Gambling
The Halal Status of Esports: The Indonesian Perspective
In the burgeoning realm of esports, a multi-billion-dollar industry that has captivated millions globally, a
pertinent debate emerges within the Islamic community regarding the permissibility of esports under
Islamic law. This article seeks to unravel the legal intricacies surrounding the question of whether esports is
deemed halal (permissible) or haram (forbidden) through the lens of Indonesian Law and Islamic
jurisprudence. By navigating the coexistence of Indonesian legal frameworks and Islamic principles,
scrutinizing esports as both a game and a sport, and delving into the viewpoint of the influential Islamic
scholars in Indonesia, the goal is to provide a comprehensive exploration on the discourse surrounding the
halal status of esports.
Table of Contents
1. OVERVIEW OF ESPORTS UNDER INDONESIAN LAW
Under Indonesian Law, esports have been recognized as official sports.1 The same law regulates that sports in Indonesia are regulated by a parent organization, which, in the case of esports, is the Esports Federation of Indonesia (PBESI). The PBESI has accordingly enacted a regulation to govern the implementation of esports, including a stipulation that an esports game must fulfil two requirements: (i) be recognized by PBESI and (ii) be widely recognized in Indonesia.2 Thus, not every game which is commonly considered an “esports game” is necessarily considered esports under Indonesian law.
2. THE HALAL STATUS OF ESPORTS
Esports demands scrutiny under both the lenses of a game and a sport within Islamic law. The Islamic perspective posits that if esports is deemed haram under either of these classifications, it is unequivocally considered haram in its entirety. Conversely, for it to be deemed halal, it must meet the criteria of being halal both as a game and as a sport. Both criteria are tested in sections 2.1 and 2.2 respectively.
2.1 ESPORTS AS GAMES
2.1.1 Halal Aspect of Games
In considering esports as a game, Islamic law’s fundamental principle of permissibility comes to the forefront. Islam recognizes the principle of ibāhah, or permissibility, which maintains that everything is permissible unless it has been clearly declared as prohibited.3
As such, games, which are not specifically prohibited in any form, including video games,
are generally considered permissible as long as they do not lead to harm. Islam encourages
leisure and enjoyment within bounds that do not conflict with religious obligations, such as
daily prayers, and avoids engaging in elements deemed haram, such as harmful or explicit
content. So long as they fulfil these requirements, games can be considered halal.
2.1.2 Gambling Aspects
In Islamic teachings, the Quran expressly prohibits any form of gambling. The Quran unequivocally states,
“O you who believe! Intoxicants, gambling, idols, and (divination by) arrows are all evil of Satan’s handiwork. Eschew such (evil), that you may prosper.” Quran, 5:90.
This clear injunction leaves no room for interpretation, emphasizing the inherently detrimental nature of gambling. Translating these religious principles into the realm of video games, any incorporation of gambling elements raises ethical concerns within an Islamic framework. Such features in a game can result in the game being considered haram, in accordance with the Quranic prohibition on gambling. The authoritative status of the Quran in Islamic teachings means that its directives, including those against gambling, cannot be contested. To this end, certain aspects of the esports sphere, such as esports betting, would be considered haram.
This religious perspective has found resonance in Indonesian law, where gambling is explicitly forbidden. The current Indonesian Penal Code reinforces this prohibition, which shows the influence Islamic laws have had on Indonesian law.4 Moreover, the forthcoming Penal Code which will enter into force in 2026, highlights the importance of incorporating existing societal norms into legal frameworks. It explicitly states that the enforceability of laws that live on in the community (living law) remains intact even if the living law is not explicitly regulated in the Code.5
2.2 ESPORTS AS SPORTS
2.2.1 The Halal Aspect of Sports
In considering esports as a sport, there are different considerations. Engaging in sports is actively encouraged as a means to maintain a healthy lifestyle and enhance overall wellbeing. Sports contribute to physical health, mental relaxation, and the prevention of boredom. The foundational principle in Islamic jurisprudence is that engaging in sports is generally permissible unless connected to haram activities. This means that the act of participating in sports is inherently halal, and any prohibition arises from extraneous factors associated with the specific sport or its conduct. These prohibitions are detailed below.
