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Microsoft also asks for a 30% cut on EVERY SINGLE App sold on Windows through the Microsoft Store.
👉 Boy are you disqualifying yourself from the discussion! 🤯

„Flexible revenue sharing options that let developers choose their own commerce platform and keep 100% of the revenue for non-gaming apps, or use Microsoft’s commerce platform and pay a competitive fee of 15% for apps and 12% for games“

https://learn.microsoft.com/en-gb/windows/apps/publish/publish-your-app/why-distribute-through-store

That’s a reduction from the 5% commission rate they introduced six years ago (as reported on MacRumors) when developers use their own in-app purchasing. And even when using Microsoft’s commerce system, they have not taken 30% for years:

“Many developers love the Microsoft Commerce platform because of its simplicity, global distribution, platform integration and its competitive revenue share terms at 85/15 for apps and 88/12 for games.”


On Windows this is 100% NOT TRUE every single "competitive" app on Windows needs a code signed signature from an "trusted" authority. Trusted by MS that is. This is similar to the CTF Apple asks
I admittedly don‘t know much about Windows code signing requirements. Given how misinformed you‘ve shown yourself to be about app distribution on Windows, I don‘t believe the claim. For all I know, older third-party apps without such signature run fine (given technical compatibility otherwise).
 
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There aren't any app stores on Linux. Also Linux is entirely free. But with a market share of less than 5% on desktop I'm noit going to count it. On Windows this is 100% NOT TRUE every single "competitive" app on Windows needs a code signed signature from an "trusted" authority. Trusted by MS that is. This is similar to the CTF Apple asks. And is a lot more expensive than what Apple asks.
That’s completely and utterly false. You don’t need any signature by anyone to install software on windows.

Take steam every single game was authorized for a messily 100$ one time account fee.
On Mac, by default, you can't install apps that aren't signed either. So this is the same as on Windows. Though on Mac this costs no more than $ 100 / year. Like I said before. This is about $ 400 / year cheaper than on Windows.
On Mac you can also install software that isn’t signed. But you know the difference between having a signed iOS app and a signed windows/Mac app?

One is free to create an app while the other is restricted beyond reasonable limits.
Microsoft also asks for a 30% cut on EVERY SINGLE App sold on Windows through the Microsoft Store... and.. EVERY SINGLE GAME on XBOX INCLUDING Physical.
Perhaps you should check the current fees you have to pay on windows/ epic store.
These developers will all lose customers. Which is anti-competitive. Because smaller developers aren't going to be able to get those back as easily as bigger developers / publishers. It will basically destroy ANY self published app!!!
Loosing customers aren’t anti competitive.
And no Apple isn't going to lose customers, because 99% of the Apple customer base is loyal to Apple. Brand loyality is a lot stronger with Apple than any singular Android producer.

The DMA on IT'S OWN is anti-competitive. And one of the worst pieces of legislation created by the EU.
This isn’t brand loyalty, but customer locking
 
An iOS desktop is an intriguing idea! Offered at a reasonable price (say $399) Apple could market it as a games console as much as a computer. The iPad Pro is an incredibly capable device.
That’s the problem. The iPad Pro is TOO capable for the included CrippleOS.
 
Take steam every single game was authorized for a messily 100$ one time account fee.

It's a per game submission fee, so a developer with 10 games has paid $1000 in total. If a game generates $1000 in revenue, they get the $100 back. With the average Steam game price of $15, they need to sell ~60 games to recoup the fee; and I suspect most do. They also pay steam 30% per sale.

This isn’t brand loyalty, but customer locking

It will be interesting to see what, if any, shifts occur in the market dynamics once the DMA fully takes hold. I suspect most users will stick with Apple, since they are familiar with it and its use is frictionless. If small developers significantly cut prices on 3rd party show more customers might migrate, but price cutting makes no sense because:
  1. they are unlikely to find a significantly better deal than Apple's 15% and as lucrative and large market on 3rd party stores;
  2. prices for most apps are already under a dollar so any significant price cut to attract customers to another store would cost them a significant percentage of their revenue;
  3. having a fragmented market where a developer has to deal with multiple stores, that may come and go, adds complexity to running their business, so why not stay with what is likely the largest store in the market and avoid potential headaches
One area of concern is what happens if a store does pay for the sales? I went through a situation where it took me 2 years to get paid and when you are a small business that is no small thing. You know Apple isn't going to not pay or go out of business, and they have put in place some safeguards to avoid a plethora of scam stores. But what happens if they are forced or decide to allow full sideloading? Now a developer has to decide if a store is legit. If they don't get paid, they still have a paying customer to support and decide how to make updates available, etc.

The big players will ultimately have to decide what is more profitable, paying Apple's fees or going it fully alone? They can afford the risks and the infrastructure.

As a customer, I am unwilling to give CC info random stores unless they use a payment processor, such as PayPal, that I trust. That way, I have some level of security attached to my payment info.

I have no idea how this plays out but it will be interesting to watch. The EU has volunteered to be the test bed and the rest of the world can learn from their mistakes to avoid replicating them. Next time I'm home in teh EU I look forward to seeing how iOS differs there.
 
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The big players will ultimately have to decide what is more profitable, paying Apple's fees or going it fully alone? They can afford the risks and the infrastructure.

As a customer, I am unwilling to give CC info random stores unless they use a payment processor, such as PayPal, that I trust. That way, I have some level of security attached to my payment info.
Your raise many good points. I would only add, that there are payment providers that are already well established in the macOS ecosystem and have a good reputation among software buyers and sellers. I'm sure you recognize them names like FastSpring and Paddle. Alt Stores don't have to reinvent the wheel and can just partner with these well established companies.
 
Your raise many good points. I would only add, that there are payment providers that are already well established in the macOS ecosystem and have a good reputation among software buyers and sellers. I'm sure you recognize them names like FastSpring and Paddle. Alt Stores don't have to reinvent the wheel and can just partner with these well established companies.

Good point, and I have heard and used those as well.

The challenge I see, despite peoples claims that processing fees are low, is the % is only pary of teh equation.

here is what I could find on fee structures:

  • Stripe: 5%+50¢per Checkout transaction, plus 1% fee for international and currency conversion transactions
  • Fastspring: 8.9% fee of the total transaction's value of the transaction or 5.9% fee of the total transaction's value, plus 95 cents for each processed transaction. It also appears they charge anywhere from 3.5 to 5.5% for currency conversions.
  • Paddle 5%+50¢; with some custom options for pricing less than $10
Granted, there are no doubt volume discounts; but unless a store ramps up quickly or has a large bankroll to burn, a 15% fee wouldn't be enough to cover costs for apps that typically sell for less than $5, let alone make a profit.

I use 15% because that is what Apple charges small developers, and they are likely the target market. The major revenue generators paying 30% year 1 and 15% after for subscriptions can go it alone easily once they can truly sideload and aren't going to want to bother with all the alt stores. They could open tehir stores up to other appps, the question is what fee structure do they want in place? In the end, it's likely to be 2 or 3 big stores with teh same prices and fee structures, IMHO.
 
Your raise many good points. I would only add, that there are payment providers that are already well established in the macOS ecosystem and have a good reputation among software buyers and sellers. I'm sure you recognize them names like FastSpring and Paddle. Alt Stores don't have to reinvent the wheel and can just partner with these well established companies.
Stripe is also in the news recently for reportedly withholding payment from an app developer.

 
Most of the revenue is still just from the hardware sales. One would think that that should be enough.

Hardware sales are slowly stagnating and falling. Most people with M1 don’t need to upgrade for several years. Those with iPhone 14 don’t need to upgrade every year like in 2012.

App Store and services revenue are the new business model for everyone including Apple.

@klasma keen business sense is to ignore ROI and to leave money on the table.

