Meta/Facebook Defends Microsoft Acquisition of Activision Blizzard

by Muhammad Ali Bari

Meta (also known as Facebook) has made a statement in defense of the acquisition of Activision Blizzard by Microsoft.

In its statement, Meta/Facebook defended the acquisition of Activision Blizzard by Microsoft by saying that it does not believe a segmentation of the development and publishing of electronic games by platform/hardware is appropriate. It believes that Microsoft’s approach with cloud computing enabling users to stream digital games on any internet connected device will mitigate the boundaries between platforms.

https://twitter.com/pr3cursor/status/1568282839426437120

Mark Zuckerberg’s company states that the barriers to market entry are generally low in any scenario. App shop models on all platforms have led to an increase in the number of newly published digital games, as developers no longer need to organize their distribution. There are also a wide variety of APIs, SDKs and other resources offered free of charge to developers by companies such as Meta, Microsoft, Apple, Google, Amazon, etc., that make it easier to create new games and features.

In addition, Meta states that the rise of cloud computing has enabled users to stream and upload cloud-operated digital games on any device that is connected to the internet, which further mitigates the boundaries between platforms. The emergence of different business models in games, including the traditional licensing model, the in-app purchase model, the subscription-based model, and the free-to-play ad-supported model also gave developers more options to monetize, further promoting the reduction of barriers to entry and allowing developers to bring their content to the market in the most efficient way, both for them and their users.

Meta highlights recent entries in digital game distribution, including Amazon Luna (launched in March, 2022), Netflix Games (launched in November, 2021), Google Stadia (launched in November, 2019), Apple Arcade (launched in September, 2019), and Epic Games Store (launched in December, 2018) as evidence that the barrier to market entry is low.

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