2.2.2 Prohibitions on Sports
While Islam encourages sports, it is equally adamant about safeguarding the well-being of the individual. A saying of the Prophet Muhammad, also known as a hadith, emphasizes the principle of avoiding harm
“There should be no harming or reciprocating harm.” Ibn Maajah, Kitaab al-Ahkaam, 2332
This saying sets the tone for the prohibitions on sports in Islam, among others. Islamic jurists have provided nuanced guidance on permissible sports, emphasizing their inherent benefits while delineating specific conditions that must be met. Sports or games lacking any religious or worldly benefit are deemed impermissible. Furthermore, if a sport carries benefits, it must adhere to strict criteria: it should not contradict Shariah principles, should avoid resemblance to practices associated with other religious communities, and must exclude impermissible acts, such as striking the face.6
Among the prohibitions on sports is the impermissibility of imitating pagan rituals due to their association with the characteristics of disbelievers. This is based on another hadith of the Prophet, which states,
“Whoever imitates a people is one of them.” Al-Albani, Irwa al-Ghalil, 2691
To illustrate, consider the Wai Kru ritual performed before Muay Thai fights. This ritual involves circling the ring, kneeling, and bowing, all to the tune of music and is rooted in pagan superstitions and beliefs. Engaging in activities like Muay Thai that require participation in such rituals would be considered haram in Islam. The association with practices that contradict Islamic principles and the involvement in ceremonies with pagan elements render these activities incompatible with the values upheld by the Islamic faith.
2.3 ACCEPTANCE OF ESPORTS
Acknowledging the above requirements set by Islamic law, it becomes evident that most esports activities align with the prohibitions outlined and are thus halal. The avoidance of harm, adherence to religious obligations, and steering clear of practices linked to idolatry, positions esports as a responsible form of entertainment within the Islamic legal landscape. This is particularly evident when considering the burgeoning esports scene in influential Muslim nations. An example can be observed in the multi-million-dollar esports tournaments hosted in Saudi Arabia.7 The endorsement and active promotion of such events by the Saudi government signal a recognition of esports as a legitimate and culturally acceptable form of competition and entertainment.
3. ISLAMIC LAW IN INDONESIA
3.1 Positive Law in Indonesia
Understanding the intersection of Indonesian and Islamic law requires a nuanced exploration of the Indonesian legal framework. While Indonesia is a religious country, it is not an Islamic country. The Indonesian Constitution guarantees freedom of religion,8 and there are six religions which are officially recognized by the state (Islam, Christianity, Catholicism, Hinduism, Buddhism and Confucianism).9 Despite not implementing Islamic law in a manner akin to countries like Saudi Arabia or Qatar, Indonesia’s positive law is imbued with Islamic principles which were passed on as a part of societal norms.
3.2 The Islamic Influence
Numerous legal frameworks reflect the influence of Islamic principles in Indonesia’s legislative landscape. As a country with a predominantly Muslim population, there have been laws which take inspiration from Islamic principles on family, finance, and social welfare. These include laws overning marriage, religious courts, Sharia banking, charity, the implementation of the Hajj and Umrah pilgrimages, and more.10 In navigating the intersection between state affairs and Islamic principles, the Indonesian Ulema Council, or Majelis Ulama Indonesia (MUI) emerges as an influential institution.
3.3 The Standing of the Indonesian
Ulema Council Central to the influence of Islamic principles in Indonesia is the existence of the MUI. The MUI serves as the highest Islamic authority in the country, comprised of religious scholars and experts in Islamic jurisprudence. While it does not possess legislative powers, the MUI is influential regardless, as they are able to issue fatwas—religious decrees or opinions on specific matters. These fatwas are considered authoritative interpretations of Islamic law and are not legally binding in the formal sense. Regardless, they are influential to the Muslim community of Indonesia.
The MUI follows an eight-stage process in determining fatwas:
- 1. Problem Identification: A thorough study is conducted to understand and describe the monitored issue, addressing its socio-religious impact and legal aspects.
- 2. Historical Examination: Past expert opinions are traced, along with studying related fatwas and seeking views from fiqh (jurisprudence) experts.
- 3. Expert Assignment: Members of the Fatwa Commission with relevant expertise write a comprehensive analysis. For significant issues, discussions may involve multiple commissions.