Apple‘s first quarter 2024 revenue was $96.5 billion for products with a cost of $58 billion to produce netting out $38 billion in gross margin. A gross margin of 40%.

Apple‘s first quarter 2024 revenue was $23 billion for services with a cost of $6.3 billion to produce netting out $15 billion in gross margin. A gross margin of 73%.
 
Mathematical formulas and standard hypothetical scenarios.

As someone who has spent a lot of time developing metrics; let me point out a fundamental flaw:

You are basing your decisions on the assumption the "standard hypothetical scenarios" are valid representations of the outcomes, and the "Mathematical formulas" correctly model the scenarios. That is very subjective, but people assume because we can write a formula it is somehow an objective result when all it is is a why to quantify subjective choices.

For example

Standard hypothetical scenario: Apple decides to allow full sideloading and enables developers to go 100% alone.

What do you measure to see if you've established a more open and competitive market?

  • Number of sideloaded apps available? Let's say it's 10% is that good? Is 1% bad? What if Apple dropped the small developer fee to 10% so most decided that was the best deal and simply stayed with Apple? If other stores can't compete at 10% commission then that's not Apple's problem.
  • Number of alternative app stores? Sounds good, since more stores generally means more competition. But what if 15% isn't enough to cover your fixed and variable costs and make enough profit, so you wind up with 3 or 4 big name stores all of whom charge the same fee. Is that success? All you've done is transfer money from one big company to another.
It's like the bullet holes in airplane problem. Just because you can quantify something it may not mean it tells you what you think it does.

Of course, people will publish the numbers and claim because they have "data" their conclusions are correct.
 
Some people like it. It’s only ‘crippled’ in the same way that a Fiat 500 isn’t going to win the Indy 500.

But, but, but, Fiat also builds Ferraris so they deliberately cripple the 500 so you have to buy a Ferrari....
 
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Some people like it. It’s only ‘crippled’ in the same way that a Fiat 500 isn’t going to win the Indy 500.
So you’re saying that the hardware is the same on those cars but they’re just limiting the performance at the dashboard level to prevent it from performing?

Sorry I know zero about cars. Car analogies are meaningless to me. I’m probably just misunderstanding what you’re saying.
 
Ferrari used to be part of Fiat but not anymore. FCA spun off Ferrari back in 2015-16. Ferrari NV trades under the symbol RACE.
My sarcasm aside, while separate companies the Angellini family still owns a significant stake in both follow on companies.
 
So you’re saying that the hardware is the same on those cars but they’re just limiting the performance at the dashboard level to prevent it from performing?

Sorry I know zero about cars. Car analogies are meaningless to me. I’m probably just misunderstanding what you’re saying.
Some people want a racing car; some people just want to drive to the shops.

Neither car invalidates the other.
 
It's a per game submission fee, so a developer with 10 games has paid $1000 in total. If a game generates $1000 in revenue, they get the $100 back. With the average Steam game price of $15, they need to sell ~60 games to recoup the fee; and I suspect most do. They also pay steam 30% per sale.
Indeed and they seem to offer quite the benefits for users and developers to still use it.
It will be interesting to see what, if any, shifts occur in the market dynamics once the DMA fully takes hold. I suspect most users will stick with Apple, since they are familiar with it and its use is frictionless. If small developers significantly cut prices on 3rd party show more customers might migrate, but price cutting makes no sense because:
  1. they are unlikely to find a significantly better deal than Apple's 15% and as lucrative and large market on 3rd party stores;
  2. prices for most apps are already under a dollar so any significant price cut to attract customers to another store would cost them a significant percentage of their revenue;
  3. having a fragmented market where a developer has to deal with multiple stores, that may come and go, adds complexity to running their business, so why not stay with what is likely the largest store in the market and avoid potential headaches
Well you have to keep in mind the legislation isn’t targeting the cost or the fee, but the ability for developers and users to pick the store that fitts them.

Most developers will simply leave the AppStore for the draconian rules that limits innovation and creative freedom within the restricted moral guidelines of Apple.

There hundreds if not thousands of software and game categories that aren’t possible on the AppStore.

Games in the Mac/ios store are fairly crippled( no ability for community mods) compared to steam.

The only reason going to other stores might be a headache is explicitly because of apple. Games and software sold on alternative storefronts are usually not allowed on the AppStore without some significant changes, and this leads you to developing two separate versions( as we can see with just about everything on the MacAppstore.

One area of concern is what happens if a store does pay for the sales? I went through a situation where it took me 2 years to get paid and when you are a small business that is no small thing. You know Apple isn't going to not pay or go out of business, and they have put in place some safeguards to avoid a plethora of scam stores. But what happens if they are forced or decide to allow full sideloading? Now a developer has to decide if a store is legit. If they don't get paid, they still have a paying customer to support and decide how to make updates available, etc.
There already 20+ well established stores and distribution platforms they can use that are trusted. All from basically free to costing 100$ per game upload.

And It works on windows and it works on Mac, Linux and android.

And again this is for the market to solve.
The big players will ultimately have to decide what is more profitable, paying Apple's fees or going it fully alone? They can afford the risks and the infrastructure.
And so can everyone else too. The wheels already been invented. Steam, itch.io, GoG, Epic, Ubisoft, appDB, cydia, windows store, Github, MacMenuBar etc etc. And millions of self hosted apps.
As a customer, I am unwilling to give CC info random stores unless they use a payment processor, such as PayPal, that I trust. That way, I have some level of security attached to my payment info.

I have no idea how this plays out but it will be interesting to watch. The EU has volunteered to be the test bed and the rest of the world can learn from their mistakes to avoid replicating them. Next time I'm home in teh EU I look forward to seeing how iOS differs there.
Well we have a very robust payment system regulations in EU. And the integration of eIDAS.
As someone who has spent a lot of time developing metrics; let me point out a fundamental flaw:

You are basing your decisions on the assumption the "standard hypothetical scenarios" are valid representations of the outcomes, and the "Mathematical formulas" correctly model the scenarios. That is very subjective, but people assume because we can write a formula it is somehow an objective result when all it is is a why to quantify subjective choices.

For example

Standard hypothetical scenario: Apple decides to allow full sideloading and enables developers to go 100% alone.

What do you measure to see if you've established a more open and competitive market?

  • Number of sideloaded apps available? Let's say it's 10% is that good? Is 1% bad? What if Apple dropped the small developer fee to 10% so most decided that was the best deal and simply stayed with Apple? If other stores can't compete at 10% commission then that's not Apple's problem.
  • Number of alternative app stores? Sounds good, since more stores generally means more competition. But what if 15% isn't enough to cover your fixed and variable costs and make enough profit, so you wind up with 3 or 4 big name stores all of whom charge the same fee. Is that success? All you've done is transfer money from one big company to another.
It's like the bullet holes in airplane problem. Just because you can quantify something it may not mean it tells you what you think it does.

Of course, people will publish the numbers and claim because they have "data" their conclusions are correct.
Oh boy do I have some news to you, these metrics are already well established and means tested as it’s build upon 60~ years of antitrust litigation experience.

And You must keep in mind the EU cares for ”the competitive market place” it’s not just cost to consumers or a free market, but the concept itself. Perhaps similar to how the ”free market” is a core idea in the USA.

