Epic Games, Inc. v. Apple, Inc. ( 2023 )


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  •                    FOR PUBLICATION
    UNITED STATES COURT OF APPEALS
    FOR THE NINTH CIRCUIT
    EPIC GAMES, INC.,                          No. 21-16506
    Plaintiff-counter-
    defendant-Appellant,                   D.C. No.
    4:20-cv-05640-
    v.                                            YGR
    APPLE, INC.,
    Defendant-counter-                      OPINION
    claimant- Appellee.
    EPIC GAMES, INC.,                          No. 21-16695
    Plaintiff-counter-
    defendant-Appellee,                    D.C. No.
    4:20-cv-05640-
    v.                                            YGR
    APPLE, INC.,
    Defendant-counter-
    claimant-Appellant.
    Appeal from the United States District Court
    for the Northern District of California
    Yvonne Gonzalez Rogers, District Judge, Presiding
    Argued and Submitted November 14, 2022
    San Francisco, California
    2                  EPIC GAMES, INC. V. APPLE, INC.
    Filed April 24, 2023
    Before: SIDNEY R. THOMAS and MILAN D. SMITH,
    JR., Circuit Judges, and MICHAEL J. MCSHANE, *
    District Judge.
    Opinion by Judge Milan D. Smith, Jr.;
    Partial Concurrence and Partial Dissent by Judge S.R.
    Thomas
    SUMMARY **
    Antitrust
    The panel affirmed in part and reversed in part the
    district court’s judgment, after a bench trial, against Epic
    Games, Inc., on its Sherman Act claims for restraint of trade,
    tying, and monopoly maintenance against Apple, Inc.; in
    favor of Epic on its claim under California’s Unfair
    Competition Law; against Epic on Apple’s claim for breach
    of contract; and against Apple on its claim for attorney
    fees. The panel affirmed except for the district court’s ruling
    respecting attorney fees, where it reversed and remanded for
    further proceedings.
    *
    The Honorable Michael J. McShane, United States District Judge for
    the District of Oregon, sitting by designation.
    **
    This summary constitutes no part of the opinion of the court. It has
    been prepared by court staff for the convenience of the reader.
    EPIC GAMES, INC. V. APPLE, INC.              3
    The panel explained that, when Apple opened the iPhone
    to third-party app developers, it created a “walled garden,”
    rather than an open ecosystem in which developers and users
    could transact freely without mediation from Apple. Epic
    alleged that Apple acted unlawfully by restricting app
    distribution on iOS devices to Apple’s App Store, requiring
    in-app purchases on iOS devices to use Apple’s in-app
    payment processor, and limiting the ability of app
    developers to communicate the availability of alternative
    payment options to iOS device users. These restrictions
    were imposed under the Developer Program Licensing
    Agreement (“DPLA”), which developers were required to
    sign in order to distribute apps to iOS users. The district
    court rejected Epic’s Sherman Act §§ 1 and 2 claims
    challenging the first and second restrictions, principally on
    the factual grounds that Epic failed to propose viable less
    restrictive alternatives to Apple’s restrictions. The district
    court concluded that the third restriction was unfair pursuant
    to the California UCL and enjoined Apple from enforcing it
    against any developer. The district court held that Epic
    breached its contract with Apple but was not obligated to pay
    Apple’s attorney fees.
    On Epic’s appeal, the panel affirmed the district court’s
    denial of antitrust liability and its corresponding rejection of
    Epic’s illegality defense to Apple’s breach of contract
    counter-claim. The panel held that the district court erred as
    a matter of law in defining the relevant antitrust market and
    in holding that a non-negotiated contract of adhesion, such
    as the DPLA, falls outside the scope of Sherman Act § 1, but
    those errors were harmless. The panel held that,
    independent of the district court’s errors, Epic failed to
    establish, as a factual matter, its proposed market definition
    and the existence of any substantially less restrictive
    4               EPIC GAMES, INC. V. APPLE, INC.
    alternative means for Apple to accomplish the
    procompetitive justifications supporting iOS’s walled-
    garden ecosystem.
    On Apple’s cross-appeal, the panel affirmed as to the
    district court’s UCL ruling in favor of Epic, holding that the
    district court did not clearly err in finding that Epic was
    injured, err as a matter of law when applying California’s
    flexible liability standards, or abuse its discretion when
    fashioning equitable relief. Reversing in part, the panel held
    that the district court erred when it ruled that Apple was not
    entitled to attorney fees pursuant to the DPLA’s
    indemnification provision.
    Concurring in part and dissenting in part, Judge S.R.
    Thomas wrote that he fully agreed with the majority that the
    district court properly granted Epic injunctive relief on its
    California UCL claims. Judge S.R. Thomas also fully
    agreed that the district court properly rejected Epic’s
    illegality defenses to the DPLA but that, contrary to the
    district court’s decision, the DPLA did require Epic to pay
    attorney fees for its breach. On the federal claims, Judge
    S.R. Thomas also agreed that the district court erred in
    defining the relevant market and erred when it held that a
    non-negotiated contract of adhesion falls outside the scope
    of Sherman Act § 1. Unlike the majority, however, Judge
    S.R. Thomas would not conclude that these errors were
    harmless because they related to threshold analytical steps
    and affected Epic’s substantial rights. He would remand for
    the district court to re-analyze the case using the proper
    threshold determination of the relevant market.
    EPIC GAMES, INC. V. APPLE, INC.          5
    COUNSEL
    Thomas C. Goldstein (argued), Goldstein & Russell P.C.,
    Bethesda, Maryland; Christine A. Varney, Katherine B.
    Forrest, Gary A. Bornstein, Peter T. Barbur, Antony L.
    Ryan, Yonatan Even, Omid H. Nasab, M. Brent Byars, and
    Wes Earnhardt, Cravath Swaine & Moore LLP, New York,
    New York; Paul J. Riehle, Faegre Drinker Biddle & Reath,
    San Francisco, California; for Plaintiff-counter-defendant-
    Appellant.
    Mark A. Perry (argued), Weil Gotshal & Manges LLP,
    Washington, D.C.; Cynthia Richman, Joshua M. Wesneski,
    Anna Casey, and Zachary B. Copeland, Gibson Dunn &
    Crutcher LLP, Washington, D.C.; Theodore J. Boutrous Jr.,
    Daniel G. Swanson, Richard J. Doren, Samuel Eckman,
    Jason C. Lo, and Jagannathan Srinivasan, Gibson Dunn &
    Crutcher LLP, Los Angeles, California; Rachel S. Brass and
    Julian W. Kleinbrodt, Gibson Dunn & Crutcher LLP, San
    Francisco, California; Karen L. Dunn, Paul Weiss Rifkind
    Wharton & Garrison LLP, Washington, D.C.; for
    Defendant-counter-claimant-Appellee.
    Nickolai G. Levin (argued), Daniel E. Haar, Patrick M.
    Kuhlmann, and Matthew C. Mandelberg, Attorneys; David
    B. Lawrence, Policy Director; Doha G. Mekki, Principal
    Deputy Assistant Attorney General; Antitrust Division,
    United States Department of Justice; Washington, D.C.; for
    Amicus Curiae United States of America.
    Joshua Patashnik (argued), Deputy Solicitor General; Shira
    Hoffman, Robert B. McNary, and Brian D. Wang, Deputy
    Attorneys General; Paula Blizzard, Supervising Deputy
    Attorney General; Kathleen Foote, Senior Assistant
    Attorney General; Rob Bonta, Attorney General of
    6              EPIC GAMES, INC. V. APPLE, INC.
    California; Office of the California Attorney General; San
    Francisco, California; for Amicus Curiae the State of
    California.
    Michael A. Carrier, Rutgers Law School, Camden, New
    Jersey, for Amici Curiae 38 Law, Economics, and Business
    Professors.
    Geoffrey H. Kozen, Stacey P. Slaughter, Stephen P.
    Safranski, and Kaitlin M. Ek, Robins Kaplan LLP,
    Minneapolis, Minnesota; Lin Y. Chan, Lieff Cabraser
    Heimann & Bernstein LLP, San Francisco, California;
    Michelle J. Looby and Kaitlyn L. Dennis, Gustafson Gluek
    PPLC, Minneapolis, Minnesota; Kristen G. Marttila,
    Lockridge Grindal Nauen PLLP, Minneapolis, Minnesota;
    for Amicus Curiae the Committee to Support the Antitrust
    Laws.
    Wendy Liu, Scott Nelson, and Allison M. Zieve, Public
    Citizen Litigation Group, Washington, D.C., for Amicus
    Curiae Public Citizen.
    Peter D. St. Phillip Jr. and Margaret MacLean, Lowey
    Dannenberg P.C., White Plains, New York, for Amici
    Curiae the Consumer Federation of America and
    Developers.
    Christopher M. Wyant, K&L Gates LLP, Seattle,
    Washington; Andrew Mann, K&L Gates, Washington, D.C.;
    for Amici Curiae 14 Law, Economics, and Business
    Professors.
    Mitchell L. Stoltz, Electronic Frontier Foundation, San
    Francisco, California, for Amicus Curiae the Electronic
    Frontier Foundation.
    EPIC GAMES, INC. V. APPLE, INC.           7
    Aaron M. Panner and Julius P. Taranto, Kellog Hansen Todd
    Figel & Frederick P.L.L.C., Washington, D.C., for Amicus
    Curiae Microsoft Corporation.
    David W. Kesselman and Eda Harotounian, Kesselman
    Brantly Stockinger LLP, Manhattan Beach, California, for
    Amici Curiae Unfair Competition Law Practitioners and
    Scholars.
    Stanford E. Purser, Deputy Solicitor General; Melissa A.
    Holyoak, Solicitor General; Sean D. Reyes, Attorney
    General of Utah; Office of the Utah Attorney General; Salt
    Lake City, Utah; for Amici Curiae the State of Utah and 34
    Other States.
    Laura M. Alexander and Randy M. Stutz, American
    Antitrust Institute, Washington, D.C., for Amicus Curiae the
    American Antitrust Institute.
    Michael Pepson and Jeffrey A. Ogar, Americans for
    Prosperity Foundation, Arlington, Virginia, for Amicus
    Curiae Americans for Prosperity Foundation.
    Robert E. Dunn and Collin J. Vierra, Eimer Stahl LLP, San
    Jose, California; James B. Speta, Eimer Stahl LLP, Chicago,
    Illinois; for Amicus Curiae Act/The App Association.
    Roy T. Englert Jr., Kramer Levin Naftalis & Frankel LLP,
    Washington, D.C.; Leslie C. Esbrook, Robbins Russell
    Englert Orseck & Untereiner LLP, Washington, D.C., for
    Amici Curiae Former National Security Officials and
    Scholars.
    Fred J. Hiestand, Fred J. Hiestand APC, Sacramento,
    California; William L. Stern, Law Offices of William L.
    Stern, Berkeley, California; for Amicus Curiae the Civil
    Justice Association.
    8              EPIC GAMES, INC. V. APPLE, INC.
    John M. Masslon II and Cory L. Andrews, Washington
    Legal Foundation, Washington, D.C., for Amicus Curiae
    Washington Legal Foundation.
    Stephanie A. Joyce, Potomac Law Group, Washington,
    D.C.; Krisztian Katona, Computer & Communications
    Industry Association, Washington, D.C., for Amicus Curiae
    Computer & Communications Industry Association.
    Steve A. Hirsch and Benjamin Berkowitz, Keker Van Nest
    & Peters LLP, San Francisco, California, for Amicus Curiae
    Chamber of Progress.
    Jack E. Pace III and Gina M. Chiappetta, White & Case LLP,
    New York, New York; George L. Paul and Nicholas J.
    McGuire, Washington, D.C.; for Amici Curiae International
    Center for Law & Economics and Scholars of Law and
    Economics.
    Donald M. Falk, Schaerr Jaffe LLP, San Francisco,
    California, for Amici Curiae Law and Economics Scholars
    Alden Abbott, Henry N. Butler, Thomas A. Lambert, Alan
    J. Messe, Aurilien Portuese, and John M. Yun.
    Lori Alvino McGill, Washington, D.C.; Ryan J. Walsh,
    Eimer Stahl LLP, Madison, Wisconsin; for Amicus Curiae
    Information Technology & Innovation Foundation.
    Douglas M. Tween, James R. Warnot Jr., and John W.
    Eichlin, Linklaters LLP, New York, New York, for Amici
    Curiae Law Professors.
    James Orenstein, ZwillGen PLLC, New York, New York;
    Marc J. Zwilinger, ZwillGen PLLC, Washington, D.C.; for
    Amicus Curiae the Center for Cybersecurity Policy and Law.
    EPIC GAMES, INC. V. APPLE, INC.           9
    Paul T. Llewellyn and Marc R. Lewis, Lewis & Llewellyn
    LLP, San Francisco, California, Amicus Curiae Roblox
    Corporation.
    Gregory G. Garre and Charles S. Dameron, Latham &
    Watkins LLP, Washington, D.C.; Aaron T. Chiu, Latham &
    Watkins LLP, San Francisco, California; for Amici Curiae
    Former Federal Antitrust Enforcers Ethan Glass, Abbot B.
    Lipsky Jr., Leslie Overton, Bilal Sayyed, James Tierney, and
    Joshua Wright.
    Kathleen R. Hartnett, Cooley LLP, San Francisco,
    California; Heidi L. Keefer and Lowell D. Mead, Cooley
    LLP, Palo Alto, California; for Amici Curiae Law and
    Business Professors.
    Peter D. St. Phillip Jr. and Margaret MacLean, Lowey
    Dannenberg P.C., White Plains, New York, for Amici
    Curiae Tile, Match Group Inc., Basecamp, Knitrino, and the
    Coalition for App Fairness.
    10              EPIC GAMES, INC. V. APPLE, INC.
    OPINION
    M. SMITH, Circuit Judge:
    Epic Games, Inc. sued Apple, Inc. pursuant to the
    Sherman Act, 
    15 U.S.C. §§ 1
    –2, and California’s Unfair
    Competition Law (UCL), 
    Cal. Bus. & Prof. Code § 17200
     et
    seq. Epic contends that Apple acted unlawfully by
    restricting app distribution on iOS devices to Apple’s App
    Store, requiring in-app purchases on iOS devices to use
    Apple’s in-app payment processor, and limiting the ability
    of app developers to communicate the availability of
    alternative payment options to iOS device users. Apple
    counter-sued for breach of contract and indemnification for
    its attorney fees arising from this litigation.
    After a sixteen-day bench trial involving dozens of
    witnesses and nine hundred exhibits, the district court
    rejected Epic’s Sherman Act claims challenging the first and
    second of the above restrictions—principally on the factual
    grounds that Epic failed to propose viable less restrictive
    alternatives to Apple’s restrictions.       The court then
    concluded that the third restriction is unfair pursuant to the
    UCL and enjoined Apple from enforcing it against any
    developer. Finally, it held that Epic breached a contract with
    Apple but was not obligated to pay Apple’s attorney fees.
    Epic appeals the district court’s Sherman Act and breach of
    contract rulings; Apple cross-appeals the district court’s
    UCL and attorney fees rulings. We affirm the district court,
    except for its ruling respecting attorney fees, where we
    reverse and remand for further proceedings.
    EPIC GAMES, INC. V. APPLE, INC.                  11
    FACTUAL AND PROCEDURAL HISTORY
    I. The Parties
    Apple is a multi-trillion-dollar technology company that,
    of particular relevance here, sells desktop and laptop
    computers (Macs), smartphones (iPhones), and tablets
    (iPads). In 2007, Apple entered, and revolutionized, the
    smartphone market with the iPhone—offering consumers,
    through a then-novel multi-touch interface, access to email,
    the internet, and several preinstalled “native” apps that
    Apple had developed itself. Shortly after the iPhone’s debut,
    Apple decided to move on from its native-apps-only
    approach and open the iPhone’s (and later, the iPad’s)
    operating system (iOS) to third-party apps. 1
    This approach created a “symbiotic” relationship: Apple
    provides app developers with a substantial consumer base,
    and Apple benefits from increased consumer appeal given
    the ever-expanding pool of iOS apps. Apple now has about
    a 15% market share in the global smartphone market with
    over 1 billion iPhone users, and there are over 30 million iOS
    app developers. Considering only video game apps, the
    number of iOS games has grown from 131 in the early days
    of the iPhone to over 300,000 by the time this case was
    brought to trial. These gaming apps generate an estimated
    $100 billion in annual revenue.
    Despite this general symbiosis, there is periodic friction
    between Apple and app developers. That is because Apple,
    when it opened the iPhone to third-party developers, did not
    1
    The iPad has its own operating system (iPadOS) that is derived from
    iOS. For convenience, we use “iOS” to refer to both the iPhone and
    iPad’s operating systems and collectively refer to iPhones and iPads as
    “iOS devices.”
    12                EPIC GAMES, INC. V. APPLE, INC.
    create an entirely open ecosystem in which developers and
    users could transact freely without any mediation. Instead,
    Apple created a “walled garden” in which Apple plays a
    significant curating role. 2 Developers can distribute their
    apps to iOS devices only through Apple’s App Store and
    after Apple has reviewed an app to ensure that it meets
    certain security, privacy, content, and reliability
    requirements. Developers are also required to use Apple’s
    in-app payment processor (IAP) for any purchases that occur
    within their apps. Subject to some exceptions, Apple
    collects a 30% commission on initial app purchases
    (downloading an app from the App Store) and subsequent
    in-app purchases (purchasing add-on content within an app).
    Epic is a multi-billion-dollar video game company with
    three primary lines of business, each of which figures into
    various aspects of the parties’ appeals. First, Epic is a video
    game developer—best known for the immensely popular
    Fortnite, which has over 400 million users worldwide across
    gaming consoles, computers, smartphones, and tablets. Epic
    monetizes Fortnite using a “freemium” model: The game is
    free to download, but a user can purchase certain content
    within the game, ranging from game modes to cosmetic
    upgrades for the user’s character. Fortnite is also notable as
    one of the first major video games to feature “cross-play,”
    “cross-progression,” and “cross-wallet.” Cross-play permits
    users on different platforms to play with one another.
    Smartphone users, for example, can play against friends on
    gaming consoles. Cross-progression allows users to retain
    their in-game progress across every device they own. Users
    2
    Many game consoles—including the Microsoft Xbox, Nintendo
    Switch, and Sony PlayStation—provide ecosystems that can similarly be
    labeled “walled gardens.”
    EPIC GAMES, INC. V. APPLE, INC.            13
    can, for example, play Fortnite in the morning on their
    smartphones and then pick up with their progress saved on
    their gaming consoles in the evening. Cross-wallet allows
    users to spend Fortnite’s in-game currency on one device
    even if they purchased it on another.           This cross-
    functionality gives the estimated 32 to 52% of Fortnite users
    who own multiple gaming devices flexibility regarding
    where and how they play as well as on which devices they
    make in-game purchases.
    Second, Epic is the parent company of a gaming-
    software developer. Epic International (a Swiss subsidiary)
    licenses Unreal Engine to game developers. Unreal Engine
    offers developers a suite of tools to create three-dimensional
    content; in return, Epic International receives 5% of a
    licensee’s gross revenue from a product developed using
    Unreal Engine after that product generates $1,000,000 in
    revenue. Although Unreal Engine is not on Apple’s App
    Store, Epic International does offer several complementary
    apps there. Unreal Remote and Live Link Face, for example,
    allow users to capture live-action footage and then view it on
    Unreal Engine. Thus, Epic—through its subsidiary—
    continues to be affected by the policies that govern the App
    Store.
    Third, Epic is a video game publisher and distributor. It
    offers the Epic Games Store as a game-transaction platform
    on PC computers and Macs and seeks to do the same for iOS
    devices. As a distributor, Epic makes a game available for
    download on the Epic Games Store and covers the direct
    costs of distribution; in exchange, Epic receives a 12%
    commission—a below-cost commission that sacrifices
    short-term profitability to build market share. The Epic
    Games Store has over 180 million registered accounts and
    over 50 million monthly active users. Through the Epic
    14              EPIC GAMES, INC. V. APPLE, INC.
    Games Store, Epic is a would-be competitor of Apple for
    iOS game distribution and a direct competitor when it comes
    to games that feature cross-platform functionality like
    Fortnite.
    II. The Developer Program Licensing Agreement
    Apple creates its walled-garden ecosystem through both
    technical and contractual means. To distribute apps to iOS
    users, a developer must pay a flat $99 fee and execute the
    Developer Program Licensing Agreement (DPLA). The
    DPLA is a contract of adhesion; out of the millions of
    registered iOS developers, only a handful have convinced
    Apple to modify its terms.
    By agreeing to the DPLA, developers unlock access to
    Apple’s vast consumer base—the over 1 billion users that
    make up about 15% of global smartphone users. They also
    receive tools that facilitate the development of iOS aps,
    including advanced application-programming interfaces,
    beta software, and an app-testing software. In essence,
    Apple uses the DPLA to license its IP to developers in
    exchange for a $99 fee and an ongoing 30% commission on
    developers’ iOS revenue.
    The DPLA contains the three provisions that give rise to
    this lawsuit and were mentioned in the introduction. First,
    developers can distribute iOS apps only through the App
    Store (the distribution restriction). Epic Games, for
