Facebook Inc. (FB)

Total Page:16

File Type:pdf, Size:1020Kb

Facebook Inc. (FB) The Henry Fund Henry B. Tippie College of Business Cooper LaRue [[email protected]] Facebook Inc. (FB) March 12, 2020 Communication Services- Digital Advertising Stock Rating Buy Investment Thesis Target Price $250-260 Henry Fund DCF $254 Facebook Inc. has a dominating global presence that connects people around Henry Fund DDM $143 the world through photos, videos and content. Facebooks Inc.’s ability to add Relative Multiple $270 value through cross-channel coordination and invest in future technologies Price Data will have a major role in their long-term growth. In the short term, continued Current Price $185.27 revenue growth will come from the Asia-Pacific market and digital advertising spending increasing globally. This has led us to a revenue CAGR 52wk Range $159.28 – 224.20 forecast of 14.46% over the next 3 years. Our analysis supports a valuation Consensus 1yr Target $246.78 of $250-260 per share. This implies 35%-40% upside. Given this analysis, we Key Statistics recommend a BUY on Facebook Inc. Market Cap (B) $527.82 Shares Outstanding (M) 2,405 Drivers of Thesis Institutional Ownership 83.88% • Facebook Inc. has a defensible moat of 2.26 billion daily active users Five Year Beta 1.20 worldwide which is 7x that of Twitter, the second largest social media Dividend Yield 0% platform in the world Est. 5yr Growth 13.2% • We forecast 27% revenue growth for the Asia-Pacific market in 2020 and Price/Earnings (TTM) 21.62 the region presents a great opportunity for further expansion Price/Earnings (FY1) 20.29 • Aggressive investors in future technologies such as artificial intelligence, Price/Sales (TTM) 7.48 virtual reality, and cryptocurrency. Along with a very active M&A team Price/Book (mrq) 4.23 who knows how to add value through acquisitions in new platforms Profitability • Global marketing spending is expected to increase from 51.45% to 54.4% in 2020 with much of spending going into social media platforms like Operating Margin 43.66% Facebook and Instagram10 Profit Margin 26.15% Risks to Thesis Return on Assets (TTM) 16.02% • Saturated North America and European markets have limited potential Return on Equity (TTM) 18.88% for further user growth, we estimate just 2-3% user growth going forward FB GOOG Industry • Changes in regulatory environment could hinder Facebook Inc.’s ability 30 Yahoo Finance to collect user data and therefore run effective advertisement campaigns 25 28.4 27.4 • Currently heavily concentrated in one type of revenue source, 98.5% of 20 23.7 1 21.6 revenue comes from digital advertising 20.0 18.7 19.1 19.6 Earnings Estimates 15 18.1 Year 2017 2018 2019 2020E 2021E 2022E 10 Adj. EPS $6.16 $7.57 $8.55 $9.64 $11.14 $12.73 5 Growth 76.5% 22.89% 12.95% 12.75% 15.56% 14.27% 0 Consensus $6.16 $7.57 $8.55 $9.54 $11.45 $12.80 P/E ROE EV/EBITDA EPS 12 Month Performance Company Description FB S&P 500 30% Facebook Inc. is a social media company that connects family and friends through the ability to share photos, videos and content online. 20% Facebook Inc.’s platforms currently engage with 2.26 billion people daily across the globe1. 10% Facebook Inc.’s revenue is 98.5% derived from advertisement revenue through their social media 0% platforms which are Facebook, Instagram, WhatsApp, and Messenger. Facebook Inc. also -10% owns Oculus which is a virtual reality gaming M A M J J A S O N D J F brand. Yahoo Finance Important disclosures appear on the last page of this report. EXECUTIVE SUMMARY advertising revenue with 98.5% of Facebook Inc.’s revenue coming from digital advertising1. Facebook Inc. does not Facebook Inc. is the most recognizable social media break down their revenues any further by platform but platform in the world with 2.26 billion daily active users below you can see regional revenue. across their four platforms. Facebook Inc.’s social media platforms include Facebook Messenger, Instagram and WhatsApp. Together these create the largest network of Facebook Revenue by Region people on earth. Whose user base is 7x that of Twitter— 8.80% the social media platform with the second most users. Facebook Inc. has performed extremely well over the past 21.80% 2 five years with an average revenue CAGR of 41.8% . While 45.60% we expect this growth to slow as developed markets become saturated, we believe Facebook Inc.’s value warrants a higher stock price. They have proven their ability to monetize platforms like no other social media company and we expect that to continue. 