Free and undistorted competition is a foundational statment that drives the EU legal thought process.
Article 101 TFEU establishing the European Community (TEC)) bans cartels and behaviour that prevents, restricts or distorts competition (that includes vertical and horizontal agreements)

1. The following shall be prohibited as incompatible with the internal market: all agreements between undertakings, decisions by associations of undertakings and concerted practices which may affect trade between Member States and which have as their object or effect the prevention, restriction or distortion of competition within the internal market, and in particular those which:

(a)directly or indirectly fix purchase or selling prices or any other trading conditions;
(b)limit or control production, markets, technical development, or investment;
(c)share markets or sources of supply;
(d)apply dissimilar conditions to equivalent transactions with other trading parties, thereby placing them at a competitive disadvantage;
(e)make the conclusion of contracts subject to acceptance by the other parties of supplementary obligations which, by their nature or according to commercial usage, have no connection with the subject of such contracts.
2. Any agreements or decisions prohibited pursuant to this Article shall be automatically void.



Be prepared for a wall of text below.

The European Commission and the Court of Justice of the European Union (CJEU) use various tests and mathematical models to assess whether a company or a particular implementation (such as a merger, practice, or agreement) is anti-competitive. Below are some key approaches and methodologies they may use:

1. Market Definition and Market Share Analysis
- Relevant Market Definition: Define the relevant product and geographic market. The boundaries of the market are determined based on the substitutability of products and the geographic scope in which companies compete.
- Market Share: Calculate the market shares of the companies involved. High market shares can indicate dominance, but this is contextual and must be analyzed alongside other factors.
- Herfindahl-Hirschman Index (HHI): A common concentration measure used in merger analysis. It is the sum of the squares of the market shares of all firms in the market. Higher HHI indicates higher market concentration, which may suggest anti-competitive concerns.

2. Dominance Test
- Dominance or Market Power Assessment:
Evaluate whether a company holds a dominant position in the market. Dominance is often indicated by a high market share, but other factors like barriers to entry, control of infrastructure, and buyer power are also considered.
- Economic Dependency: Assess whether other companies or customers are economically dependent on the dominant firm, which could exacerbate anti-competitive effects.
3. SSNIP Test (Small but Significant and Non-transitory Increase in Price)
- This test is used to define the relevant market by analyzing whether a hypothetical monopolist could profitably impose a small (e.g., 5-10%) but significant and non-transitory increase in price. If consumers would switch to other products or services in response, the market is considered broader than initially defined.

- SSNDQ Test (Small but Significant and Non-transitory Decrease in Quality)

-The SSNDQ test is similar to the SSNIP test but focuses on quality instead of price. It assesses whether a small but significant and non-transitory decrease in quality by a hypothetical monopolist would lead consumers to switch to other products or services. It is particularly useful in markets where quality, rather than price, is a key competitive factor.
- Use Case: This test is often used in digital markets or services where quality differentiation is crucial, such as search engines, social media platforms, or telecommunications services.

-The SSNIC test, or Small but Significant and Non-transitory Increase in Costs test: is an adaptation of the more commonly known SSNIP test (Small but Significant and Non-transitory Increase in Price) used in competition law to define relevant markets and assess the impact of market power.

The SSNIC test is specifically designed for situations where services or products are provided for free or at a zero price, which is increasingly common in digital markets, such as online platforms, social media, and other internet-based services.

How the SSNIC Test Works

The SSNIC test asks whether a hypothetical monopolist could impose a small but significant and non-transitory increase in costs (such as data costs, privacy costs, or other forms of “non-monetary” costs) and still retain a significant portion of its user base. If users are likely to switch to alternative services in response to such an increase in costs, the market definition may need to be broader, as it indicates that there are competing alternatives that constrain the hypothetical monopolist’s market power.

Application of the SSNIC Test by the European Commission

While there are limited explicit references to the use of the SSNIC test in the European Commission’s publicly available cases, the concept has implicitly influenced the Commission’s approach to analyzing markets where free services dominate. The Commission has increasingly recognized that in digital markets, the “cost” to users might not be monetary but could instead involve factors like data privacy, user experience, and the level of advertising.

Key Areas of Application:

1. Data Privacy and User Data Exploitation
• Example: In cases involving companies like Facebook or Google, the Commission has considered whether increases in the “cost” of using these platforms—such as reduced privacy or increased data collection—would cause users to switch to alternative services. While not always explicitly labeled as an SSNIC test, this analysis reflects the test’s principles.
• Impact: If users tolerate these increased costs (i.e., more intrusive data practices) without switching services, it may indicate that the company holds significant market power, as users have few viable alternatives.
2. Quality Deterioration
• Example: In situations where a service is free, the SSNIC test might assess whether a deterioration in service quality (such as increased advertisements, lower performance, or reduced functionality) would lead users to switch to alternative services.
• Impact: This was relevant in cases like the Google Shopping case and the Google Android case, where the Commission examined how Google’s practices affected market dynamics, including user experience.
3. Increased Advertising Load
• Example: For services funded by advertising, such as social media platforms, the SSNIC test could analyze whether an increase in the number or intrusiveness of ads (a non-monetary cost) would lead to users abandoning the platform.
• Impact: This consideration is crucial in understanding whether platforms can impose higher “costs” on users in the form of ads without losing their audience, which would indicate market power.

Implicit Use in Major EU Cases

While the term SSNIC might not be explicitly used in public documents, the concept behind it has been applied in several major competition cases:

• Google Search (Shopping) Case (2017): The European Commission fined Google for favoring its own comparison shopping service over rivals. The Commission implicitly considered whether the degradation of service (a form of non-monetary cost increase for consumers and competitors) led to reduced competition and user choice.
• Google Android Case (2018): The Commission investigated Google’s practices of bundling its apps with the Android operating system. While focused on traditional competition law, the principles of the SSNIC test are reflected in the analysis of how Google’s practices affected market access for competitors and choice for users.
• Facebook/WhatsApp Merger (2014): Although the SSNIC test was not named, the merger investigation involved concerns about data privacy and how the combined entity could potentially increase the non-monetary “costs” (such as data exploitation) for users, affecting their choices.

4. Price-Cost Tests
- Price-Cost Margin:
Measures the difference between the price of a product and its marginal cost. A persistently high margin may indicate market power.
- Predatory Pricing Tests: To assess if a dominant firm is setting prices below cost with the intent to eliminate competitors. The Areeda-Turner test is commonly used, which compares prices to average variable costs.
- Price Squeeze Test: Applied when a vertically integrated company may set its upstream prices too high or downstream prices too low, squeezing competitors who rely on the upstream product.

5. Critical Loss Analysis
- Critical Loss Analysis evaluates how much sales volume a firm can lose after a price increase before the price increase becomes unprofitable. It involves comparing the “critical loss” (the percentage of sales that would need to be lost for a price increase to be unprofitable) with the actual expected loss of sales. If the actual loss is less than the critical loss, the firm can raise prices, indicating market power.
- Use Case: This test is used in market definition and competitive analysis, particularly in cases involving price-sensitive markets or industries with elastic demand.

6. Economic Models and Econometrics
- Demand Estimation Models:

Used to assess how changes in price or other factors influence consumer demand. These can help predict the impact of a merger or a particular conduct on market prices and consumer welfare.
- Merger Simulation Models: Simulate the post-merger market to estimate the potential price increases or changes in competitive behavior.
- Cournot and Bertrand Models: The Cournot model is used for industries where firms compete on quantities, while the Bertrand model is used when firms compete on prices. These models help predict outcomes in different competitive scenarios.

7. Two-Sided Market Analysis
- For companies operating in two-sided markets (e.g., platforms like Google or Facebook), the analysis considers both sides of the market (e.g., advertisers and users) and their interdependencies. Market power in one side can affect the other, and traditional market share metrics may not fully capture anti-competitive behavior.

8. Counterfactual Analysis
- Assessing what the market conditions would look like without the conduct or merger in question. The comparison helps to understand the competitive impact and potential harm to consumers or competition.

9. Elimination of Effective Competition
- The test examines whether a practice or merger eliminates effective competition in a substantial part of the market. This includes assessing the number and strength of competitors remaining in the market.