- 4. Clear Legal Cases: Sometimes the problem being asked has a clear answer in the current Islamic law. If the law is clear and there is already a precedent regarding it, then the Fatwa Commission will issue a fatwa by conveying the law as it is.
- 5. Resolution of Differences: Any differences among sectarian scholars are discussed, seeking common ground. Specific methods are employed for reaching consensus or addressing dissent.
- 6. Collective Ijtihad: If there’s no consensus among sects or scholars, collective reasoning (ijtihad) is employed.
- 7. Documenting Differences: In cases of unresolved differences among the Fatwa Commission members, the fatwa is still issued, but the dissenting opinions and respective arguments are documented, emphasizing caution.
- 8. Legal and Public Considerations: The final fatwa is determined considering the law’s legal authority and public benefit.
Once a fatwa has been determined and made public, it is considered to be morally binding to the Muslim community. As of the time of writing, only one fatwa has been made having to do with esports or esports games. This fatwa is explored in the following case study.
4. CASE STUDY: THE ACEH ULEMA COUNCIL’S FATWA
Aceh, a province in Indonesia, holds a special autonomous status within the country. Notably, it is the only Indonesian province that officially practices Sharia law. This autonomy is granted through a legal framework that allows Aceh to enact its own regulations, known as qanuns, which have the legal standing of regional regulations.11 These qanuns, while rooted in Islamic principles, operate within a carefully defined legal hierarchy and are subordinate to the Indonesian constitution and national laws.12 To become law, a qanun must be approved by both the Aceh parliament and the governor.13
Aceh also has its own Aceh Ulema Council, commonly referred to as the Aceh MPU (Majelis Permusyawaratan Ulama) separate from the Indonesian Ulema Council. Its primary mission is to offer guidance, assistance, and protection to the Muslim population of Aceh. Officially recognized by the Aceh Government, the MPU plays a crucial role in shaping the province’s legal and religious landscape by serving as a religious advisor to the regional government.14 It provides input, considerations, and suggestions based on Islamic law, contributing to the formulation of qanun that align with religious principles. Central to its influence is the MPU’s authority to issue fatwas which carry weight as considerations for regional government policies.15
In 2019, the Aceh Ulema Council issued Fatwa Number 3 of 2019 addressing concerns related to the popular esports game, PUBG (Player Unknown’s Battle Grounds), which is widely played in Indonesia. Citing four key reasons, the Council declared PUBG as haram:
- 1. Violence and Brutality: The potential for violence and brutality in the game, with the potential to influence negative behavioural changes in users.
- 2. Aggressive Behaviour: The risk of cultivating aggressive tendencies among players.
- 3. Addiction: The potentially dangerous levels of addiction the game can lead to.
- 4. Insult to Islamic Symbols: The presence of elements within the game that can be perceived as disrespectful to Islamic symbols.
The head of the Aceh Ulema Council was quoted as saying that
“Playing this game is akin to drinking wine. In the Qur’an (specifically in Al-Baqarah:219), it is mentioned that wine has benefits, but the drawbacks or evils are much greater.”
Thus, among other reasons, PUBG was declared as haram. It is important to emphasize that this fatwa is specific to the Aceh region and reflects only one perspective within the broader Islamic legal landscape. This fatwa also does not seem to be as strictly enforced as some others. The game is still accessible in Aceh to this day, and Aceh’s provincial legislature has not enacted a qanun forbidding access to PUBG or any other esports game.16
There has even been a professional PUBG player from Aceh who represented Indonesia in events such as the SEA Games and Asian Games. 17 In contrast, the Indonesian Ulema Council adopts a more lenient perspective, deeming esports games like PUBG permissible as long as they do not cause harm or damage to players and are not otherwise deemed haram.18
5. CONCLUSION
The overarching conclusion drawn is that as long as they remain free from elements deemed haram, esports, in and of themselves, are considered halal. This is true at a baseline level as evidenced by the acceptance of esports in Muslim countries. That being said, there is still discourse on this taking place regionally. The Aceh Ulema Council’s fatwa branding games like PUBG as haram due to perceived harm is one viewpoint on it. This stands in contrast to the Indonesian Ulema Council’s broader acceptance of esports which applies for Indonesia. As far as Indonesian law is concerned, based on the Islamic authority in the country, esports is halal.
