> First, these statistics are for phones shipped, not current active users of said phones.
That's fair, however I don't believe web usage is the correct metric to use either. In any case the numbers are still a far cry from the 95% Microsoft held during their antitrust case.
> Mac software doesn't "compete" with Windows software because people tend to have one device or the other.
By that logic Nintendo games don't "compete" with Xbox or Playstation games. I disagree with this narrowly defined view of the market in which Nintendo games, Xbox games, and Playstation games are viewed as competing in three separate markets, instead of competing in the overall video game market.
> They're arguing a monopoly specifically of iOS software distribution.
I disagree that this is a valid antitrust market and I think Epic is going to have a hard time convincing a court to accept this narrow market definition. US courts generally frown upon treating aftermarkets of a single brand's product as a valid antitrust market unless specific circumstances are met.
Those circumstances usually involve situations where the consumer lacks information about aftermarket restrictions or policies when the original product is purchased. In this case, iPhone customers know when they buy an iPhone that they will only be able to install apps via the App Store. If they are unhappy with this limitation they have an option of buying a different phone without such limitations. If they decide to go ahead and buy anyway, they did so knowingly, therefore antitrust liability is not likely in those circumstances.
> This is going to come down to how a court interprets this
I think many people are going to be disappointed by this. Aftermarket scenarios are not uncommon in antitrust law and the existing precedent is not in Epic's favor.