10. Entry Barriers Analysis
- Analyze the barriers to entry that new competitors might face. High barriers to entry could indicate that a market is less competitive, particularly if the dominant firm uses strategies to reinforce these barriers.

11. Consumer Welfare Standard
- The impact of a company’s conduct on consumer welfare is a key consideration. This includes evaluating whether the conduct leads to higher prices, reduced quality, less innovation, or fewer choices for consumers.

12. Efficiency Gains
- In some cases, companies may argue that certain practices or mergers result in efficiencies that benefit consumers, such as cost savings or innovation. The Commission will assess whether these claimed efficiencies are real, substantial, and outweigh any anti-competitive harm.

13. Network Effects
- For companies that benefit from network effects (e.g., platforms, social media), the analysis considers how increased user base on one side of the market might impact competition on the other side. Dominance can be reinforced by these effects, making it harder for competitors to challenge the incumbent.

14. Lerner Index
- Measures a firm's price markup over marginal cost as a proportion of price. A higher Lerner Index suggests greater market power and potentially anti-competitive behavior.

15. Upward Pricing Pressure (UPP) Test

- The Upward Pricing Pressure (UPP) test evaluates the likelihood that a merger would lead to price increases. The UPP test looks at the incentive of the merged entity to raise prices, considering factors like diversion ratios (the extent to which customers of one firm would switch to the other firm’s product) and the profit margins on those products.
- Use Case: UPP is particularly useful in horizontal merger assessments to predict whether the merger would reduce competitive pressure and lead to higher prices


16. Elzinga-Hogarty Test
- The Elzinga-Hogarty test is used to define geographic markets based on the “LIFO” (Little In From Outside) and “LOFI” (Little Out From Inside) criteria. The test analyzes trade flows to determine whether a region is a self-contained market. If little product is imported into or exported out of the region, it may be considered a distinct market.
- Use Case: Commonly used in industries where geographic boundaries play a significant role, such as energy markets, retail, and local media markets.

17. Hypothetical Monopolist Test

- The Hypothetical Monopolist Test is closely related to the SSNIP test and is sometimes used interchangeably. It involves determining whether a hypothetical monopolist in a proposed relevant market could profitably impose a small but significant and non-transitory increase in price. If consumers would switch to substitutes outside the market, the market definition is too narrow.
- Use Case: This test is fundamental in antitrust and merger cases to define relevant product or geographic markets.

18. Margin-Concentration Analysis

- This analysis examines the relationship between price-cost margins and market concentration. If margins increase as concentration increases, this may indicate market power. This model is used to assess the potential for anti-competitive effects in mergers or conduct cases.
- Use Case: Frequently used in merger investigations to assess the competitive effects of increasing market concentration.

19. HMT (Hypothetical Monopsony Test)

- The Hypothetical Monopsony Test is the mirror image of the SSNIP test, used to analyze buying-side market power. It evaluates whether a hypothetical monopsonist (a single buyer) could reduce the price it pays for inputs without losing its suppliers to other markets.
- Use Case: This test is particularly relevant in labor markets, agricultural markets, or any market where buyer power is a concern.

20. Diversion Ratio and GUPPI (Gross Upward Pricing Pressure Index)

- The Diversion Ratio measures the proportion of customers who would switch from one product to another in response to a price increase. GUPPI uses this ratio to estimate the incentive for a firm to raise prices post-merger. The higher the diversion ratio and the profit margins, the greater the pricing pressure.
- Use Case: Used in horizontal mergers to assess the potential anti-competitive effects and predict price increases.

21. Bertrand and Cournot Models

- These economic models of oligopoly behavior analyze how firms compete on price (Bertrand) or quantity (Cournot) and predict the outcomes in terms of prices and output. These models assume different types of competition (price vs. quantity) and are used to assess market power and predict competitive outcomes.
- Use Case: Useful in markets with a few dominant firms, such as telecoms, airlines, or energy markets, to predict pricing behavior and competitive dynamics.

21. Full Equilibrium Relevant Market (FERM) Test

-The FERM test extends the SSNIP test by considering the full market equilibrium, including the reactions of other firms in the market and the potential entry of new firms. It provides a more comprehensive assessment of market boundaries and competitive dynamics.
- Use Case: Used in complex markets where simple SSNIP analysis may not capture the full competitive landscape, such as in high-tech or rapidly changing industries.

And bellow I will have extra info if interested as its with examples of cases.

The European Commission frequently uses models and tests that involve hypothetical scenarios to predict the potential outcomes of business practices, mergers, or market changes. These hypothetical models help to assess the likely competitive effects of a proposed action or situation that has not yet occurred. Here are some key models that use hypothetical scenarios:


1. Counterfactual Analysis

• Description: Counterfactual analysis involves comparing the actual scenario with a hypothetical situation in which the practice or merger under investigation does not take place. This comparison helps the Commission understand what the market would look like without the conduct in question and the potential harm to competition.
Example: Facebook/Giphy (2021) – The Commission used counterfactual analysis to assess how the market for GIFs and digital advertising might have evolved if Facebook had not acquired Giphy. This analysis was crucial in understanding whether the merger would harm competition in these markets.

2. SSNIP Test (Small but Significant and Non-transitory Increase in Price)


• Description: The SSNIP test uses a hypothetical scenario where a firm increases the price of a product or service by a small but significant amount (usually 5-10%) and examines whether consumers would switch to other products or services. This test helps define the relevant market by determining the range of products or services that constrain the pricing behavior of firms.
Example: Facebook/WhatsApp (2014) – In this merger case, the SSNIP test was used to define the relevant market for consumer communications services and assess whether the merger would allow the combined entity to raise prices or degrade quality without losing users to competitors.

3. Upward Pricing Pressure (UPP) Test

• Description: The UPP test evaluates the incentive of a merged entity to increase prices post-merger. It involves a hypothetical scenario where the merged entity considers a price increase, taking into account factors such as the diversion ratio (the percentage of customers who would switch to the merging firm’s products if the price of the other firm’s product increased) and profit margins.
Example: Google/Fitbit (2020) – The UPP test was used to assess whether the merger would lead to higher prices in the market for wearable devices and digital health services. The hypothetical scenario involved analyzing whether Google could raise prices or reduce innovation in this market due to the merger.

4. Merger Simulation Models

• Description: Merger simulation models use hypothetical scenarios to simulate the likely post-merger market conditions. These models can predict price changes, output levels, and the overall impact on competition. They often involve complex econometric models that take into account various market factors.
• Example: Siemens/Alstom (2019) – In assessing this merger of two major train manufacturers, the Commission used merger simulation models to predict the potential price increases and reduction in competition that would result from the merger, particularly in the high-speed train and signaling markets.

5. Critical Loss Analysis

• Description: Critical loss analysis involves a hypothetical scenario where a firm increases its price and then calculates the critical loss of sales volume that would make the price increase unprofitable. This is compared to the actual loss of sales that might occur. If the actual loss is smaller than the critical loss, the price increase is likely sustainable, indicating market power.
• Example: Booking.com (2021) – The Commission used critical loss analysis to evaluate the impact of Booking.com’s “best price” clauses on competition. The hypothetical scenario assessed whether hotels would lose enough business to make offering lower prices on competing platforms unprofitable, thereby harming competition.

6. “But-For” Analysis

• Description: A “but-for” analysis involves constructing a hypothetical scenario in which the anti-competitive conduct did not occur. The analysis compares the actual market outcomes with this hypothetical “but-for” world to estimate the impact of the conduct.
• Example: Intel (2022, on appeal) – In the Intel rebate case, the Commission and courts considered what would have happened in the market “but for” Intel’s use of loyalty rebates that were designed to exclude competitors. This hypothetical scenario helped in determining the anti-competitive effects of Intel’s conduct.

