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No. 10553007
United States Court of Appeals for the Ninth Circuit
FTC v. Microsoft Corporation
No. 10553007 · Decided May 7, 2025
No. 10553007·Ninth Circuit · 2025·
FlawFinder last updated this page Apr. 2, 2026
Case Details
Court
United States Court of Appeals for the Ninth Circuit
Decided
May 7, 2025
Citation
No. 10553007
Disposition
See opinion text.
Full Opinion
FOR PUBLICATION
UNITED STATES COURT OF APPEALS
FOR THE NINTH CIRCUIT
FEDERAL TRADE COMMISSION, No. 23-15992
Plaintiff-Appellant, D.C. No. 3:23-cv-
02880-JSC
v.
MICROSOFT CORPORATION; OPINION
ACTIVISION BLIZZARD, INC.,
Defendants-Appellees.
Appeal from the United States District Court
for the Northern District of California
Jacqueline Scott Corley, District Judge, Presiding
Argued and Submitted December 6, 2023
San Francisco, California
Filed May 7, 2025
Before: Daniel P. Collins, Danielle J. Forrest, and Jennifer
Sung, Circuit Judges.
Opinion by Judge Collins
2 FTC V. MICROSOFT CORP.
SUMMARY *
Clayton Act
The panel affirmed the district court’s denial of a motion
by the Federal Trade Commission (“FTC”) for preliminary
injunctive relief against Microsoft’s acquisition of the video
game developer Activision Blizzard, Inc.
The merger is the subject of an administrative
proceeding that remains pending before the FTC. In its
administrative complaint and in seeking a preliminary
injunction in the district court, the FTC asserted that the
merger would likely violate § 7 of the Clayton Act because,
viewing the merger as a vertical integration between a
content-platform operator and a content producer,
competition would be substantially lessened in the relevant
U.S.-based content-platform markets for gaming console
devices, gaming subscription services, and gaming cloud-
streaming services.
The panel held that the district court applied the correct
legal standards and did not abuse its discretion, or rely on
clearly erroneous findings, in holding that the FTC failed to
make a sufficient evidentiary showing to establish the
requisite likelihood of success on the merits of its § 7
claim. Thus, the FTC had not raised serious questions
regarding whether the proposed merger was likely to
substantially lessen competition in the relevant markets.
First, pertaining to the console market, the panel agreed
with the district court that the FTC failed to sufficiently show
*
This summary constitutes no part of the opinion of the court. It has
been prepared by court staff for the convenience of the reader.
FTC V. MICROSOFT CORP. 3
that Microsoft would foreclose or partially foreclose rivals
after the merger either by making the popular game Call of
Duty exclusive to its Xbox console or by releasing only an
inferior version of the game for Sony’s rival
PlayStation. The panel next found that as to the library
subscription services market, the district court did not abuse
its discretion by holding that the FTC had not made an
adequate showing that the merger would substantially lessen
competition. Because Activision Blizzard had long opposed
putting its content on library subscription services, the
merger’s effect of making such content available for the first
time in the subscription market, even if exclusive to
Microsoft, would not substantially lessen
competition. Finally, the district court did not abuse its
discretion in similarly finding an insufficient likelihood of
success on the FTC’s claim that the merger would
substantially lessen competition in the cloud-streaming
market, given that the FTC failed to show that Activision
Blizzard content would be available to this market in the
absence of the merger.
4 FTC V. MICROSOFT CORP.
COUNSEL
Imad D. Abyad (argued) and Mark S. Hegedus, Attorneys;
Mariel Goetz, Acting Director of Litigation; Anisha S.
Dasgupta, General Counsel; Office of the General Counsel;
James H. Weingarten, Peggy B. Femenella, James Abell,
Cem Akleman, Meredith R. Levert, and Jennifer Fleury,
Attorneys; Shaoul Sussman, Associate Director for
Litigation; John Newman, Deputy Director; Henry Liu and
Holly Vedova, Directors; Bureau of Competition; Federal
Trade Commission, Washington, D.C., for Plaintiff-
Appellant.
Rakesh N. Kilaru (argued), Jennifer H. Pavelec, Anastasia
M. Pastan, and Beth A. Wilkinson, Wilkinson Stekloff LLP,
Washington, D.C.; Adam B. Banks, Weil Gotshal &
Manges, New York, New York; C. Frederick Beckner III,
Daniel J. Hay, William R. Levi, Lucas Croslow, and
Jonathan E. Nuechterlein, Sidley Austin LLP, Washington,
D.C.; Evan Kreiner, Michael Sheerin, Steven C. Sunshine,
and Julia K. York, Skadden Arps Slate Meagher & Flom
LLP, Washington, D.C.; Grant Dixton, Activision Blizzard
Inc., Santa Monica, California; for Defendants-Appellees.
Jennifer E. Sturiale, Delaware Law School, Widener
University, Wilmingtion, Delaware, for Amicus Curiae Law
Professors.
Jeane A. Thomas and Ann L. Rives, Crowell & Moring LLP,
Washington, D.C., for Amici Curiae Former State Attorneys
General.
Maureen K. Ohlhausen and Stacy L. Turner, Baker Botts
LLP, Washington, D.C., for Amicus Curiae Business
Roundtable.
FTC V. MICROSOFT CORP. 5
Jeffrey M. Harris and Frank H. Chang, Consovoy McCarthy
PLLC, Arlington, Virginia; Tyler S. Badgley and Maria C.
Monaghan, United States Chamber Litigation Center,
Washington, D.C.; for Amicus Curiae The Chamber of
Commerce of the United States of the America.
Allen P. Grunes, David B. Meschke, and Rosa L. Baum,
Brownstein Hyatt Farber Schreck LLP, Washington, D.C.;
Matthew J. Ginsburg, AFL-CIO, Washington, D.C.; for
Amici Curiae Communications Workers of America and the
American Federation of Labor and Congress of Industrial
Organizations.
Melissa A. Sherry, Jonathan C. Su, and Brent T. Murphy,
Latham & Watkins LLP, Washington, D.C., for Amici
Curiae Independent Game Publishers and Developers.
Edward D. Hassi, Debevoise & Plimpton LLP, Washington,
D.C.; J. Robert Abraham, Isabel Feldman, and Jaime M.
Freilich-Fried, Debevoise & Plimpton LLP, New York, New
York; for Amici Curiae Venture Capital Firms.
Aaron M. Panner and Derek C. Reinbold, Kellogg Hansen
Todd Figel & Frederick PLLC, Washington, D.C., for Amici
Curiae Former Antitrust Enforcers.
Dana Foster and Soraya Todd, White & Case LLP,
Washington, D.C.; Jack E. Pace III, White & Case LLP, New
York, New York; for Amici Curiae Economists and
Antitrust Scholars.
Bilal Sayyed and Andy Jung, TechFreedom, Washington,
D.C., for Amicus Curiae TechFreedom.
6 FTC V. MICROSOFT CORP.
OPINION
COLLINS, Circuit Judge:
The Federal Trade Commission (“FTC”) appeals the
district court’s denial of its motion for preliminary injunctive
relief against Microsoft Corporation’s acquisition of the
video game developer Activision Blizzard, Inc. The merger
is the subject of an administrative proceeding that remains
pending before the FTC. In its administrative complaint, and
in seeking a preliminary injunction in the district court, the
FTC asserted that the merger would likely violate § 7 of the
Clayton Act, 15 U.S.C. § 18, by substantially lessening
competition in various relevant markets. Specifically,
viewing the merger as a vertical integration between a
content-platform operator and a content producer, the FTC
asserted below that competition in what it contended were
the relevant U.S.-based content-platform markets (i.e., the
markets for gaming console devices, gaming subscription
services, and gaming cloud-streaming services) would be
substantially lessened. The FTC argued that, under the more
lenient standards this court applies to preliminary
injunctions sought under § 13(b) of the Federal Trade
Commission Act (“FTC Act”), 15 U.S.C. § 53(b), the FTC
made an adequate showing of likelihood of success and that
the balance of equities favored enjoining the merger. After
a lengthy evidentiary hearing, the district court disagreed
and denied the preliminary injunction in a detailed opinion.