23.80% Facebook Inc.’s massive user base creates a moat around North America Europe Asia-Pacific Other them that is very defensible and easy to continue scaling. Facebook Inc. has strong growth opportunities in Source: Facebook Inc. 10K developing regions such as the Asian-Pacific countries and around the world. We have analyzed Facebook Inc. using Facebook four different valuation models and have come to the recommendation of a buy with a price target of $250-$260 Facebook Inc.’s largest and most recognizable platform is per share which implies a move of 35%-40% in the next by far its staple product Facebook. Facebook as a platform twelve months. It is especially attractive now after a 15% has 1.66 billion daily active users and 2.5 billion monthly pullback due to the coronavirus which is yet to have any active users1. This is a 9% user growth over 2018 and we material impacts on Facebook Inc.’s revenue and could expect the growth to continue but at a slowing rate. We potentially be a positive as people stay home more. In this project user growth of Facebook to be 7% in 2020 and report we have provided our thought process on the main gradually decline down to just 2% in our forecasted drivers of our models which are user growth, revenue per continuing value year in 2029. user growth, key operating expenses, stock repurchases forecasts and other economic variables. While the Facebook platform has previously been the key driver of growth, we believe it will not be the key driver COMPANY DESCRIPTION going forward. It will continue to be the staple product people know and love, but it has saturated all developed Facebook Inc. is a social media company who connects markets and will essentially continue to be a stable cash billion of users each day through their four main platforms cow going forward. and communication tools. Their four platforms are Facebook Messenger, Instagram and WhatsApp. Facebook Messenger Inc. also has a virtual reality gaming console called Oculus which was first released in 2016. Facebook Inc. operates Messenger is the communications platform Facebook Inc. all over the world with users in every country in the world developed which allows users to text, call and video chat on at least one of their platforms. with other users. The platform originally launched as a stand-alone app in 2011 but today it’s generally Facebook Inc. derives revenue from all regions of the recognized as an extension of the Facebook platform. Just world with 45.6% in the U.S. & Canada, 23.8% in Europe starting this year, new Messenger users are required to and 21.8% in the Asia-Pacific region with the rest spread login using their Facebook credentials whereas previously throughout the world. This revenue is heavily relent on Page 2 it was possible to be a Messenger user and not a Facebook the U.S. In the U.S. people who utilize this type of platform one. are already using Messenger. These two platforms both have room to grow, just in their perspective markets. Each month 1.3 billion people use Messenger as a platform Messenger is primarily used in the U.S. & Canada and to communicate with friends and family. The vast majority WhatsApp is used elsewhere internationally. of these people are also Facebook users, so we expect user growth for Messenger to be consistent with Facebook’s Facebook, Inc. Monthly Active Users by platform growth. Platform (in millions) 2,500 Instagram 2,000 Instagram is a social media platform Facebook Inc. acquired in 2012 for $1 billion dollars. At the time was a 1,500 huge price tag for a company with only 13 employees but today Instagram has grown to 1 billion monthly active 1,000 users, 500 million daily active users and holds an estimated 500 value of $100 billion for its platform3. 0 We see Instagram as a key driver of revenue going forward as its reach is not as global as Facebook’s is but can be one Facebook WhatsApp Instagram Messenger day. In recent years we have also seen Instagram adding features like filters, stories and updating its platform to Sources: 1,3 & 6 in references meet user preferences. This innovation gives us confidence Instagram will continue to add users and The graph above shows our best estimates for how many tangentially drive revenue. monthly active users are on each platform. Facebook Inc. does not disclose this data but we have aggregated WhatsApp estimates from a variety of cites to get a close estimate for reference. WhatsApp is Facebook Inc.’s least recognized platform by people in the U.S. but it has a very strong international Oculus VR presence. The platform is very similar to Messenger in that it allows users to text, call, video chat and more through Oculus is a virtual reality console Facebook Inc.