7. Hypothetical Monopolist Test

• Description: This test is used to define the relevant market by imagining a hypothetical scenario where a single firm (a hypothetical monopolist) controls the market. The test evaluates whether this firm could profitably impose a significant and non-transitory increase in price (SSNIP). If customers would switch to other products, the market definition is too narrow and needs to be broadened.
Example: EU Mobile Telecommunications Mergers (e.g., Hutchison 3G UK/Telefónica UK, 2016) – The hypothetical monopolist test was used to define the relevant market for mobile telecommunications services by evaluating whether a hypothetical monopolist could profitably increase prices without losing customers.

8. Dynamic Efficiency Analysis

• Description: This analysis involves hypothetical scenarios about how competition and innovation might evolve over time, particularly in markets with rapid technological change. The Commission considers the long-term effects of mergers or conduct on innovation and market dynamics.
• Example: Qualcomm (2018) – In the case involving Qualcomm’s alleged predatory pricing, the Commission used dynamic efficiency analysis to evaluate how Qualcomm’s conduct could affect innovation in the chipset market over time, considering the hypothetical scenario of a market without Qualcomm’s exclusionary practices.

9. Post-Merger Market Structure Scenarios

• Description: In assessing mergers, the Commission often constructs hypothetical scenarios of the post-merger market structure. This involves considering different competitive outcomes, such as whether new entrants could emerge or whether the merger would lead to a monopoly or duopoly.
• Example: Essilor/Luxottica (2018) – The Commission considered hypothetical post-merger market structures to assess the impact of the merger between a leading eyewear manufacturer and a leading lens manufacturer. The analysis included scenarios where the merged entity could potentially foreclose competitors or exert significant market power.

10. Innovation Theory of Harm

• Description: This model involves hypothetical scenarios where a merger or conduct harms competition not through price increases, but by reducing innovation. The Commission considers whether the conduct would lead to fewer new products, less R&D investment, or slower technological progress.
Example: Dow/DuPont (2017) – The Commission applied the innovation theory of harm in this merger, considering a hypothetical scenario where the merger would lead to reduced innovation competition in the agrochemical sector. The analysis focused on how the merger could reduce incentives for the combined entity to innovate, harming long-term competition and consumer welfare.

These hypothetical models are crucial tools for the European Commission in predicting the potential anti-competitive effects of mergers and business practices before they occur, allowing for informed decisions to protect competition and consumer welfare.
 
Most developers will simply leave the AppStore for the draconian rules that limits innovation and creative freedom within the restricted moral guidelines of Apple.

I really doubt most developers chafe at Appe's rules and will abandon a store that is very lucrative for them.

I have no doubt some will leave to make a statement, which is perfectly fine; and some apps will spring up that offer features unavailable under today's rules. I also suspect, as we have seen in the Mac world, as iOS eveloves some apps that do provide such features stop working as Apple changes how iOS operates.

It will be interesting to see what open source apps come about.

Oh boy do I have some news to you, these metrics are already well established and means tested as it’s build upon 60~ years of antitrust litigation experience.

It is, however, based on the premise iOS is its own market and not part of a broader phone OS market. The validity of the metrics depends on the validity of the definition of "market."

And You must keep in mind the EU cares for ”the competitive market place” it’s not just cost to consumers or a free market, but the concept itself. Perhaps similar to how the ”free market” is a core idea in the USA.

However, the point of a free market is to lower prices through competition. If regulation doesn't accomplish that all it's done is distort the market and decide the winner and losers in terms of profits/revenues.

And so can everyone else too. The wheels already been invented. Steam, itch.io, GoG, Epic, Ubisoft, appDB, cydia, windows store, Github, MacMenuBar etc etc. And millions of self hosted apps.

And a number of them charge more than Apple - Steam, GoG, cydia get what 30%? Epic apparently charges 12% and I couldn't find good numbers for the others. itch.io appears to be the outlier in that it allows developers to set the percentages; although if you use itch.io for payment their are various fees as well as US withholding requirements.

IMHO, the real challenge for developers is not the lack of alternative marketplace or Apple's limitations, but a more fundamental one. They have convinced users that games and other apps should be priced at $5 or less. Alternative marketplaces won't overcome that perception. Unless you can come up with a game that will support an ongoing subscription sale; there's a hard wall in terms of how many people will actually buy your game. For many games that aren't breakout hits across multiple platforms, I suspect the future is more like Apple Arcade where a game is part of a large catalog and the developer gets some payment either to be on it or based on playing time. I suspect apps will wind up being on platforms like Setapp and have to get a small cut in hopes of making it a go. That, to me, is the real game changer, and can lower the cost to the consumer and a tangible positive outcome of the DMA.

I use Setapp on my Mac, and pay a fraction of what my cost would be to buy all the apps I use. Sure, there is a lot of not very good apps but enough that I had used before Setapp that switching to Setapp made sense in terms of a much lower cost. They are bringing that to iOS and it will be interesting to see the impact.

Ido think developers need to figure out what to do if changes made to the DMA make it easier for the average user to pirate apps, especially if sideloading makes it possible to just install an IPA, much like in the heyday of jailbreaking. Do they go to free but subscription to unlock features?

I suspect, subscriptions and IAP purchases also have regulatory concerns if they become the prevalent method of making money; and thus get more scrutiny as well, if only "to protect the children."

Edit: Fix a typo
 
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My sarcasm aside, while separate companies the Angellini family still owns a significant stake in both follow on companies.

About 14% of Stellantis (parent company of Fiat) and 23% of Ferrari. My point was that Fiat and Ferrari are no longer under the same umbrella as Ferrari is now a standalone company.
 
About 14% of Stellantis (parent company of Fiat) and 23% of Ferrari. My point was that Fiat and Ferrari are no longer under the same umbrella as Ferrari is now a standalone company.

Oh I agree, and my OP was merely a sarcastic take on some of the opinions expressed on MR; I never thought someone would take it seriously.

Now, did you hear the one about the Brit, when asked their dog's name said "BMW." "That's odd," replied the questioner; to which the owner replied, "Well, we used to call him Rover."
 
I really doubt most developers chafe at Appe's rules and will abandon a store that is very lucrative for them.

I have no doubt some will leave to make a statement, which is perfectly fine; and some apps will spring up that offer features unavailable under today's rules. I also suspect, as we have seen in the Mac world, as iOS eveloves some apps that do provide such features stop working as Apple changes how iOS operates.

It will be interesting to see what open source apps come about.
Well it’s not that they will abandon it for a statement ( it’s still business after all) but more that unless Apple adapts and starts improving their AppStore, it’s very likely the killer apps/ games will only be available on alternative platforms because they can’t be published in the AppStore. Example the ban on selling virtual machines allowing you to run non iOS apps and games etc.

And for me I really just want a decent AppStore for my iPhone >.>
It is, however, based on the premise iOS is its own market and not part of a broader phone OS market. The validity of the metrics depends on the validity of the definition of "market."
Well this definition is very clear cut. The Supreme Court have already ruled against Google android playstore that Apple AppStore isn’t a competition nor a relevant market.

Here I will describe loosely how EU would do it( and did it) with iOS.
he European Union (EU), particularly through the European Commission, approaches the definition of relevant markets in digital and technology cases with careful consideration of the unique characteristics of these markets, such as network effects, user dependency, and the closed nature of ecosystems like iOS. When defining the iOS App Store as a relevant market, the EU would follow a structured analysis to determine whether the App Store constitutes its own market or if it is part of a broader market.