    example, cannot make the Epic Games Store available as an
    iOS app and then offer Fortnite for download through that
    app. Second, developers must use Apple’s IAP to process
    in-app payments (the IAP requirement). Both initial
    downloads (where an app is not free) and in-app payments
    are subject to a 30% commission. Third, developers cannot
    communicate out-of-app payment methods through certain
    EPIC GAMES, INC. V. APPLE, INC.            15
    mechanisms such as in-app links (the anti-steering
    provision). “Apps and their metadata may not include
    buttons, external links, or other calls to action that direct
    customers to purchasing mechanisms other than [IAP].” Nor
    can developers use “points of contact obtained from account
    registration within the app (like email or text) [to] encourage
    users to use a purchasing method other than [IAP].”
    III. Apple and Epic’s Business Relationship
    In 2010, Epic agreed to the DPLA. Over the next few
    years, Epic released three games for iOS, each of which
    Apple promoted at major events. In 2015, however, Epic
    began objecting to Apple’s walled-garden approach. Epic’s
    CEO Tim Sweeney argued, in an email seeking a meeting
    with Apple senior leadership, that it “doesn’t seem tenable
    for Apple to be the sole arbiter of expression and commerce”
    for iOS users, and explained that Epic runs a competing
    game-transaction platform that it “would love to eventually”
    offer on iOS. Nothing came of this email, and Epic
    continued to offer games on iOS while complying with the
    DPLA’s terms. In 2018, Epic released Fortnite on iOS—
    amassing about 115 million iOS users.
    In 2020, Epic renewed the DPLA with Apple but sought
    a “side letter” modifying its terms. In particular, Epic
    desired to offer iOS users alternatives for distribution (the
    Epic Games Store) and in-app payment processing (Epic
    Direct Pay). Apple flatly rejected this offer, stating: “We
    understand this might be in Epic’s financial interests, but
    Apple strongly believes these rules are vital to the health of
    the Apple platform and carry enormous benefits for both
    consumers and developers. The guiding principle of the App
    Store is to prove a safe, secure, and reliable experience for
    users . . . .”
    16               EPIC GAMES, INC. V. APPLE, INC.
    Once Apple rejected its offer, Epic kicked into full gear
    an initiative called “Project Liberty”: a two-part plan it had
    been developing since 2019 to undermine Apple’s control
    over software distribution and payment processing on iOS
    devices, as well as Google’s influence over Android devices.
    Project Liberty coupled a media campaign against Apple and
    Google with a software update expressly designed to
    circumvent Apple’s IAP restriction. On the media-campaign
    side, Epic lowered the price of Fortnite’s in-app purchases
    on all platforms but Apple’s App Store and Google’s Google
    Play Store; it formed an advocacy group (the Coalition for
    App Fairness), tasking it with “generating continuous media
    . . . pressure” on Apple and Google; and it ran
    advertisements portraying Apple and Google as the “bad
    guys” standing in the way of Epic’s attempt to pass cost-
    savings onto consumers.
    On the IAP-circumvention side, Epic submitted a
    Fortnite software update (which Epic calls a “hotfix”) to
    Apple for review containing undisclosed code that, once
    activated, would enable Fortnite users to make in-game
    purchases without using Apple’s IAP. Unaware of this
    undisclosed code, Apple approved the update and it was
    made available to iOS users. Shortly thereafter Epic
    activated the undisclosed code and opened its IAP
    alternative to users. That same day, Apple became aware of
    the hotfix and removed Fortnite from the App Store. Apple
    informed Epic that it had two weeks to cure its breaches of
    the DPLA, or otherwise Apple would terminate Epic Games’
    developer account.
    EPIC GAMES, INC. V. APPLE, INC.                17
    IV. Procedural History
    A. Pre-Trial Proceedings
    Only three days after Apple removed Fortnite from the
    App Store, Epic filed a 62-page complaint against Apple in
    the Northern District of California seeking a temporary
    restraining order (TRO) reinstating Fortnite and enjoining
    Apple from terminating Epic’s iOS developer account. 3 The
    district court granted Epic’s prayer in part and denied in
    part—leaving Fortnite off the App Store but temporarily
    preventing Apple from taking any adverse action regarding
    Epic’s developer account. After the TRO expired, Apple
    terminated Epic’s developer account. The court then issued
    a preliminary injunction preventing Apple from terminating
    the developer accounts of Epic’s subsidiaries (including
    Epic International) and scheduled a bench trial on an
    expedited basis, with trial beginning just about eight months
    after Epic filed its complaint.
    Epic brought claims for permanent injunctive relief
    pursuant to the Sherman Act and the UCL. Epic’s requested
    relief, though somewhat vague, would essentially convert
    iOS into an entirely open platform: Developers would be
    free to distribute apps through any means they wish and use
    any in-app payment processor they choose. Taken together,
    this relief would create a pathway for developers to bypass
    Apple’s 30% commission altogether, though Epic made
    open-ended assurances at trial that its relief would allow
    3
    The same day, Epic filed a 60-page complaint against Google,
    challenging its policies regarding the Google Play Store on Android
    devices—i.e., smartphones and tablets that use the main operating-
    system alternative to iOS. See Complaint for Injunctive Relief, Epic
    Games, Inc. v. Google LLC, No. 3:20-cv-05671 (filed Aug. 13, 2020
    N.D. Cal.).
    18                 EPIC GAMES, INC. V. APPLE, INC.
    Apple to collect a commission—just not in the manner that
    the DPLA establishes. Apple brought counter-claims for
    breach of contract and indemnification for its attorney fees
    related to this litigation. 4
    B. The District Court’s Rule 52 Order
    After a sixteen-day bench trial, the district court issued a
    180-page order pursuant to Federal Rule 52 detailing its
    findings of facts and conclusions of law.
    1. Market Definition
    The district court began its analysis by defining the
    relevant market for Epic’s Sherman Act claims. Epic
    proposed two single-brand markets: the aftermarkets for
    iOS app distribution and iOS in-app payment solutions,
    derived from a foremarket for smartphone operating
    systems. Apple, by contrast, proposed the market for all
    video game transactions, whether those transactions occur
    on a smartphone, a gaming console, or elsewhere. The
    district court ultimately found a market between those the
    parties proposed: mobile-game transactions—i.e., game
    transactions on iOS and Android smartphones and tablets.
    Compared to Epic’s proposed aftermarkets, the district
    court’s relevant market was both broader and narrower—
    broader in that it declined to focus exclusively on iOS, but
    narrower in that it considered only video game transactions
    instead of all app transactions. Compared to Apple’s
    proposed market, the district court’s relevant market was
    4
    We omit any discussion of the following claims that the parties asserted
    below but do not address before our court: (1) Epic’s Cartwright Act
    claims; (2) Apple’s counter-claim for breach of the implied covenant of
    good faith and fair dealing; and (3) Apple’s counter-claim for unjust
    enrichment.
    EPIC GAMES, INC. V. APPLE, INC.            19
    narrower—excluding game-console and streaming-service
    transactions.
    The district court rejected Epic’s proposed single-brand
    markets on several grounds. It held that there was no
    foremarket for smartphone and tablet operating systems
    because Apple does not license or sell iOS. More critically,
    it analyzed Epic’s aftermarkets in the alternative and found
    a failure of proof. Epic presented no evidence regarding
    whether consumers unknowingly lock themselves into
    Apple’s app-distribution and IAP restrictions when they buy
    iOS devices. A natural experiment facilitated by Apple’s
    removal of Fortnite from the App Store showed that iOS
    Fortnite users switched about 87% of their pre-removal iOS
    spending to other platforms—suggesting substitutionality
    between the App Store and other game-transaction
    platforms. The district court also rejected Apple’s relevant
    market-definition expert as “weakly probative” and “more
    interested in a result [that] would assist his client than in
    providing any objective ground to assist the court in its
    decision-making” (cleaned up). Among other flaws, the
    expert’s analysis contradicted his own academic articles on
    how to analyze two-sided markets; used consumer-survey
    wording that departed from well-established market-
    definition principles; failed to account for holiday-season
    idiosyncrasies; and excluded minors (who are an important
    segment of mobile-game purchasers). The district court then
    turned to Apple’s proposed relevant market definition and
    refined it from all game transactions to mobile game
    transactions by relying extensively on the “practical indicia”
    of markets enumerated in the Supreme Court’s decision in
    Brown Shoe v. United States, 
    370 U.S. 294
    , 325 (1962).
    20               EPIC GAMES, INC. V. APPLE, INC.
    2. Sherman Act Section 1: Restraint of Trade
    The district court then rejected Epic’s Sherman Act
    Section 1 restraint-of-trade-claim. As a threshold matter, the
    court held that the DPLA was not a “contract[]” that fell
    within the scope of Section 1 because it was a “contract of
    adhesion,” not a truly bargained-for agreement. It then, in
    the alternative, applied the Rule of Reason—the antitrust
    liability standard applicable to most cases.
    At step one of the Rule of Reason, the district court found
    that Epic proved substantial anticompetitive harms through
    both direct and indirect evidence. Apple has for years
    charged a supracompetitive commission on App Store
    transactions that it set “without regard” for competition.
    That commission, in turn, creates an “extraordinary high”
    operating margin of 75% for App Store transactions.
    Moreover, Apple has market power in the mobile-games-
    transactions market, evidenced by its 52 to 57% market share
    and barriers to entry in the form of network effects. Apple
    uses that market power to prevent would-be competitors like
    Epic from offering app-distribution and payment-processing
    alternatives, reducing innovation and Apple’s own
    investment in the App Store in the process.
    At step two of the Rule of Reason, the district court
    found that Apple established non-pretextual, legally
    cognizable procompetitive rationales for its app-distribution
    and IAP restrictions. The district court credited Apple’s
    rationale that its restrictions seek to enhance consumer
    appeal and differentiate Apple products by improving iOS
    security and privacy. It also partially accepted Apple’s
    rationale that the restrictions are a means of being
    compensated for third-party developers’ use of its
    intellectual property—crediting it generally but rejecting it
    EPIC GAMES, INC. V. APPLE, INC.           21
    “with respect to the [App Store’s] 30% commission rate
    specifically.”
    At step three of the Rule of Reason, the district court
    rejected Epic’s proposed less restrictive alternatives (LRAs)
    as severely underdeveloped. As a purported LRA to Apple’s
    app-distribution restriction, Epic primarily advanced a
    “notarization model” based on Apple’s approach to security
    on the Mac operating system (macOS). On macOS, Apple
    does not mandate an exclusive distribution channel, as it
    does on iOS; nor does Apple condition distribution of an app
    on first submitting that app to Apple for review. But when
    a developer chooses to forego submitting an app to Apple,
    that app—regardless of how it is distributed to Mac users—
    will carry a warning that Apple has not scanned it for
    malware. Critically, the macOS notarization model does not
    contain a layer of human review as iOS app review does.
    Given this discrepancy, the district court found that such a
    model would not be as effective as Apple’s current model in
    achieving Apple’s security and privacy goals. It briefly
    considered whether Apple could close the gap by imposing
    a security and privacy floor on third-party app stores, but
    then noted that it is unclear whether doing so would comport
    with Epic’s requested injunctive relief. In any event, the
    court found that Epic failed to prove the notarization model
    would accomplish Apple’s IP-compensation rationale
    because Epic’s requested relief “leave[s] unclear whether
    Apple can collect licensing fee royalties and, if so, how it
    would do so.”
    As a purported LRA for the IAP requirement, Epic
    proposed opening in-app payment processing to competing
    vendors. The district court again rejected the proposed LRA
    as not being as effective as Apple’s current model in
    accomplishing its security and privacy goals. More
    22               EPIC GAMES, INC. V. APPLE, INC.
    fundamentally, there was little in the record showing how
    Epic envisioned Apple accomplishing its IP-compensation
    goal through the proposed LRA. Because the court upheld
    the app-distribution restriction, Apple would still be entitled
    to its 30% commission on in-app purchases within apps
    downloaded from the App Store. On its own initiative, the
    district court floated the idea of Apple permitting multiple
    in-app payment processors while reserving a right to audit
    developers to ensure compliance with the 30% commission.
    But it quickly rejected that as an alternative because it
    “would seemingly impose both increased monetary and time
    costs.”
    3. Sherman Act Section 1: Tying
    The district court rejected Epic’s Sherman Act claim that
    Apple ties in-app payment processing (IAP) to app
    distribution (the App Store). It did so on the grounds that
    neither of the purported separate products were actually
    separate. As a result, it did not decide which liability
    standard—per se condemnation or the Rule of Reason—
    would govern the arrangement’s lawfulness.
    4. Sherman Act             Section      2:   Monopoly
    Maintenance
    The district court also rejected Epic’s claim that Apple
    monopolized the market for mobile-games transactions.
    Though Apple has significant market power, the court found
    it to be insufficiently durable given the rapidly changing
    nature of the market. In any event, the court reiterated its
    Rule of Reason analysis to hold that Apple did not maintain
    its power through anticompetitive conduct.
    EPIC GAMES, INC. V. APPLE, INC.            23
    5. Unfair Competition Law
    The court then applied the UCL to Apple’s anti-steering
    provision. The court found that Epic is sufficiently injured
    to seek injunctive relief because Epic is a competing games
    distributor and would earn additional revenue but for
    Apple’s restrictions. On the merits, the court applied the
    competitor-suit “tethering test” and consumer-suit
    “balancing test” and found the anti-steering provision to be
    “unfair” pursuant to both. The court concluded that Epic
    satisfied all the requirements for injunctive relief and the
    nature of Epic’s injury warranted an injunction preventing
    Apple from enforcing the provision against any developer.
    6. Breach of Contract
    Turning to Apple’s counter-claims, the district found
    Epic liable for breach of the DPLA. Epic had stipulated that
    the Project Liberty hotfix breached the DPLA’s IAP
    requirement, so the only dispute was whether Epic could
    prove that the contract was illegal, void as against public
    policy, or unconscionable. The district court rejected each
    of these affirmative defenses.
    7. Attorney Fees
    Finally, the district court rejected Apple’s
    indemnification claim, which asserted Epic was obligated to
    pay its attorney fees incurred in this litigation. The DPLA
    provides that Epic “agree[s] to indemnify and hold harmless
    [Apple] . . . from any and all claims, losses, liabilities,
    damages, taxes, expenses and costs, including without
    limitation, attorneys’ fees and court costs . . . , incurred by
    [Apple] and arising from or related to” Epic’s “breach of any
    certification, covenant, obligation, representation or
    warranty in [the DPLA].” Applying a principle of California
    24              EPIC GAMES, INC. V. APPLE, INC.
    contract law requiring a clear statement before finding an
    indemnification clause to apply to disputes between the
    parties themselves, the district court construed the provision
    as applicable only to third-party claims.
    C. Post-Trial Proceedings
    Following the handing down of the district court’s order,
    the parties timely appealed and cross-appealed. Apple also
    moved to stay the UCL injunction pending appeal—arguing
    that Epic lacked standing in light of its developer account
    termination and that injunctive relief was inappropriate. The
    district court denied the motion and a panel of our court
    granted it in part.
    JURISDICTION AND STANDARD OF REVIEW
    We have jurisdiction pursuant to 
    28 U.S.C. § 1291
    . In
    an appeal following a bench trial, we review the district
    court’s factual findings for clear error and its conclusion of
    law de novo. Oakland Bulk & Oversized Terminal, LLC v.
    City of Oakland, 
    960 F.3d 603
    , 612 (9th Cir. 2020). We
    specify the applicable standards of review throughout our
    opinion.
    ANALYSIS
    On appeal, Epic challenges the district court’s Sherman
    Act and breach of contract rulings. We affirm the district
    court’s denial of antitrust liability and its corresponding
    rejection of Epic’s illegality defense to Apple’s breach of
    contract counter-claim. Though the district court erred as a
    matter of law on several issues, those errors were harmless.
    Independent of the district court’s errors, Epic failed to
    establish—as a factual matter—its proposed market
    definition and the existence of any substantially less
    restrictive alternative means for Apple to accomplish the
    EPIC GAMES, INC. V. APPLE, INC.             25
    procompetitive justifications supporting iOS’s walled-
    garden ecosystem.
    On cross-appeal, Apple challenges the district court’s
    UCL and attorney fees rulings. We affirm in part and reverse
    and remand in part. The district court did not clearly err in
    finding that Epic was injured, err as a matter of law when
    applying California’s flexible liability standards, or abuse its
    discretion when fashioning equitable relief. The district
    court did, however, err when it held that Apple was not
    entitled to attorney fees pursuant to the DPLA’s
    indemnification provision.
    I. Market Definition
    We begin with Epic’s appeal. Epic argues that the
    district court incorrectly defined the relevant market for its
    antitrust claims to be mobile-game transactions instead of
    Epic’s proposed aftermarkets of iOS app distribution and
    iOS in-app payment solutions. Epic contends both that the
    district court erred as a matter of law by requiring several
    threshold showings before finding a single-brand market and
    that, once those errors are corrected, the record compels the
    conclusion that Epic established its single-brand markets.
    We agree that the district court erred in certain aspects of its
    market-definition analysis but conclude that those errors
    were harmless. Despite some threshold errors, the district
    court proceeded to analyze Epic’s evidence pursuant to the
    proper legal framework and did not clearly err in rejecting
    Epic’s proposed relevant markets. In particular, Epic failed
    to produce any evidence showing—as our precedent
    requires—that consumers are generally unaware of Apple’s
    app-distribution and IAP restrictions when they purchase
    iOS devices.
    26                  EPIC GAMES, INC. V. APPLE, INC.
    A. General Market-Definition Principles
    The Sherman Act contains two principal prohibitions.
    Section 1 targets concerted action, rendering unlawful
    “every contract, combination . . . , or conspiracy, in restraint
    of trade.” 
    15 U.S.C. § 1
    . Section 2 targets independent
    action, making it unlawful to “monopolize, or attempt to
    monopolize, or combine or conspire with any other person
    or persons, to monopolize any part of the trade or commerce
    among the several States.” 
    Id.
     § 2; see Copperweld Corp. v.
    Indep. Tube Corp., 
    467 U.S. 752
    , 767 (1984) (“The Sherman
    Act contains a ‘basic distinction between concerted and
    independent action.’” (quoting Monsanto Co. v. Spray-Rite
    Serv. Corp., 
    465 U.S. 752
    , 761 (1984))). 5
    There are two general categories of liability standards for
    Sherman Act claims. Flaa v. Hollywood Foreign Press
    Ass’n, 
    55 F.4th 680
    , 685 (9th Cir. 2022). “A small group of
    restraints are unreasonable per se because they ‘always or
    almost always tend to restrict competition and decrease
    output.’” 
    Id.
     (quoting Ohio v. Am. Express Co. (“Amex”),
    