Image source: Assim al hakeem via Youtube
This article is part of the collaboration between ELN and K-Case Lawyer announced on 15 November 2023.
K-CASE Lawyer is a distinguished law firm based in Jakarta, boasting a team of experienced lawyers with over 10 years of expertise. Our firm has evolved under the guidance of dynamic legal professionals who previously excelled at prominent law firms in Indonesia. Rooted in a legacy of excellence since its inception, K-CASE Lawyer offers comprehensive litigation and corporate legal services.
Renowned for our prowess in the courtroom, our litigation team holds a wealth of experience ranging from District to Supreme Court representations. Complementing this, our corporate team navigates the intricate landscape of both national and international companies with finesse. Notably, we specialize in lifestyle and business industries, and hold unparalleled expertise in the dynamic realm of gaming and esports.
In a recent milestone, K-CASE Lawyer achieved extraordinary recognition by securing a spot as a finalist for the prestigious 2023 South East Asia Legal Business Awards. Our nomination in the Technology, Media, and Telecommunications Law Firm of the Year category underscores our dedication to excellence and innovation in the legal field and showcases that we are one of the best in the region. We have also been shortlisted as one of the leading firms to watch in Indonesia.
- Article 21, Law No.11 of 2022 on Sports ↩︎
- Article 39(7), PBESI Regulation No. 034/PB-ESI/B/VI/2021. ↩︎
- Jalal al-Din al-Suyuti, al-Ashbāh wa al-Nazāir, p.60; Mohammad Hashim Kamali, The Parameters of Halal and Haram in Shariah and the Halal Industry, p.3. ↩︎
- Article 303, Indonesian Penal Code. ↩︎
- Article 2, Law No.1 of 2023 on Penal Code. ↩︎
- Mufti Ibrahim Desai, Al-Mahmood, 4814. ↩︎
- Arab News, Supremacy at stake as Gamers8: The Land of Heroes hosts $2m PUBG Global Series 2, https://www.arabnews.com/node/2353336/sport, last accessed on 10 November 2023. ↩︎
- Article 29, Indonesian Constitution. ↩︎
- Elucidation to Article 1, Decree of the President of the Republic of Indonesia No. 1/1965 on Prevention of Abuse and/or Blasphemy of Religion. ↩︎
- 1Among others: Law Number 1 of 1974 concerning Marriage as amended by Law Number 16 of 2019; Law Number 7 of 1989 concerning Religious Courts as latest amended by Law Number 50 of 2009; Law Number 41 of 2004 concerning Waqf; Law Number 21 of 2008 concerning Sharia Banking; Law Number 23 of 2011 concerning Zakat Management; Law Number 8 of 2019 concerning the Implementation of the Hajj and Umrah Pilgrimage; Law Number 18 of 2019 concerning Islamic Boarding Schools. ↩︎
- Article 13, Law of the Republic of Indonesia Number 11 of 2006 on the Government of Aceh. ↩︎
- Article 250, Law of the Republic of Indonesia Number 23 of 2014 on Regional Government as latest amended by Law No. 6 of 2023 on Stipulation of Government Regulation in lieu of Law Number 2 of 2022 on Job Creation to become Law. ↩︎
- Article 23(1) & 39(3), Law of the Republic of Indonesia Number 11 of 2006 on Government of Aceh as latest amended by Law Number 7 of 2017 concerning General Elections. ↩︎
- Article 4, Aceh Qanun Number 2 of 2009 on Aceh Ulema Council. ↩︎
- Article 5(1), Ibid. ↩︎
- Detik, Gubernur Aceh Heran Masih Banyak yang Main PUBG Padahal Diharamkan Ulama,
https://news.detik.com/berita/d-5973567/gubernur-aceh-heran-masih-banyak-yang-main-pubg-padahal-diharamkan-ulama, last accessed on 13 November 2023. ↩︎ - Kompas, Atlet Aceh Raih Medali Emas Cabang E-sport PUBG Mobile di Ajang SEA Games Kamboja,
https://regional.kompas.com/read/2023/05/16/140322978/atlet-aceh-raih-medali-emas-cabang-e-sport-pubg-mobile-di-ajang-sea-games last accessed on 13 November 2023. ↩︎ - Suara, PUBG Diharamkan Ulama Aceh, MUI Pusat: Hukumnya Boleh,
https://www.suara.com/tekno/2019/06/24/183715/pubg-diharamkan-ulama-aceh-mui-pusat-hukumnya-boleh, last accessed on 13 November 2023. ↩︎
Gambling
Legal Regulation of eSports in Chile
eSports presents novel legal challenges for regulators globally, with Chile experiencing its unique set of complications due to existing legislative frameworks. This analysis explores the intersection of Chilean gambling laws and eSports, emphasizing the legislative gaps and ambiguities that currently govern this rapidly growing industry. The paper aims to dissect the pertinent legal provisions and propose avenues for legislative reform, ensuring that eSports can thrive within a clearly defined legal environment in Chile.