The FTC immediately filed this appeal, and a panel of this
court denied the FTC’s emergency request for an injunction
pending appeal. The merger was subsequently completed
shortly after the FTC’s reply brief was filed in this court.
FTC V. MICROSOFT CORP. 7
We conclude that the district court applied the correct
legal standards and that it did not abuse its discretion, or rely
on clearly erroneous findings, in holding that the FTC had
failed to make a sufficient evidentiary showing to establish
the requisite likelihood of success on the merits of its § 7
claim. We therefore affirm.
I
A
Playing video games has become extraordinarily
popular, with an estimated three billion or more persons
throughout the world regularly playing single-player and
multiplayer games. The companies satisfying this demand
for gaming include the developers who produce such games
and the manufacturers who provide the platforms on which
they are played. Many companies perform more than one of
these tasks—for example, Microsoft Corporation
(“Microsoft”) manufactures physical video game consoles
(e.g., the “Xbox” console) that can play a variety of games
that are loaded into them, and Microsoft also develops and
publishes some of its own video games (e.g., Halo and
Forza). Likewise, Nintendo Co. Ltd. (“Nintendo”) makes
the “Nintendo Switch” game console, and Nintendo is also
the first-party developer and publisher of the Mario and
Pokémon game franchises. And Sony Interactive
Entertainment (“Sony”) manufactures the “PlayStation”
gaming console and also publishes games such as God of
War and Spider-Man. Other companies, such as Activision
Blizzard Inc. (“Activision Blizzard”), develop and publish
games (such as Call of Duty) but do not manufacture the
devices on which those games would be played. Games
developed by device manufacturers such as Microsoft, Sony,
and Nintendo are sometimes referred to as “first-party”
8 FTC V. MICROSOFT CORP.
games, while games produced by independent developers
such as Activision Blizzard are called “third-party” games.
As noted, one of the ways in which video games can be
played is by using a physical console that is “designed for,
and whose primary use is, to play video games.” At present,
there are three main manufacturers of gaming consoles,
namely, Microsoft (with its Xbox), Nintendo (with its
Switch), and Sony (with its PlayStation). Video games can
also be played on personal computers (“PCs”) or on mobile
devices (such as tablets or smart phones), but more
sophisticated games may require either consoles or “gaming
PCs.”
Microsoft introduced its Xbox in 2001, thereby
competing with then-established market participants Sony
and Nintendo. Over the years, the three major console
manufacturers released successive generations of their
consoles, with different manufacturers coming out on top
across the competing generations. For example, in the
United States market, Microsoft’s Xbox 360 outsold Sony’s
PlayStation 3, but Sony won the next generation, with the
PlayStation 4 outselling the Xbox One. Currently, the Xbox
Series X and the PlayStation 5 have competed since they
were both released by their respective manufacturers in
November 2020. For the current generation, Xbox ranks
third behind PlayStation and Nintendo Switch. In recent
years, however, consoles have receded in overall popularity
among gamers. Today, more than half of gamers play on
mobile devices, with PCs being the next most popular
option, ahead of consoles.
To varying degrees, the major console manufacturers
have used exclusive content as a means to differentiate
themselves in the console market. Some of this exclusivity
FTC V. MICROSOFT CORP. 9
is achieved by limiting the availability of a manufacturer’s
first-party games to its own console. All major
manufacturers have engaged in this practice. Microsoft has
in recent years released its first-party games exclusively on
Xbox and PCs, most of which use Microsoft’s Windows
operating system. As the district court found, however,
Nintendo and Sony “both have significantly higher number
of exclusive games on their platform than [Microsoft] does.”
In particular, the court found that there are approximately
“eight exclusive games on [Sony’s] PlayStation for every
one on Xbox.” Sony has also made deals with independent
third-party game publishers to get “timed exclusivity,”
whereby a game would launch first on PlayStation before
being released on other platforms. Sony has also paid third-
party game developers to skip releasing particular games on
Xbox altogether. For example, after Sony had paid for
platform exclusivity, a third-party developer released Final
Fantasy XVI exclusively on PlayStation 5, leaving Xbox
with only older versions of Final Fantasy.
Over time, the means by which gamers obtain games to
be played on their devices has changed. While it was once
common for gamers to purchase or rent a physical cartridge,
DVD, or disc to play games, most games today are
distributed digitally onto the device. Although some games
can be played for free, a physical copy or downloaded digital
copy of a single standard title normally costs about $70.
However, many gamers today rely on digital subscription
services rather than the prior “‘buy-to-play’ model of
purchasing the games.”
For example, Microsoft launched its subscription
service, Xbox Game Pass, in 2017. For a flat monthly fee,
Game Pass gives subscribers access on their Xbox console
to a large rotating catalog of video games, including
10 FTC V. MICROSOFT CORP.
Microsoft’s first-party content. Microsoft’s CEO has
described Game Pass as “Netflix for Games.” In 2019,
Microsoft made Game Pass available on PCs, thereby
allowing gamers to access Game Pass without purchasing an
Xbox. Microsoft also offers a higher-tier service called
Game Pass Ultimate. Microsoft has generally made all of its
first-party content immediately available to Game Pass
subscribers on the same day it is released for individual
purchase. Although Microsoft thereby loses out on some
sales of individual copies that might otherwise have been
purchased by subscribers—a phenomenon known as
“cannibalization”—any such losses are offset by the fact
that, overall, Game Pass subscribers spend more time and
consequently more money on games compared to non-
subscribers.
Sony offers a competing subscription service with two
main tiers—namely, PlayStation Plus Extra and PlayStation
Plus Premium. However, unlike Microsoft, Sony does not
release its games on PlayStation Plus on the same day that
they are released for individual purchase.
Other participants in the market for subscription services
include Amazon (which offers Luna+), Electronic Arts
(which offers EA Play), and Ubisoft. In late 2020, Microsoft
reached an agreement with Electronic Arts to include access
to EA Play in Game Pass Ultimate. Game Pass Ultimate also
includes access to several Ubisoft games.
Another way in which gamers obtain access to games is
through “cloud gaming.” In cloud gaming, the game is run
on remote servers and streamed to the gamer on his or her
device. One of the primary advantages of cloud gaming is
that it allows players “to play games on less highly-powered
and more affordable devices.” While some cloud gaming
FTC V. MICROSOFT CORP. 11
services, such as Microsoft’s xCloud, offer the ability to play
games from a content library, others, such as Nvidia’s
GeForce Now, use a so-called “bring-your-own-game”
model (“BYOG”). In the BYOG model, “users stream
individual games that they already own.”
The major competitors in cloud gaming are Microsoft’s
xCloud, PlayStation Plus Premium, Nvidia’s GeForce Now,
and Amazon’s Luna+ and Prime Gaming. At present,
Microsoft bundles Game Pass and xCloud, meaning that
Game Pass Ultimate subscribers receive access to xCloud as
part of their subscription and that it is not possible to use
xCloud without subscribing to Game Pass Ultimate. But
even as they have become paired with cloud gaming, both
Microsoft’s Game Pass Ultimate and Sony’s PlayStation
Plus Premium (Sony’s analogous subscription tier) remain
available on console and PC.