    138 S. Ct. 2274
    , 2283 (2018)). When a per se prohibition
    applies, we deem a restraint unlawful without any “elaborate
    study of the industry” in which it occurs. 
    Id.
     (quoting
    Texaco Inc. v. Dagher, 
    547 U.S. 1
    , 5 (2006)). Most
    5
    This concerted/independent distinction is somewhat imprecise because
    Section 2 also encompasses certain concerted action—i.e., “conspiring
    with any other person or persons” to monopolize a market. See
    Dreamstime.com, LLC v. Google LLC, 
    54 F.4th 1130
    , 1137 (9th Cir.
    2022) (“Section 2 of the Sherman Act prohibits concerted and
    independent action that ‘monopolize[s] or attempt[s] to monopolize.’”).
    However, because the distinction is a useful shorthand that is accurate in
    the mine-run of cases and used throughout the Supreme Court’s and our
    court’s decisions, we adopt it here as well.
    EPIC GAMES, INC. V. APPLE, INC.                   27
    restraints, however, are subject to the Rule of Reason: a
    multi-step, burden-shifting framework that “requires courts
    to conduct a fact-specific assessment” to determine a
    restraint’s “actual effect” on competition. Amex, 
    138 S. Ct. at 2284
     (quoting Copperweld, 
    467 U.S. at 768
    ).
    The Rule of Reason applies “essentially the same”
    regardless of “whether the alleged antitrust violation
    involves concerted anticompetitive conduct under § 1 or
    independent anticompetitive conduct under § 2.” FTC v.
    Qualcomm Inc., 
    969 F.3d 974
    , 991 (9th Cir. 2020); see also
    Flaa, 55 F.4th at 685 (“Because the legal tests for sections 1
    and 2 of the Sherman Act similar, we can ‘review claims
    under each section simultaneously.’” (quoting Qualcomm,
    969 F.3d at 991)).
    In most, though not all, Rule of Reason cases, a
    “threshold step” is defining the relevant market in which the
    alleged restraint occurs. Qualcomm, 969 F.3d at 992; see
    also Amex, 
    138 S. Ct. at 2285
     (“[C]ourts usually cannot
    properly apply the rule of reason without an accurate
    definition of the relevant market.”). 6 Because Epic asserts
    6
    Despite dicta in Qualcomm suggesting the contrary, we have never held
    that a precise market definition is an absolute requirement “in any
    antitrust case.” Qualcomm, 969 F.3d at 992. We apply per se rules (e.g.,
    the prohibition against price-fixing) without inquiring into market
    power. See, e.g., Dagher, 
    547 U.S. at 5
     (per se rules require “no
    elaborate study of the industry”). Moreover, as the Supreme Court noted
    in Amex, it has previously applied the Rule of Reason—in its so-called
    “quick look” cases—without first defining the exact contours of the
    relevant market. 
    138 S. Ct. at
    2285 n.7 (citing FTC v. Ind. Fed’n of
    Dentists, 
    476 U.S. 447
     (1986), and Catalano, Inc. v. Target Sales, Inc.,
    
    446 U.S. 643
     (1980)); see also 1 Julian Von Kalinowski, Peter Sullivan
    & Maureen, Antitrust Laws and Trade Regulation § 12.01[3] (2022)
    28                 EPIC GAMES, INC. V. APPLE, INC.
    Rule of Reason claims and presented both direct and indirect
    evidence of Apple’s market power, we begin our analysis
    with market definition.
    The relevant market for antitrust purposes is “the area of
    effective competition”—i.e., “the arena within which
    significant substitution in consumption or production
    occurs.” Amex, 
    138 S. Ct. at 2285
     (quoting Phillip E. Areeda
    & Herbert Hovenkamp, Fundamentals of Antitrust Law §
    5.02 (4th ed. 2017)); see also Image Tech. Servs., Inc. v.
    Eastman Kodak Co., 
    125 F.3d 1195
    , 1202 (9th Cir. 1997)
    (“The relevant market is the field in which meaningful
    competition is said to exist.”). A relevant market contains
    both a geographic component and a product or service
    component. Hicks v. PGA Tour, Inc., 
    897 F.3d 1109
    , 1120
    (9th Cir. 2018).
    A market comprises “any grouping of sales whose
    sellers, if unified by a monopolist or a hypothetical cartel”
    could profitably raise prices above a competitive level.
    Rebel Oil Co., Inc. v. Atl. Richfield Co., 
    51 F.3d 1421
    , 1434
    (9th Cir. 1995). If the “sales of other producers [could]
    substantially constrain the price-increasing ability of the
    monopolist or hypothetical cartel, these other producers
    must be included in the market.” 
    Id.
     To conduct this inquiry,
    courts must determine which products have a “‘reasonable
    interchangeability of use’ or sufficient ‘cross-elasticity of
    demand’” with each other. Hicks, 897 F.3d at 1120 (quoting
    Brown Shoe, 
    370 U.S. at 325
    ); see also United States v. E. I.
    (“Usually, the ‘quick look’ does not require a detailed analysis of the
    relevant market and market power.”); Phillip E. Areeda & Herbert
    Hovenkamp, Antitrust Law ⁋ 1911a (4th ed. 2022) (“[D]ifferent
    applications of the rule of reason require different types and levels of
    inquiry.”).
    EPIC GAMES, INC. V. APPLE, INC.          29
    du Pont de Nemours & Co., 
    351 U.S. 377
    , 400 (1956)
    (emphasizing “the responsiveness of the sales of one product
    to price changes of [another]”).
    Often, this inquiry involves empirical evidence in the
    form of a “SSNIP” analysis. That analysis echoes Rebel Oil
    and uses past consumer-demand data and/or consumer-
    survey responses to determine whether a hypothetical
    monopolist could profitably impose a Small, Significant,
    Non-transitory Increase in Price above a competitive level.
    As we have previously summarized this analysis:
    [A]n economist proposes a narrow
    geographic and product market definition
    and then iteratively expands that
    definition until a hypothetical monopolist
    in the proposed market would be able to
    profitably make a small but significant
    non-transitory      increase    in   price
    (“SSNIP”). At each step, if consumers
    would respond to a SSNIP by making
    purchases outside the proposed market
    definition, thereby rendering the SSNIP
    unprofitable, then the proposed market
    definition is too narrow. At the next step,
    the economist expands the proposed
    geographic or product market definition to
    include the substituted products or area.
    This process is repeated until a SSNIP in
    the proposed market is predicted to be
    profitable for the hypothetical monopolist.
    Optronic Techs., Inc. v. Ningbo Sunny Elec. Co., 
    20 F.4th 466
    , 482 n.1 (9th Cir. 2021). SSNIP analyses are relevant to
    30                  EPIC GAMES, INC. V. APPLE, INC.
    both Clayton Act merger challenges and Sherman Act
    restraint-of-trade or monopolization cases. See 
    id.
     (Sherman
    Act section 2 monopolization claim); Saint Alphonsus Med.
    Ctr.-Nampa Inc. v. St. Luke’s Health Sys., Ltd., 
    778 F.3d 775
    , 783 (9th Cir. 2015) (Clayton Act section 7 merger
    challenge). 7
    Courts also consider several “practical indicia” that the
    Supreme Court highlighted in Brown Shoe: “[1] industry or
    public recognition of the [market] as a separate economic
    entity, [2] the product’s peculiar characteristics and uses, [3]
    unique production facilities, [4] distinct customers, [5]
    distinct prices, [6] sensitivity to price changes, and [7]
    specialized vendors.” Brown Shoe, 
    370 U.S. at 325
    ; Olin
    Corp. v. FTC, 
    986 F.2d 1295
    , 1299 (9th Cir. 1993) (invoking
    Brown Shoe indicia); see also Areeda & Hovenkamp,
    Antitrust Law, supra, ⁋ 533 (describing these indicia as
    having “evidentiary usefulness” in determining cross-
    elasticity of demand).
    B. Single-Brand Aftermarkets
    “[I]n some instances one brand of a product can
    constitute a separate market.” Eastman Kodak Co. v. Image
    Tech. Servs., Inc., 
    504 U.S. 451
    , 482 (1992); see also Newcal
    Indus., Inc. v. Ikon Office Sol., 
    513 F.3d 1038
    , 1048 (9th Cir.
    7
    Thus, to the extent the district court held that a SSNIP analysis applies
    only to merger challenges, it erred. However, because Sherman Act
    cases may involve markets in which a defendant has substantial market
    power or monopoly power (and has already exercised that power to
    charge a supracompetitive price), a SSNIP analysis in such cases “must
    not be used uncritically, and alternative indicia of market power should
    be explored.” Areeda & Hovenkamp, Antitrust Law, supra, ⁋ 539.
    Otherwise, a court may risk a false negative: over-defining a market and
    finding no market power where, in fact, it does exist.
    EPIC GAMES, INC. V. APPLE, INC.            31
    2008) (“[T]he law permits an antitrust claimant to restrict the
    relevant market to a single brand of the product at issue[.]”).
    More specifically, the relevant market for antitrust purposes
    can be an aftermarket—where demand for a good is entirely
    dependent on the prior purchase of a durable good in a
    foremarket.
    In Kodak, the Supreme Court considered the question of
    whether a lack of market power in the foremarket
    (photocopier machines, generally) categorically precludes a
    finding of market power in the aftermarket (replacement
    parts for and servicing of Kodak-brand photocopiers), which
    Kodak had allegedly achieved by contractually limiting
    customers to Kodak-provided parts and services. 
    504 U.S. at 455, 466
    . The Supreme Court rejected Kodak’s invitation
    to impose an across-the-board rule because it was not
    convinced that the rule—which “rest[ed] on a factual
    assumption about the cross-elasticity of demand” in
    aftermarkets—would always hold true. 
    Id. at 470
    . The
    Supreme Court thus folded aftermarkets into the framework
    for assessing markets generally, evaluating cross-elasticity
    of demand to determine whether a hypothetical monopolist
    could profitably charge a supracompetitive price. See 
    id. at 469
     (“The extent to which one market prevents exploitation
    of another market depends on the extent to which consumers
    will change their consumption of one product to a price
    change in another, i.e., the ‘cross-elasticity of demand.’”
    (quoting Du Pont, 
    351 U.S. at 400
    )).
    Explaining its skepticism of the factual assumption
    underlying Kodak’s proposed categorical rule, the Court
    reasoned that “significant” (1) information costs and (2)
    switching costs “could create a less responsive connection
    between aftermarket prices and [foremarket] sales,”
    particularly where the percentage of “sophisticated
    32              EPIC GAMES, INC. V. APPLE, INC.
    purchasers” able to accurately life-cycle price is low. 
    Id. at 473, 475
    ; see also 
    id.
     477 n.24 (a “crucial” element is that
    the aftermarket restrictions were not “generally known” by
    foremarket consumers). That is, these conditions might
    “lock-in” unknowing customers such that competition in the
    foremarket cannot “discipline [competition in] the
    aftermarkets,” meaning a hypothetical monopolist could
    price its aftermarket products at a supracompetitive level
    without a substantial number of customers substituting to
    other products. 
    Id. at 486
    ; see also Von Kalinowski et al.,
    supra, § 24.02[5] (Kodak single-brand aftermarket requires
    “high switching costs,” “high information costs,” and
    “substantial” ability to “exploit ‘ignorant’ consumers”).
    Whether a plaintiff has proven such a lock-in must be
    resolved “on a case-by-case basis, focusing on the ‘particular
    facts disclosed by the record.’” Kodak, 
    504 U.S. at 467
    (quoting Maple Flooring Mfrs. Ass’n v. United States, 
    268 U.S. 563
    , 579 (1925)).
    In Newcal, we considered how to square Kodak with our
    prior holding in Forsyth that contractual obligations are
    generally “not a cognizable source of market power.”
    Newcal, 
    513 F.3d at
    1047 (citing Forsyth v. Humana, Inc.,
    
    114 F.3d 1467
     (9th Cir. 2017)). We reasoned that the
    “critical distinction” between Kodak, on the one hand, and
    Forsyth, on the other, is that “the Kodak customers did not
    knowingly enter a contract that gave Kodak the exclusive
    right to prove parts and services for the life of the
    equipment.” 
    Id. at 1048
    . Put otherwise, the “simple
    purchase of a Kodak-brand equipment” was not
    “functionally equivalent to the signing of a contractual
    agreement” limiting aftermarket choices. Id.; see also 
    id. at 1049
     (“[T]he law permits an inquiry into whether a
    consumer’s selection of a particular brand in the competitive
    EPIC GAMES, INC. V. APPLE, INC.             33
    market is the functional equivalent of a contractual
    commitment, giving that brand an agreed-upon right to
    monopolize its consumers in an aftermarket.”). Kodak thus
    differed markedly from Forsyth, which involved medical-
    insurance policyholders who entered into insurance
    contracts with Humana knowing that certain hospitals would
    carry higher deductibles and co-payments than others. See
    
    id.
     at 1048–49.
    Our knowledge-based distinction in Newcal flowed
    directly from the Supreme Court’s emphasis in Kodak on a
    defendant’s ability to use not “generally known” aftermarket
    restrictions to exploit unsophisticated consumers. Kodak,
    
