You can't sue us for making games 'too entertaining,' say major game developers in response to addiction lawsuits

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A string of six videogame addiction lawsuits have recently been filed against Microsoft, Activision Blizzard, Roblox, Epic Games, Rockstar, and other major game developers and publishers. The complaints, which were all submitted to courts within the past 12 months, claim that game developers are intentionally making players addicted to their games.

As part of a motion filed this month to dismiss one of the complaints, that of an Arkansas woman and her son, the targeted game developers called the suit "an attack on the First Amendment rights of videogame creators."

The Arkansas lawsuit alleges that Roblox, Fortnite, Call of Duty, Minecraft, and other popular games used "addictive psychological features" to hook the son starting when he was 12 years old. Now 21, he currently spends $350 a month on games, dropped out of school, has been diagnosed with major depressive disorder and "anxiety," and has experienced "withdrawal symptoms such as rage, anger, and physical outbursts," according to the suit. It also alleges that the mother could not regulate her son's gaming because she "feared" him as a result of his outbursts.

The complaint says that the game developers are liable for defective and negligent designs that "take advantage of the chemical reward system of a user's brain (especially a minor) to create addictive engagement, compulsive use, and additional mental and physical harm," as well as failure to warn users of the risk of addiction.

In their motion to dismiss, the developers' lawyers argue that games are an expressive medium, as established in a 2011 Supreme Court decision, and that finding their expression "too entertaining" is not a valid reason to limit constitutionally protected speech. They also say that the plaintiffs fail to clearly establish what features of each game specifically caused harm and how.

The complaint dedicates a number of pages to describing generally the alleged addictive properties of each game. Some commonly criticized aspects of modern games come up, such as "predatory monetization" and deceptive UI tricks called "dark patterns," but many of the complaints relate to aspects of games we'd consider normal or positive.

Call of Duty, for instance, is criticized for rewarding players with gun and attachment unlocks, which the suit calls "a form of operant conditioning," as well as for featuring "fast-paced play, satisfying graphics, sounds, and other dopamine lifts." Minecraft's multiplayer features are said to "addict players to connecting with others in the Minecraft world" and the suit warns that players with ADHD "can become easily hyper focused and addicted to building worlds." Grand Theft Auto 5, the suit says, "includes endless arrays of activities and challenges to continually engage users and ensure they are never bored."

The game developers say that the complaint uses "ominous" terms like "feedback loop" and "monetization scheme" to justify attacking regular, creative features that make their games more attractive and challenging.

"That Plaintiffs find the expression in games 'too persuasive' and 'catchy'—ie, too entertaining—'does not permit [them] to quiet the speech or to burden its messengers,'" the developers said.

(The bit about quieting and burdening is quoted from a 2011 Supreme Court decision which said that the marketing efforts of pharmaceutical companies can't be restricted for being "too persuasive." I have to imagine that the lawyers here would've preferred not to cite a win for the pharmaceutical industry—just, you know, to avoid irony—but I suppose you have to use the precedents you're given.)

Five of the six addiction lawsuits, including the Arkansas suit, were filed by Atlanta law firm Bullock Ward Mason, which counts videogame addiction as one of its specialties.

"Videogame addiction is a serious problem created and perpetuated by a multi-billion industry with a profit incentive to create addicts out of our children," said a representative for the firm in a statement provided to PC Gamer. "The addiction we are seeing in children and young adults is severe, with gaming taking over their entire lives, causing drastic and detrimental impacts on their wellbeing.

"As we continue to investigate this crisis on behalf of impacted families, we look forward to shining a light on this industry, holding these videogame companies accountable for the harm they are causing, and ensuring changes are made to protect children going forward."

The World Health Organization recognizes videogame addiction as a disorder, and the American Psychiatric Association says that the question of whether or not videogames can be addictive is "still being debated," but that "early evidence suggests that videogames are one of the most addicting technologies around."

The Chinese government restricts the number of hours children can play videogames, saying in 2021 that "parents have reported that game addiction among some youths and children is seriously harming their normal study, life and mental and physical health."

Should the Arkansas lawsuit (or the others) not be dismissed, the developers have each motioned for the case to go to arbitration—as we all know, there's not a TOS on the planet that doesn't make us waive the right to a jury trial. The plaintiffs have asked for more time to respond to these motions as they await a decision on whether or not the pre-trial proceedings of all six very similar addiction cases will be consolidated.
 
Skinner boxes are not "entertaining", they cynically cultivate and take advantage of the same obsessive tendencies which drive gambling addiction.

When you're entertained, you're relaxed and enjoying yourself.
Half of these games are "second jobs" grinding virtual items, many of which are limited edition to put even greater urgency on that grind and push you to buy shortcuts.

There is something fundamentally broken about a gameplay loop in which you are constantly having to grind gear to be able to play the game properly in a distant future that never comes due to gear creep.

