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.

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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 playerโs 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 โ often referred to as “whales” โ 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.โs 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 โBWโ Walas, Tina Bullock, and Danielle Ward Mason of Bullock Ward Mason LLC
- Charles M. Stam of Thompson Stam PLLC
- Counsel to Carey Courtwright: