(The opinions expressed here are those of the author, a
columnist for Reuters.)
By Jenna Greene
June 21 (Reuters) - When my twenty-something son was a
teenager, there was a period when he played video games for
hours on end, bristling when we told him to stop.
Which is why I can relate to allegations in a series of
personal injury lawsuits filed across the country over the past
eight months against video game makers, claiming the companies
intentionally designed products that have turned a generation of
kids into "gaming addicts."
Still, it's one thing to feel like your child spends too
much time playing video games and another to prevail in
litigation against multi-billion-dollar companies and the army
of lawyers defending them.
The first of more than a dozen similar video game addiction
suits was voluntarily dismissed last week, though its (rather
ignominious) end didn't test the litigation's central theories.
Instead, it strikes me more as an unforced error by the
plaintiffs - one seized on by defense counsel.
Plaintiff Cynthia Jimenez, who is the guardian of her
14-year-old grandchild identified only as "I.C.," sued companies
including Epic Games, Roblox ( RBLX ), Microsoft ( MSFT ), Google and Nintendo ( NTDOF ) in
East Saint Louis federal court last fall. Seeking unspecified
compensatory and punitive damages, she alleged the defendants'
"intentional, negligent, deceptive, fraudulent, willful,
immoral, reckless, and unlawful acts" caused I.C. to become
addicted to video games.
Company spokespeople declined comment or did not respond to
requests for comment.
Jimenez is represented by Tina Bullock and Breean "BW" Walas
of Bullock Legal Group in Atlanta. Bullock declined comment and
Walas did not respond to a request for comment. Bullock in an
email declined to provide contact information for Jimenez, whom
she said did not wish to speak to the press. Reuters was unable
to independently locate Jimenez.
According to the 161-page complaint, I.C. at age seven
allegedly began playing video games "at an increasing and
uncontrollable pace," and now spends 35 hours a week playing
Fortnite, Roblox ( RBLX ) and Minecraft, becoming enraged if told to
stop.
As a result of this "gaming addiction," I.C. allegedly
requires treatment that includes "medication therapy,
out-patient counseling, and an Individualized Education Plan" at
school.
After filing suit in November, plaintiffs' counsel sent
Fortnite maker Epic Games a standard letter requesting that it
preserve documents and information related to I.C.'s gaming
account, Epic said.
But when Epic consulted its records, it found the account
was created just three days before the suit was filed, and that
it was used to play Fortnite for less than one hour. In the
intervening four months, Epic said, it hadn't been touched.
"The false premise that I.C. continues to play Fortnite
uncontrollably is the basis for all claims against Epic,"
outside counsel Moez Kaba wrote in a motion for sanctions,
asking U.S. District Judge Stephen McGlynn to dismiss the case
and award Epic legal fees. An "alleged 'addiction' requires more
than a single brief instance of gameplay."
Both Epic and Kaba, managing partner of Hueston Hennigan,
declined comment.
Plaintiffs' lawyers responded in court papers that I.C.
"played Fortnite compulsively and addictively from 2017- 2020"
on other unidentified accounts, and that Jimenez "can testify to
personally witnessing I.C.'s compulsive and addictive use of
Fortnite."
But a week before the sanctions hearing set for June 21, the
court granted the lawyers' joint request to dismiss the suit
against Epic with prejudice. Plaintiffs' lawyers also withdrew
their claims against the other defendants with leave to re-file.
I.C.'s case may be over, but litigation continues in federal
courts in Arkansas, Missouri, Florida, Georgia and Minnesota,
almost all co-filed by Bullock with local counsel or partner
firms.
Given the potential number of plaintiffs - according to
industry trade group the Entertainment Software Association, 61%
of the U.S. population reports playing video games for at least
one hour a week - the litigation (in theory) could be enormous.
In practice, it may be constrained by economic
considerations. The Judicial Panel on Multidistrict Litigation
earlier this month declined to consolidate the initial group of
15 lawsuits, pointing to a "lack of common factual questions."
The ruling means plaintiffs' lawyers are stuck slogging it out
case-by-case in courts around the country.
The complaints allege video game makers use "psychological
tricks" to ensnare users and keep them coming back, including
vibrant graphics, random rewards, satisfying sounds and
continual gameplay variety.
The lawsuits also point to research on the harms of
excessive gaming, including brain imaging studies that show
long-term playing affects the regions responsible for reward,
impulse control and sensory-motor coordination.
As a first-line argument, defendants, including Microsoft ( MSFT )
and Nintendo ( NTDOF ), say the cases should be dismissed because the
plaintiffs as a condition of using their products agreed to
arbitrate any disputes.
If these procedural arguments fall short, game makers also
offer a robust free speech defense.
The U.S. Supreme Court in Brown v. Entertainment Merchants
Association held in 2011 that video games are protected by the
First Amendment, and that their creation and dissemination
"cannot be suppressed solely to protect the young from ideas or
images" that some might consider "unsuitable."
Here, defense counsel argues, the alleged problem is that
video games are "simply too 'engaging.'" But they say that's not
grounds for liability any more than a page-turning novel or
bingeworthy Netflix series.
Plaintiffs' lawyers counter that the cases are "about
conduct, not content - product defects, not expression," but to
me, the difference is hard to parse.
I also keep coming back to my real-life experience. However
captivating or even addictive video games may be, surely parents
or guardians still have the power to pull the plug.