The fucking CCP has issued rules against this kind of shit.
If the west can't, it is yet more evidence of moral failure.
 
Alot of times, when people get addicted to vidya, its along the lines of the gameplay loop being fun and being a fun experience in general. The real issue they need to crack down on are the Freemium shit that has crazy-ass monetization as seen in Korean MMOs.

Pics very related. From Action Taimanin. The crap prices are one thing but what makes this one very predatory is the fact that they tied their most money hungry tactics on character level ups. Limited time, one time only. The definition of predatory monetization.

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In their motion to dismiss, the developers' lawyers argue that games are an expressive medium, as established in a 2011 Supreme Court decision, and that finding their expression "too entertaining" is not a valid reason to limit constitutionally protected speech.

"But what about my constitutionally protected speech?" says inventor of Button That Injects You With Dopamine
 
it immediately stops being "we made the game too fun" and turns into "predatory exploitation of proven addictive feedback loops" when you add microtransactions to your shitty skinnerbox.
It's not just microtransactions.
It should be classified as fraud to market something as a game where you have to spend all your time "preparing to play" by farming gear, only for the bar to play to be raised yet again as the bulk of the community finishes farming gear.
"power creep" should be fucking illegal.
 
The Arkansas lawsuit alleges that Roblox, Fortnite, Call of Duty, Minecraft, and other popular games used "addictive psychological features" to hook the son starting when he was 12 years old. Now 21, he currently spends $350 a month on games, dropped out of school, has been diagnosed with major depressive disorder and "anxiety," and has experienced "withdrawal symptoms such as rage, anger, and physical outbursts," according to the suit. It also alleges that the mother could not regulate her son's gaming because she "feared" him as a result of his outbursts.
Strong, single Mom who 'don't need no man' to help raise her kid.
 
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Jesus Christ. $45-$90 for a temporary boost in Exp gains? In order to get the most bang for their buck, that would encourage buyers to play the game as often as they could. Depending on their lifestyle choices and habits, that may encourage them to take destructive measures to maximize their gains, like skipping school, work, or sleep. All just so they can level up in a video game.

Fuck that shit, and fuck the business executives who thought this would be a good idea. Every corporate executive who encourages microtransactions like these should be nailed to a fucking cross.
 
Skinner boxes are not "entertaining", they cynically cultivate and take advantage of the same obsessive tendencies which drive gambling addiction.

When you're entertained, you're relaxed and enjoying yourself.
Half of these games are "second jobs" grinding virtual items, many of which are limited edition to put even greater urgency on that grind and push you to buy shortcuts.

There is something fundamentally broken about a gameplay loop in which you are constantly having to grind gear to be able to play the game properly in a distant future that never comes due to gear creep.

The fucking CCP has issued rules against this kind of shit.
If the west can't, it is yet more evidence of moral failure.

Literally just don't play them if you don't like them

"I don't like banana ice cream, and the chInks have banned banana ice cream and yet the West has not!? THE WEST HAS FALLEN!"


Nigga just don't buy banana ice cream
 
Half of these games are "second jobs" grinding virtual items...
True.

But that has also been a problem since 1999 when EverQuest (aka "EverCamp") first hit the market. It was shitty and obnoxious then, and the only real difference today is that the business model has been refined down to a science.

But gamers with good taste rejected EverCamp in 1999 in favor of better options and we can still do that today. Just don't play shitty games which exist to drain your time and wallet.
 
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Holy fucking shit, no wonder the mobile market pulls more revenue than all the other vidya platforms combined.

The funny thing about this one is that it's literally based on a hentai, you could technically go and watch that red haired lady get railed by orcs for free yet they buy this shit, and, given that the game still exists I have to assume that people are actually paying these prices.
 
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Holy fucking shit, no wonder the mobile market pulls more revenue than all the other vidya platforms combined.
They'll often have 99 cent MTX it shoves in your face right at the start with a ton of stuff included just to get your payment details setup so that you can accidentally buy something more expensive with a one tap payment later. Its all hilariously scummy.
 
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Parents that use the games as a babysitter and don't know where the power switch is on the game box. This is gaming companies fault!
So how did your 12 year old get that video game?

I hate lootboxes but I hate negligent parents and the skizo crotchgoblin menace they unleash more.

A parent controls what the kid does at home. Don't let hexbox rsise your kid dumb hoe.
What elevates this into comedy is that they're not even talking about someone who is currently 12 - the article goes on to state:
Now 21, he currently spends $350 a month on games, dropped out of school, has been diagnosed with major depressive disorder and "anxiety," and has experienced "withdrawal symptoms such as rage, anger, and physical outbursts," according to the suit. It also alleges that the mother could not regulate her son's gaming because she "feared" him as a result of his outbursts.
So this is a cut-and-dry case of bad parenting combined with a 21 year old acting his shoe size instead of his age, nothing to do with gaming.
 
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