Recommended publications
  • Chris​Carranza
    CHRISCARRANZA 3D ARTIST WITH A DECADE OF EXPERIENCE IN THE GAMING INDUSTRY ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ artofchase.com • [email protected] • 408.813.3167 • S. San Francisco, CA ​ ​ ​ ​ ​ ​ ​ ​ EXPERIENCE Lead 3D Artist, Apr 2019 - Present ​ ​ ​ Topgolf - San Francisco, CA ● Led and mentored 3D Art team in creating appealing environments and 3D assets ● Worked closely with Art Director to set the style and project timeline ● Established 3D Environment pipeline and workflow ● Collaborated with design team in building beautiful 3D levels in Unity ● Modeled and textured both high poly and low poly, game-ready assets ● Built and organized a 3D asset library for level creations ● Authored custom shaders and VFX ● Rigged character and props for animation ● Managed outsource team, provided visual direction and feedback Sr Environment Artist, Mar 2017- April 2019 ​ ​ Sanzaru Games Inc - Foster City, CA ● Shipped Titles: ○ Spyro Reignited Trilogy (PS4 & Xbox One) ○ Marvel Powers United VR (Oculus VR) ● Conceptualized look and mood of the level ● Collaborated with the Design team to layout levels ● Implemented and lit real-time 3D environments using Unreal Engine 4 ● Modeled high and low poly modular assets and props ● Generated advance materials for environment assets ● Assigned tasks to Prop and Texture Artist to assist in level creation Lead Character Artist, January 2015 - Mar 2017 ​ ​ ​ Sanzaru Games Inc - Foster City, CA ● Shipped Titles: ○ Facebook Spaces (Oculus VR) ○ Ripcoil (Oculus VR) ○ Tron Run/r (PC, PS4 & Xbox One)
    [Show full text]
  • Digital Platform As a Double-Edged Sword: How to Interpret Cultural Flows in the Platform Era
    International Journal of Communication 11(2017), 3880–3898 1932–8036/20170005 Digital Platform as a Double-Edged Sword: How to Interpret Cultural Flows in the Platform Era DAL YONG JIN Simon Fraser University, Canada This article critically examines the main characteristics of cultural flows in the era of digital platforms. By focusing on the increasing role of digital platforms during the Korean Wave (referring to the rapid growth of local popular culture and its global penetration starting in the late 1990s), it first analyzes whether digital platforms as new outlets for popular culture have changed traditional notions of cultural flows—the forms of the export and import of popular culture mainly from Western countries to non-Western countries. Second, it maps out whether platform-driven cultural flows have resolved existing global imbalances in cultural flows. Third, it analyzes whether digital platforms themselves have intensified disparities between Western and non- Western countries. In other words, it interprets whether digital platforms have deepened asymmetrical power relations between a few Western countries (in particular, the United States) and non-Western countries. Keywords: digital platforms, cultural flows, globalization, social media, asymmetrical power relations Cultural flows have been some of the most significant issues in globalization and media studies since the early 20th century. From television programs to films, and from popular music to video games, cultural flows as a form of the export and import of cultural materials have been increasing. Global fans of popular culture used to enjoy films, television programs, and music by either purchasing DVDs and CDs or watching them on traditional media, including television and on the big screen.
    [Show full text]
  • Superhero 'Deadpool' Opens Fire in Virtual Reality 19 July 2017
    Superhero 'Deadpool' opens fire in virtual reality 19 July 2017 and hand cannon pistols - because why bring a knife to a gunfight when you can have both?" a fact sheet for the game reasons. Players wearing Rift headsets use Touch controllers to whip semi-automatic pistols or Desert Eagle hand-cannons from holsters and blast adversaries, prompting trademark wise cracks from their "Deadpool" persona, an advance test of the game revealed. Katanas, the traditional Japanese swords, are unsheathed by reaching back over one's shoulders, and shuriken, the sharp-edged, star-shaped Gaming fans at an electronics show last month in Los weapons, are thrown rapid-fire with wrist flicks as Angeles test virtual reality gear of the sort used in a new Hulk smashes, Rocket Racoon opens fire from 'Deadpool' game tailored for Oculus Rift users above and Captain Marvel obliterates bad guys with photon beams. The ability of Deadpool to heal quickly from almost Smart-mouthed, mayhem-prone anti-hero any injury meanwhile provides an edge as waves of "Deadpool" made a virtual reality debut on enemies strike. Wednesday in a "Marvel Powers United" game being tailored for Oculus Rift gear. "Marvel Powers United VR" was touted as a first- person, multi-player game featuring explosive Developer Sanzaru Games collaborated with battles in settings from the Marvel universe. Marvel on the virtual version based on the comic character, which was a smash in an eponymous Zombies and mutants film released last year. The alliance with Marvel represented a coup for The "fast-talking, butt-kicking Merc with a Mouth" game publisher Oculus Studios, which has been joins Captain Marvel, Hulk and Rocket Raccoon in striving to build a library of compelling experiences a game that lets players become superheroes that will get people to buy Rift's virtual reality gear.