Steps to Define the iOS App Store as the Relevant Market:

1. Identify the Product Market:
• Demand Substitutability: The EU would first examine whether users of the iOS App Store can easily switch to alternative app distribution channels if they face a price increase or reduction in service quality. Since Apple’s iOS operates as a closed ecosystem, where apps must be downloaded through the App Store, this would likely lead to the conclusion that the iOS App Store is not substitutable by other app stores like Google Play, Amazon Appstore, or other platforms.
• Supply Substitutability: The Commission would analyze whether app developers could easily switch to other distribution channels (like offering apps on Google Play) if Apple increased its commission fees or imposed stricter rules. Given that iOS and Android are distinct platforms with limited cross-platform compatibility for apps, the supply side would also support treating the iOS App Store as a separate market.
2. Examine the Ecosystem:
• Locked-In Users: The EU would consider the “lock-in” effect for users who have invested in the iOS ecosystem through purchases of apps, subscriptions, and devices. The high switching costs to another platform, such as Android, reinforce the idea that the iOS App Store operates in a distinct market.
• Developer Dependency: Similarly, the dependence of app developers on accessing iOS users through the App Store further supports the idea of a separate market. Developers targeting iPhone or iPad users have no alternative but to go through Apple’s App Store, which strengthens the argument for market segmentation.
3. Consider the Geographic Market:
• Global or Regional: The Commission would analyze whether the iOS App Store operates under uniform conditions globally or if there are significant regional differences in its operation. Given that the iOS App Store has uniform global policies but might face varying degrees of competition in different regions, the Commission might consider both a global and EU-specific market analysis. However, the tendency is to define it as a global market, given the standardization of Apple’s practices worldwide.
4. Assess Market Power and Dominance:
• Market Share Analysis: The EU would examine Apple’s market share in the app distribution market. Given that Apple controls 100% of app distribution on iOS devices, the Commission would likely conclude that Apple holds a dominant position in the market for app distribution on iOS devices.
• Barriers to Entry: The Commission would assess whether there are significant barriers for new entrants to compete in the app distribution market for iOS devices. The closed nature of Apple’s ecosystem, where no alternative app stores are allowed, would be considered a high barrier to entry, further supporting the idea that Apple operates in a separate market.
5. Precedents and Case Studies:
• Google Android Case: In the Google Android case, the EU defined the relevant market as the market for app stores on the Android platform, separate from the iOS App Store. The reasoning was based on the lack of substitutability between the two platforms for both users and developers. This precedent indicates that the EU would likely define the iOS App Store as its own relevant market, following similar logic.
• Apple App Store Investigations: The EU has already opened investigations into Apple’s practices related to the App Store, particularly focusing on how Apple’s policies may harm competition by restricting other digital content providers’ access to iOS users. In these investigations, the Commission has treated the iOS App Store as a relevant market, examining Apple’s potential abuse of dominance.
6. Analysis of Competitive Harm:
• Impact on Competitors: The EU would investigate how Apple’s practices within the App Store affect competition. For example, by forcing developers to use Apple’s in-app payment system and charging commissions of up to 30%, the Commission might argue that Apple’s control over the App Store harms competition, both by reducing developers’ profit margins and by potentially inflating prices for consumers.
• Consumer Harm: The Commission would also consider the impact on consumers, particularly whether Apple’s dominance in the app distribution market leads to higher prices, reduced choice, or stifled innovation.

Conclusion:

The European Commission would likely define the iOS App Store as a relevant market on its own, distinct from other app stores like Google Play, based on the lack of substitutability for both consumers and app developers, the high barriers to entry, and the closed nature of the iOS ecosystem. This approach would be consistent with how the Commission has previously handled cases in the tech sector, such as the Google Android case, where different app stores on different platforms were treated as separate markets.

But now we look at the Mac AppStore if it’s looked though the same lense.
If the European Commission were to analyze the Mac App Store instead of the iOS App Store, the process of defining the relevant market would involve some key differences due to the distinct characteristics of the macOS ecosystem compared to iOS. The analysis would need to account for the more open nature of macOS, the availability of alternative software distribution channels, and the different user and developer behaviors associated with macOS.

Key Differences in Analyzing the Mac App Store:

1. Product Market Definition:
• Demand Substitutability:
• Unlike iOS, macOS allows users to download and install applications from various sources, not just the Mac App Store. This includes direct downloads from developers’ websites, third-party app stores, and other distribution platforms.
• Given this, the Commission would likely consider whether users see the Mac App Store as one option among many, rather than the sole or primary source of applications for macOS. This broader range of alternatives would likely lead to a conclusion that the Mac App Store operates within a broader software distribution market, rather than being a market on its own.
• Supply Substitutability:
• Developers for macOS can distribute their applications through multiple channels. This flexibility means that the Mac App Store is just one of several distribution options for them, unlike the more restrictive iOS environment. This supports the argument that the Mac App Store does not constitute a separate market but is part of a broader market for macOS software distribution.
2. Ecosystem Considerations:
• Openness of macOS:
• The macOS ecosystem is more open compared to iOS, where apps must go through the App Store. On macOS, users have more freedom to install software from a variety of sources. This openness means that the Mac App Store does not have the same kind of lock-in effect as the iOS App Store.
• Consumer Behavior:
• The behavior of macOS users is also different; they are generally more accustomed to downloading software directly from the web or from other platforms, reducing the dependency on the Mac App Store. This would lead the Commission to view the market as including all channels through which macOS software is distributed.
3. Geographic Market Definition:
• Global Reach with Local Nuances:
• Like the iOS App Store, the Mac App Store operates under uniform global policies. However, the competitive landscape for macOS software may vary by region, depending on the availability of local alternatives, language-specific apps, or regional market shares of macOS versus other operating systems.
• The Commission might consider a global market definition but also analyze whether specific regional markets need separate consideration, especially if there are significant differences in software distribution practices or competition levels across different regions.
4. Market Power and Dominance:
• Market Share Analysis:
• Given the availability of alternative distribution channels, Apple’s market share in the macOS software distribution market would likely be lower than in the iOS App Store market. The Commission would examine how much of the macOS software market is actually captured by the Mac App Store compared to direct downloads and other channels.
• Apple might not be considered as dominant in the macOS app distribution market as it is in the iOS market, unless evidence shows that a significant portion of macOS apps are still distributed exclusively through the Mac App Store and that this dominance is being used to stifle competition.
5. Barriers to Entry:
• Lower Barriers:
• The barriers to entry for distributing macOS software are generally lower than for iOS, since developers are not required to go through the Mac App Store. This open environment would lead the Commission to recognize a more competitive market landscape.
• The Commission would consider whether Apple’s practices with the Mac App Store (e.g., app review policies, commission fees) create barriers for developers compared to other distribution methods, but these barriers would likely be seen as less restrictive than on iOS.
6. Analysis of Competitive Harm:
• Impact on Competitors:
• The Commission would look at whether Apple is using its control over the Mac App Store to disadvantage competitors. For instance, if Apple were prioritizing its own apps or services in the Mac App Store or imposing unfair terms on third-party developers, this could still raise concerns, but the impact would be less severe given the availability of alternative distribution channels.
• Consumer Impact:
• The potential harm to consumers might be less pronounced in the macOS context, as users have more options for obtaining software. The Commission would consider whether any restrictive practices by Apple in the Mac App Store result in higher prices, reduced choice, or hindered innovation, but these effects might be less significant than in the iOS context.
Conclusion:

In analyzing the Mac App Store, the European Commission would likely define the relevant market more broadly than it would for the iOS App Store. The market would likely include all distribution channels for macOS software, not just the Mac App Store, due to the openness of the macOS platform and the variety of alternatives available to both users and developers. This broader market definition would likely result in a different assessment of Apple’s market power and the competitive effects of its practices, potentially leading to a less aggressive regulatory response compared to the iOS App Store scenario.
However, the point of a free market is to lowerprices through competition. If regulation doesn't accomplish that all its one is distort the market and decide the winner and losers in terms of profits/revenues.