    504 U.S. at
    477 n.24. And, as in Kodak, we made sure to
    emphasize that the aftermarkets inquiry does not end as soon
    as a plaintiff checks the Kodak-based boxes related to
    consumer knowledge, information costs, and switching
    costs. “Even when a submarket is an Eastman Kodak
    market, though, it must bear the ‘practical indicia’ of an
    independent economic entity in order to qualify as a
    cognizable submarket under Brown Shoe.” Newcal, 
    513 F.3d at 1051
    .
    In sum, to establish a single-brand aftermarket, a plaintiff
    must show: (1) the challenged aftermarket restrictions are
    “not generally known” when consumers make their
    foremarket purchase; (2) “significant” information costs
    prevent accurate life-cycle pricing; (3) “significant”
    monetary or non-monetary switching costs exist; and (4)
    general market-definition principles regarding cross-
    34                  EPIC GAMES, INC. V. APPLE, INC.
    elasticity of demand do not undermine the proposed single-
    brand market. 8
    C. Standard of Review
    “We review relevant market definitions as fact findings
    reversible only if the evidence compels a conclusion
    contrary to the [factfinder’s] verdict.” Optronic, 20 F.4th at
    482; see also Saint Alphonsus, 
    778 F.3d at 784
     (finding “no
    clear error” in the district court’s market definition). Where
    a plaintiff asserts a Kodak-style single-brand aftermarket, it
    bears the burden of “rebut[ting] the economic presumption
    that . . . consumers make a knowing choice to restrict their
    aftermarket options when they decide in the initial
    (competitive) market to enter a[] . . . contract.” Newcal, 
    513 F.3d at 1050
    .
    D. Epic’s Legal Challenges
    With these principles in mind, we now turn to Epic’s
    arguments that the district court committed legal error when
    it (1) held a market can never be defined around a product
    that the defendant does not license or sell, (2) required lack
    of consumer awareness to establish a Kodak-style market,
    (3) purportedly required a change in policy to establish a
    Kodak-style market, and (4) required Epic to establish the
    “magnitude” of switching costs. We agree with Epic on its
    first argument and, to the extent the district court did impose
    8
    Epic and the district court interpret Newcal to impose a different four-
    part test. In doing so, they mistakenly rely on a portion of Newcal where
    we determined that the specific complaint before us plausibly alleged
    lack of consumer awareness such that it fell on the Kodak side of the
    Kodak/Forsyth divide. See Newcal, 
    513 F.3d at 1049
     (“In determining
    whether this case is more like . . . Forsyth or more like Eastman Kodak,
    there are four relevant aspects of the complaint.).
    EPIC GAMES, INC. V. APPLE, INC.                      35
    a change-in-policy requirement, Epic’s third argument. But
    we reject Epic’s second and fourth arguments as squarely
    foreclosed by Kodak and Newcal. 9
    1. Unlicensed or Unsold Product Markets
    First, the district court erred by imposing a categorical
    rule that an antitrust market can never relate to a product that
    is not licensed or sold—here smartphone operating systems.
    To begin, this categorical rule flouts the Supreme Court’s
    instruction that courts should conduct market-definition
    inquiries based not on “formalistic distinctions” but on
    “actual market realities.” Amex, 
    138 S. Ct. at 2285
     (quoting
    Kodak, 
    504 U.S. at
    466–67).
    Moreover, the district court’s rule is difficult to square
    with decisions defining a product market to include
    vertically integrated firms that self-provision the relevant
    product but make no outside sales. For example, the D.C.
    Circuit in Microsoft noted that “Apple had a not insignificant
    share of worldwide sales of operating systems,” even though
    Apple did not sell or license macOS but instead only
    included it in its own Mac computers. United States v.
    9
    We also reject Apple’s suggestion that Epic’s antitrust claims should
    have automatically failed as soon as the district court adopted a market
    of mobile-game transactions, instead of Epic’s proposed aftermarkets.
    None of the authorities Apple cites comes anywhere close to supporting
    its radical argument that, where parties offer dueling market definitions,
    the case immediately ends if the district court finds the record supports
    the defendant’s proposed market (or a third in-between market, as was
    the case here) rather than the plaintiff’s market. Instead, our precedent
    squarely forecloses such an argument. See Rebel Oil, 51 F.3d at 1421
    (rejecting the plaintiff’s proposed market but stating that such a rejection
    was “not fatal” to its claim, and remanding to determine whether the
    defendant possessed market power in the defendant-proposed market
    that the court adopted).
    36                 EPIC GAMES, INC. V. APPLE, INC.
    Microsoft Corp., 
    253 F.3d 34
    , 73 (D.C. Cir. 2001). While
    the Microsoft court ultimately excluded macOS from its
    market, it did so on fact-bound substitutability grounds, not
    the categorical grounds that the district court used here. 
    Id. at 52
    .
    Finally, the district court’s rule overlooks that there may
    be markets where companies offer a product to one side of
    the market for free but profit in other ways, such as by
    collecting consumer data or generating ad revenue. See, e.g.,
    FTC v. Facebook, Inc., 
    581 F. Supp. 3d 34
    , 44–45, 55
    (D.D.C. 2022) (finding FTC plausibly alleged a market of
    personal social networks even though “all [are] provided free
    of charge” to users). It puts form over substance to say that
    such products cannot form a market because they are not
    directly licensed or sold.
    2. Lack of Consumer Knowledge
    Second, the district court did not err when it required
    Epic to produce evidence regarding a lack of consumer
    knowledge of Apple’s app-distribution and IAP restrictions.
    Such a requirement comes directly from Kodak and Newcal.
    The former stated that it is “crucial” that aftermarket
    restrictions are not “generally known.” Kodak, 
    504 U.S. at
    477 n.24. The latter placed the burden on a plaintiff to “rebut
    the economic presumption that . . . consumers make a
    knowing choice to restrict their aftermarket options” when
    they make a foremarket purchase. Newcal, 
    513 F.3d at 1050
    . 10
    10
    As Epic correctly notes in its opening brief, Kodak does not impose a
    requirement that a plaintiff show “complete ignorance” of a defendant’s
    aftermarket restrictions; it need only show that the restrictions are not
    EPIC GAMES, INC. V. APPLE, INC.               37
    3. Change in Policy
    Third, Epic argues that the district court erred by holding
    that a plaintiff can establish a Kodak-style aftermarket only
    if it shows that the defendant adopted its aftermarket
    restrictions after some portion of consumers purchased their
    foremarket durable goods. Had the district court actually
    imposed such an absolute change-in-policy requirement, it
    would have erred. As explained above, Kodak and Newcal
    require a showing of a lack of consumer awareness regarding
    aftermarket restrictions. Newcal, 
    513 F.3d at 1050
    . A
    change in policy is of course one way of doing so; a
    consumer cannot knowingly agree to a restriction that did
    not exist at the time of the foremarket transaction. But it is
    not the exclusive means of doing so. Indeed, Kodak itself
    contemplated that some sophisticated, high-volume
    consumers would be able to accurately life-cycle price goods
    in the foremarket. Kodak, 
    504 U.S. at 476
    . Such life-cycle
    pricing would be impossible if those consumers were
    unaware that they would be restricted to certain vendors in
    the aftermarket.
    But contrary to Epic’s assertion, we do not read the
    district court’s order as running counter to these principles.
    The district court explained that “other circuits have aligned
    with the contours of Newcal . . . regarding knowledge and/or
    post-purchase policy changes” and that the “breadth of
    antitrust law” requires that a restriction “must not have been
    sufficiently disclosed to consumers.” It then quoted the
    operative language from Newcal that focuses on lack of
    “generally known.” Kodak, 
    504 U.S. at
    477 n.24. We need not decide
    what amounts to “general[]” unawareness because Epic presented no
    evidence of consumer unawareness. See infra section I.E.
    38                 EPIC GAMES, INC. V. APPLE, INC.
    knowledge, not the necessity of a policy change. Finally, it
    examined the record to find neither a change in policy nor
    proof that iOS device purchasers are unaware of the
    distribution and IAP restrictions. See infra section I.E. The
    district court appropriately treated a change in policy as one,
    but not the exclusive, way of establishing Kodak and
    Newcal’s general-lack-of-knowledge requirement.
    4. Significant Switching Costs
    Fourth, the district court did not err when it required Epic
    to produce evidence about the magnitude of switching costs.
    Kodak explicitly requires that switching costs—whether
    monetary or non-monetary—be “significant.” Kodak, 504
    U.S at 473. This showing need not be extensive; among
    other things, a plaintiff can point to the “heavy initial outlay”
    of the foremarket good and brand-specific purchases. 
    Id. at 477
    . By requiring such a showing, the district court was
    simply fulfilling its Kodak obligation of ensuring that
    switching costs are “significant.” 11
    E. Epic’s Clear-Error Challenge
    We now turn to the main thrust of Epic’s market-
    definition argument: that it is entitled, as a factual matter, to
    a finding in favor of its proposed aftermarkets. Though Epic
    attempts to avoid the clear-error label, its argument requires
    it to carry the heavy of burden on appeal of showing that the
    district court clearly erred in finding that (1) Epic failed to
    show a lack of general consumer awareness regarding
    Apple’s restrictions on iOS distribution and payment
    processing, (2) Epic failed to show significant switching
    11
    As explained in the following section, we express no view on whether
    the district court erred when applying this significance requirement to
    Epic’s proffered evidence regarding switching costs.
    EPIC GAMES, INC. V. APPLE, INC.                    39
    costs, and (3) the empirical evidence in the record and the
    Brown Shoe practical indicia support a market of mobile-
    game transactions, not Epic’s iOS-specific aftermarkets. 12
    Beginning with the first prong, Epic had the burden of
    showing a lack of consumer awareness—whether through a
    change in policy or otherwise. Epic identified a purported
    change in policy, contrasting the App Store’s now-immense
    profitability with a pre-launch statement from Steve Jobs
    that Apple did not “intend to make money off the App
    Store[’s]” 30% commission. The district court reasonably
    found this statement to simply reflect Jobs’s “initial
    expectation” about the App Store’s performance, not an
    announcement of Apple policy. Especially in light of the
    district court’s finding that Apple has “maintained the same
    general rules” for distribution and payment processing since
    the App Store’s early days, it did not clearly err in
    concluding that Epic failed to prove a lack of consumer
    awareness through a change of policy.
    Nor did the district court clearly err in finding that Epic
    otherwise failed to establish a lack of awareness. Indeed, the
    district court squarely found: “[T]here is no evidence in the
    record demonstrating that consumers are unaware that the
    App Store is the sole means of digital distribution on the iOS
    platform” (emphasis added). And on appeal, Epic fails to
    cite any evidence that would undermine the district court’s
    characterization of the record.
    Because of this failure of proof on the first prong of
    Epic’s Kodak/Newcal showing, we need not reach—and do
    12
    The district court did not rule against Epic on the remaining prong of
    the Kodak/Newcal test: the presence of significant information costs that
    make accurate life-cycle pricing difficult.
    40               EPIC GAMES, INC. V. APPLE, INC.
    not express any view regarding—the other factual grounds
    on which the district court rejected Epic’s single-brand
    markets: (1) that Epic did not show significant switching
    costs, and (2) that empirical evidence and the Brown Shoe
    factors rebut Epic’s proposed aftermarkets.
    Moreover,      the    district  court’s    finding    on
    Kodak/Newcal’s         consumer-unawareness       requirement
    renders harmless its rejection of Epic’s proposed
    aftermarkets on the legally erroneous basis that Apple does
    not license or sell iOS as a standalone product. See supra
    section I.D.1. To establish its single-brand aftermarkets,
    Epic bore the burden of “rebut[ting] the economic
    presumption that . . . consumers make a knowing choice to
    restrict their aftermarket options when they decide in the
    initial (competitive) market to enter a[] . . . contract.”
    Newcal, 
    513 F.3d at 1050
    . Yet the district court found that
    there was “no evidence in the record” that could support such
    a showing. As a result, Epic cannot establish its proposed
    aftermarkets on the record before our court—even after the
    district court’s erroneous reasoning is corrected.
    In his partial dissent, our colleague, Judge Thomas,
    disagrees with our conclusion that the error discussed in
    section I.D.1 is harmless. First, Judge Thomas contends that
    we lack any “direct authority for [this] proposition.” While
    we do not have a Kodak-specific case to cite, treating an
    error as harmless in light of an independent and sufficient
    alternative finding is standard fare in appellate courts. See,
    e.g., United States v. Wright, 
    46 F.4th 938
    , 944 (9th Cir.
    2022) (“[The district court’s . . . error was harmless in light
    of its alternative holding . . . .” (capitalization
    standardized)); Tommasetti v. Astrue, 
    533 F.3d 1035
    , 1042
    (9th Cir. 2008) (“Although the ALJ’s step four
    determination constitutes error, it is harmless error in light
    EPIC GAMES, INC. V. APPLE, INC.             41
    of the ALJ’s alternative finding at step five.”); United States
    v. Koenig, 
    912 F.2d 1190
    , 1190 (9th Cir. 1990) (“We agree
    [with the appellant’s assertion of error], but conclude that the
    district court made alternative rulings that render any
    error harmless.”). Second, and relatedly, Judge Thomas
    argues that our harmless-error conclusion runs counter to
    precedent instructing that, outside of certain exceptions,
    “courts usually cannot apply the rule of reason without an
    accurate definition of the relevant market.” Amex, 
    138 S. Ct. at 2285
    . But that argument misconstrues the effect of the
    district court’s finding on the consumer-unawareness prong.
    If, as Judge Thomas requests, we were to just correct the
    district court’s erroneous reasoning and then remand, the
    district court’s market definition on remand would be
    foreordained. Given the total lack of evidence on consumer-
    unawareness, Epic cannot establish its proposed
    aftermarkets. So, contrary to the partial dissent’s assertion,
    we do not proceed to apply the Sherman Act’s liability
    standards without first defining a relevant market. Epic’s
    proposed aftermarkets fail, and Apple did not cross-appeal
    the district court’s rejection of its proposed market. The
    district court’s middle-ground market of mobile-games
    transaction thus stands on appeal, and it is that market in
    which we assess whether Apple’s conduct is unlawful
    pursuant to the Sherman Act.
    II. Sherman Act Section 1: Unreasonable Restraint
    With the relevant market for Epic’s antitrust claims
    established (mobile-game transactions), we turn to the
    district court’s rejection of Epic’s Sherman Act Section 1
    restraint-of-trade claim. Section 1 prohibits “[e]very
    contract, combination . . . , or conspiracy, in restraint of
    trade.” 
    15 U.S.C. § 1
    . Courts have long read Section 1 to
    “outlaw only unreasonable restraints.” Amex, 
    138 S. Ct. at
    42               EPIC GAMES, INC. V. APPLE, INC.
    2283 (quoting State Oil v. Khan, 
    522 U.S. 3
    , 10 (1997)).
    Thus, a Section 1 inquiry has both a threshold component
    (whether there is a contract, combination, or conspiracy) and
    a merits component (whether it is unreasonable).
    Qualcomm, 969 F.3d at 988–89. While a restraint can be
    unreasonable per se or pursuant to the Rule of Reason, the
    parties agree that the latter standard applies here.
    Epic contends that the district court (1) incorrectly found
    that the DPLA was not a “contract[]” within the scope of
    Section 1, (2) misapplied steps two and three of the Rule of
    Reason, and (3) omitted a fourth balancing step after it found
    that Epic failed to satisfy its step-three burden. Apple
    asserts—as an alternative basis for affirming the district
    court’s denial of Sherman Act liability—that the court erred
    at step one of the Rule of Reason. We agree with Epic on its
    first and third arguments but find the errors to be harmless;
    we reject Epic’s and Apple’s remaining arguments.
    A. Existence of a Contract
    The district court erred when it held that a non-
    negotiated contract of adhesion like the DPLA falls outside
    of the scope of Section 1. That holding plainly contradicts
    Section 1’s text, which reaches “[e]very contract,
    combination . . . , or conspiracy” that unreasonably restrains
    trade. 
    15 U.S.C. § 1
     (emphasis added). To hold that a
    contract is exempt from antitrust scrutiny simply because
    one party “reluctant[ly]” accepted its terms “would be to
    read the word[] ‘contract’” out of the statute. Systemcare,
    Inc. v. Wang Lab’ys Corp., 
    117 F.3d 1137
    , 1143 (10th Cir.
    1997).
    Moreover, the district court’s contract-of-adhesion
    exemption is difficult to square with numerous antitrust
    cases involving agreements in which one party set terms and
    EPIC GAMES, INC. V. APPLE, INC.            43
    the other party reluctantly acquiesced. See, e.g., Amex, 138
    S. ct. at 2282 (“Amex’s business model sometimes causes
    friction with merchants”); Perma Life Mufflers, Inc. v. Int’l
    Parts Corp., 
    392 U.S. 134
    , 142 (1968) (the plaintiff
    “unwillingly complied with the restrictive . . . agreements”),
    overruled on other grounds by Copperweld, 
    467 U.S. 752
    ;
    Barry v. Blue Cross of Cal., 
    805 F.2d 866
    , 869 (9th Cir.
    1986) (contract “terms and structure were made by” the
    defendant). Given the number of cases in which the district
    court’s exemption would have been decisive, it is telling that
    the dog never barked.
    Additionally, as the district court itself recognized, its
    holding is “not particularly consistent” with ties being
    cognizable pursuant to Section 1. In a classic tie, the
    defendant “exploit[s] . . . its control over the tying product
    to force the buyer into the purchase of a tied product that the
    buyer either did not want at all, or might have preferred to
    purchase elsewhere on different terms.” Jefferson Par.
    Hosp. Dist. No. 2 v. Hyde, 
    466 U.S. 2
    , 12 (1984), overruled
    on other grounds by Ill. Tool Works Inc. v. Indep. Ink, Inc.,
    
    547 U.S. 28
     (2006). “If such conduct were to be labelled
    ‘independent,’ virtually all tying arrangements would be
    beyond the reach of Section 1.” Image Tech. Serv., Inc. v.
    Eastman Kodak Co., 
    903 F.2d 612
    , 619 (9th Cir. 1990).
    Moreover, Section 1 is primarily concerned with firms
    that exercise market power—i.e., the “special ability . . . to
    force a [a contracting partner] to do something that he would
    not do in a competitive market.” Jefferson Parish, 
    466 U.S. at
    13–14. The district court’s rule would preclude Section 1
    suits and illegality defenses to breach of contract claims
    where they are most needed: when dealing with restraints
    44                  EPIC GAMES, INC. V. APPLE, INC.
    imposed by firms that have market power but lack the
    monopoly power that triggers Section 2 scrutiny. 13
    Thus, the district court erred on this threshold issue. But
    because the court, in the alternative, properly applied the
    Rule of Reason, its error was harmless.
    B. Rule of Reason Step One: Anticompetitive Effects
    The district court did not err when it found that Epic
    made the Rule of Reason’s required step-one showing. At
    step one, “the plaintiff has the initial burden to prove that the
    challenged restraint has a substantial anticompetitive effect
    that harms consumers in the relevant market.” Amex, 
    138 S. Ct. at 2284
    . Antitrust plaintiffs can make their step-one
    showing either “directly or indirectly.”            Id.; accord
    PLS.Com, LLC v. Nat’l Ass’n of Realtors, 
    32 F.4th 824
    , 834
    (9th Cir. 2022); Aya Healthcare Servs., Inc. v. AMN
    Healthcare, Inc., 
    9 F.4th 1102
    , 1112 (9th Cir. 2021); Rebel
    Oil., 51 F.3d at 1434.
    13
    The decisions that the district court relied on are readily
    distinguishable. An express agreement is “direct evidence of ‘concerted
    activity.’” Paladin Assocs., Inc. v. Mont. Power Co., 
    328 F.3d 1145
    ,
    1153 (9th Cir. 2003). But the district court relied exclusively on cases
    in which there was no direct evidence of concerted activity and a plaintiff
    instead produced circumstantial evidence to show that the defendants
    were acting in concert. See, e.g., Monsanto Co. v. Spray-Rite Serv.
    Corp., 
    465 U.S. 752
     (1984). Where a plaintiff puts forward only
    circumstantial evidence, courts must conduct a searching inquiry, lest
    they mistake parallel conduct (which is legal) for concerted activity
    (which is subject to Section 1 scrutiny). 
    Id. at 768
    ; see In re Musical
    Instruments & Equip. Antitrust Litig., 
    798 F.3d 1186
    , 1193–94 (9th Cir.
    2015). Where there is an express contract, that concern is simply not
    present.
    EPIC GAMES, INC. V. APPLE, INC.            45
    “To prove a substantial anticompetitive effect directly,
    the plaintiff must provide ‘proof of actual detrimental effects
    [on competition],’ such as reduced output, increased prices,
    or decreased quality in the relevant market.” PLS.Com, 32
    F.4th at 834 (emphasis added) (quoting Amex, 
    138 S. Ct. at 2284
    ). Importantly, showing a reduction in output is one
    form of direct evidence, but it “is not the only measure.”
    O’Bannon v. NCAA, 
    802 F.3d 1049
    , 1070 (2015) (emphasis
    removed) (quoting Areeda & Hovenkamp, Antitrust Law,
    supra, ⁋ 1503b(1)).
    To prove substantial anticompetitive effects indirectly,
    the plaintiff must prove that the defendant has market power
    and present “some evidence that the challenged restraint
    harms competition.” Amex, 
    138 S. Ct. at 2284
    . Market
    power is the ability for a defendant to profitably raise prices
    by restricting output. 
    Id. at 2288
    ; see also Jefferson Parish,
    
    466 U.S. at
    13–14 (market power is the ability “to force a
    purchaser to do something that he would not do in a
    competitive market”). In other words, a firm with market
    power is a price-maker, not the price-takers that economic
    theory expects in a competitive market. Pursuant to this
    indirect-evidence route, “[t]he existence of market power is
    a significant finding that casts an anticompetitive shadow
    over a party’s practices in a rule-of-reason case.” Hahn v.
    Or. Physicians’ Serv., 
    868 F.2d 1022
    , 1026 (9th Cir. 1988).
    Market power is generally inferred from the defendant’s
    possession of a high market share and the existence of
    “significant barriers to entry.” Rebel Oil, 51 F.3d at 1434.
    Whether a defendant possesses market power is a factual
    question that we review for clear error. Cf. L.A. Land Co. v.
    Brunswick Corp., 
    6 F.3d 1422
    , 1425 (9th Cir. 1993)
    (possession of monopoly power is a fact question).
    46               EPIC GAMES, INC. V. APPLE, INC.
    A plaintiff must also present “some evidence” that the
    defendant uses that market power to harm competition.
    Amex, 
    138 S. Ct. at 2284
    ; see also Aya Healthcare, 9 F.4th
    at 1113 (citing Tops Mkts., Inc. v. Quality Mkts., Inc., 
    142 F.3d 90
    , 97 (2d Cir. 1998), for the proposition that “market
    power alone does not suffice as indirect evidence for a rule-
    of-reason analysis”). This inquiry need not always be
    extensive or highly technical. It is sufficient that the plaintiff
    prove the defendant’s conduct, as matter of economic theory,
    harms competition—for example that it increases barriers to
    entry or reduces consumer choice by excluding would-be
    competitors that would offer differentiated products. See N.
    Am. Soccer League, LLC v. U.S. Soccer Fed’n Inc., 
    883 F.3d 32
    , 42 (2d Cir. 2018).
    Here, the district concluded that Epic produced both
    sufficient direct and indirect evidence to show that Apple’s
    distribution and IAP restrictions impose substantial
    anticompetitive effects. In terms of direct evidence, the
    court found that Apple has for years extracted a
    supracompetitive commission that was set “almost by
    accident” and “without regard” to its own costs and has
    produced “extraordinarily high” operating margins that
    “have exceeded 75% for years.” The court found that “the
    economic factors driving” other platforms’ rates “do not
    apply equally to Apple,” with “nothing other than legal
    action seem[ing] to motivate Apple to reconsider pricing and
    reduce rates.” With respect to indirect evidence, the district
    court found that Apple has market power: Apple had a
    mobile-games market share of 52 to 57% for the three years
    in evidence, and network effects and information restrictions
    create barriers to entry. The court found that Apple wielded
    that market power to foreclose would-be competitors like
    Epic from offering app-distribution and payment-processing
    EPIC GAMES, INC. V. APPLE, INC.                     47
    alternatives—reducing innovation and Apple’s                         own
    investment in the App Store in the process.
    1. Direct Evidence
    Apple challenges both the district court’s direct- and
    indirect-evidence conclusions on several grounds—some
    legal, some factual. We are not persuaded that the district
    court erred at step one of the Rule of Reason. 14
    First, Apple argues that the district court’s direct-
    evidence conclusion cannot stand because Epic did not show
    that Apple’s restrictions reduced output. We squarely
    rejected this argument in O’Bannon. There, the NCAA
    similarly argued that liability was foreclosed because output
    in the relevant market “increased steadily over time.” 
    802 F.3d at 1070
    . “Although output reductions are one common
    kind of anticompetitive effect in antitrust cases, a ‘reduction
    in output is not the only measure of anticompetitive effect.’”
    