B
As for independent game developers, they earn revenue
in primarily two ways. First, they can sell copies of their
games. When a developer sells a game suitable for use on a
particular platform, the developer and the platform owner
will generally split the revenues from the sale (sometimes
referred to as a “royalty split”). Ordinarily, the publisher
receives 70% of the revenue, and the platform operator
receives 30%. Second, developers can sell content within
the games (i.e., in-game microtransactions), which is most
popular with mobile gaming and free-to-play titles, such as
Overwatch 2 or Fortnite.
As noted earlier, video games can be multiplayer or
single-player. In single-player games, the gamer plays
through the game’s built-in narrative, interacting with “non-
player characters” as the gamer progresses. In multiplayer
12 FTC V. MICROSOFT CORP.
games, by contrast, gamers play with others simultaneously,
usually through an online connection. Because multiplayer
games involve humans playing against one another, they
have an important social component, thereby deepening
gamers’ connections with each other and the game. Video
games can also have both single-player and multiplayer
modes; for instance, Call of Duty offers a popular online
multiplayer component, as well as a single-player option. A
limited number of multiplayer games also have so-called
“cross play,” in which gamers on different platforms can
play online with gamers on other platforms.
Of particular importance in the game-development
industry are the high-quality games known as “AAA”
games. Although the industry has no precise definition of
the term, the “AAA” moniker generally refers to games
developed at considerable expense to provide a technically
sophisticated experience with “cinematic storytelling,
immersive environments, and detailed graphics.” Because
of their technical and narrative complexity, AAA games take
a long time to develop, and only a limited supply of
approximately 10 to 20 AAA games are released each year.
And only a handful of game publishers have the resources to
produce multiple AAA games, namely, the so-called
“Big 4”—Activision Blizzard, Electronic Arts, Take-Two,
and Ubisoft. While these are not the only companies capable
of producing AAA games, the Big 4 each offer a suite of
AAA games, and they have accounted for a substantial
volume of the game sales on Xbox and PlayStation consoles
for many years. As a video game executive put the point,
“[a]ccess to AAA titles . . . is critical to the success of any
gaming platform.”
As one of the Big 4, Activision Blizzard is one of the
largest game developers in the world. Activision has three
FTC V. MICROSOFT CORP. 13
divisions (Activision, Blizzard, and King), each with
respective marquee franchises—respectively, Call of Duty,
World of Warcraft, and Candy Crush. These three game
franchises generated 80% of Activision Blizzard’s 2022
revenue. Other Activision Blizzard game series include
Diablo, Hearthstone, Overwatch, and StarCraft, each with
over $1 billion in lifetime revenue. As of December 2022,
Activision Blizzard had more than 380 million monthly
active users across all of its games.
Activision Blizzard’s success is driven in large part by
Call of Duty, a AAA game and one of the most popular video
game franchises of all time. The Call of Duty franchise has
approximately 100 million monthly active users, of which
roughly half play on mobile devices. On any given day,
between 7 and 10 million people play Call of Duty,
according to Activision Blizzard’s CEO. Because of its
widespread popularity, Call of Duty has generated a sizable
proportion of Activision Blizzard’s total net revenue of $7.5
billion in 2022.
In the United States, a Call of Duty game has been the
top selling console game every year but one since 2014. The
Call of Duty series is so popular that, in 2020, different
versions of Call of Duty were both the first and second best-
selling console games in the United States, and in 2021, they
were first and third. The district court found that, “with the
exception of sports games,” Call of Duty is “unique among
AAA games” in that a new Call of Duty title is typically
released every year. In addition to its annual releases, the
Call of Duty franchise also includes the free-to-play Call of
Duty Warzone, a multiplayer online game that has over 100
million downloads and that generates revenue through in-
game microtransactions.
14 FTC V. MICROSOFT CORP.
As one of the largest gaming franchises, Call of Duty has
been important to Sony. Since 2019, tens of millions of
unique PlayStation users have played Call of Duty,
representing a significant percentage of all PlayStation users
and accounting for a substantial portion of Sony’s overall
revenue. This dedicated fan base also spends a substantial
amount of time on PlayStation playing Call of Duty.
As of the time of the district court’s ruling in this case,
Call of Duty was not available on the Nintendo Switch and
was not available on any gaming subscription service or on
any cloud gaming service.
Activision Blizzard has other popular AAA franchises in
addition to Call of Duty. For example, its Blizzard division
is known for the World of Warcraft franchise, which consists
of a multiplayer online roleplaying game. The World of
Warcraft franchise also includes the popular free-to-play
game Hearthstone. Among Blizzard’s other AAA games are
the Diablo franchise and Overwatch 2, both of which have
generated substantial revenue. Activision Blizzard also
owns a number of other popular yet dormant franchises,
including Crash Bandicoot and Tony Hawk’s skating games.
Activision Blizzard also has a presence in mobile gaming, as
it owns Call of Duty: Mobile, and King, the creator of Candy
Crush.
C
On January 18, 2022, Microsoft announced that it would
acquire Activision Blizzard for $68.7 billion. Pursuant to the
Hart-Scott-Rodino Antitrust Improvements Act, see 15
U.S.C. § 18a, Microsoft reported the planned merger to the
FTC on February 1. The FTC then began a lengthy and
thorough investigation involving the production of nearly
three million documents and 15 investigational hearings. On
FTC V. MICROSOFT CORP. 15
December 8, 2022, the FTC filed an administrative
complaint against the merger.
Shortly after the FTC filed its complaint, Microsoft
entered into binding agreements with console and cloud
gaming competitors to ameliorate the concerns of antitrust
regulators. In February 2023, Microsoft signed a ten-year
agreement with Nintendo to bring future Call of Duty titles
to Nintendo consoles simultaneously with their release on
Microsoft platforms. Thereafter, Microsoft also entered into
ten-year agreements with five cloud gaming companies,
bringing Activision Blizzard content to platforms where it
had previously been absent. Microsoft also made repeated
offers to Sony to keep Call of Duty on PlayStation for at least
ten years, alongside public commitments to the same effect.
After this appeal was filed, Sony accepted Microsoft’s offer.
While the administrative proceeding was ongoing, the
FTC on June 12, 2023 sought a preliminary injunction in the
district court under § 13(b) of the FTC Act, 15 U.S.C.
§ 53(b). The district court held a five-day evidentiary
hearing on an expedited basis, given that the merger was set
to close on July 18, 2023. On July 10, the district court
denied the preliminary injunction, finding that the FTC had
“not raised serious questions regarding whether the proposed
merger is likely to substantially lessen competition” in the
relevant markets. The FTC filed an emergency motion for
an injunction pending appeal, and a panel of this court
denied that motion on July 14, 2023.
Simultaneously with the U.S. antitrust action, the United
Kingdom’s Competition and Markets Authority (“CMA”)
was also reviewing the merger. The CMA’s Final Report
concluded that, following the merger, “Microsoft would
have the ability and incentive to use Activision [Blizzard]’s
16 FTC V. MICROSOFT CORP.
content to foreclose current and future rival cloud gaming
service platforms and that, as a result, [the merger] may be
expected to result in [a substantial lessening of competition]
in cloud gaming services in the UK.” On August 22, 2023,
the CMA issued its final order prohibiting the merger.