Table of Contents
Introduction
In Chile, the rise of eSports has highlighted significant gaps in the existing legal framework, particularly concerning the classification and regulation of these activities. Unlike traditional sports, eSports involve virtual competitions that can include elements typically associated with gambling, such as entry fees and monetary rewards. This article examines Chile’s gambling laws, their applicability to eSports, and the legal challenges that arise from the current regulatory landscape.
Legal Framework Governing Gambling (and Esports) in Chile
Chile’s legal approach to gambling is primarily governed by the Ley N° 19.995, which establishes the bases for the authorization, functioning, and supervision of casino games. The regulatory body, Superintendencia de Casinos de Juego (SCJ), oversees these activities. However, eSports fall outside the explicit regulatory scope of this law, as they are not conducted in physical venues like casinos and are not solely dependent on chance.
Analysis of Relevant Legal Provisions for eSports in Chile
- Article 3 of Ley N° 19.995: This article defines games of chance as those where the outcomes are predominantly subject to chance rather than player skill. eSports, where outcomes predominantly depend on players’ skills, strategies, and decision-making, challenge this definition. However, the lack of explicit recognition and differentiation in the law creates a gray area regarding their regulation.
- Decree No. 2385 on Municipal Revenues: This law grants municipalities the authority to regulate and license certain types of local games. While designed for traditional games, its broad language could theoretically extend to eSports events, adding another layer of complexity for organizers who must navigate local regulations that are not tailored to the digital nature of eSports.
- Consumer Protection Law (Ley N° 21.081): While not directly regulating gambling or eSports, this law protects consumers against misleading practices. It becomes relevant when considering how eSports are marketed and the clarity provided to participants regarding the nature of their participation and the use of their entry fees.
Challenges Arising from Current Legislation
The primary challenge in the current legal framework is the lack of specific provisions addressing the digital and virtual nature of eSports. This omission leads to several practical issues:
- Uncertainty and Inconsistency: Event organizers and participants face uncertainty about the legality of their activities, potential liabilities, and the applicability of gambling laws.
- Inadequate Consumer Protection: Without clear regulations, consumers may not be adequately informed about their rights or the nature of the events in which they are participating, potentially leading to disputes and dissatisfaction.
- Inhibiting Industry Growth: The legal uncertainty can deter investment and hinder the development of a structured eSports market in Chile, which is crucial for the professionalization and global competitiveness of this sector.
Proposed Solutions for Legislative Reform
To foster a conducive environment for the growth of eSports in Chile, the following legislative reforms could help eSports:
- Explicit Recognition and Definition: Introduce specific legislation that clearly defines eSports, distinguishing them from gambling activities based on their skill-based nature.
- Regulatory Framework Development: Develop a tailored regulatory framework that addresses both the digital nature of eSports and the physical venues where events might be held.
- Stakeholder Engagement: Involve key stakeholders, including gamers, event organizers, legal experts, and consumer protection agencies, in the legislative process to ensure that the regulations are comprehensive and practical.
Conclusion
The legal challenges currently facing the eSports industry in Chile require thoughtful consideration and action from lawmakers. By addressing the gaps in the existing legal framework and introducing clear, tailored legislation, Chile can better support the growth and sustainability of eSports while protecting the interests of all parties involved. Establishing such a legal foundation is essential for Chile to remain competitive and innovative in the global eSports arena.