    Id.
     (citation omitted). Nor does Amex displace our holding
    in O’Bannon. A showing of decreased output was essential
    in that case because the plaintiff “failed to offer any reliable
    measure of Amex’s transaction price or profit margins” and
    “the evidence about whether Amex charges more than its
    competitors was ultimately inconclusive.” Amex, 
    138 S. Ct. at 2288
    .
    14
    We also reject Apple’s threshold argument that the district court erred
    by not isolating the effects of Apple’s unilateral product-design decisions
    from the effects of the contractual restrictions that are properly within
    the scope of Section 1. This argument runs counter to the record. When
    conducting its Rule of Reason analysis, the district court noted that Epic
    “appear[ed] to disclaim any challenge to Apple’s code signing
    restrictions,” so the court “consider[ed] only the DPLA restrictions.”
    48               EPIC GAMES, INC. V. APPLE, INC.
    Second, Apple argues that Epic’s evidence of
    supracompetitive pricing fails as a matter of law because
    Apple never raised its commission. A supracompetitive
    price is simply a “price[] above competitive levels.” Rebel
    Oil, 51 F.3d at 1434. Apple cites no binding precedent in
    support of its proposition that the charging of a
    supracompetitive price must always entail a price increase,
    though we recognize that it ordinarily does.
    Third, Apple attacks the supracompetitive-pricing
    finding on factual grounds by asserting that Apple charges a
    substantially similar commission as its competitors. That
    assertion is true as far as headline rates go, but the district
    court reasonably based its supracompetitive-price finding on
    effective commission rates instead of headline rates. The
    district court found Apple’s reliance on headline rates to be
    “suspect” because, unlike the App Store, other platforms
    “frequently negotiate[] down” the rates they charge
    developers. The court noted that Amazon has a headline rate
    of 30% but an effective commission rate of 18%. And it
    credited testimony that game-console transaction platforms
    often “negotiate special deals for large developers.” While
    the district court’s finding that the Google Play Store (the
    App Store’s “main competitor”) charges a 30% rate
    seemingly undermines the characterization of Apple’s
    commission as supracompetitive, we cannot say that the
    district court clearly erred absent evidence about the Google
    Play Store’s effective commission—the metric that the
    district court at trial found to be the key to determining the
    competitiveness of a price in this market.
    Fourth, Apple argues that the district court’s direct-
    evidence finding fails as a matter of law because Amex
    requires Epic to establish anticompetitive effects on both
    sides of the two-sided market for mobile-game transactions
    EPIC GAMES, INC. V. APPLE, INC.             49
    (developers and users). Apple’s argument falls short both
    legally and factually. We have previously held: “Amex does
    not require a plaintiff to [show] harm to participants on both
    sides of the market. All Amex held is that to establish that a
    practice is anticompetitive in certain two-sided markets, the
    plaintiff must establish an anticompetitive impact on the
    ‘market as a whole.’” PLS.com, 32 F.4th at 839 (quoting
    Amex, 
    138 S. Ct. at 2287
    ). In any event, the district court
    found that, while Apple’s restrictions “certainly impact
    developers,” there was “some evidence” that the restrictions
    also “impact[] consumers when those costs are passed on.”
    2. Indirect Evidence
    We are not persuaded by Apple’s argument that the
    district court erred in concluding that Epic failed to establish
    indirect evidence of anticompetitive effects. Apple does not
    take issue with the district court’s finding of a 52 to 55%
    market share (other than noting it was the court’s “own
    . . . calculation”); nor does Apple challenge the court’s
    barriers-to-entry finding. It instead argues that the finding
    that Apple wields its market power in an anticompetitive
    manner is speculative. But, supported by basic economic
    presumptions, the district court reasonably found that,
    without Apple’s restrictions, would-be competitors could
    offer iOS users alternatives that would differentiate
    themselves from the App Store on price as well as consumer-
    appeal features like searchability, security, privacy, and
    payment processing. Indeed, it found competition in the PC-
    gaming market to be a “vivid illustration”: Steam had long
    charged a 30% commission, but upon Epic’s entry into the
    market, it lowered its commission to 20%. Epic’s indirect-
    evidence showing was sufficient. See N. Am. Soccer
    League, 
    883 F.3d at 42
     (market power combined with a
    50               EPIC GAMES, INC. V. APPLE, INC.
    restriction that “reduce[s] consumer choice” satisfies step
    one).
    C. Step Two: Procompetitive Rationales
    The district court correctly held that Apple offered non-
    pretextual, legally cognizable procompetitive rationales for
    its app-distribution and IAP restrictions. If a plaintiff
    establishes at step one that the defendant’s restraints impose
    substantial anticompetitive effects, then the burden shifts
    back to the defendant to “show a procompetitive rationale
    for the restraint[s].” NCAA v. Alston, 
    141 S. Ct. 2141
    , 2160
    (2021) (quoting Amex, 138 S. C.t at 2284). A procompetitive
    rationale is “a [1] nonpretextual claim that [the defendant’s]
    conduct is [2] indeed a form of competition on the merits
    because it involves, for example, greater efficiency or
    enhanced consumer appeal.” Qualcomm, 969 F.3d at 991.
    Here, the district court accepted two sets of rationales as
    non-pretextual and legally cognizable. First, it found that
    Apple implemented the restrictions to improve device
    security and user privacy—thereby enhancing consumer
    appeal and differentiating iOS devices and the App Store
    from those products’ respective competitors. Second, the
    court partially accepted Apple’s argument that it
    implemented the restrictions to be compensated for its IP
    investment. While the court credited the IP-compensation
    rationale generally, it rejected the rationale “with respect to
    the 30% commission rate specifically.” On appeal, Epic
    raises three arguments challenging Apple’s rationales as
    legally non-cognizable.
    EPIC GAMES, INC. V. APPLE, INC.              51
    1. Partial Acceptance     of               Apple’s   IP-
    Compensation Rationale
    Epic argues that the district court may not credit Apple’s
    IP-compensation rationale while finding that the rationale
    was pretextual “with respect to the 30% commission rate
    specifically” (emphasis added). We have held that IP-
    compensation is a cognizable procompetitive rationale,
    Kodak, 125 F.3d at 1219 (“desire to profit from
    . . . intellectual property” is presumptively procompetitive),
    and we find no error in the district court’s partial crediting
    of that rationale here.
    The district court’s acceptance of the rationale generally,
    while rejecting a specific application of it, resembles the
    district court’s analysis in the NCAA litigation that
    culminated in Alston, 
    141 S. Ct. 2141
    . There, the district
    court credited the NCAA’s amateurism-as-consumer-appeal
    rationale but found that the NCAA’s “rules and restrictions
    on [amateurism] ha[d] shifted markedly over time,” that the
    NCAA adopted some restrictions “without any reference to
    considerations of consumer demand,” and that some were
    “not necessary to consumer demand.” 
    Id. at 2163
    . The court
    did not, as Epic requests here, resolve the case at step two
    and hold that the NCAA’s shaky proof meant it lacked any
    procompetitive rationale. Instead, the “deficiencies in the
    NCAA’s proof of procompetitive benefits at the second step
    influenced the analysis at the third [step].” 
    Id. at 2162
    .
    Because the NCAA’s amateurism-as-consumer-appeal
    rationale was nebulously defined and weakly substantiated,
    the plaintiffs had more flexibility at step three to fashion less
    restrictive alternatives.
    The same is true here. Because the district court
    accepted only a general version of Apple’s IP-compensation
    52              EPIC GAMES, INC. V. APPLE, INC.
    rationale (that Apple was entitled to “some compensation”),
    Epic at step three needed only to fashion a less-restrictive
    alternative calibrated to achieving that general goal, instead
    of one achieving the level of compensation that Apple
    currently achieves through its 30% commission. There is no
    legal requirement—as Epic suggests—that district courts
    make pretext findings on an all-or-nothing basis. When
    district courts at step two partially credit a rationale, step
    three will necessarily take that partial finding into account.
    2. Cognizability of Apple’s Privacy/Security
    Rationales
    Epic and its amici next argue that Apple’s security and
    privacy rationales are social, not procompetitive, rationales
    and therefore fall outside the purview of antitrust law. We
    reject this argument.
    To begin, Epic waived this argument by failing to raise
    it below. See Friedman v. AARP, Inc., 
    855 F.3d 1047
    , 1057
    (9th Cir. 2017) (“Our general rule is that we do not consider
    an issue not passed upon below.”). In the parties’ pre-trial
    joint submission on elements and remedies, Epic agreed that
    “enhancing consumer appeal”—the goal of Apple’s security
    and privacy efforts—is a cognizable procompetitive
    justification. At trial, one of Epic’s experts conceded that
    “[p]rotecting iPhone users from security threats is a
    procompetitive benefit.” And Epic made no reference to
    cognizability in its proposed findings of fact and conclusions
    of law.
    Even setting aside Epic’s failure to raise this argument
    below, we are not persuaded by it. See Carrillo v. County of
    Los Angeles, 
    798 F.3d 1210
    , 1223 (9th Cir. 2015) (courts of
    appeal have discretion to address pure questions of law if
    doing so will not prejudice the opposing party). Epic’s
    EPIC GAMES, INC. V. APPLE, INC.          53
    argument characterizes Apple as asserting security and
    privacy as independent justifications in and of themselves.
    But, throughout the record, Apple makes clear that by
    improving security and privacy features, it is tapping into
    consumer demand and differentiating its products from those
    of its competitors—goals that are plainly procompetitive
    rationales. See, e.g., Qualcomm, 969 F.3d at 991 (listing
    enhanced “consumer appeal” as a legitimate procompetitive
    rationale); O’Bannon, 
    802 F.3d at
    1072–73 (considering the
    NCAA’s amateurism rationale that “plays a role in
    increasing consumer demand”). Consumer surveys in the
    record show that security and privacy is an important aspect
    of a device purchase for 50% to 62% of iPhone users and
    76% to 89% of iPad users worldwide. Even Epic’s CEO
    testified that he purchased an iPhone over an Android
    smartphone in part because it offers “better security and
    privacy.” And the district court found that, because Apple
    creates a “trusted app environment, users make greater use
    of their devices.”
    With Apple’s restrictions in place, users are free to
    decide which kind of app-transaction platform to use. Users
    who value security and privacy can select (by purchasing an
    iPhone) Apple’s closed platform and pay a marginally higher
    price for apps. Users who place a premium on low prices
    can (by purchasing an Android device) select one of the
    several open app-transaction platforms, which provide
    marginally less security and privacy. Apple’s restrictions
    create a heterogenous market for app-transaction platforms
    which, as a result, increases interbrand competition—the
    primary goal of antitrust law. See, e.g., Leegin Creative
    Leather Prod., Inc. v. PSKS, Inc., 
    551 U.S. 877
    , 895 (2007);
    54                 EPIC GAMES, INC. V. APPLE, INC.
    State Oil, 
    522 U.S. at 15
    . 15 Antitrust law assumes that
    competition best allocates resources by allowing firms to
    compete on “all elements of a bargain—quality, service,
    safety, and durability—and not just the immediate cost.”
    Nat’l Soc’y of Pro. Eng’rs v. United States, 
    435 U.S. 679
    ,
    695 (1978). If we were to accept Epic and its amici’s
    argument, then no defendant could cite competing on non-
    price features as a procompetitive rationale.
    To avoid this conclusion, Epic and its amici rely on a line
    of cases stemming from National Society of Professional
    Engineers. But neither that case nor its progeny support
    their argument that improved quality is a social, rather than
    procompetitive, rationale.          Instead, the Professional
    Engineers line of cases holds that a defendant cannot
    severely limit interbrand competition on the theory that
    competition itself is ill-suited to a certain market or industry.
    See 
    id.
     at 694–96. Epic’s selection of quotes from
    Professional Engineers and other cases—without
    acknowledging the distinct context in which they occurred—
    is unconvincing.
    In Professional Engineers, a professional association
    with about 12,000 engineers adopted a rule prohibiting its
    members from engaging in competitive bidding on
    15
    Epic argues that interbrand competition in the smartphone market is
    irrelevant because in the app-transactions market Epic is Apple’s would-
    be competitor—i.e., the DPLA prevents interbrand competition between
    the App Store and the Epic Games Store in the game-transactions
    market. But this was also true in Kodak: The independent service
    operators were would-be competitors of Kodak in the service market.
    Still, the Court entertained (while ultimately rejecting on factual
    grounds) Kodak’s procompetitive rationale that its service restrictions
    ensured high-quality products and thus promoted interbrand competition
    in the foremarket for photocopiers. Kodak, 
    504 U.S. at
    482–84.
    EPIC GAMES, INC. V. APPLE, INC.           55
    construction projects. Id. at 681. This “absolute ban” on
    competitive bidding imposed substantial anticompetitive
    effects, and the Society’s sole justification was that
    competition in the construction-engineering market would
    lead engineers to perform “inferior work with consequent
    risk to safety and health.” Id. at 692–94. In other words,
    competition in the construction engineering industry was not
    in the “public benefit.” Id. The Supreme Court rejected this
    request for a judge-made exemption from the Rule of
    Reason, which “does not support a defense based on the
    assumption that competition itself is unreasonable,” and
    stated that the Society’s argument should be “addressed to
    Congress.” Id. at 696.
    Indiana Federation of Dentists likewise involved a
    request for an exemption from the Rule of Reason. There,
    an association of dentists, which had a nearly 100% market
    share in one area and a nearly 70% market share in another,
    adopted a rule prohibiting its members from submitting x-
    rays to dental insurers. Ind. Fed. of Dentists, 
    476 U.S. at
    448–49. The rule made it prohibitively expensive for
    insurers to impose cost-containment measures and thus
    eliminated interbrand competition regarding cooperation
    with patients’ insurers. 
    Id. at 449
    . The Federation argued
    that competition would undermine “quality of care”—that,
    without the rule, consumers would make “unwise and even
    dangerous choices” regarding dental procedures. 
    Id. at 463
    .
    The Supreme Court rejected this argument—that
    competition was ill-suited for the dental industry—as
    squarely foreclosed by Professional Engineers. 
    Id.
    Trial Lawyers Association followed a similar track, but
    with respect to a requested exemption from a per se rule. A
    professional association comprising about 90% of “regulars”
    appointed for indigent criminal defense in the Superior Court
    56               EPIC GAMES, INC. V. APPLE, INC.
    of the District of Columbia entered into a group boycott
    against the District until it “substantially increase[d]” hourly
    rates. FTC v. Sup. Ct. Trial Lawyers’ Ass’n, 
    493 U.S. 411
    ,
    416 (1990). The Association argued that its actions were not
    unlawful because the District had a “constitutional duty” to
    provide adequate representation to indigent defendants,
    which required it to provide meaningful compensation to
    their attorneys. 
    Id. at 423
    . The Court refused to exempt the
    Association’s conduct from the normal application of
    antitrust’s per se prohibition on group boycotts, concluding
    that “[t]he social justifications proffered for respondents’
    restraint of trade . . . do not make it any less unlawful.” 
    Id. at 424
    .
    The Supreme Court followed suit last term in Alston
    when it rejected the NCAA’s sweeping plea for leniency.
    The NCAA argued that something more deferential than the
    Rule of Reason should apply to its restrictions on student-
    athlete compensation because the NCAA’s amateurism
    restrictions advance the “societally important non-
    commercial objective of higher education.” Alston, 141 S.
    Ct. at 2158. The Supreme Court held that this argument—
    that the NCAA “should be exempt from the usual operation
    of the antitrust laws”—should be directed to Congress, not a
    court. Id. at 2160.
    Apple’s rationales categorically differ from those
    asserted in the above cases. Apple did not agree with other
    app-transaction platforms (e.g., the Google Play Store) to
    eliminate interbrand competition and then invoke security
    and privacy to avoid the “normal operation” of the Rule of
    Reason. Id. at 2147. Rather, Apple imposed intrabrand
    limitations (that iOS devices use Apple distribution and
    payment-processing channels) and contends that these
    restrictions tap into consumer demand for a private and
    EPIC GAMES, INC. V. APPLE, INC.            57
    secure user experience and distinguish the App Store from
    its open-platform competitors.
    3. Cognizability of Cross-Market Rationales
    Epic finally argues that, even if Apple’s security and
    privacy restrictions are procompetitive, they increase
    competition in a different market than the district court
    defined and in which Epic showed step-one anticompetitive
    effects, and thus are not legally cognizable at step two. In
    Epic’s view, Apple’s rationales relate to the market for
    smartphone operating systems (or the market for
    smartphones), while the anticompetitive effects of Apple’s
    restrictions impact the market for mobile-game transactions.
    The Supreme Court’s precedent on this issue is not clear.
    While amici argued in Alston that cross-market justifications
    fail as a matter of law, the Supreme Court “express[ed] no
    view[]” on the argument. 141 S. Ct. at 2155. Dicta from one
    a per se decision provides some support for Epic’s position.
    See United States v. Topco Assocs., Inc., 
    405 U.S. 596
    , 609–
    10 (1972) (courts are unable “to weigh, in any meaningful
    sense, destruction of competition in one sector of the
    economy against promotion of competition in another
    sector”). But the Supreme Court has considered cross-
    market rationales in Rule of Reason and monopolization
    cases. See Kodak, 
    504 U.S. at
    482–84 (relevant market of
    Kodak-brand service and parts; procompetitive rationale in
    market for photocopiers); NCAA v. Bd. of Regents of Univ.
    of Okla., 
    468 U.S. 85
    , 104–08, 115–17 (1984) (relevant
    market of college football television; procompetitive
    rationale of protecting the market for college football
    tickets). Our court’s precedent is similar. While we have
    never expressly confronted this issue, we have previously
    considered cross-market rationales when applying the Rule
    58               EPIC GAMES, INC. V. APPLE, INC.
    of Reason. See O’Bannon, 
    802 F.3d at
    1069–73; In re NCAA
    Athletic Grant-in-Aid Cap Antitrust Litig., 
    958 F.3d 1239
    ,
    1266–71 (9th Cir. 2020) (M. Smith, J., concurring).
    We decline to decide this issue here. Like Epic’s general
    cognizability argument, Epic did not raise this argument
    below. Nor did it raise this argument in its opening brief
    before our court, denying Apple an opportunity to respond.
    See Miller v. Fairchild Indus., Inc., 
    797 F.2d 727
    , 738 (9th
    Cir. 1986).
    More importantly, we need not decide this issue because
    Epic’s argument rests on an incorrect reading of the record.
    Contrary to Epic’s contention, Apple’s procompetitive
    justifications do relate to the app-transactions market.
    Because use of the App Store requires an iOS device, there
    are two ways of increasing App Store output: (1) increasing
    the total number of iOS device users, and (2) increasing the
    average number of downloads and in-app purchases made
    by iOS device users. Below, the district court found that a
    large portion of consumers factored security and privacy into
    their decision to purchase an iOS device—increasing total
    iOS device users. It also found that Apple’s security- and
    privacy-related restrictions “provide[] a safe and trusted user
    experience on iOS, which encourages both users and
    developers to transact freely”—increasing the per-user
    average number of app transactions.
    D. Step Three: Substantially Less Restrictive Means
    The district court did not clearly err when it held that
    Epic failed to prove the existence of substantially less
    restrictive alternatives (LRAs) to achieve Apple’s
    procompetitive rationales. At step three of the Rule of
    Reason, “the burden shifts back to the plaintiff to
    demonstrate that the procompetitive efficiencies could be
    EPIC GAMES, INC. V. APPLE, INC.             59
    reasonably achieved through less anticompetitive means.”
    Alston, 141 S Ct. at 2160 (quoting Amex, 
    138 S. Ct. at 2284
    ).
    When evaluating proposed alternative means, courts “must
    give wide berth to [defendants’] business judgments” and
    “must resist the temptation to require that enterprises employ
    the least restrictive means of achieving their legitimate
    business objectives.” Id. at 2163, 2166; see also id. at 2161
    (“[A]ntitrust law does not require businesses to use anything
    like the least restrictive means of achieving legitimate
    business purposes.”). As such, this circuit’s test—which the
    Supreme Court approved in Alston—requires a
    “substantially less restrictive” alternative. O’Bannon, 
    802 F.3d at 1070
     (emphasis added) (quoting Tanaka v. Univ. of
    S. Cal., 
    252 F.3d 1059
    , 1063 (9th Cir. 2001)). To qualify as
    “substantially less restrictive,” an alternative means “must
    be ‘virtually as effective’ in serving the [defendant’s]
    procompetitive purposes . . . without significantly increased
    cost.” 
    Id. at 1074
     (quoting County of Tuolumne v. Sonora
    Cmty. Hosp., 
    236 F.3d 1148
    , 1159 (9th Cir. 2001)).
    Because LRAs inform the injunctive relief that a district
    court may enter if a plaintiff prevails, courts must also keep
    in mind “a healthy respect for the practical limits of judicial
    administration” when evaluating proposed LRAs. Alston,
    141 S. Ct. at 2163. Courts should not “impose a duty . . . that
    it cannot explain or adequately and reasonably supervise.”
    Id. (quoting Verizon Commc’ns Inc. v. L. Offs. Of Curtis V.
    Trinko, LLP, 
    540 U.S. 398
    , 415 (2004)).
    We review a district court’s findings on the existence of
    substantially less restrictive means for clear error. See, e.g.,
    NCAA Antitrust Litig., 958 F.3d at 1260; O’Bannon, 
    802 F.3d at 1074
    . This includes both the “virtually as effective”
    and “significantly increased cost” components encompassed
    in that finding. See NCAA Antitrust Litig., 958 F.3d. at 1260.
    60                 EPIC GAMES, INC. V. APPLE, INC.
    1. Proposed LRA to the Distribution Restriction
    Epic argues that Apple already has an LRA at its disposal
    for the distribution restriction: the “notarization model” that
    Apple uses for app distribution on its desktop and laptop
    operating system (macOS). 16 The notarization model sits
    somewhere between iOS’s “walled garden” and the open-
    platform model that characterizes some app-transaction
    platforms. Unlike on iOS, the Mac Store (the Apple-run
    equivalent of the iOS App Store for Mac computers) is not
    the exclusive means for macOS users to download apps;
    instead, users can download apps from the Mac Store or
    anywhere else on the internet. Also unlike on iOS, a
    developer can distribute a macOS app to users without first
    submitting it to Apple. But, regardless of how the developer
    distributes that app, it will carry a warning that Apple has
    not scanned it for malware. The developer, however, can
    choose to submit the app to Apple. If the app passes Apple’s
    malware scan, then the developer can distribute the app to
    users—again, through the Mac Store or otherwise—without
    the warning that accompanies unscanned apps.
    The malware scanning that Apple performs in the
    notarization model is not the same as the full app review that
    it conducts on iOS apps. Importantly, the notarization model
    does not include human review—a contextual review that,
    as found by the district court, cannot currently be automated.
    As part of iOS human review, a reviewer confirms that an
    app corresponds to its marketing description to weed out
    “Trojan Horse” apps or “social engineering” attacks that
    16
    In the district court, Epic also proposed the “enterprise model” (which
    Apple already implements for some iOS apps), but Epic does not
    advance that model on appeal as a proposed LRA.
    EPIC GAMES, INC. V. APPLE, INC.                  61
    trick users into downloading by posing as something they are
    not. The reviewer also checks that the app’s entitlements are
    reasonable for its purpose—rejecting, for example, a Tic-
    Tac-Toe game that asks for camera access and health data,
    while approving camera access for a social media app. On
    occasion, human review also detects novel, well-disguised
    malware attacks. Despite Epic carrying the burden at step
    three of the Rule of Reason, it was not clear before the
    district court—and still is not entirely clear—how Epic
    proposes that the notarization model translates from macOS
    to iOS. In particular, it is unclear whether the proposed
    model would incorporate human review and what type (if
    any) of licensing scheme Apple could implement to
    complement the notarization model. 17 Whatever the precise
    form of Epic’s proposed notarization model, the district
    court did not err in rejecting it.
    First, to the extent Epic argues that Apple could jot-for-
    jot adopt macOS’s notarization model without adding
    human review, Epic failed to establish that this model would
    be “virtually as effective” in accomplishing Apple’s
    procompetitive rationales of enhancing consumer appeal and
    distinguishing the App Store from competitor app-
    transaction platforms by improving user security and
    privacy. See O’Bannon, 802 F.3d at1073. The district court
    17
    There is even some discrepancy between the injunctive relief Epic
    requests and the basic mechanics of the notarization system. As
    explained, the notarization model labels unscanned apps with a warning.
    Yet Epic requested an injunction that would prohibit Apple from in any
    way “impeding or deterring the distribution of iOS apps” through non-
    App Store “distribution channel[s].” A malware warning would
    seemingly steer some consumers back to the App Store—raising some
    question of whether it would violate the “impeding or deterring”
    prohibition.
    62              EPIC GAMES, INC. V. APPLE, INC.
    ultimately found that the record contained “some evidence”
    that macOS computers experience higher malware rates than
    iOS devices. It also noted a third-party report that Android
    devices have higher malware rates than iOS ones due to
    Trojan Horse apps being distributed through open app-
    transaction platforms. And it credited Apple’s anecdotal
    evidence that human review sometimes detects novel
    malware attacks that slip through malware scans. Moreover,
    the district court found “compelling” Apple’s explanation of
    why human review is necessary “against certain types of
    attacks.” And it found that “Epic Games did not explain
    how, if at all” a purely automated process could screen for
    such threats. It also noted that Epic’s security expert
    testified that he did not consider fraud-prevention in his
    security analysis, that his opinion on the value-added of
    human app review “may change” if he did, and that
    automated protections “do not protect users against” social-
    engineering threats. Based on this record, the district court
    did not clearly err in finding that a process without human
    app review would not be “virtually as effective” as Apple’s
    current model.
    Second, to the extent Epic proposes a notarization model
    that incorporates human app review, Epic failed to develop
    how Apple could be compensated in such a model for third-
    party developers’ use of its IP. Epic argues that “app review
    can be relatively independent on app distribution” and
    envisions a model in which a developer would submit an
    app, Apple would review it, and then “send it back to the
    developer to be distributed directly or in another store.” For
    example, Epic could submit a gaming app to Apple; Apple
    would scan it for malware and subject it to human review;
    and then Epic could choose to distribute it through the App
    Store, the Epic Games Store, or both.
    EPIC GAMES, INC. V. APPLE, INC.               63
    While such a model would clearly be “virtually as
    effective” in achieving Apple’s security and privacy
    rationales (it contains all elements of Apple’s current
    model), Epic simply failed to develop how such a model
    would allow Apple to be compensated for developers’ use of
    its IP. At closing argument, the district court asked Epic
    whether its requested injunctive relief would allow Apple to
    impose some sort of licensing fee. Epic responded that
    “Apple can charge,” but it offered no concrete guidance on
    how to do so. Instead, Epic stated only that Apple “could
    charge certain developers more than others based on the
    advantage that they take of the platform” and that it
    “expect[s], given the innovation in Cupertino, that [Apple]
    would find ways to profit from their intellectual property and
    other contributions.” The district court accordingly found
    that Epic’s proposed distribution LRAs “leave unclear
    whether Apple can collect licensing royalties and, if so, how
    it would do so” and thus declined to consider them as “not
    sufficiently developed.”
    On appeal, Epic attempts to transfigure into an LRA the
    district court’s off-hand statement noting the absence of
    “evidence that Apple could not create a tiered licensing
    scheme[,] which would better correlate the value of its
    intellectual property to the various levels of use by
    developers.” It is, however, Epic’s burden at step three to
    prove that a tiered licensing scheme (or some other payment
    mechanism) could achieve Apple’s IP-compensation
    rationale. Without any evidence in the record of what this
    tiered licensing scheme would look like, we cannot say that
    it would be “virtually as effective” without “significantly
    increased cost.” O’Bannon, 
    802 F.3d at 1074
    . Nor can we
    even “explain” it, let alone direct the district court to craft an
    64                  EPIC GAMES, INC. V. APPLE, INC.
    injunction that it could “adequately and reasonably
    supervise.” Alston, 141 S. Ct. at 2163.
    2. Proposed LRA to the IAP Requirement
    Epic proposes access to competing payment processors
    as an LRA to Apple’s IAP requirement. Like the distribution
    requirement LRA, this LRA suffers from a failure of proof
    on how it would achieve Apple’s IP-compensation
    rationale. 18 As the district court noted, in a world where
    Apple maintains its distribution restriction but payment
    processing is opened up, Apple would still be contractually
    entitled to its 30% commission on in-app purchasers. Apart
    from any argument by Epic, the district court “presume[d]”
    that Apple could “utilize[e] a contractual right to audit
    developers . . . to ensure compliance with its commissions.”
    But the court then rejected such audits as an LRA because
    they “would seemingly impose both increased monetary and
    time costs.”
    E. Step Four: Balancing
    Epic—along with several amici, including the United
    States and thirty-four state attorneys general—argue that the
    district court erred by not proceeding to a fourth, totality-of-
    the-circumstances step in the Rule of Reason and balancing
    18
    As Epic argues, the district court’s ultimate conclusion on the security
    rationale (that opening up payment processing would undermine Apple’s
    “competitive advantage on security issues”) seems difficult to square
    with several of the court’s antecedent factual findings (e.g., that “Apple
    has not show how its [IAP] process is any different” and that “any
    potential for fraud prevention [through IAP] is not put into practice”).
    Because Epic’s LRA fails on the IP-compensation aspect, we need not
    decide whether the district court clearly erred when it also rejected the
    LRA for not being virtually as effective in accomplishing Apple’s
    security and privacy rationales.
    EPIC GAMES, INC. V. APPLE, INC.                   65
    the anticompetitive effects of Apple’s conduct against its
    procompetitive benefits. We hold that our precedent
    requires a court to proceed to this fourth step where, like
    here, the plaintiff fails to carry its step-three burden of
    establishing viable less restrictive alternatives. However,
    the district court’s failure to expressly do so was harmless in
    this case.
    We have been inconsistent in how we describe the Rule
    of Reason. Some decisions, when describing the Rule of
    Reason, contemplate a fourth step. See, e.g., Qualcomm, 969
    F.3d at 991; County of Tuolumne, 
    236 F.3d at 1160
    . Others
    do not. See, e.g., NCAA Antitrust Litig., 958 F.3d at 1263;
    Tanaka, 252 F.3d at 1063. Because of the paucity of cases
    that survive step one (let alone require a court to exhaust the
    three agreed-upon steps), most of our decisions have not
    required us to actually proceed to the portion of the analysis
    where Epic and its amici argue balancing would occur. 19
    The exception is County of Tuolumne, which provides
    the most on-point guidance regarding the existence of a
    fourth step. There, we held: “Because plaintiffs have failed
    to meet their burden of advancing viable less restrictive
    alternatives, we reach the balancing stage. We must balance
    the harms and benefits of the [challenged restrictions] to
    determine whether they are reasonable.” 
    236 F.3d at 1160
    (citation omitted). We then concluded, with just one
    sentence of analysis, that “any anticompetitive harm is offset
    19
    In Alston, the Supreme Court cited an amicus brief reporting that
    courts have decided 90% of Rule of Reason cases since 1977 at step one.
    141 S. Ct. at 2160–61. A similar amicus brief filed in this case echoes
    this statistic and reports that the figure rises to 97% when considering
    only post-1999 cases.
    66               EPIC GAMES, INC. V. APPLE, INC.
    by the procompetitive effects of [defendant’s] effort to
    maintain the quality of patient care that it provides.” Id.
    Supreme Court precedent neither requires a fourth step
    nor disavows it. In the Court’s two most recent Rule of
    Reason decisions, it discussed only the three agreed-upon
    steps. See Alston, 141 S. Ct. at 2160; Amex, 
    138 S. Ct. at 2284
    . But the Court did not characterize that test as the
    exclusive expression of the Rule of Reason. Alston stated
    that the Court “has sometimes spoken of ‘a three-step,
    burden-shifting framework,” emphasized that those “steps
    do not represent a rote checklist” or “an inflexible substitute
    for careful analysis,” and approvingly cited one of the
    Areeda and Hovenkamp treatises as using a “slightly
    different ‘decisional model.’” 141 S. Ct. at 2160 (emphasis
    added).
    We are skeptical of the wisdom of superimposing a
    totality-of-the-circumstances balancing step onto a three-
    part test that is already intended to assess a restraint’s overall
    effect. Neither Epic nor any amicus has articulated what this
    balancing really entails in a given case. Epic argues only
    that the district court must “weigh[]” anticompetitive harms
    against procompetitive benefits, and the United States
    describes step four as a “qualitative assessment of whether
    the harms or benefits predominate.” Nor is it evident what
    value a balancing step adds. Several amici suggest that
    balancing is needed to pick out restrictions that have
    significant anticompetitive effects but only minimal
    procompetitive benefits. But the three-step framework is
    already designed to identify such an imbalance: A court is
    likely to find the purported benefits pretextual at step two, or
    step-three review will likely reveal the existence of viable
    LRAs. We are thus “wary about [this] invitation[] to ‘set sail
    on a sea of doubt.’” Alston, 141 S. Ct. at 2166 (quoting
    EPIC GAMES, INC. V. APPLE, INC.              67
    United States v. Addyston Pipe & Steel Co., 
    85 F. 271
    , 284
    (6th Cir. 1898) (Taft, J.)).
    Nonetheless, we are bound by County of Tuolumne and
    mindful of Alston’s warning that the first three steps of the
    Rule of Reason are not a “rote checklist.” Therefore, where
    a plaintiff’s case comes up short at step three, the district
    court must proceed to step four and balance the restriction’s
    anticompetitive harms against its procompetitive benefits.
    In most instances, this will require nothing more than—as in
    County of Tuolumne—briefly confirming the result
    suggested by a step-three failure: that a business practice
    without a less restrictive alternative is not, on balance,
    anticompetitive. But the Sherman Act is a flexible statute
    that has and will continue to evolve to meet our country’s
    changing economy, so we will not “embarrass the future” by
    suggesting that will always be the case. Nw. Airlines, Inc. v.
    Minnesota, 
    322 U.S. 292
    , 300 (1944).
    Turning to the record here, the district court’s failure to
    explicitly reach the fourth step was harmless. Even though
    it did not expressly reference step four, it stated that it
    “carefully considered the evidence in the record and
    . . . determined, based on the rule of reason,” that the
    distribution and IAP restrictions “have procompetitive
    effects that offset their anticompetitive effects” (emphasis
    added). This analysis satisfied the court’s obligation
    pursuant to County of Tuolumne, and the court’s failure to
    expressly give this analysis a step-four label was harmless.
    III. Sherman Act Section 1: Tying
    In addition to its general restraint-of-trade claim, Epic
    brought a Section 1 claim asserting that Apple unlawfully
    tied together app distribution (the App Store) and in-app
    payment processing (IAP). On appeal, Epic argues that (1)
    68               EPIC GAMES, INC. V. APPLE, INC.
    the district court clearly erred when it found that Epic did not
    identify separate products, and (2) we can enter judgment in
    its favor because the tie is unlawful, either per se or pursuant
    to the Rule of Reason. We agree with Epic that the district
    court clearly erred in its separate-products finding, but we
    find that error to be harmless. The Rule of Reason applies
    to the tie involved here, and, for the reasons already
    explained, Epic failed to establish that Apple’s design of the
    iOS ecosystem—which ties the App Store and IAP
    together—is anticompetitive.
    A. Existence of a Tie
    “A tying arrangement is ‘an agreement by a party to sell
    one product but only on the condition that the buyer also
    purchases a different (or tied) product, or at least agrees that
    he will not purchase that product from any other supplier.’”
    Kodak, 
    504 U.S. at 461
     (quoting N. Pac. R. Co. v. United
    States, 
    356 U.S. 1
    , 5–6 (1958)). To prove the existence of a
    tie, a party must make two showings.
    First, the arrangement must, of course, involve two (or
    more) separate products. Pursuant to Jefferson Parish and
    Kodak, we apply a consumer-demand test when conducting
    this inquiry: To constitute two separate products, “[t]here
    must be sufficient consumer demand so that it is efficient for
    a firm to provide” the products separately. Kodak, 
    504 U.S. at
    462 (citing Jefferson Parish, 
    466 U.S. at
    21–22).
    Importantly, the separate-products inquiry “turns not on the
    functional relation between them, but rather on the character
    of the demand for the two items.” Jefferson Parish, 
    466 U.S. at
    19 & n.30. This consumer-demand test, in turn, has two
    parts: (1) that it is possible to separate the products, and (2)
    that it is efficient to do so, as inferred from circumstantial
    EPIC GAMES, INC. V. APPLE, INC.               69
    evidence. See Areeda & Hovenkamp, Antitrust Law, supra,
    ⁋⁋ 1743–45.
    The efficiency showing does not require a full-blown
    economic analysis. Because the showing is just a threshold
    step to reaching the merits of a tie (including, sometimes, the
    application of a per se rule), it would be incongruous to
    require a resource-intensive showing. See N. Pac. R. Co.,
    