    [Show full text]
  • {PDF} the Facebook Effect: the Real Inside Story of Mark Zuckerberg
    THE FACEBOOK EFFECT: THE REAL INSIDE STORY OF MARK ZUCKERBERG AND THE WORLDS FASTEST GROWING COMPANY PDF, EPUB, EBOOK David Kirkpatrick | 384 pages | 01 Feb 2011 | Ebury Publishing | 9780753522752 | English | London, United Kingdom The Facebook Effect: The Real Inside Story of Mark Zuckerberg and the Worlds Fastest Growing Company PDF Book The cover of the plus-page hardcover tome is the silhouette of a face made of mirror-like, reflective paper. Not bad for a Harvard dropout who later became a visionary and technologist of this digital era. Using the kind of computer code otherwise used to rank chess players perhaps it could also have been used for fencers , he invited users to compare two different faces of the same sex and say which one was hotter. View all 12 comments. There was a lot of time for bull sessions, which tended to center on what kind of software should happen next on the Internet. He searched around online and found a hosting company called Manage. Even for those not so keen on geekery and computers, the political wrangling of the company supplies plenty of drama. As Facebook spreads around the globe, it creates surprising effects—even becoming instrumental in political protests from Colombia to Iran. But there are kinks in the storytelling. In little more than half a decade, Facebook has gone from a dorm-room novelty to a company with million users. Sheryl Sandberg, COO: Sandberg is an elegant, slightly hyper, light-spirited forty- year-old with a round face whose bobbed black hair reaches just past her shoulders.
    [Show full text]
  • Social Media Platforms and Democratic Discourse
    LCB_23_4_Art_6_Weaver (Do Not Delete) 2/7/2020 2:22 PM SYMPOSIUM SOCIAL MEDIA PLATFORMS AND DEMOCRATIC DISCOURSE by Russell L. Weaver* This Essay explores how social media platforms have been catalysts for social and political change but have created numerous societal problems. The Essay traces the development of speech technologies and shows how these platforms have influenced the world. These changes are evident in the events of the Arab Spring in the Middle East and even in U.S. political elections (including those of President Obama and President Trump). At the same time, the internet and social media present immense challenges to the democratic process. They have enabled individuals to infect the public debate with so-called “fake news,” and have enabled foreign individuals and foreign governments to in- terfere in the U.S. election. In addition, as social media companies endeavor to exercise greater control over the public debate, there is a risk that they will censor or unduly restrict social and political discourse. Introduction .................................................................................................. 1386 I. The Rise and Influence of Social Media Platforms .............................. 1387 II. The Problems Created by Social Media............................................... 1399 A. Fake News ................................................................................... 1399 B. Interference in Electoral Campaigns ............................................... 1400 III. Social Media as the “Gatekeeper”
    [Show full text]
  • UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
    ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality.
    [Show full text]
  • Towards an Articulation and Assemblage Theory of PIP A
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Minnesota Digital Conservancy The Politics of Personal Information Privacy for the Facebook Age – Towards an Articulation and Assemblage Theory of PIP A Dissertation SUBMITTED TO THE FACULTY OF THE UNIVERSITY OF MINNESOTA BY Lars Weise IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY Gilbert Rodman, Ph.D, adviser May 2014 Copyright Acknowledgement “Culture is ordinary. […] We use the word culture in these two senses: to mean a whole way of life – the common meanings; to mean the arts and learning – the special processes of discovery and creative effort.” Raymond Williams, 1958 A dissertation is ordinary, too. Writing a dissertation is possible only because of the great number of people, who make up our lives. That is why I first thank my partner Hannah. Her willingness to live with me in a foreign country, to never doubt the reasoning behind my plans, her strength and her courage to engage even the most challenging situations, has been a daily inspiration. During the last four years I could always count on my parents's unquestioned support for this project, their patience and worldly wisdom. I own my confidence to them. My gratitude goes to both Hannah's and my family for their love and support, especially once our wonderful daughter Johanna Karlotta made focussing on academic work just a little bit more challenging. Finally, I would like to thank our friends in Minnesota for making our lives abroad enlightening, fun, and enjoyable.