However, in response to concessions by Microsoft with
respect to streaming rights for Activision Blizzard content,
the CMA reversed course and granted final approval to the
merger on October 13, 2023. In connection with that
approval, Activision Blizzard agreed to divest, to Ubisoft, its
cloud-streaming rights outside of the European Economic
Area (“EEA”) to all current Activision Blizzard games and
to all future games released within the next 15 years. 1 As a
result, Ubisoft, rather than Microsoft or Activision Blizzard,
will control which cloud service or services in the U.S. will
have Activision Blizzard games. Moreover, Ubisoft “will
not be authorised to license Cloud Streaming Rights to
Microsoft or its affiliates on an exclusive basis.”
Additionally, any non-exclusive license to Microsoft cannot
give Microsoft preferential pricing or provide it with
“material preferential treatment.” As part of the
arrangement with Ubisoft, Microsoft is required “to provide
Ubisoft with versions of Activision [Blizzard] games that
are, with respect to ‘quality, content, features and
performance[,] . . . the same in all material respects to the
non-streaming version[s] of such games.’”
The merger closed on the same day the CMA approved
it, i.e., October 13, 2023.
1
Within the EEA, Microsoft will retain cloud streaming rights to
Activision Blizzard games “to comply with its regulatory commitments
to the European Commission.”
FTC V. MICROSOFT CORP. 17
II
“The denial of a motion for preliminary injunction will
be reversed only if the district court abused its discretion or
based its decision on an erroneous legal premise.” FTC v.
Warner Commc’ns Inc., 742 F.2d 1156, 1160 (9th Cir.
1984). While the district court’s ultimate decision to deny a
preliminary injunction is thus reviewed for abuse of
discretion, we review the district court’s legal conclusions
de novo and its factual findings for clear error. K.W. ex rel.
D.W. v. Armstrong, 789 F.3d 962, 969 (9th Cir. 2015).
The FTC’s underlying claim in the administrative
proceedings is that the merger of Microsoft and Activision
Blizzard violates § 7 of the Clayton Act, 15 U.S.C. § 18. See
Clayton Act § 11, 15 U.S.C. § 21 (granting authority to the
FTC, subject to certain exceptions, to directly enforce § 7 of
the Clayton Act in administrative proceedings). Section 7
prohibits mergers and acquisitions “where in any line of
commerce or in any activity affecting commerce in any
section of the country, the effect of such acquisition may be
substantially to lessen competition, or to tend to create a
monopoly.” Id. § 18. The statute is prospective, “requir[ing]
not merely an appraisal of the immediate impact of the
merger upon competition, but a prediction of its impact upon
competitive conditions in the future; this is what is meant
when it is said that . . . § 7 was intended to arrest
anticompetitive tendencies in their incipiency.” St.
Alphonsus Med. Ctr.-Nampa Inc. v. St. Luke’s Health Sys.,
Ltd., 778 F.3d 775, 783 (9th Cir. 2015) (citation omitted).
Because a merger’s effects cannot be predicted with
certainty, the FTC need only show a “reasonable probability
that the merger will substantially lessen competition” in any
relevant market to prevail on the merits of an underlying § 7
claim. Brown Shoe Co. v. United States, 370 U.S. 294, 325
18 FTC V. MICROSOFT CORP.
(1962); see also Warner, 742 F.2d at 1160 (“It is well
established that a section 7 violation is proven upon a
showing of reasonable probability of anticompetitive
effect.”).
In addition to its administrative authorities, the FTC is
also authorized, under § 13(b) of the FTC Act, to file suit in
a federal district court seeking to preliminarily enjoin any
actual or imminent violation of “any provision of law
enforced by the Federal Trade Commission.” 15 U.S.C.
§ 53(b). “Upon a proper showing that, weighing the equities
and considering the Commission’s likelihood of ultimate
success, such action would be in the public interest,” a
district court may grant a preliminary injunction. Id. We
have held that § 13(b) “places a lighter burden on the
Commission than that imposed on private litigants by the
traditional equity standard” inasmuch as “the Commission
need not show irreparable harm to obtain a preliminary
injunction.” Warner, 742 F.2d at 1159. The inquiry under
§ 13(b) thus focuses on (1) “the likelihood that the
Commission will ultimately succeed on the merits”; and
(2) the “balance [of] the equities.” Id. at 1160. The district
court concluded that both of these factors weighed against
issuing a preliminary injunction. As we explain in the
ensuing sections, we affirm based solely upon the
likelihood-of-success factor.
III
In addressing the likelihood-of-success factor under
§ 13(b) of the FTC Act, we have stated that the FTC “meets
its burden if it ‘raise[s] questions going to the merits so
serious, substantial, difficult and doubtful as to make them
fair ground for thorough investigation, study, deliberation
and determination by the FTC in the first instance and
FTC V. MICROSOFT CORP. 19
ultimately by the Court of Appeals.’” Warner, 742 F.2d at
1162 (quoting FTC v. National Tea Co., 603 F.2d 694, 698
(8th Cir. 1979)) (alteration in original). The question, then,
is whether the district court abused its discretion in
concluding that the FTC had failed to raise sufficiently
serious and substantial questions on the merits of its Clayton
Act § 7 claim to support preliminary injunctive relief.
Viewed through the lens of the FTC’s burden under § 7, the
question under § 13(b) is whether the FTC’s evidentiary
showing raised sufficiently serious and substantial questions
as to a “reasonable probability that the merger will
substantially lessen competition” in any relevant market.
Brown Shoe, 370 U.S. at 325; see also United States v.
Anthem, Inc., 855 F.3d 345, 368 (D.C. Cir. 2017) (noting that
a finding of substantial anticompetitive effects in any one
market “provides an independent basis for the injunction”).
Here, the district court either agreed with, or assumed
arguendo the correctness of, the FTC’s contentions as to the
relevant product and geographic markets. Specifically, the
district court agreed with the FTC’s definition of the
“primary market” as the “high-performance console
market,” and the court also accepted, for purposes of the
preliminary injunction inquiry, the FTC’s assertion that
Nintendo’s Switch was too different from the Xbox and
PlayStation to be included in this market. The district court
further assumed, “without deciding,” that “the FTC’s
additional markets of the multigame content library
subscription services [market] and [the] cloud gaming
[market]” were “each their own product market when
considered singly or in combination.” As to the geographic
scope of the relevant product markets, the district court
agreed with the FTC that the relevant geographic market for
high-performance consoles is the United States, and the
20 FTC V. MICROSOFT CORP.
court “assume[d] without deciding” that the United States is
also the relevant geographic market for “multigame content
library subscription services and cloud gaming.” The district
court ultimately held, however, that the FTC had “not raised
serious questions regarding whether the proposed merger is
likely to substantially lessen competition in the console,
library subscription services, or cloud gaming markets.”
At the outset, the FTC points to various phrases used in
the district court’s opinion, and it argues that those phrases
confirm that the district court fundamentally misunderstood
the scope of the inquiry in a § 13(b) action seeking a
preliminary injunction against an asserted § 7 violation.
According to the FTC, rather than focus only on whether the
FTC had raised “serious questions” about whether there was
a “‘reasonable likelihood’ of a substantial lessening of
competition in a relevant market,” the district court instead
required the FTC to prove the underlying merits of its § 7
claim—i.e., that competition “would probably be
substantially lessened” (emphasis altered). We reject this
contention.