    356 U.S. at 5
     (per se rules are meant to “avoid[] the necessity
    for an incredibly complicated and prolonged economic
    investigation”). Accordingly, the existence of separate
    products is inferred from “more readily observed facts.”
    Areeda & Hovenkamp, Antitrust Law, supra, ⁋ 1745c.
    These include consumer requests to offer the products
    separately, disentangling of the products by competitors,
    analogous practices in related markets, and the defendant’s
    historical practice. See Jefferson Parish, 
    466 U.S. at 22
    (noting that patients and surgeons “often request specific
    anesthesiologists [the tied service] to come to a hospital [the
    tying service]” and “other hospitals often permit
    anesthesiologic services to be purchased separately”);
    Kodak, 
    504 U.S. at 463
     (finding sufficient at the 12(b)(6)
    stage allegations that “consumers would purchase service
    without parts” and that the defendant had sold them
    “separately in the past”).
    Second, even where a transaction involves separate
    products, it is not necessarily a tie; the seller must also “force
    the buyer into the purchase of a tied product that the buyer
    either did not want at all, or might have preferred to purchase
    elsewhere on different terms.” Jefferson Parish, 
    466 U.S. at 12
    . Were a buyer merely to agree “to buy [a] second product
    on its own merits” absent any coercion, there would be no
    tie. Areeda & Hovenkamp, Antirust Law, supra, ⁋ 1752.
    70               EPIC GAMES, INC. V. APPLE, INC.
    We review a finding that no tie occurred for clear error.
    Krehl v. Baskin-Robbins Ice Cream Co., 
    664 F.2d 1348
    ,
    1354 (9th Cir. 1982) (reviewing separate-products finding
    for clear error); Mozart Co. v. Mercedes-Benz of N. Am.,
    Inc., 
    833 F.2d 1342
    , 1346 (9th Cir. 1987) (treating coercion
    as a fact question).
    Here, the district court found that there was no tie
    because app distribution and IAP are not separate products.
    It based this finding on four rationales—each of which is
    either clearly erroneous or incorrect as a matter of law.
    To begin, the district court erred as a matter of law when
    it concluded that IAP was not separate from app distribution
    because IAP is “integrated into . . . iOS devices.” Jefferson
    Parish expressly rejects an approach to the separate-
    products inquiry based on the “functional relation” between
    two purported products. 
    466 U.S. at 19
    .
    Next, the district court clearly erred when it found that
    “Epic Games presented no evidence showing that demand
    exists for IAP as a standalone product.” Here, the App Store
    and IAP clearly can be separated because Apple already
    does so in certain contexts, namely that IAP is not required
    for in-app purchases of physical goods. The efficiency
    showing is also met. Epic produced evidence that it,
    Facebook, Microsoft, Spotify, Match, and Netflix, have all
    tried to convince Apple to let them develop their own in-app
    payment solutions. The Epic Games Store—a direct
    competitor of Apple in the mobile-games submarket—
    delinks distribution from payment processing. And prior to
    IAP’s development in 2009, Apple distributed apps through
    the App Store but permitted developers to use their own in-
    app payment systems.
    EPIC GAMES, INC. V. APPLE, INC.                  71
    Relatedly, the district court clearly erred when it
    reasoned that, even if Apple did not require IAP, Apple
    would still be entitled to collect a commission on payments
    made and, therefore, “no economically rational developer
    would choose to use the alternative [payment] processor.”
    The district court itself found that “Epic Games raises
    legitimate concerns” about the non-price features of IAP,
    including that: “Apple does a poor job of mediating disputes
    between a developer and its customers”; that Apple’s one-
    size-fits-all refund approach “leads to poor [customer]
    experiences”; and that IAP’s exclusion of developers from
    transactions “can also increase fraud.”
    Finally, the district court erred as a matter of law when it
    concluded that a product in a two-sided market can never be
    broken into multiple products. Despite Apple’s strained
    effort to portray this as a factual finding, the district court
    imposed a bright-line legal rule. But Amex simply does not
    stand for the proposition that any two-sided platform will
    necessarily relate only to one market. Instead, it emphasized
    that market definition must “reflect[] commercial realities.”
    
