as a result of Epic's strategic decision to fall out of compliance with the App Store rules.

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