As the FTC concedes, the district court preceded its
substantive discussion of the FTC’s likelihood of success
with a recitation of the “proper Section 13(b) standard,”
which is that the FTC’s burden is to “raise[] questions going
to the merits so serious, substantial, difficult and doubtful as
to make them fair ground for thorough investigation, study,
deliberation and determination by the FTC in the first
instance and ultimately by the Court of Appeals.” Warner,
742 F.2d at 1162. At the end of its analysis of the likelihood-
of-success factor, the district court framed its conclusion by
again using Warner’s language in stating that “the FTC has
not raised serious questions regarding whether the proposed
merger is likely to substantially lessen competition” in one
FTC V. MICROSOFT CORP. 21
of the relevant markets. Despite the fact that the district
court thus expressly framed its analysis, both at the
beginning and the end, in terms of the correct § 13(b)
“serious questions” preliminary-injunction standard, the
FTC points to other sentences in the district court’s opinion
that discuss the likelihood of success on the merits without
repeating the “serious questions” phrase. But the fact that
the district court did not repeat this phrase, or some
equivalent, every time it made an observation about the
FTC’s showing on the substantive merits of its § 7 claim
does not mean that the district court thereby ignored the
overlay that § 13(b) provides in the context of a preliminary
injunction motion. 2 Our task is not to flyspeck, out-of-
context, isolated phrases in a comprehensive opinion that
was issued only four weeks after the FTC filed its time-
sensitive emergency motion and that resolves highly
complex issues against the backdrop of a voluminous factual
record. Rather, in assessing whether the district court
applied the wrong legal standards, we review that order as a
whole, and in context. Viewing the order that way, we are
confident that the district court adhered to, and applied, the
Warner standard.
The FTC nonetheless argues that the district court
departed from the Warner standard because the court ruled
against the FTC even though the court acknowledged that
“at best ‘the record contains conflicting evidence on the
anticompetitive effects of the merger.’” According to the
2
In this opinion, we too will not repeatedly use, in every merits-related
statement, the cumbersome phrasing that would more precisely capture
the relevant application of § 13(b)’s “serious questions” standard under
Warner and the “reasonable probability” standard applicable to the
underlying merits under § 7. Our analysis, however, must be understood
as staying within the applicable legal framework that we have set forth.
22 FTC V. MICROSOFT CORP.
FTC, that was error because, once the district court identified
“conflicting evidence,” it was bound to find serious
questions going to the merits and was therefore required to
hold that the FTC met its burden of showing the requisite
likelihood of success. The district court thus committed
legal error, the FTC argues, by “resolv[ing] evidentiary
conflicts” based “on a preliminary record.” This argument
profoundly misconceives the applicable § 13(b) standards
under Warner.
The FTC relies on Warner’s statement that, when this
court reviews the denial of a preliminary injunction, “we do
not resolve the conflicts in the evidence,” but merely assess
whether the government has presented “evidence sufficient
to raise ‘serious, substantial, difficult’ questions regarding
the anticompetitive effects of the proposed joint venture.”
Warner, 742 F.2d at 1164 (citation omitted). But we did not
thereby suggest that no factual findings may be made in the
course of deciding a preliminary injunction motion under
§ 13(b). Rather, as an earlier comment in the opinion in
Warner made clear, we should not purport to “make a final
determination on whether the proposed merger violates
Section 7, but rather to make only a preliminary assessment
of the merger’s impact on competition.” Id. at 1162
(emphasis added). That “preliminary assessment”—i.e.,
whether the FTC has raised “serious questions” concerning
the merits of its § 7 claim—may properly rest upon pertinent
factual findings bearing upon whether that showing has been
made. We acknowledged as much in Warner, because we
recognized that we ordinarily must “accord the usual
deference to the district court’s findings regarding relevant
market, market concentration and barriers to entry,” and that
we were relieved of that obligation in Warner only because
the district court’s findings in that case “were improperly
FTC V. MICROSOFT CORP. 23
based” on materials that the court should not have
considered. Id. (emphasis added); see also FTC v.
Affordable Media, 179 F.3d 1228, 1233 (9th Cir. 1999)
(holding that the “clearly erroneous” standard applies to
review of a district court’s “factual findings” in a decision
granting a § 13(b) preliminary injunction). Just because we
concluded that the district court’s findings in Warner were
flawed does not mean that it is categorically inappropriate
for district courts to make factual findings in all other cases.
Indeed, the FTC’s position—viz., that every factual
dispute should be resolved in its favor when it requests a
preliminary injunction under § 13(b)—ignores the settled
principle that a preliminary injunction remains “an
extraordinary and drastic remedy” that must be affirmatively
justified by the FTC. FTC v. Exxon Corp., 636 F.2d 1336,
1343 (D.C. Cir. 1980) (citation omitted). The FTC’s
proposed construe-everything-my-way standard is more
suited for defending against a summary-judgment dismissal
of claims than it is for obtaining provisional affirmative
injunctive relief.
IV
We turn, then, to whether the district court abused its
discretion, or relied on clearly erroneous factual findings, in
concluding that the FTC had “not raised serious questions”
going to the merits of its § 7 claim.
Although Microsoft contends that the district court’s
market definitions were flawed in certain respects, it also
argues that, even accepting these definitions arguendo, the
district court correctly concluded that the FTC’s showing as
to a likelihood of success on the merits was deficient as to
each such market. Because we ultimately agree with the
latter argument, we have no occasion to consider whether the
24 FTC V. MICROSOFT CORP.
district court’s definitions of the relevant markets were
correct, and we instead assume arguendo that they were. We
therefore address, with respect to each relevant market,
whether the district court abused its discretion in concluding
that the FTC made an insufficient showing on the merits of
its § 7 claim.
A
At the evidentiary hearing in the district court, the FTC’s
primary focus was on the high-performance console market.
More specifically, the FTC’s main theory was that, in light
of the enormous popularity of Call of Duty, Microsoft would
be expected to make it exclusive to Xbox after the merger,
thereby causing gamers to defect from PlayStation to Xbox
and substantially lessening competition in the console
market. According to the FTC, Microsoft’s incentive lies in
the fact that such an exclusivity arrangement would lead to
increased sales of Xbox consoles and associated derivative
revenue that would well make up for any loss on Call of Duty
sales to PlayStation users. Because “the diminution of the
vigor of competition which may stem from a vertical
arrangement results primarily from a foreclosure of a share
of the market otherwise open to competitors,” Brown Shoe,
370 U.S. at 328, the FTC argues that excluding Call of Duty
from PlayStation would substantially lessen competition by
“leav[ing] consumers with fewer or worse options in the
console market.”
After an extensive evidentiary record was developed,
including the testimony of several witnesses at a five-day
evidentiary hearing, the district court concluded that the FTC
had failed to make a sufficient showing to support a
preliminary injunction on the agency’s theory that Microsoft
would “foreclose” rivals by making Call of Duty exclusive
FTC V. MICROSOFT CORP. 25
to Xbox. The district court acknowledged that Microsoft
would obviously have the ability to foreclose rivals in that,
after the merger, it would own and control the rights to Call
of Duty. But the court was not persuaded that, taking into
account the likelihood-of-success standard under § 13(b),
the FTC had sufficiently shown that Microsoft had the
incentive to foreclose with respect to Call of Duty and that
there was a reasonable possibility that Microsoft might do
so. We discern no abuse of discretion in that conclusion and
no clear error in the findings that underlie it.