    138 S. Ct. at 2285
    . Indeed, if Amex truly required a one-
    platform, one-market rule, then the district court’s market
    definition—mobile gaming transactions, instead of all app
    transactions—would be erroneous, despite the court’s
    extensive findings that game and non-game apps are
    characterized by significantly different demand. 20
    20
    We also reject Apple’s argument that that there is no tie because
    “thousands of developers . . . offer no in-app purchase[s].” True, a
    classic tie is: “I will sell you X widgets only if you buy Y bolts from
    me.” Here, the DPLA essentially provides: “Apple will sell you app-
    distribution transactions only if you buy your in-app-purchase-
    72                 EPIC GAMES, INC. V. APPLE, INC.
    B. Lawfulness of the Tie
    A tie can be unlawful pursuant to either a modified per
    se rule or the Rule of Reason. A tie is per se unlawful if (1)
    the defendant has market power in the tying product market,
    and (2) the “tying arrangement affects a ‘not insubstantial
    volume of commerce’ in the tied product market.” Blough
    v. Holland Realty, Inc, 
    574 F.3d 1084
    , 1089 (9th Cir. 2009)
    (quoting Cascade Health Solutions v. PeaceHealth, 
    515 F.3d 883
    , 912–13 (9th Cir. 2008)). The first prong requires
    the market-power inquiry standard throughout antitrust law.
    The second prong requires only that the tie affect an amount
    of commerce in the tied product market that is not “de
    minimis.” Datagate, Inc. v. Hewlett-Packard Co., 
    60 F.3d 1421
    , 1426 (9th Cir. 1995). These requirements are met
    here: Apple has market power in the app-distribution market.
    And the tie affects a non “de minimis” amount of commerce
    in the in-app-payment-processing market: Apple requires
    IAP to be used for more than half of the transactions that
    comprise a $100 billion market.
    Nonetheless, we join the D.C. Circuit in holding that per
    se condemnation is inappropriate for ties “involv[ing]
    software that serves as a platform for third-party
    applications.” Microsoft, 
    253 F.3d at 89
    . “It is only after
    considerable experience with certain business relationships
    that courts classify them as per se violations.” Broad.
    Music, Inc. v. Columbia Broad. Sys., Inc., 
    441 U.S. 1
    , 9
    (1979) (quoting Topco Assocs., 
    405 U.S. at 606
    ). That is
    processing requirements from Apple.” Substituting a requirements term
    for a quantity term does not change the nature of the agreement. See
    Kodak, 
    504 U.S. at 461
     (ties include agreement[s] “to sell one product
    but only on the condition that the buyer . . . not purchase that product
    from any other supplier” (citation omitted)).
    EPIC GAMES, INC. V. APPLE, INC.             73
    because per se condemnation embodies a judicial
    assessment that a category of restraints is “plainly
    anticompetitive” and “lack[ing] . . . [in] any redeeming
    virtue” such that it can be “conclusively presumed illegal.”
    
    Id.
     at 7–8 (citations omitted). Given the costs of improperly
    condemning a practice across the board, extending a per se
    rule requires caution and judicial humility. See White Motor
    Co. v. United States, 
    372 U.S. 253
    , 263 (1963) (“We need to
    know more than we do about the actual impact of these
    arrangements on competition to decide whether they
    . . . should be classified as per se violations of the Sherman
    Act.”); Microsoft, 
    253 F.3d at 94
     (“We do not have enough
    empirical evidence regarding the effect of [the] practice
    . . . to exercise sensible judgment regarding that entire class
    of behavior.”). Based on the record, we do not have the level
    of confidence needed to universally condemn ties related to
    app-transaction platforms that combine multiple
    functionalities. See Microsoft, 
    253 F.3d at 93
     (“[B]ecause of
    the pervasively innovative character of platform software
    markets, tying in such markets may produce efficiencies that
    courts have not previously encountered and thus the
    Supreme Court had not factored into the per se rule as
    originally conceived.”).
    The tie in this case differs markedly from those the
    Supreme Court considered in Jefferson Parish and prior
    tying cases. Particularly, “[i]n none of these cases was the
    tied good . . . technologically integrated with the tying
    good.” Microsoft, 
    253 F.3d at 90
    . Moreover, none of the
    ties presented any purported procompetitive benefits that
    could not be achieved by adopting quality standards for
    third-party suppliers of the tied good, as Apple does here.
    Id.; see also Int’l Salt Co. v. United States, 
    332 U.S. 392
    , 398
    (1947) (noting purported benefit can be achieved by
    74               EPIC GAMES, INC. V. APPLE, INC.
    implementing quality control for machine consumables),
    abrogated on other grounds by Ill. Tool, 
    547 U.S. 28
    ; Int’l
    Bus. Machs. Corp. v. United States, 
    298 U.S. 131
    , 139
    (1936) (same).
    Moreover, while Jefferson Parish’s separate-products
    test filters out procompetitive bundles from per se scrutiny
    in traditional markets, we are skeptical that it does so in the
    market involved here. Software markets are highly
    innovative and feature short product lifetimes—with a
    constant process of bundling, unbundling, and rebundling of
    various functions. In such a market, any first-mover product
    risks being labeled a tie pursuant to the separate-products
    test. See Microsoft, 
    253 F.3d at 92
    . If per se condemnation
    were to follow, we could remove would-be popular products
    from the market—dampening innovation and undermining
    the very competitive process that antitrust law is meant to
    protect. The Rule of Reason guards against that risk by
    “afford[ing] the first mover an opportunity to demonstrate
    that an efficiency gain from its ‘tie’ adequately offsets any
    distortion of consumer choice.” 
    Id.
    Applying the Rule of Reason to the tie involved here, it
    is clearly lawful. Epic’s tying claim (that app distribution
    and payment processing are tied together) is simply a
    repackaging of its generic Section 1 claim (that the
    conditions under which Apple offers its app-transactions
    product are unreasonable). For the reasons we explained
    above, Epic failed to carry its burden of proving that Apple’s
    structure of the iOS ecosystem is unreasonable. See supra
    section II.
    IV. Sherman Act Section 2: Monopoly Maintenance
    We now consider Epic’s Sherman Act Section 2 claim
    that Apple unlawfully maintained a monopoly. Section 2
    EPIC GAMES, INC. V. APPLE, INC.               75
    makes it unlawful to “monopolize, or attempt to monopolize,
    or combine or conspire . . . to monopolize” a market. 
    15 U.S.C. § 2
    . A Section 2 monopolization claim “has two
    elements: (1) the possession of monopoly power in the
    relevant market and (2) the willful acquisition or
    maintenance of that power as distinguished from growth or
    development as a consequence of a superior product,
    business acumen, or historic accident.” United States v.
    Grinnell Corp., 
    384 U.S. 563
    , 570–71 (1966); accord
    Qualcomm, 969 F.3d at 990; Microsoft, 
    253 F.3d at 50
    .
    At step one, the plaintiff must establish that the
    defendant possesses monopoly power, which is the
    substantial ability “to control prices or exclude competition.”
    Grinnell, 
    384 U.S. at 571
    ; accord United States v. Syufy
    Enters., 
    903 F.2d 659
    , 664 (9th Cir. 1990). Monopoly power
    differs in degree from market power, requiring “something
    greater.” Kodak, 
    504 U.S. at 481
    ; see also Areeda &
    Hovenkamp, Antitrust Law, supra, ⁋ 600b (market power
    and monopoly power exist along a spectrum). Like market
    power, monopoly power can be established either directly or
    indirectly. Rebel Oil, 51 F.3d at 1434; see Microsoft, 
    253 F.3d at 51
    .
    At step two, the plaintiff must show that the defendant
    acquired or maintained its monopoly through
    “anticompetitive conduct.” Trinko, 
    540 U.S. at 407
    . This
    anticompetitive-conduct requirement is “essentially the
    same” as the Rule of Reason inquiry applicable to Section 1
    claims. Qualcomm, 969 F.3d at 991; see also Microsoft, 
    253 F.3d at 59
     (“[I]t is clear . . . that the analysis under section 2
    is similar to that under section 1 regardless whether the rule
    of reason label is applied.” (citation omitted)). Where, like
    here, the plaintiff challenges the same conduct pursuant to
    Sections 1 and 2, we can “review claims under each section
    76               EPIC GAMES, INC. V. APPLE, INC.
    simultaneously.” Qualcomm, 969 F.3d at 991. And if “a
    court finds that the conduct in question is not anticompetitive
    under § 1, the court need not separately analyze the conduct
    under § 2.” Id.
    At step one in this case, the district court found that
    although Apple possesses “considerable” market power in
    the market for mobile-game transactions, that power is not
    durable enough to constitute monopoly power given the
    influx nature of the market. It then, at step two, echoed its
    Rule of Reason conclusion that Epic failed to establish
    Apple’s restrictions were anticompetitive.
    We affirm the district court’s rejection of Section 2
    liability. Epic does not argue on appeal that the district court
    clearly erred in finding that Apple lacks monopoly power in
    the mobile-games market. It argues only that the district
    court erred in rejecting its single-brand markets in which
    Apple would have a 100% market share—an argument we
    reject above. See supra section I. Moreover, even assuming
    Apple has monopoly power, Epic failed to prove Apple’s
    conduct was anticompetitive. See supra sections II–III.
    V. Breach of Contract
    Apple counter-sued Epic for breach of contract. Epic
    stipulated that it breached the DPLA when it implemented
    the Fortnite hotfix, which allowed it to process in-game
    transactions in violation of Apple’s IAP restriction. Epic
    raised several affirmative defenses, however, and argued
    that the DPLA is illegal, void as against public policy, and
    EPIC GAMES, INC. V. APPLE, INC.                         77
    unconscionable. The district court rejected each defense,
    and Epic now challenges the illegality holding on appeal. 21
    The parties agree that Epic’s illegality defense rises and
    falls with its Sherman Act claims. Because we affirm the
    district court’s holding that Epic failed to prove Apple’s
    liability pursuant to the Sherman Act, we also affirm its
    rejection of Epic’s illegality defenses.
    VI. California’s Unfair Competition Law
    We now turn to Apple’s cross-appeal, beginning with its
    arguments concerning the UCL. The district court found that
    Epic suffered an injury sufficient to confer Article III
    standing, concluded that Apple’s anti-steering provision
    violates the UCL’s unfair prong, and entered an injunction
    prohibiting Apple from enforcing the anti-steering provision
    against any developer. Apple challenges each aspect on
    appeal. We affirm.
    A. Standing
    Article III limits federal courts’ jurisdiction to “[c]ases”
    and “[c]ontroversies.” U.S. Const. art. III, § 2. “One
    21
    In its briefs, Epic also asserts that the district court erred in ruling that
    the DPLA was neither void-against-public-policy nor unconscionable,
    but the only substantive argument it makes is that the DPLA violates the
    Sherman Act. These doctrines, however, do not sound in express
    illegality. See 
    Cal. Civ. Code § 1667
    (2) (a contract is void if it is
    “contrary to the policy of express law, though not expressly prohibited”);
    Lhotka v. Geographic Expeditions, Inc., 
    181 Cal. App. 4th 816
    , 821, 824
    (2010) (a contract is unconscionable if there is a disparity in bargaining
    power and the contract “reallocates risks in an objectively unreasonable
    or unexpected manner”). As such, Epic’s invocation of these doctrines
    without any relevant argument is insufficient to raise them on appeal.
    See Singh v. Am. Honda Fin. Corp., 
    925 F.3d 1053
    , 1075 n.22 (9th Cir.
    2019).
    78               EPIC GAMES, INC. V. APPLE, INC.
    essential aspect of this [limitation] is that any person
    invoking the power of a federal court must demonstrate
    standing to do so.” Va. House of Delegates v. Bethune-Hill,
    