Why should this be the goal? A low price doesn’t mean it’s a good product, hence the iPhone has such a large market share even tho it’s an expensive product.

I would say competition is more important than prices. The EU’s regulatory framework is designed to enhance competition, not distort it, ultimately creating a more dynamic and fair marketplace.

If you Encourage Fair Competition: With The EU’s competition policy, it aims to maintain a level playing field where businesses of all sizes can compete fairly. This involves preventing dominant companies from abusing their market position to eliminate rivals or block new entrants, which would otherwise reduce consumer choice and keep prices high.

And this helps in Preventing Market Distortions: While a perfectly competitive market would naturally lower prices, the reality is that markets can become distorted by monopolistic practices, cartels, or other forms of anti-competitive behavior. Companies with significant market power might set prices higher than they would in a truly competitive environment, reduce innovation, or engage in practices that harm consumers and smaller competitors. Regulation helps to correct these distortions and ensure that markets remain competitive.

Long-Term Consumer Welfare: While the immediate effect of regulation might seem like intervention, the long-term goal is to protect consumer welfare. Unchecked market power can lead to monopolistic behaviors, where a single company can control prices, reduce output, or diminish service quality. Regulation helps to safeguard against these risks, ensuring that consumers enjoy the benefits of competition over the long term.

Market Efficiency vs. Market Fairness: It’s also important to consider that market efficiency (low prices, innovation) and market fairness (equal opportunity, preventing exploitation) are both essential components of a healthy economy. The EU’s approach to regulation seeks to balance these, ensuring that the market remains efficient and fair, without allowing companies to exploit their position to the detriment of consumers and competitors.

In summary, while free markets are crucial for driving competition, regulation ensures that these markets function properly and remain competitive. Without it, the risk of monopolies and anti-competitive practices could lead to higher prices, less innovation, and reduced consumer welfare.

But how The EU and USA tackles this is largely a philosophical question that is over 100 years old.
And a number of them charge more than Apple - Steam, GoG, cydia get what 30%? Epic apparently charges 12% and I couldn't find good numbers for the others. itch.io appears to be the outlier in that it allows developers to set the percentages; although if you use itch.io for payment their are various fees as well as US withholding requirements.

Well they take more than Apple because they offer more in return than Apple does with the AppStore.

In honesty Apple is the worst of the bunch because they don’t need to improve, but be good enough as no alternatives exist anyway. They can afford to be lazy.
IMHO, the real challenge for developers is not the lack of alternative marketplace or Apple's limitations, but a more fundamental one. They have convinced users that games and other apps should be priced at $5 or less. Alternative marketplaces won't overcome that perception. Unless you can come up with a game that will support an ongoing subscription sale; there's a hard wall in terms of how many people will actually buy your game. For many games that aren't breakout hits across multiple platforms, I suspect the future is more like Apple Arcade where a game is part of a large catalog and the developer gets some payment either to be on it or based on playing time. I suspect apps will wind up being on platforms like Setapp and have to get a small cut in hopes of making it a go. That, to me, is the real game changer, and can lower the cost to the consumer and a tangible positive outcome of the DMA.

Well the benefits is the ability to multi home. They can for example offer their game on the MacAppstore for a higher price than they do on steam and try and steer their customers to use that instead if it’s better.
I use Setapp on my Mac, and pay a fraction of what my cost would be to buy all the apps I use. Sure, there is a lot of not very good apps but enough that I had used before Setapp that switching to Setapp made sense in terms of a much lower cost. They are bringing that to iOS and it will be interesting to see the impact.

Ido think developers need to figure out what to do if changes made to the DMA make it easier for the average user to pirate apps, especially if sideloading makes it possible to just install an IPA, much like in the heyday of jailbreaking. Do they go to free but subscription to unlock features?

I suspect, subscriptions and IAP purchases also have regulatory concerns if they become the prevalent method of making money; and thus get more scrutiny as well, if only "to protect the children."
Actually it’s not likely to grab much attention from the EU as long as it’s not deceptive as this is already fairly regulated. Privacy, online payments and contract laws and regulations are fairly more advanced than American equivalent.

I will also post you this describing the force to deal and essential facilities doctrine. Comparing the EU and USA and its view and recent history
Refusal to Deal and Essential Facilities Doctrine are both important concepts in competition law, but their application differs significantly between the European Union (EU) and the United States (U.S.). Below is a comparison of how these practices are treated in each jurisdiction.

1. Legal Framework

• EU:
• The EU addresses Refusal to Deal primarily under Article 102 of the Treaty on the Functioning of the European Union (TFEU), which prohibits the abuse of a dominant market position.
• The Essential Facilities Doctrine is more readily applied in the EU, where regulators may compel a dominant company to provide access to critical infrastructure or resources if refusing access would harm competition.
• U.S.:
• In the U.S., Refusal to Deal is assessed under Section 2 of the Sherman Antitrust Act, which deals with monopolization and attempts to monopolize.
• The Essential Facilities Doctrine is less favored in the U.S., with courts being more reluctant to compel companies to deal with competitors. U.S. antitrust law generally emphasizes the right of a company to choose with whom it does business.

2. Threshold for Intervention

• EU:
• The EU has a lower threshold for intervention in Refusal to Deal cases. If a dominant firm’s refusal to supply or deal harms competition and cannot be objectively justified, the EU is more likely to intervene.
• The Bronner case (1998) set a high bar for applying the Essential Facilities Doctrine, requiring that the facility be indispensable for competitors, that refusing access would eliminate competition, and that there is no objective justification for the refusal.
• U.S.:
• The U.S. applies a higher threshold for finding a refusal to deal unlawful. The Supreme Court in the Verizon Communications Inc. v. Law Offices of Curtis V. Trinko, LLP (2004) case significantly narrowed the scope for applying the Essential Facilities Doctrine, emphasizing that firms generally have no obligation to assist competitors.
• The U.S. courts often require that the refusal be part of a broader, anti-competitive strategy that harms consumer welfare, making it more difficult to prove than in the EU.

3. Examples of Application

• EU:
• IMS Health (2004): The EU required IMS Health to license a copyrighted data format to competitors, recognizing the format as essential for competition in the pharmaceutical sales data market.
• Microsoft (2007): The EU found Microsoft guilty of abusing its dominance by refusing to provide competitors with interoperability information, which was essential for them to compete in the server software market.
• U.S.:
• Aspen Skiing Co. v. Aspen Highlands Skiing Corp. (1985): One of the few U.S. cases where a refusal to deal was found unlawful, the Supreme Court ruled against Aspen Skiing Co. for refusing to continue a joint lift ticket arrangement, which was seen as anti-competitive.
• Verizon v. Trinko (2004): The U.S. Supreme Court ruled that Verizon’s refusal to provide access to its network did not violate antitrust laws, narrowing the application of the Essential Facilities Doctrine and emphasizing the company’s right to refuse to deal.

4. Approach to Essential Facilities Doctrine

• EU:
• The EU is more proactive in applying the Essential Facilities Doctrine, especially when a dominant company’s control over an infrastructure or resource could harm competition. The EU focuses on maintaining competitive market structures and often steps in to prevent market foreclosure.
• U.S.:
• The U.S. is more reluctant to apply the Essential Facilities Doctrine. U.S. antitrust law tends to prioritize the protection of business incentives and innovation over forced access, reflecting a belief that compelled sharing could reduce the incentive for companies to invest in and develop new facilities.

5. Objective Justification and Efficiency

• EU:
• The EU may allow a refusal to deal if the dominant company can provide a compelling objective justification (e.g., capacity constraints, quality concerns). However, the burden is on the company to prove that the refusal is not aimed at harming competition.
• U.S.:
• In the U.S., if a refusal to deal can be shown to have legitimate business justifications or efficiencies (such as maintaining product quality or ensuring safety), it is more likely to be upheld by the courts, even if it has some negative impact on competition.