In particular, the district court found that Microsoft
would be highly unlikely to withdraw Call of Duty from
PlayStation, given that “Call of Duty’s cross-platform play
is critical to its financial success.” As explained earlier, Call
of Duty has a very popular multiplayer component, which
allows gamers to play with others across devices. Removing
Call of Duty from PlayStation would destroy the
communities of players that have built up around the
multiplayer aspect, particularly given the undisputed
evidence that there are significantly more Call of Duty
players on PlayStation than on Xbox. Indeed, at the hearing,
the CEO of Activision Blizzard testified that the company’s
Call of Duty revenues from PlayStation “are probably twice
the Xbox revenues.” The district court also noted that, in
addition to losing very substantial revenue from such
PlayStation gamers, Microsoft would be expected to
experience serious “reputational harm” if it pulled Call of
Duty from PlayStation and thereby blocked millions of
PlayStation gamers’ access to the game.
Moreover, the district court emphasized that the FTC had
“not identified any instance in which an established
multiplayer, multi-platform game with cross-play . . . has
been withdrawn from millions of gamers and made
26 FTC V. MICROSOFT CORP.
exclusive.” In this respect, the district court considered the
evidence concerning Microsoft’s prior acquisitions of two
game publishers, Mojang and ZeniMax. With respect to
Microsoft’s acquisition of ZeniMax, the FTC pointed out
that, notwithstanding Microsoft’s reassurances to regulators
that it would have strong incentives to keep ZeniMax content
on other platforms, after the merger, “Microsoft made future
ZeniMax content—including AAA titles like Starfield,
Redfall, and Elder Scrolls VI—exclusive to its platforms.”
However, the district court permissibly concluded that the
FTC’s reliance on the ZeniMax acquisition was inapt,
because Microsoft’s exclusionary behavior regarding the
post-merger ZeniMax games did not involve withdrawing
existing multiplayer, cross-platform games from
PlayStation.
The much more pertinent example, the district court
held, was Microsoft’s treatment of Minecraft after acquiring
its publisher, Mojang. Minecraft “includes a popular
multiplayer mode and has produced a large community
across platforms.” Unsurprisingly, then, Microsoft
“continued to ship Minecraft on all those same platforms
post-acquisition.” Microsoft’s actions vis-à-vis Minecraft,
the court concluded, better “exemplifie[d] how a console
seller (and Microsoft in particular)” could be expected to
behave “when acquiring a hugely popular multiplayer cross-
platform game.”
Against this backdrop, the district court also noted that,
despite exhaustive discovery involving “nearly 1 million
documents and 30 depositions, the FTC ha[d] not identified
a single document which contradicts Microsoft’s publicly-
stated commitment to make Call of Duty available on
PlayStation (and Nintendo Switch).” Reviewing the
assembled record, the district court concluded that the
FTC V. MICROSOFT CORP. 27
evidence of Microsoft’s actions and internal discussions was
all consistent with its stated intention to continue to make
Call of Duty available on PlayStation. In particular, the
district court noted that Microsoft’s internal model
evaluating the value of the Activision Blizzard purchase
affirmatively “relie[d] on PlayStation sales and other non-
Microsoft platforms post-acquisition” and did “not rely on
increased sales of Xbox consoles for any reason, let alone
caused by foreclosing Call of Duty from PlayStation.” In
response, the FTC points to one set of internal documents in
which Microsoft modeled whether, post-merger, it could
recoup lost revenue from Call of Duty sales on PlayStation.
But this model was based not on a plan to remove Call of
Duty from PlayStation but rather on a hypothetical where
Sony demanded a higher platform fee (i.e., royalty split)
from having Call of Duty on PlayStation. Because even this
internal model affirmatively assumed that Call of Duty
would remain on PlayStation, it does not support an
inference that Microsoft intended to make Call of Duty
exclusive to Xbox.
While noting that Microsoft’s internal documents were
consistent with its public statements that Microsoft did not
plan to pull Call of Duty from PlayStation consoles, the
district court also appropriately recognized that such internal
deal valuation analyses are “not dispositive of the incentive
question,” particularly given Microsoft’s statements and
behavior before and after the ZeniMax acquisition. But we
cannot say that the district court abused its discretion in
concluding that, when considered together with the other
record evidence, these internal documents and external
statements provided further support to what the
overwhelming weight of the evidence already showed—
28 FTC V. MICROSOFT CORP.
namely, that Microsoft lacked any incentive to remove Call
of Duty from PlayStation. 3
For the foregoing reasons, we conclude that the district
court did not abuse its discretion in holding that the FTC had
not made the requisite showing of a likelihood of success on
its claim that Microsoft might make Call of Duty exclusive
to Xbox after the merger. We therefore do not rely on an
additional point that was cited by the district court—namely,
“Microsoft’s written offer to Sony to offer PlayStation Call
of Duty on parity with Microsoft for 10 years, including on
future PlayStation consoles.” The district court expressly
stated that this additional point was “not necessary” to its
ruling on the likelihood-of-success issue, and we likewise
find it unnecessary to address that point in reviewing that
ruling. We therefore have no occasion to consider whether
the FTC is correct in contending that contemplated post-
merger arrangements constitute “proposed remedies” that
3
The district court also exhaustively analyzed the evidence and
testimony presented by the FTC’s expert, Dr. Robin Lee, who sought to
establish Microsoft’s incentive to make Call of Duty exclusive by using
a model that he claimed showed that Microsoft would more than make
up for lost PlayStation Call of Duty revenue by substantially increasing
its position in the console market. The district court noted that Dr. Lee’s
model depended critically on the assumed “Xbox conversion rate,” i.e.,
the rate at which PlayStation users “would purchase an Xbox console to
play Call of Duty 2025 if it was not available on PlayStation.” In
particular, if the conversion rate was only slightly lower than Dr. Lee’s
assumed 20% rate, Dr. Lee’s own model would show net losses from
making Call of Duty exclusive. In addition, over several pages, the
district court carefully explained why Dr. Lee’s assumed 20%
conversion rate was unsupported and speculative. The FTC’s opening
brief makes no effort to address this detailed analysis or to explain why
it is wrong, and it instead presents such an analysis for the first time in
its reply brief. We therefore deem any argument challenging the district
court’s discounting of Dr. Lee’s report to be forfeited. See Warfield v.
Alaniz, 569 F.3d 1015, 1028 n.9 (9th Cir. 2009).
FTC V. MICROSOFT CORP. 29
should not be considered when courts assess the FTC’s
likelihood of success on an underlying Clayton Act § 7 claim
for purposes of a preliminary injunction under FTC Act
§ 13(b).
The district court also rejected the FTC’s alternative
argument that it had adequately shown that Microsoft would
have the incentive to engage in what the FTC characterized
as “partial foreclosure” with respect to Call of Duty—that is,
to disfavor PlayStation by, for example, releasing only an
inferior version of the game on PlayStation or by releasing
new versions of the game later on PlayStation than on Xbox.
The FTC argues that the district court erred in concluding
that, “[i]f the FTC has not shown a financial incentive to
engage in full foreclosure, then it has not shown a financial
incentive to engage in partial foreclosure.” We agree that
the mere fact that a company does not have a financial
incentive to engage in full foreclosure does not, without
more, establish that it similarly lacks an incentive to engage
in partial foreclosure. But the district court also separately
held, in addition, that the FTC presented insufficient
evidence to support its partial foreclosure theory, and we
discern no abuse of discretion in that holding.