With material from: La Voz de Chile
Gambling
Alleged Video Games Addiction Leads to Lawsuit (Updated)
In a developing legal battle reminiscent of the Colvin et al v. Roblox Corporation et al case that challenged Roblox’s alleged facilitation of illegal gambling with minors, a new lawsuit has been filed in Missouri against major players in the video game industry alleging video games addiction.
Table of Contents
This lawsuit, just like Casey Dunn et al. v. Activision Blizzard et al., on which ELN reported before, accuses companies, including Epic Games, Mojang Studios, and Roblox, of designing games that create an excessive video games addiction in children, leading to serious detrimental effects on their physical, social, and mental health.
Context and Background of the Case
In a legal filing that marks a significant escalation in the scrutiny of video game companies’ practices, a lawsuit has been filed in the U.S. District Court for the Western District of Missouri, Central Division. The case, bearing the number 2:24-cv-4055, has been initiated by Carey Courtwright, representing her minor child K.C. This legal action addresses serious concerns about the design and operation of video games that allegedly lead to addiction among young players. K.C., who began engaging with video games at the tender age of six, is presented as a victim of these manipulative gaming practices.
Defendants in the Lawsuit
The defendants listed in this lawsuit are some of the most prominent names in the gaming industry:
- Epic Games, known for Fortnite
- Mojang Studios, the creators of Minecraft
- Meta Platforms, the conglomerate formerly known as Facebook
- Roblox Corporation
These companies are accused of creating and maintaining gaming environments that exploit psychological vulnerabilities in children.
Detailed Allegations of Video Games Addiction Triggers
The lawsuit articulates specific tactics employed by the defendants which are purportedly designed to foster addiction:
- Reward Systems and Feedback Loops: Games are structured to release dopamine in response to achievements within the game, perpetuating a cycle of engagement that can lead to excessive and unhealthy gaming habits.
- Limited Transparency and Predatory Monetization: The true costs of in-game transactions are often concealed or minimized, exploiting cognitive biases and leading players, particularly young ones, to spend money without a full appreciation of the cumulative costs.
- Fear of Missing Out (FOMO): By introducing time-limited events and exclusive in-game items, the games tap into a player’s fear of missing out, which can compel continuous or increased expenditure to remain competitive or included in gaming communities.
- Targeting of ‘Whales’: These companies strategically identify and exploit major spenders within their games — often referred to as “whales” — by encouraging them to spend large amounts of money through tailored incentives.
- Lack of Parental Controls: The complaint criticizes the insufficient mechanisms provided to parents to monitor and control their children’s gaming activity effectively, which exacerbates the problem of unregulated access and expenditure.
Human Costs and Plaintiff’s Burden
The complaint vividly describes the adverse effects on K.C.’s life due to the alleged gaming addiction. These include a noticeable decline in academic performance, social withdrawal from peers and activities, and the development of physical symptoms such as pain in the hands, eyes, and back, as well as disrupted eating patterns. Moreover, K.C. has reportedly suffered from mental health issues, including depression and anxiety, which were intensified by the inability to disengage from gaming. The plaintiff, Carey Courtwright, shares the emotional and financial burden inflicted by this ordeal, emphasizing the considerable expenses accrued through medical treatments and in-game spending by K.C.
Legal and Industry Implications
This lawsuit is part of an emerging trend where legal actions are increasingly highlighting the potential negative impacts of video games on minors. Similar to the issues raised in Colvin et al v. Roblox Corporation et al, this case underscores the urgent need for the industry to adopt more ethical practices in game design and marketing. The outcome of such lawsuits could potentially lead to stricter regulations and standards governing game development and marketing, particularly regarding the mechanisms that promote prolonged engagement and spending in games.
Entertainment Software Association’s Statement (Update)
Having read our article, the Entertainment Software Association (ESA) has provided a statement that offers a broader industry perspective. The ESA, a trade association that represents the U.S. video game industry and includes several of the defendants in the lawsuit as its members, has articulated its stance on the issues central to the lawsuit.
The ESA emphasized its commitment to player safety and digital wellness, stating:
“Video games are among the most dynamic, widely enjoyed forms of entertainment in the world. We prioritize creating positive experiences for the entire player community and provide easy-to-use tools for players, parents, and caregivers to manage numerous aspects of gameplay.”