    [Show full text]
  • Activate Technology & Media Outlook 2021
    October 2020 ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. Video: By 2024, nearly all American households will have a Connected TV. The average paid video streaming subscriber will own 5.7 subscriptions, while also watching other services for free (e.g. sharing passwords, using advertising-supported services, viewing social video). eCommerce: The growth curve of eCommerce has accelerated by 5 years in 5 months. Consumers will expand their digital shopping destinations beyond the retailers that they bought from before shelter-in-place. Marketplace platforms and the shift to online grocery buying will level the eCommerce playing field for large traditional retailers and brands. Esports: During shelter-in-place, esports were sports for many consumers; going forward, esports will be a major global catalyst for interest in interactive gaming, technology, and entertainment experiences. www.activate.com Continued ➔ 2 12 Takeaways from the Activate Technology & Media Outlook 2021 Sports Tech and Sports: New technologies will reshape every aspect of sports, including data, athlete performance, and viewing experiences.
    [Show full text]
  • Wetenschappelijke Verhandeling IK DEEL DUS IK
    UNIVERSITEIT GENT FACULTEIT POLITIEKE EN SOCIALE WETENSCHAPPEN IK DEEL DUS IK BEN? EEN LITERATUURSTUDIE OVER IDENTITEITSCONSTRUCTIE OP FACEBOOK Wetenschappelijke verhandeling aantal woorden: 26.948 ANNELIES PUYPE MASTERPROEF COMMUNICATIEWETENSCHAPPEN afstudeerrichting FILM- EN TELEVISIESTUDIES PROMOTOR: (PROF.) DR. PIETER VERDEGEM COMMISSARIS: (PROF.) DR. SOFIE VAN BAUWEL ACADEMIEJAAR 2013 – 2014 1 Deze pagina is niet beschikbaar omdat ze persoonsgegevens bevat. Universiteitsbibliotheek Gent, 2021. This page is not available because it contains personal information. Ghent Universit , Librar , 2021. Abstract Deze studie focust op identiteitsconstructie op Facebook. De onderzoeksvraag is wat identiteit op Facebook betekent en op welke manieren we deze identiteit construeren. We vertrekken vanuit de inzichten van enkele academici en theoretici zoals Rogers (1951), Higgens (1987), Mead (1934), Blumer (1969), Cooley (1964), Giddens (1991), Bourdieu (1984) en Turkle (1995b, 1994a, 1999). Hun standpunten op identiteit passen we toe op de online omgeving van Facebook. Centraal echter staan de dramaturgische standpunten van Goffman (1959) uit The Presentation of Self in Everyday Life. De gebruikte methode is een literatuurstudie die uitlegt wat identiteit is en verder nagaat hoe we op een sociale netwerksite als Facebook onszelf presenteren en een online identiteit construeren. De belangrijkste bevindingen uit deze literatuurstudie zijn dat we onze online identiteit creëren in sociale interactie met anderen en dat die anderen onze identiteit bevestigen. Wanneer we onszelf op Facebook presenteren, doen we dit door verschillende soorten identiteitsclaims te maken. Enerzijds menen enkelen dat onze online identiteit een performance en een geïdealiseerde versie van onszelf is, anderzijds menen anderen dat dit niet het geval is. Ook moeten we de impressies die we geven en afgeven managen.
    [Show full text]
  • Noble Media Newsletter Q1 2020
    MEDIA SECTOR REVIEW INTERNET AND DIGITAL MEDIA COMMENTARY Global Pandemic Spares Few Internet and Digital Media Stocks During the first quarter of 2020, the S&P 500 fell by 20%. Only the Noble ad tech sector underperformed (-28%) the S&P 500’s performance during the first quarter, with social media stocks (- 19%) declining in-line with the S&P 500, and digital media (-10%) and marketing tech (-7%) stocks INSIDE THIS ISSUE outperforming the broader market. Outlook: Internet and Digital Media 1 One might think that the Corona virus pandemic and the resulting stay-at-home mandates would be Digital Media 4 good for internet and digital media companies given the accompanying spike in consumer usage. Advertising Tech. 5 Marketing Tech. 6 However, stock price performance varied widely primarily based upon the business model associated Social Media 7 with each company. This divergence in performance was apparent in the prices of the FAANG stocks in Industry M&A Activity 8 the first quarter. Shares of Netflix were up +16% thanks to increased usage combined with a relatively Outlook: Traditional Media 11 recession resistant subscription-based business model, and shares of Amazon were up +6% as retail TV 14 store closures required consumers to look for purchasing certain goods online. On the other end of the Radio 15 spectrum, shares of Google and Facebook decreased 13% and 19%, respectively, as concerns that Publishing 16 Industry M&A Activity 17 entire advertising verticals (travel, retail, auto, energy) would be down in the coming months. Noble Overview 18 Similarly, the vast difference between the performance of the ad tech stocks (-28%) and the marketing tech (-7%) stocks is best explained by the difference in their respective business models.