    139 S. Ct. 1945
    , 1950 (2019) (quoting Hollingsworth v.
    Perry, 
    570 U.S. 693
    , 704 (2013)). Constitutional standing
    requires a showing of: “(1) a concrete and particularized
    injury, that (2) is fairly traceable to the challenged conduct,
    and (3) is likely to be redressed by a favorable decision.” 
    Id.
    Article III requires “that an ‘actual controversy’ persist
    throughout all stages of litigation.” Id. at 1951 (quoting
    Hollingsworth, 
    570 U.S. at 705
    ).
    Apple terminated Epic’s iOS developer account in
    August 2020. Then in September 2021 after the district
    court issued its order holding that Epic breached the DPLA,
    Apple informed Epic that it had no intention of reinstating
    Epic’s developer account. As a result, Epic has no apps
    remaining on the App Store. Apple therefore argues that
    Epic is no longer injured by the anti-steering provision.
    Apple’s argument, however, overlooks two critical aspects
    of the record. First, while Epic itself has no apps on the App
    Store, its subsidiaries do—causing Epic to be injured
    through the anti-steering provision’s effects on its
    subsidiaries’ earnings. Second, Epic is a competing game
    distributor through the Epic Games Store and offers a 12%
    commission compared to Apple’s 30% commission. If
    consumers can learn about lower app prices, which are made
    possible by developers’ lower costs, and have the ability to
    substitute to the platform with those lower prices, they will
    do so—increasing the revenue that the Epic Games Store
    generates. As such, the district court did not clearly err in
    finding that Apple’s anti-steering provision injures Epic.
    EPIC GAMES, INC. V. APPLE, INC.            79
    B. Merits
    As relevant here, the UCL prohibits “any [1] unlawful,
    [2] unfair or [3] fraudulent business act or practice.” 
    Cal. Bus. & Prof. Code § 17200
    . As the UCL’s three-prong
    structure makes clear, a business practice may be “unfair,”
    and therefore illegal under the UCL, “even if not specifically
    proscribed by some other law.” Cel-Tech Commc’ns, Inc. v.
    L.A. Cellular Tel. Co., 
    20 Cal. 4th 163
    , 180 (1999). The
    unfair prong is “intentionally framed in its broad, sweeping
    language, precisely to enable judicial tribunals to deal with
    the innumerable ‘new schemes which the fertility of man’s
    invention would contrive.’” 
    Id.
     (quoting Am. Philatelic Soc.
    v. Claibourne, 
    3 Cal. 2d 689
    , 698 (1935)); see also People
    ex rel. Mosk v. Nat’l Research Co. of Cal., 
    201 Cal. App. 2d 765
    , 772 (1962) (the UCL covers unfair practices that “may
    run the gamut of human ingenuity and chicanery”).
    The California Supreme Court has refined this “wide
    standard,” Cel-Tech, 
    20 Cal. 4th at 181
    , into two tests
    relevant to this litigation. First, to support “any finding of
    unfairness to competitors,” a court uses the “tethering” test,
    which asks whether the defendant’s conduct “threatens an
    incipient violation of an antitrust law, or violates the policy
    or spirit of one of those laws because its effects are
    comparable to or the same as a violation of the law, or
    otherwise significantly threatens or harms competition.” 
    Id.
    at 186–87 (emphasis added). Second, to support a finding of
    unfairness to consumers, a court uses the balancing test,
    which “weigh[s] the utility of the defendant’s conduct
    against the gravity of the harm to the alleged victim.”
    Progressive W. Ins. Co. v. Super. Ct., 
    135 Cal. App. 4th 263
    ,
    285 (2005) (citation omitted). These tests “are not mutually
    exclusive.” Lozano v. AT&T Wireless Servs., Inc., 
    504 F.3d 80
                  EPIC GAMES, INC. V. APPLE, INC.
    718, 736 (9th Cir. 2007) (citing Schnall v. Hertz Corp., 
    78 Cal. App. 4th 1144
     (2000)).
    Here, the district court applied both tests. Through the
    Epic Games Store, Epic is a games-distribution competitor
    of Apple—triggering the competitor test. Through its
    subsidiaries that have apps on the App Store, Epic consumes
    the app transactions that Apple offers in a two-sided
    market—triggering the consumer test. Cf. Amex, 
    138 S. Ct. at 2286
     (each side of two-sided market “jointly consume[s]
    a single product” (citation omitted)). Applying the tethering
    test, the court found that the anti-steering provisions
    “decrease       [consumer]        information,”      enabling
    supracompetitive profits and resulting in decreased
    innovation.       It relied on Apple’s own internal
    communications for the proposition that the anti-steering
    provision prevents developers from using two of the three
    “most effective marketing activities,” push notifications and
    email outreach. It then reiterated these factual findings to
    conclude that the provision also violates the balancing test.
    Apple does not directly challenge the district court’s
    application of the UCL’s tethering and balancing tests to the
    facts of this case. Instead, Apple makes two arguments
    attacking UCL liability as a matter of law. Neither is
    supported by California law.
    1. Safe-Harbor Doctrine
    Apple argues that Epic’s failure to establish Sherman Act
    liability forecloses UCL liability pursuant to the UCL’s “safe
    harbor” doctrine, which bars a UCL action where California
    or federal statutory law “absolutely preclude[s] private
    causes of action or clearly permit[s] the defendant’s
    conduct.” Zhang v. Sup. Ct., 
    57 Cal. 4th 364
    , 379–80 (2013).
    The safe-harbor doctrine emphasizes that there is a
    EPIC GAMES, INC. V. APPLE, INC.             81
    “difference between (1) not making an activity unlawful, and
    (2) making that activity lawful.” Cel-Tech, 
    20 Cal. 4th at 183
    ; accord Zhang, 
    57 Cal. 4th at 379
    . Accordingly, in
    every instance where a court found the Sherman Act to
    preclude a UCL action, a categorical antitrust rule formed
    the basis of the decision. We held that the judge-made
    baseball exemption—that “the business of providing public
    baseball games for profit . . . [is] not within the scope of the
    federal antitrust laws”—precluded a UCL action. City of
    San Jose v. Off. of the Com’r of Baseball, 
    776 F.3d 686
    , 689
    (9th Cir. 2015) (quoting Toolson v. N.Y Yankees, Inc., 
    346 U.S. 356
    , 357 (1953)). A California Court of Appeal
    similarly held that the Colgate doctrine—that it is lawful for
    a company to unilaterally announce the terms on which it
    will deal—precluded a UCL action. Chavez v. Whirlpool
    Corp., 
    93 Cal. App. 4th 363
    , 367, 373, 375 (2001).
    Neither Apple nor any of its amici cite a single case in
    which a court has held that, when a federal antitrust claim
    suffers from a proof deficiency, rather than a categorical
    legal bar, the conduct underlying the antitrust claim cannot
    be deemed unfair pursuant to the UCL. Indeed, in a leading
    case on the safe-harbor exception, the California Supreme
    Court permitted a UCL claim against a predatory-price
    scheme to proceed even though the plaintiff failed to
    prove—as state antitrust law requires—that the defendant
    intended to harm competition through the scheme. Cel-
    Tech, 
    20 Cal. 4th at 183
    . Apple’s rule would convert any
    Rule of Reason shortcoming into a UCL defense and
    undermine the UCL’s three-prong structure by collapsing
    the “unfair” and “unlawful” prongs into each other. We
    82                 EPIC GAMES, INC. V. APPLE, INC.
    reject Apple’s proposed rule as foreclosed by California
    law. 22
    2. Importation of Sherman Act Principles
    Apple next argues that two principles from Sherman Act
    case law preclude UCL liability here. We find neither
    argument persuasive. First, Apple contends that the
    Supreme Court’s decision in Amex—finding in favor of
    American Express in a suit challenging its anti-steering
    provision—bars UCL liability stemming from Apple’s anti-
    steering provision. Apple does not explain how Amex’s fact-
    and market-specific application of the first prong of the Rule
    of Reason establishes a categorical rule approving anti-
    steering provisions, much less one that sweeps beyond the
    Sherman Act to reach the UCL. Amex was based on the
    plaintiff’s failure to establish direct evidence of
    anticompetitive effects through a reduction in output,
    supracompetitive pricing, or excessively high profit
    margins; it was not a blanket approval of anti-steering
    provisions. See Amex, 
    138 S. Ct. at 2288
    .
    Second, Apple argues that the UCL mandates trial courts
    to define a relevant market and then conduct the balancing
    test within that market (similar to the Rule of Reason).
    Again, Apple does not cite any California authority for this
    proposition. Moreover, such a rule runs contrary to
    California courts’ repeated instruction that “[n]o inflexible
    rule can be laid down as to what conduct will constitute
    unfair competition.” E.g., Pohl v. Anderson, 
    13 Cal. App. 22
    Several amici contend that, under current California case law, the UCL
    provides insufficient guidance to businesses. That argument, however,
    fundamentally misunderstands our role when we interpret and apply state
    law while exercising diversity or supplemental jurisdiction.
    EPIC GAMES, INC. V. APPLE, INC.              83
    2d 241, 242 (1936) (citation omitted). It also contradicts a
    California Supreme Court decision that conducted
    something akin to quick-look review (in which a precise
    market-definition is not needed) when confronted with
    significant restrictions on the free flow of price information.
    See Oakland-Alameda Cnty. Builders’ Exch. v. F. P. Lathrop
    Constr. Co., 
    4 Cal. 3d 354
    , 363–64 (1971) (invalidating a
    prohibition on unsealing competitor bids after bidding had
    culminated on the grounds that it “restrain[ed] open price
    competition and unlawfully tamper[ed] with the pricing
    structure”).
    C. Injunctive Relief
    Apple also argues that (1) the district clearly erred when
    it found that Epic’s injuries were irreparable, and (2) it
    abused its discretion when applying the injunction against all
    developers, not just Epic’s subsidiaries that have apps on the
    App Store. We disagree.
    Even where the UCL authorizes injunctive relief
    pursuant to state law, a federal court must also ensure that
    the relief comports with “the traditional principles governing
    equitable remedies in federal courts.” Sonner v. Premier
    Nutrition Corp., 
    971 F.3d 834
    , 844 (9th Cir. 2020). To issue
    an injunction, the court must find: “(1) that [the plaintiff] has
    suffered an irreparable injury; (2) that remedies available at
    law, such as monetary damages, are inadequate to
    compensate for that injury; (3) that, considering the balance
    of hardships between the plaintiff and defendant, a remedy
    in equity is warranted; and (4) that the public interest would
    not be disserved by a permanent injunction.” Galvez v.
    Jaddou, 
    52 F.4th 821
    , 831 (9th Cir. 2022) (quoting eBay Inc.
    v. MercExchange, L.L.C., 
    547 U.S. 388
    , 391 (2006)).
    Moreover, injunctive relief must be no “more burdensome to
    84                 EPIC GAMES, INC. V. APPLE, INC.
    the defendant than necessary to provide complete relief to
    the plaintiff[].” L.A. Haven Hospice, Inc. v. Sebelius, 
    638 F.3d 644
    , 664 (9th Cir. 2011) (quoting Califano v. Yamasaki,
    
    442 U.S. 682
    , 702 (1979)). We review a district court’s
    decision to grant a permanent injunction, and the scope of
    that injunction, for an abuse of discretion and review the
    factual      findings     underlying      the      injunction
    for clear error. NCAA Antitrust Litig., 958 F.3d at 1253.
    1. Issuance of the Injunction
    First, the district court did not clearly err in finding that
    Epic suffered an injury for which monetary damages would
    be inadequate. While economic injury is generally not
    considered irreparable, it is where the underlying injury does
    not readily lend itself to calculable money damages. See
    Rent-A-Ctr., Inc. v. Canyon Television & Appliance Rental,
    Inc., 
    944 F.2d 597
    , 603 (9th Cir. 1991). Here, the district
    court found that the anti-steering provision “is not easily
    remedied with money damages,” a finding that has ample
    support in the record. In 2019, there were over 300,000
    games on the App Store. Calculating the damages caused by
    the anti-steering provision would require a protracted and
    speculative inquiry into: the availability of each of those
    300,000 games on the Epic Games Store, the percentage of
    revenue on each game that comes from users who multi-
    home and can therefore substitute, and how high the
    substitution rate would be among those multi-home users. 23
    23
    Apple also asserts—in one sentence and without any authority—that
    the district court abused its discretion in failing to hold that Apple’s
    unclean-hands argument precluded injunctive relief. This passing
    statement was insufficient to raise this issue on appeal. See Singh, 925
    F.3d at 1075 n.22.
    EPIC GAMES, INC. V. APPLE, INC.            85
    2. Scope of the Injunction
    Second, the district court did not abuse its discretion
    when setting the scope of the injunctive relief because the
    scope is tied to Epic’s injuries. The district court found that
    the anti-steering provision harmed Epic by (1) increasing the
    costs of Epics’ subsidiaries’ apps that are still on the App
    Store, and (2) preventing other apps’ users from becoming
    would-be Epic Games Store consumers. Because Epic
    benefits in this second way from consumers of other
    developers’ apps making purchases through the Epic Games
    Store, an injunction limited to Epic’s subsidiaries would fail
    to address the full harm caused by the anti-steering
    provision.
    VII.   Attorney Fees
    We reverse the district court’s holding that the DPLA’s
    indemnification provision does not require Epic to pay
    Apple’s attorney fees related to this litigation. Based on the
    DPLA’s choice-of-law provision, we interpret its
    indemnification provision pursuant to California contact-
    interpretation principles. We review the district court’s
    interpretation of a contract de novo. Shivkov v. Artex Risk
    Sols., Inc., 
    974 F.3d 1051
    , 1058 (9th Cir. 2020).
    California courts presume that “[a] clause that contains
    the words ‘indemnify’ and ‘hold harmless’ generally
    obligates the indemnitor to reimburse the indemnitee for any
    damages the indemnitee becomes obligated to pay third
    persons—that is, it relates to third party claims, not attorney
    fees incurred in a breach of contract action between the
    parties to the indemnity agreement itself.” Alki Partners, LP
    v. DB Fund Servs., LLC, 
    4 Cal. App. 5th 574
    , 600 (2016)
    (emphasis added). However, courts also look to “the context
    in which the language appears.” 
    Id.
     A contract, therefore,
    86               EPIC GAMES, INC. V. APPLE, INC.
    can rebut this presumption with language that “specifically
    provide[s] for attorney’s fees in an action on the contract.”
    
    Id.
     at 600–01 (emphasis omitted) (citation omitted). For
    example, the California Court of Appeal read an
    indemnification clause to cover intra-party disputes when
    the clause covered all losses “whether or not arising out of
    third party [c]laims.” Dream Theater, Inc. v. Dream
    Theater, 
    124 Cal. App. 4th 547
    , 556–57 (2004). And it did
    the same where an indemnification clause was accompanied
    by a clause clarifying that, in addition to the remedies listed
    in the indemnification clause, each party could also seek
    specific performance for certain breaches of the contract—a
    provision that “would be unnecessary if indemnification
    only referred to third party claims.” Zalkind v. Ceradyne,
    Inc., 
    194 Cal. App. 4th 1010
    , 1028 (2011).
    Turning to the facts here, section 10 of the DPLA
    provides that Epic “agree[s] to indemnify and hold harmless,
    and upon Apple’s request, defend, Apple[] . . . from any and
    all claims, losses, liabilities, damages, taxes, expenses and
    costs, including without limitation, attorneys’ fees and court
    costs . . . , incurred by [Apple] and arising from or related
    to” several enumerated grounds. One grounds, clause (i),
    applies to Epic’s “breach of any certification, covenant,
    obligation, representation or warranty in [the DPLA].”
    Clause (i) rebuts the Alki Partners presumption by
    “specifically provid[ing] for attorney’s fees in an action on
    the contract.” 4 Cal. App. 5th at 600–01. It expressly refers
    to Epic’s “breach” of its obligations pursuant to the DPLA—
    contemplating an intra-party action for breach of contract,
    not claims by third parties. The surrounding context of
    section 10 buttresses this conclusion. Section 14.3 of the
    DPLA disclaims that the agreement “is not for the benefit of
    any third parties.” Indeed, Epic has not identified a single
    EPIC GAMES, INC. V. APPLE, INC.                      87
    situation in which a third-party could possibly sue Apple
    pursuant to clause (i). Therefore, we hold that clause (i)
    contemplates intra-party disputes and Apple is entitled to
    attorney fees pursuant to it. 24
    CONCLUSION
    To echo our observation from the NCAA student-athlete
    litigation: There is a lively and important debate about the
    role played in our economy and democracy by online
    transaction platforms with market power. Our job as a
    federal Court of Appeals, however, is not to resolve that
    debate—nor could we even attempt to do so. Instead, in this
    decision, we faithfully applied existing precedent to the facts
    as the parties developed them below. For the foregoing
    reasons, we AFFIRM IN PART AND REVERSE AND
    REMAND IN PART.
    S.R. THOMAS, Circuit Judge, concurring in part and
    dissenting in part:
    I agree with much of the majority opinion. I fully agree
    that the district court properly granted Epic injunctive relief
    on its California Unfair Competition Law claims. I also fully
    agree that the district court properly rejected Epic’s illegality
    defenses to the Developer Program Licensing Agreement
    (“DPLA”) but that, contrary to the district court’s decision,
    the DPLA does require Epic to pay attorney fees for its
    breach. On the federal claims, I also agree that the district
    24
    We express no opinion on what portion of Apple’s attorney fees
    incurred in this litigation can be fairly attributed to Epic’s breach of the
    DPLA, such that they fall within the scope of clause (i).
    88               EPIC GAMES, INC. V. APPLE, INC.
    court erred in defining the relevant market and erred when it
    held that a non-negotiated contract of adhesion falls outside
    of the scope of Section 1 of the Sherman Act. However,
    unlike the majority, I would not conclude that these errors
    were harmless. An error is harmless if it “do[es] not affect
    the substantial rights of the parties.” 
    28 U.S.C. § 2111
    . The
    district court’s errors relate to threshold analytical steps, and
    the errors affected Epic’s substantial rights. Thus, I would
    reverse the district court and remand to evaluate the claims
    under the correct legal standard.
    “A threshold step in any antitrust case is to accurately
    define the relevant market . . . .” Fed. Trade Comm’n v.
    Qualcomm Inc., 
    969 F.3d 974
    , 992 (9th Cir. 2020).
    “Without a definition of [the] market there is no way to
    measure [the defendant’s] ability to lessen or destroy
    competition.” Ohio v. Am. Express Co., 
    138 S. Ct. 2274
    ,
    2285 (2018) (alterations in original) (quoting Walker
    Process Equip., Inc. v. Food Mach. & Chem. Corp., 
    382 U.S. 172
    , 177 (1965)).
    I agree with the majority that the district court erred in
    rejecting Epic’s proffered foremarket. The district court
    rejected the foremarket of mobile operating systems because
    Apple does not sell or license its operating system separately
    from its smartphones. But we have previously recognized
    that such a market can exist. See Digidyne Corp. v. Data
    Gen. Corp., 
    734 F.2d 1336
    , 1338–39 (9th Cir. 1984),
    implicitly overruled on other grounds by Ill. Tool Works Inc.
    v. Indep. Ink, Inc., 
    547 U.S. 28
    , 31 (2006) (holding that
    separate markets existed for software and hardware even
    when they were always bundled together).
    The district court then rejected Epic’s proposed
    aftermarket of solutions for iOS app payment processing
    EPIC GAMES, INC. V. APPLE, INC.             89
    (“IAP”) because IAP is integrated into the operations
    system. This conclusion was not only legally erroneous, but
    in contradiction to the district court’s factual finding of
    separate demand. See Jefferson Parish Hosp. Dist. No. 2 v.
    Hyde, 
    466 U.S. 2
    , 19 (1984) (“[W]hether one or two
    products are involved turns . . . on the character of the
    demand for the two items . . . . not on the functional relation
    between them . . . .”).
    I also agree with the majority that the district court erred
    in holding that a non-negotiated contract of adhesion falls
    outside of the scope of § 1 of the Sherman Act and, therefore,
    the Developer Program License Agreement was not a
    contract covered under § 1.            “‘[E]very commercial
    agreement’. . . among two or more entities” qualifies as a §
    1 agreement. Paladin Assocs., Inc. v. Mont. Power Co., 
    328 F.3d 1145
    , 1154 n.7 (9th Cir. 2003) (emphasis in original)
    (quoting Nw. Wholesale Stationers, Inc. v. Pac. Stationery
    & Printing Co., 
    472 U.S. 284
    , 289 (1985)). This includes a
    contract of adhesion. See Perma Life Mufflers, Inc. v. Int’l
    Parts Corp., 
    392 U.S. 134
    , 141–142 (1968), overruled on
    other grounds by Copperweld Corp. v. Indep. Tube Corp.,
    
    467 U.S. 752
    , 777 (1984).
    The majority holds that the errors were harmless given
    the district court’s analysis of the remaining steps in the Rule
    of Reason analysis. However, there is no direct authority for
    that proposition, and it amounts to appellate court fact-
    finding. Indeed, the Supreme Court has instructed that
    “courts usually cannot properly apply the rule of reason
    without an accurate definition of the relevant market.” Am.
    Express, 
    138 S. Ct. at 2285
    .
    Correction of these errors would have changed the
    substance of the district court’s Rule of Reason analysis. See
    90              EPIC GAMES, INC. V. APPLE, INC.
    Qualcomm, 969 F.3d at 992. Unless the correct relevant
    market is identified, one cannot properly assess
    anticompetitive effects, procompetitive justifications, and
    the satisfaction of procompetitive justifications through less
    anticompetitive means. The analysis is different; therefore,
    the errors affected substantial rights and cannot be
    considered harmless.
    Relying on the district court’s market does not solve this
    problem. The parties formulated arguments around their
    own markets—not the district court’s market. Remand
    would have given the parties an opportunity to argue
    whether the DPLA worked unfair competition in the district
    court’s market.
    The effect on substantial rights in this case is magnified
    by the majority’s holding that, under County of Tuolumne v.
    Sonora Community Hospital, when the plaintiff shows
    anticompetitive effects but fails to show a less restrictive
    alternative to the defendant’s procompetitive justification,
    the court must balance the anticompetitive harms against the
    procompetitive benefits. 
    236 F.3d 1148
    , 1160 (9th Cir.
    2001). The district court did not undertake a formal
    Tuolumne balancing analysis as such, although the majority
    concludes that the district court’s analysis was sufficient.
    Remand for a formal balancing should be required.
    Regardless, the effect of the legal errors on any balancing is
    obvious. The district court analyzed anticompetitive effects
    in terms of increases in the cost of mobile gaming
    transactions—the court’s relevant market. But the court
    could have found greater increases in costs if its analysis
    concerned Epic’s markets, and this would change a properly
    conducted balancing analysis. In essence, any balancing
    done out of the context of a relevant market necessarily
    involves putting a thumb on the balancing scale.
    EPIC GAMES, INC. V. APPLE, INC.          91
    Accordingly, the district court’s legal errors “affect[ed
    Epic’s] substantial rights” and therefore were not harmless.
    See 
    28 U.S.C. § 2111
    . I would remand for the district court
    to re-analyze the case using the proper threshold
    determination of the relevant market.
    Therefore, I respectfully concur in part and dissent in
    part.
    

Document Info

Docket Number: 21-16506

Filed Date: 4/24/2023

Precedential Status: Precedential

Modified Date: 4/24/2023

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