Moreover, the ESA addressed the claims made in the lawsuit directly, noting:
“Claims that say otherwise are not rooted in fact and ignore the reality that billions of people globally, of all ages and backgrounds, play video games in a healthy, balanced way.”
This statement underscores the ESA’s viewpoint that while the lawsuit raises important concerns about player safety and addiction, the claims do not necessarily reflect the broader reality of gaming as an activity enjoyed healthily by a vast global audience.
Conclusion
This lawsuit could set important precedents regarding the accountability of video game developers and platforms in safeguarding the well-being of their youngest and most vulnerable users. The broader implications for the industry could include a reevaluation of game design ethics, the introduction of more stringent parental controls, and a more transparent communication regarding the costs associated with in-game content. The video game industry may need to balance commercial interests with a heightened responsibility towards its user base, especially children, in light of growing legal scrutiny.
Image source: DallE3
Carey Courtwright, individually and on behalf of K.C., a Minor v. Epic Games et al
Court: United States District Court for the Western District of Missouri, Central Division
Case No.: 2:24-cv-4055
Defendants
- Epic Games
- Counsel not listed
- Mojang Studios
- Counsel not listed
- Meta Platforms
- Counsel not listed
- Roblox Corporation
- Counsel not listed
Plaintiff
- Carey Courtwright (Individually and on behalf of her minor child, K.C.)
- Counsel to Carey Courtwright:
- Tyler W. Hudson, Eric D. Barton, and Melody R. Dickson of Wagstaff & Cartmell LLP
- Breean “BW” Walas, Tina Bullock, and Danielle Ward Mason of Bullock Ward Mason LLC
- Charles M. Stam of Thompson Stam PLLC
- Counsel to Carey Courtwright:
Gambling
Another Roblox Litigation – An Illegal Gambling Ring for Kids?
In an era where digital platforms intertwine with daily activities, the lawsuit against Roblox Corporation has sparked significant legal and ethical debates. This case, officially cited as Colvin et al v. Roblox Corporation et al, No. 3:23-cv-04146, filed in the Northern District of California, brings to the fore critical issues surrounding gambling in video games and the responsibilities of platform providers.
Table of Contents
Case Background of the Roblox Litigation
Roblox, a platform that combines gaming with social networking, has been accused of facilitating illegal gambling activities targeted at minors through its virtual currency, Robux. Plaintiffs Rachelle Colvin and Danielle Sass allege that Roblox’s system enabled minors to engage in gambling via third-party sites that were intricately linked to the Roblox platform, thus breaching the Racketeer Influenced and Corrupt Organizations Act (RICO) and other pertinent statutes. This is just one of many cases against Roblox.
Specific Allegations Against Roblox
- Misleading Representations: Roblox’s terms of service claim that it does not allow activities involving simulated gambling using Robux. However, the lawsuit asserts that Roblox has misled consumers, particularly parents, about the safety and appropriateness of its platform for children.
- Facilitation of Gambling: Despite these terms, Roblox is accused of actively facilitating and profiting from gambling activities by tracking and recording the flow of Robux used for gambling on third-party sites, thereby enabling this ecosystem.
- Profit from Illegal Activities: It is alleged that Roblox profits significantly from these transactions by charging a transaction fee, including when Robux are converted back into real currency by these gambling entities, effectively receiving a cut from the illegal use of its platform.
Claims Made in the Roblox Litigation
The lawsuit brings multiple claims under both federal and state laws, including violations of the RICO, the California Unfair Competition Act (UCL)1, and for negligence, among others. These claims focus on the creation and maintenance of an illegal gambling operation, misleading business practices, and the unjust enrichment of Roblox at the expense of its users.
Relief Sought
The plaintiffs seek monetary damages, restitution for the losses incurred by the minor users and their guardians, and injunctive relief to prevent further illegal gambling operations. They also demand a jury trial to adjudicate these claims.
The Motion to Dismiss
On 26 and 28 March 2024, the court partially granted Roblox’s motion to dismiss. The court dismissed the RICO claims which was significant. The court held that the plaintiffs failed to demonstrate that Roblox was engaged in a “qualifying enterprise” under RICO, as they could not show a common purpose or concerted action beyond regular business operations. The court’s findings demonstrate a challenge plaintiffs usually face when applying traditional legal frameworks like RICO to the fluid, expansive, and often nebulous operations of digital platforms, which are designed to maximize user engagement and revenue through complex, layered interactions that may not neatly fit into existing legal categories.
