Consumer Product

Video Game Addiction

Connecting law firms with families of children harmed by addictive gaming design and predatory monetization.

Gaming setup with controller and screens

Case Overview

Video game companies have engineered their products to be maximally addictive, particularly for children. Games like Fortnite and Roblox use psychological manipulation techniques—variable reward schedules, social pressure, infinite progression systems—to keep children playing compulsively.

Popular video game platforms, including loot boxes, battle passes, and in-game currencies, extract billions from children who can't fully understand they're gambling with real money. Some children have spent thousands of dollars without their parents' knowledge.

Lawsuits allege that gaming companies deliberately target children with addictive mechanics and fail to implement adequate safeguards to prevent gaming disorder or financial harm.

Fortnite, Roblox, Minecraft, Call of Duty, FIFA, and others

Gaming addiction, financial harm, mental health issues, academic decline

Emerging - Multiple lawsuits filed, regulatory scrutiny increasing

We help identify families whose children have been harmed by addictive gaming practices.

Key Facts

  • Games: Fortnite, Roblox, Minecraft, Call of Duty, FIFA, and others
  • Primary Harms: Gaming addiction, financial harm, mental health issues, academic decline
  • Defendants: Epic Games, Roblox Corp, EA, Activision, Take-Two
  • Litigation Status: Emerging - Multiple lawsuits filed, regulatory scrutiny increasing

Who Qualifies

Gaming Behavior

  • Excessive gaming (4+ hours daily)
  • Inability to stop or control gaming
  • Withdrawal symptoms when not gaming
  • Gaming prioritized over school, sleep, social life

Harms Suffered

  • Worsened gaming disorder or addiction
  • Mental health issues (anxiety, depression)
  • Significant financial harm (unauthorized purchases)
  • Academic decline or school failure
  • Physical health issues (sleep deprivation, obesity)

Age Requirements

  • Currently under 18 or started gaming as a minor
  • Significant gaming began before age 18
  • Harm occurred while still a minor

Documentation

  • Professional diagnosis of gaming disorder
  • Mental health treatment records
  • Financial records showing in-game purchases
  • School records showing academic impact
Scenic landscape

Interested in This Case?

Let's discuss how we can help you acquire qualified leads for this mass tort campaign.

Video Game Addiction - NIB Direct