6. Impact on Innovation

• EU:
• The EU tends to emphasize the protection of competition over the preservation of business autonomy, which can lead to more interventions that compel firms to share their innovations or infrastructures.
• U.S.:
• U.S. courts and regulators are more concerned about maintaining incentives for innovation. They argue that compelling firms to deal with competitors could discourage investment in new technologies or infrastructure, potentially harming long-term consumer welfare.

Conclusion:

The EU is generally more interventionist in dealing with Refusal to Deal and the Essential Facilities Doctrine, often prioritizing the maintenance of competitive markets and preventing the foreclosure of competitors. In contrast, the U.S. takes a more laissez-faire approach, emphasizing the rights of businesses to control their resources and deal with others as they see fit, unless there is clear evidence of harm to consumer welfare and competition. This difference reflects broader contrasts in how competition law is enforced in the two jurisdictions, with the EU being more focused on market structure and the U.S. on consumer outcomes
 
Well it’s not that they will abandon it for a statement ( it’s still business after all) but more that unless Apple adapts and starts improving their AppStore, it’s very likely the killer apps/ games will only be available on alternative platforms because they can’t be published in the AppStore. Example the ban on selling virtual machines allowing you to run non iOS apps and games etc.

And for me I really just want a decent AppStore for my iPhone >.>

I just want a working VM so I can run Windows on my iPad...

Well this definition is very clear cut. The Supreme Court have already ruled against Google android playstore that Apple AppStore isn’t a competition nor a relevant market.

CAn you cite that? All I could find was a lower court case that a jury decided and one the judge decided. The only SCOTUS I found was one involving Section 230 immunity.

It will be interesting to see the final outcome of the Google trials. I'm not surprised a jury rules as they did; having been on a jury where some of the jurors didn't understand basic math I can't imagine them understanding economics.

Why should this be the goal? A low price doesn’t mean it’s a good product, hence the iPhone has such a large market share even tho it’s an expensive product.

Lower doesn't mean cheap. Having Android as a competitor forces Apple to price more competitively and innovate to stay competitive. The point is a competitive market exists to keep prices lower.

I would say competition is more important than prices. The EU’s regulatory framework is designed to enhance competition, not distort it, ultimately creating a more dynamic and fair marketplace.

It comes down to what do you consider fair and for whom. Keeping business viable that could not compete, absent government intervention, on price or value harms the consumer if that means higher prices. At one point, pre-EU, countries allowed manufacturers to set minimum selling prices, which protected small companies but menat prices were higher to the consumer absent real competition. Some limited when sales could be conducted, and opening hours. End the end, regulators are deciding winners and losers in the revenue game, often at the consumer's expense.

I agree the EU has historically taken a different approach to regulation, largerly, IMHO, to the historical and cultural impact of long been under monarchies/dukedoms, etc. That's not better or worse, or a shot at the EU, just a different developmental context.

Well they take more than Apple because they offer more in return than Apple does with the AppStore.

Apple offers the most lucrative phone app market; if other markets had a better return companies would develop for it and skip the iPhone.

How does Steam offer 2x the value for a small developer so that 30% cut is justified? People lambast Apple over it, even though their cut is typically 15%, so what does Steam do that Apple doesn't in their store? Apple allows sales and bundling. Apple has a much larger customer base.

Allowing you to publish elsewhere isn't a choice Steam really has.

Well the benefits is the ability to multi home. They can for example offer their game on the MacAppstore for a higher price than they do on steam and try and steer their customers to use that instead if it’s better.

In which case Apple will have to find ways to make up for the lost revenue, I think we both agree that Apple should not be forced to host apps, allow developers to do what you describe, and not make money.
 
I just want a working VM so I can run Windows on my iPad...



CAn you cite that? All I could find was a lower court case that a jury decided and one the judge decided. The only SCOTUS I found was one involving Section 230 immunity.
Oh I can cite for you, but I meant EU Supreme Court as in the Court of justice.


122 In its analysis, the Commission took into account, inter alia, the competitive pressure exerted by Apple on Google, described as an ‘indirect constraint’, in that it was exerted at the level of users and of app developers (recital 242 of the contested decision), and judged ‘insufficient’ to call into question Google’s dominant positions on the relevant markets (recitals 243, 322, 479 to 559 and 652 to 672 of the contested decision). According to the contested decision, Apple and the iOS ecosystem were not in a position to exercise a sufficient competitive constraint on Google and the Android ecosystem.

It will be interesting to see the final outcome of the Google trials. I'm not surprised a jury rules as they did; having been on a jury where some of the jurors didn't understand basic math I can't imagine them understanding economics.
EU is more technocratic. And exports have a lot more sway. Hence emotional arguments Apple, Google, oracle, microsoft etc have tried to do isn’t really working when it’s all about the technology itself.
Lower doesn't mean cheap. Having Android as a competitor forces Apple to price more competitively and innovate to stay competitive. The point is a competitive market exists to keep prices lower.
Well yes, but example just look at who forced Google and Apple to lower their commission from 30% to 15% in the first place. It wasn’t competition but threat of legal action.

If Apple increased their fee from 15- 60% there not much you can do without needing to de invest and purchase new hardware. On the Mac you can just leave the store and get your software somewhere else at close to no cost.
I agree the EU has historically taken a different approach to regulation, largerly, IMHO, to the historical and cultural impact of long been under monarchies/dukedoms, etc. That's not better or worse, or a shot at the EU, just a different developmental context.

Well not just different context. The philosophy sees a good government needs to regulate the market to prevent companies from threatening the market and government itself.

As it’s both the government, people and private businesses that needs to be prevented from violating your rights, instead of the common U.S. mindset of the government only.
Apple offers the most lucrative phone app market; if other markets had a better return companies would develop for it and skip the iPhone.
Well if you want to develop a subpar product to the largest customer base or develop a superior product to a microscopic customer base, it’s a clear choice in what you need to do.
How does Steam offer 2x the value for a small developer so that 30% cut is justified? People lambast Apple over it, even though their cut is typically 15%, so what does Steam do that Apple doesn't in their store? Apple allows sales and bundling. Apple has a much larger customer base.
Unless you ever have used the steam store and explore its functions. You should just download it on your Mac and just compare it with the Macappstore. You can even use the steam app on your iPhone and compare how it’s to browse it with the AppStore.

Imagine comparing the iPhone 13 ( this is steam in functionality) with the original windows phone.( this is the iOS AppStore)

The functions of the store is borderline archaic in comparison.

The iOS AppStore is the only option, that’s why they get lambasted for their cut.
Steam can be used simultaneously as the native app.

On the PC/Mac you can develop one product and Distribute it on tens of storefronts for the exact same platform. If you want to use another store or distribute on other storefronts you and the customer don’t need to change the platform.

But on iOS you can’t use anything but the standard option
Allowing you to publish elsewhere isn't a choice Steam really has.
Of course it is, they could have had an exclusivity clause. But they allow you to sell steam keys on other stores or to purchase them from alternative suppliers and register them in steam.

Many times you can buy games on other stores and still register it in steam.

Imagine if tomorrow Microsoft only allows their windows store be used and on Mac only the MacAppstore will be allowed.

That would be terrible as the competition of the store doesn’t compete on hardware.
In which case Apple will have to find ways to make up for the lost revenue, I think we both agree that Apple should not be forced to host apps, allow developers to do what you describe, and not make money.
Well it’s up to Apple to decide if it’s the best thing to do. I want the iPhone AppStore market to work exactly like it does on Mac.
 
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