Claims Advancement
However, the advancement of claims under the UCL and for negligence opens substantial grounds for legal debate and analysis. The UCL’s broad scope, aimed at combating unlawful, unfair, or fraudulent business acts or practices, provides a robust framework for addressing alleged misconduct in digital settings. The court’s decision to let these claims proceed suggests a recognition of potential oversight and management failures by Roblox in preventing the use of its platform for gambling activities, especially those involving minors.
The negligence claims hinge on whether Roblox failed to exercise reasonable care to avoid foreseeable harm to its users, particularly children, who might be drawn into gambling with real-world economic consequences.
Unjust Enrichment
The court also allowed the unjust enrichment claim to proceed. By allowing this claim to proceed, the judge recognized that the compensation sought by the plaintiffs might not be covered fully by direct monetary damages. This decision emphasizes the need to consider a broader economic context of transactions on platforms like Roblox, where the company’s revenue model directly benefits from the engagement and expenditures of its users, including those activities that skirt or cross legal boundaries.
Implications for Digital Currency and Platform Liability
This litigation spotlights the need for stricter regulatory scrutiny of digital currencies like Robux or gambling aspects in video games in general. As these currencies blur the lines between virtual assets and real-world value, the potential for misuse increases, necessitating clearer regulations and standards. This case could prompt lawmakers and regulators to examine more closely how digital currencies are managed on platforms, especially those accessible to minors.
The case also raises critical questions about the duty of platforms to protect users from harm. The allegations suggest that Roblox could and should have done more to prevent its platform from being used for gambling.
Conclusion
Colvin et al v. Roblox Corporation et al is an interesting case at the intersection of technology, law, and ethics, offering a crucial legal precedent for digital platform governance. As the case progresses, it will provide valuable insights into how digital platforms can be held accountable for the activities they enable and profit from.
This case will likely have far-reaching implications for legal practices, platform operations, and the legislative landscape governing digital interactions and economies, making it a critical watchpoint for legal professionals and platform operators alike.
Colvin et al v. Roblox Corporation et al
Court: United States District Court, Northern District of California
Case No.: 3:23-cv-04146
Defendant Roblox Corporation
- Counsel to Roblox Corporation: Cooley LLP
- Kyle Wong
- Robby Lee Ray Saldana, Washington, DC
- Tiana A. Demas, Chicago, IL
Defendant RBLXWild Entertainment LLC
- Counsel not listed
Defendant Satozuki Limited B.V.
- Counsel not listed
Defendant Studs Entertainment Ltd.
- Counsel not listed
Plaintiffs Rachelle Colvin and Danielle Sass
- Counsel to Plaintiffs: Weitz & Luxenberg, P.C.
- Aaron Freedman, New York, NY
- Devin Lynn Bolton, Los Angeles, CA
- James J. Bilsborrow, New York, NY
Minor Plaintiffs G.D. and L.C.
- Represented by the same counsel as Rachelle Colvin and Danielle Sass.
- Cal. Bus. & Prof. Code § 17200 et seq. ↩︎
-
Labor&Immigration2 weeks ago
Dubai Introduces Long-Term ‘Dubai Gaming Visa’ to Propel Esports Sector Growth
-
General3 weeks ago
Takaze’s Take: The Rise of American Esports—and the Fall of the NCAA
-
General1 day ago
ESPORTS – LEX SPORTIVA OR LEX MERCATORIA?
-
General5 days ago
Russian Esports Federation’s World Championship Qualifier Boycott Over Flag Ban
-
General2 weeks ago
ESIC Unveils FairPlay Academy: A Pioneering Effort in Esports Integrity and Ethics
-
Labor&Immigration3 weeks ago
Moist Esports’ Legal Battle with U.S. Immigration over B1-Visas
-
Doping & Cheating1 week ago
Gambling Gone Wrong: ESIC Sanctions Roheen “Goon” for Betting Breach in CS2 Tournament
-
General2 weeks ago
Historic Prize Pool Marks Inaugural Esports World Cup in Saudi Arabia