In particular, the district court noted that there was record
evidence that no game developer had ever “intentionally
develop[ed] a ‘subpar game for one platform versus
another,’” because it would lead to a significant loss of
goodwill among gamers. The court also stated that “the
record does not include any evidence Microsoft has engaged
in such conduct in the past—even with Sony.” Indeed, the
court observed that even Sony’s CEO had testified that
“publishers have every incentive to provide an equal gaming
experience or as good a gaming experience as possible on all
platforms.” On appeal, the FTC points to testimony
30 FTC V. MICROSOFT CORP.
concerning Microsoft’s favoring of Xbox vis-à-vis Starfield
and Redfall after the ZeniMax merger, which assertedly
shows that Microsoft may well engage in partial foreclosure
by delaying introduction of games on other platforms. The
FTC also suggests that Sony may itself cause a form of
partial foreclosure to occur by delaying sharing with
Microsoft, post-merger, the competitively sensitive
development kits necessary to introduce Activision Blizzard
games on future versions of Sony’s consoles. But the district
court permissibly concluded that, absent “expert testimony”
addressing the competitive impact of such feared partial
disclosure practices, the FTC simply failed to raise serious
questions as to whether there was a reasonable possibility
that Microsoft would actually have an incentive to engage in
such conduct with respect to a well-established multiplayer,
multi-platform game such as Call of Duty.
To the extent the FTC argues that Microsoft would have
an incentive, after the merger, to make “other Activision
titles exclusive to Xbox”—i.e., titles other than Call of
Duty—the district court did not abuse its discretion in
concluding that the FTC had failed to show that such
exclusivity might substantially lessen competition in the
console market. The mere fact that, after a vertical merger,
a company might make some of its newly acquired
intellectual property exclusive to its platforms does not,
without more, show a substantial lessening of competition.
Cf. Fruehauf Corp. v. FTC, 603 F.2d 345, 352 n.9 (2d Cir.
1979) (rejecting assumption that “any vertical foreclosure
lessens competition”). It is in the nature of intellectual
property rights that the holder ultimately has exclusive
control over them, see Image Tech. Servs., Inc. v. Eastman
Kodak Co., 125 F.3d 1195, 1215 (9th Cir. 1997), and the
question under § 7 is whether there is a reasonable
FTC V. MICROSOFT CORP. 31
probability that, if Microsoft acquires such exclusivity rights
with respect to the relevant intellectual property, Microsoft
will exercise such rights in a manner that substantially
lessens competition in the pertinent market, i.e., the console
market. In the context of a vertical merger, that requires
something more than merely showing that some of the rights
acquired will be made exclusive. Cf. United States v. AT&T,
Inc., 916 F.3d 1029, 1032 (D.C. Cir. 2019) (holding that, to
carry its burden under § 7 for a vertical merger, the
Government “must make a ‘fact-specific’ showing that the
proposed merger is ‘likely to be anticompetitive’” (citation
omitted)). The FTC itself seemed to recognize as much,
because it tried to affirmatively establish a substantial
lessening of competition from an exercise of exclusivity with
respect to Call of Duty, but the district court permissibly
concluded that the FTC had failed in that endeavor. On this
record, the district court did not abuse its discretion in further
holding that the FTC had not made a sufficient affirmative
showing of a substantial lessening of competition with
respect to the exclusivity of other titles in the console
market.
Finally, the FTC contends that the district court failed to
adequately consider whether the FTC had made a sufficient
“alternative” showing of a substantial lessening of
competition in the console market under the framework set
forth in Brown Shoe, apart from the “ability and incentive to
foreclose” analysis that the district court employed.
According to the FTC, Brown Shoe sets forth a multi-factor
analysis for assessing the competitive impact of a proposed
vertical merger, and the district court did not give adequate
consideration to all of the relevant factors. But as the FTC’s
own opening brief makes clear, the competitive significance
of the various factors invoked by the FTC—such as the
32 FTC V. MICROSOFT CORP.
extent of any foreclosure, the purpose and nature of the
merger, the effect of the merger on barriers to entry, and the
effect on industry concentration tendencies—ultimately
turns, in the context of the record evidence in this case, on
the FTC’s central premise that Microsoft will engage in
foreclosure. Accordingly, even if Brown Shoe leaves open
alternative ways to establish a lessening of competition that
do not rely on foreclosure, the FTC did not meaningfully rely
on evidentiary proof of any such “alternative” theory of a
substantial lessening of competition in the proceedings
below. The district court therefore properly held that the
FTC’s supposedly alternative Brown Shoe theory did not in
fact “make any new arguments not considered” by the court
in its analysis of the likelihood and competitive impact of
potential foreclosure on the console market.
B
The FTC also challenges the district court’s holding that
the FTC had not made an adequate showing that the merger
would substantially lessen competition in the library
subscription services market. We discern no abuse of
discretion.
We first address the FTC’s foreclosure-based theory in
this market. In contrast to its conclusions with respect to the
console market, the district court accepted, “for preliminary
injunction purposes,” that “it is likely Call of Duty will be
offered exclusively on Game Pass, and not offered on rival
subscription services” (emphasis added). The court thus
started from the premise that Microsoft would have both the
ability and the incentive to exercise exclusivity rights with
respect to Call of Duty and other Activision Blizzard content
in the subscription market. The district court nonetheless
concluded that, because Activision Blizzard had long
FTC V. MICROSOFT CORP. 33
opposed putting its content on subscription services, the
merger’s effect of making such content available for the first
time in the subscription market, even if exclusive to
Microsoft, would not substantially lessen competition.
The FTC derides the district court’s reasoning as an
improper “efficiencies defense” to an otherwise-established
“prima facie case.” Cf. St. Alphonsus, 778 F.3d at 788–90
(expressing skepticism about the validity of such a defense).
But this argument rests on the premise that, merely by
showing that Activision Blizzard content would be exclusive
to Microsoft’s subscription services after the merger, the
FTC sufficiently established a prima facie case that
competition would be substantially lessened in that market.
We disagree. As we have explained, and as the district court
noted, merely showing that some content will be exclusive
after a vertical merger does not, without more, establish as a
factual matter that competition will be substantially
lessened. See supra at 30–31. The paradigmatic premise of
harm to competition from a vertical merger is that it will lead
to “foreclosure of a share of the market otherwise open to
competitors.” Brown Shoe, 370 U.S. at 328 (emphasis
added). In the unusual circumstances presented here, in
which Activision Blizzard as an independent company had
persistently resisted allowing its content to be included in
subscription services, making Activision Blizzard content
exclusive to Microsoft’s subscription services would not
foreclose a share of the subscription market “otherwise open
to competitors.” Because this vertical merger would not be
expected to result in “foreclosure” in the traditional sense of
that term, the district court properly required the FTC to
provide more evidence that this vertical merger would harm
competition.
34 FTC V. MICROSOFT CORP.
The FTC argues that it did sufficiently show that
Activision Blizzard’s content would eventually be available
to subscription services in the absence of the merger, but we
conclude that, in holding otherwise, the district court did not
abuse its discretion or rely on clearly erroneous findings.
The FTC points to testimony from Activision Blizzard’s
CEO acknowledging that no “formal decision” had been
made “never” to offer the company’s games on a
subscription service; that Activision had engaged in
discussions with Microsoft about putting its games on Game
Pass but was unable to come to satisfactory terms; and that
it was “possible” that its concerns about such arrangements
could be addressed. The FTC also points to evidence
showing that some Activision Blizzard titles had been
included in subscription services in the past. But the district
court permissibly concluded that, when considered in light
of the record as a whole, such evidence did not sufficiently
show that, in the absence of the merger, Activision
Blizzard’s content would be available to Microsoft’s
competitors in the subscription market. Specifically, the
record evidence strongly supports the district court’s finding
that Activision Blizzard had persistently concluded that, so
long as it was an independent company, its financial interests
would not be served by allowing its content to be included
in a multi-game subscription service.