    [Show full text]
  • The Antitrust Case Against Facebook: a Monopolist's Journey Towards Pervasive Surveillance in Spite of Consumers' Preference for Privacy Dina Srinivasan
    Berkeley Business Law Journal Volume 16 | Issue 1 Article 2 2019 The Antitrust Case Against Facebook: A Monopolist's Journey Towards Pervasive Surveillance in Spite of Consumers' Preference for Privacy Dina Srinivasan Follow this and additional works at: https://scholarship.law.berkeley.edu/bblj Part of the Law Commons Recommended Citation Dina Srinivasan, The Antitrust Case Against Facebook: A Monopolist's Journey Towards Pervasive Surveillance in Spite of Consumers' Preference for Privacy, 16 Berkeley Bus. L.J. 39 (2019). Link to publisher version (DOI) This Article is brought to you for free and open access by the Law Journals and Related Materials at Berkeley Law Scholarship Repository. It has been accepted for inclusion in Berkeley Business Law Journal by an authorized administrator of Berkeley Law Scholarship Repository. For more information, please contact [email protected]. SRINIVASAN.FINAL CHECK (DO NOT DELETE) 2/20/2019 1:43 PM THE ANTITRUST CASE AGAINST FACEBOOK: A MONOPOLIST’S JOURNEY TOWARDS PERVASIVE SURVEILLANCE IN SPITE OF CONSUMERS’ PREFERENCE FOR PRIVACY Dina Srinivasan* ABSTRACT ...................................................................................................... 40 INTRODUCTION ............................................................................................. 40 I. PRIVACY WAS ONCE A CRUCIAL FORM OF COMPETITION ............ 46 II. THE PARADOX OF SURVEILLANCE REFLECTS MONOPOLY POWER .................................................................................................. 54 A.
    [Show full text]
  • Les Règles Du « Jeu Des GAFA »
    www.puissanceetraison.com Les règles du « jeu des GAFA » Catégorie : Mundus Numericus Tags : captologie, entreprise, éthique, hubris, loi, médias, plateforme, politique, société Personnages : Jeff Bezos, Tim Cook, Sundar Pichai, Mark Zuckerberg 11 novembre 2020 La puissance des GAFA menace-t-elle l’économie voire la démocratie américaine ? Une investigation du sous-comité antitrust de la Chambre des Représentants. Avant-propos Google, Apple, Facebook et Amazon, les « GAFA », sont des entreprises si énormes qu’elles dépassent l’entendement. Espérer qu’un article standard puisse faire comprendre leur puissance semble aussi vain que de faire voir le globe terrestre à quelqu’un qui n’en percevrait que très vaguement la courbure à l’horizon. Mais le moment est probablement venu d’un changement des règles du « jeu des GAFA », ce jeu qui les a rendus à peu près invincibles. Alors il nous a paru utile de proposer aujourd’hui un texte plus long qui permette au lecteur intéressé et désireux de comprendre les changements qui s’annoncent de prendre en une seule fois la dimension de ces firmes. Les règles du « jeu des GAFA » 1 www.puissanceetraison.com Competition in Digital Markets La question du pouvoir des géants du numérique et de leur incidence sur la vie économique et démocratique a pris récemment une nouvelle dimension, une première fois en 2016 à l’occasion de l’élection de Donald Trump et du rôle trouble joué par les réseaux sociaux, et une seconde fois en 2018 avec le scandale Cambridge Analytica1. Depuis, le climat commence à changer pour ces géants et en particulier pour le groupe des « GAFA » (Google, Apple, Facebook, Amazon).
    [Show full text]