Activision Blizzard’s CEO testified that concerns about
“cannibalization”—i.e., a net loss of revenue from replacing
sales to individual gamers with subscription access to those
games—played a role in this long-held view and that, based
on his experience, he did not “think that there is a
circumstance where a company could ever offer us a
commercial arrangement [concerning subscription access]
. . . that would make sense” for Activision as a stand-alone
FTC V. MICROSOFT CORP. 35
company. Indeed, Sony’s CEO testified that he did not even
try to ask Activision Blizzard to put Call of Duty on Sony’s
subscription service, because its CEO “had been very public
and very vocal that he did not see that as a route he wanted
to take Activision.” The mere fact that Activision Blizzard’s
CEO could not say that a satisfactory arrangement would
never occur did not require the district court to conclude that
the FTC had sufficiently shown that Activision Blizzard’s
content might actually be available, absent the merger, in the
subscription market. Nor was a contrary conclusion required
by the limited evidence showing that some Activision
Blizzard games had been included in subscription services
in the past. The company’s CEO had explained that such
occasional arrangements had been done on an “experimental
or promotional[] basis” or by using a “very old catalog title
for a short period of time.”
As with its earlier Brown Shoe argument in the console
market, the FTC alternatively contends that, even if the
merger would not result in foreclosure in the traditional
sense of that term in the subscription market, the merger still
“would allow Microsoft to seriously disadvantage its rivals”
in that market, where it already is a market leader, thereby
resulting in a substantial lessening of competition. In
support, the FTC relies on Dr. Lee’s report, but the district
court properly concluded that Dr. Lee had failed to
substantiate his largely conclusory assertions on this score.
As the district court explained, Dr. Lee “did not perform any
quantitative analysis” to determine how Microsoft’s
exclusive access to Activision Blizzard content in the
subscription services market would “affect competition with
Game Pass competitors such as Amazon, Electronic Arts,
Ubisoft and Sony.” To be sure, academics have posited, for
example, that vertical mergers, particularly between content
36 FTC V. MICROSOFT CORP.
platforms and content creators, may lead to scenarios in
which costs to competing platforms rise, leading to higher
prices on those platforms and hampering competition
overall. See HERBERT HOVENKAMP, PRINCIPLES OF
ANTITRUST § 9.4 at pp. 383–86 (2d ed. 2021). But in the
context of a vertical merger, the FTC cannot rely on
intuition, theory, or other “short cut[s]” to carry its ultimate
burden under § 7; rather, it “must make a ‘fact-specific’
showing that the proposed merger is ‘likely to be
anticompetitive.’” AT&T, 916 F.3d at 1032 (citation
omitted). And even when that ultimate burden is viewed
through the lens of § 13(b)’s more lenient standard for
assessing likelihood of success on the merits, the FTC still
must come forward with evidence to make a sufficient
showing as to the anticipated effect of this particular merger
and how it would substantially lessen competition. The
district court permissibly concluded that, as to the
subscription market, the FTC simply failed to do so.
C
For reasons similar to those just discussed with respect
to the subscription market, we also conclude that the district
court did not abuse its discretion in finding an insufficient
likelihood of success as to the cloud-streaming market. 4
As with the subscription market, the district court held
that the FTC had failed to make a sufficient showing that
Activision Blizzard content would be available to the cloud-
streaming market in the absence of the merger. Although
4
The parties vigorously dispute whether we may consider the conditions
imposed on Microsoft with respect to the cloud streaming market by
British authorities in their approval of the merger in October 2023—i.e.,
after the FTC had already filed this appeal. See supra at 15–16. We find
it unnecessary to resolve this issue because, even without considering
those conditions, we conclude that the district court did not err.
FTC V. MICROSOFT CORP. 37
Activision Blizzard had allowed some titles, including some
versions of Call of Duty, to be available on Nvidia’s GeForce
Now streaming platform during Nvidia’s “beta test,”
Activision Blizzard “instructed Nvidia to remove Activision
Blizzard games from GeForce Now” in February 2020 when
Nvidia “transitioned from the beta stage to a commercial
version of GeForce Now” (capitalization altered). Since
then, as the district court noted, Activision Blizzard content
“has not been on a cloud-streaming service.” Moreover, in
the limited streaming that Activision Blizzard had allowed
during Nvidia’s beta testing, gamers “had to own the game.”
Because the gamers had to already own the Activision
Blizzard game in order to stream it on this beta-testing
system, that limited use of streaming did not present the sort
of “cannibalization” concerns that stand-alone streaming
access would.
The FTC points to no other evidence that Activision
Blizzard had ever allowed its games to be included in
streaming services, and the company’s CEO testified that
Activision Blizzard did not view streaming, economically,
as a “big opportunity for the company.” Although the FTC
again notes that Activision Blizzard had not concluded that,
as an independent company, it would “never” allow its
games onto a streaming service and that Activision Blizzard
was in conversation with Nvidia on that subject at the time
the merger was announced, we cannot say that the district
court abused its discretion in concluding that the FTC’s
evidentiary showing on this point was simply too weak.
Because the FTC failed to make an adequate showing that,
absent the merger, Activision Blizzard’s content would be
“otherwise open to competitors” in the streaming market,
Brown Shoe, 370 U.S. at 328, it failed to show a sufficient
38 FTC V. MICROSOFT CORP.
likelihood of success as to its foreclosure-based theory of a
substantial lessening of competition.
The FTC again argues that, even apart from its theory of
alleged foreclosure of otherwise available content, the FTC
has also shown that Microsoft’s potential exclusive access to
Activision Blizzard’s content in the streaming market could
be so advantageous that it would substantially harm
competition and lead to “higher prices, lower quality, less
product variety, and reduced innovation.” But on this point,
the FTC once again relies on the same sort of conclusory
assertions by Dr. Lee that were discussed earlier with respect
to the subscription market, and the district court permissibly
found these assertions to be inadequate to carry the FTC’s
burden.
For these reasons, we hold that the district court did not
abuse its discretion in concluding that the FTC had not
shown a sufficient likelihood of success on its § 7 claim with
respect to the cloud-streaming market. 5
V
Given the FTC’s failure to make an adequate showing as
to its likelihood of success on the merits as to any of its
theories, the district court properly denied the FTC’s motion
for a preliminary injunction on that basis. We therefore do
not address the district court’s alternative holding that, even
5
We therefore find it unnecessary to address whether the FTC’s
foreclosure-based theory fails for the additional reason that Microsoft
entered into post-merger contracts allowing certain Activision Blizzard
content to be available on competing cloud-streaming services. The FTC
again argues that such post-merger agreements are relevant only to
“remedies” and cannot be considered at this stage, but, as before, see
supra at 28–29, we need not decide this point.
FTC V. MICROSOFT CORP. 39
if the FTC had made a sufficient showing, the balance of
equities did not favor a preliminary injunction.
AFFIRMED.
Plain English Summary
FOR PUBLICATION UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT FEDERAL TRADE COMMISSION, No.
Key Points
01FOR PUBLICATION UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT FEDERAL TRADE COMMISSION, No.
03SUMMARY * Clayton Act The panel affirmed the district court’s denial of a motion by the Federal Trade Commission (“FTC”) for preliminary injunctive relief against Microsoft’s acquisition of the video game developer Activision Blizzard, Inc.
04The merger is the subject of an administrative proceeding that remains pending before the FTC.
Frequently Asked Questions
FOR PUBLICATION UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT FEDERAL TRADE COMMISSION, No.
FlawCheck shows no negative treatment for FTC v. Microsoft Corporation in the current circuit citation data.
This case was decided on May 7, 2025.
Use the citation No. 10553007 and verify it against the official reporter before filing.