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Built to Keep Playing: The Social Pressure to Stay Online (PART 3 of 3)

Publish Date : 08/26/2026

The Social Pressure to Stay Online

Modern gaming is intensely social. Children aren’t necessarily playing alone against a computer anymore. They may be talking with classmates, competing with friends, joining teams and participating in online communities.

A child who is told to turn off the Xbox isn’t necessarily walking away from a machine. In his mind, he may be walking away from his friends in the middle of an activity.

Developers understand the importance of social systems.

Games can show which friends are online, send invitations, display rankings and create cooperative missions encouraging players to return together.

The game can therefore combine two enormously powerful motivators:

reward and social belonging.

For adolescents, social belonging can be particularly important.

Then There Is the Money

The concern becomes even more complicated when engagement is connected directly to spending.

Modern games can include virtual currencies that convert real money into coins, gems, credits or other digital units.

This extra step can make the transaction feel less like spending actual dollars.

A child may not think:

“I am spending $19.99.” Instead, the child sees: “2,000 V-Bucks,” or another game’s equivalent.

Once money has been converted into virtual currency, the psychological connection to its real-world value can become less obvious.

In some games, randomized or chance-based rewards have created additional controversy because of their similarity to gambling mechanics.

Regulators around the world have scrutinized loot boxes and similar systems for precisely this reason, and the concerns become particularly serious when the people interacting with those systems are minors.

The Industry Knows an Extraordinary Amount About Player Behavior

Perhaps the most important difference between modern video games and games from previous generations is the amount of information developers can collect about how players interact with them.

A company may be able to determine when players stop playing, which rewards increase engagement, which offers generate purchases, how long players remain in particular game modes and which changes cause people to return more frequently.

Developers can test different versions of features and measure the results.

Change the reward schedule.

Move a button.

Offer a discount.

Alter matchmaking.

Introduce a new challenge.

Then observe what happens.

This ability is enormously useful for improving games.

But it also raises a difficult question:

What happens when a company becomes extremely good at identifying exactly what keeps an individual player coming back?

For an adult consumer, personalized engagement strategies may be viewed primarily as marketing.

For a child, the analysis becomes more complicated.

Gaming Disorder Is a Recognized Health Condition

The debate over problematic gaming is no longer limited to parents complaining about children spend too much time in front of screens.

The World Health Organization recognizes gaming disorder in the International Classification of Diseases, ICD-11, under disorders due to addictive behaviors. WHO describes gaming disorder as a pattern involving impaired control over gaming, increasing priority given to gaming over other activities, and continued or escalating gaming despite negative consequences. For diagnosis, the behavior generally must be severe enough to cause significant impairment in personal, family, social, educational or occupational functioning.

The American Psychiatric Association takes a somewhat different position. Internet Gaming Disorder appears in the DSM-5-TR as a condition requiring further study rather than as a formally established standalone diagnosis. The proposed symptoms include preoccupation with gaming, withdrawal-like symptoms when gaming is unavailable, unsuccessful attempts to reduce gaming and continued excessive use despite problems.

Major health organizations now recognize, for some people, gaming behavior can become severe enough to substantially interfere with ordinary life.

The Lawsuits Ask a Different Question

The emerging video-game litigation is not simply asking whether gaming addiction exists.

It is asking:

Did the companies help create Video Game Addiction and Video Game Disorder?

Families have filed lawsuits against companies behind some of the biggest gaming products in the world, including Epic Games, Roblox, Microsoft, Activision Blizzard and others. The complaints generally allege developers incorporated psychologically reinforcing features into games while knowing that children and adolescents were particularly vulnerable to them. The defendants dispute those allegations, and no major video-game addiction case had produced a trial verdict or broad settlement as of mid-2026.

More than 100 cases have also been coordinated in California state court, while other cases continue independently in federal courts around the country.

The allegations encompass familiar product-liability theories: defective design, failure to warn, negligence and misrepresentation.

That is what makes these cases potentially significant.

For decades, courts have asked whether manufacturers can be responsible when a physical product is designed to create an unreasonable risk.

Now courts are being asked to consider a newer type of product:

software specifically designed to influence human behavior.

Engagement or Manipulation?

Every entertainment company wants its product to be engaging.

A novelist wants readers to keep turning pages.

Netflix wants viewers to watch another episode.

A professional sports league wants fans to watch the next game.

A video-game developer wants players to continue playing.

There is nothing inherently wrongful about creating something people enjoy.

The difficult question is whether there is a point at which engagement becomes manipulation, particularly when developers know a substantial portion of their audience consists of children.

If a company studies behavioral psychology, identifies mechanisms encouraging repeated use, continuously measures children’s responses to those mechanisms and monetizes the resulting engagement, should the law treat this simply as successful entertainment design, or does the company acquire some responsibility for foreseeable harms?

Those questions remain largely unanswered.

Imagine the Same Design in a Different Product

Suppose a company marketed a product extensively to children.

The company monitored exactly how every child used it.

It tested different reward schedules to determine which ones caused children to consume more.

It created daily incentives to return.

It imposed deadlines that caused children to fear losing rewards.

It encouraged children to bring their friends.

It converted real money into proprietary currency that could only be spent inside the product.

It continuously introduced new rewards and challenges so the product never truly ended.

And its revenue increased as children consumed more of it.

Most parents would want to know more.

What did the company know about how these systems affected children?

Did internal research identify compulsive behavior?

Did employees raise concerns?

Were safer alternatives considered?

Could some features have been disabled or modified for younger users?

Were parents given enough information to understand how the product operated?

And perhaps most importantly:

Did the company’s financial incentive to increase engagement conflict with its responsibility to younger players?

The relevant question is not whether video games are good or bad.

It is whether products, particular features and particular business models create unreasonable risks for some children, and whether the companies designing those products understood those risks.

There is an enormous difference between a child who loves video games and a child whose gaming has begun displacing sleep, school, friendships, sports, family activities and basic daily responsibilities.

Parents can usually recognize when this line has been crossed.

The legal system is now beginning to ask whether game developers should recognize it as well.

The Next Major Product-Liability Battle May Be Digital

For most of American history, product-liability law dealt with things we could physically touch, cars, drugs, machinery, toys, etc. The next generation of product liability litigation may involve something considerably less tangible, an algorithm, a reward schedule, a matchmaking system, a virtual currency, a battle pass, a notification, a game that never ends.

The fundamental question, however, is surprisingly familiar.

When a company designs a product to influence human behavior, how much responsibility does it bear when that design works too well?

For adults, that question is difficult enough.

When the person on the other side of the screen is a child, it becomes much harder to ignore.

Feel free to contact one of our attorneys at 1-877-542-4646 or by using the form below if your family has suffered any adverse side effects due to a video game addiction. Your information will remain confidential, and a lawyer will provide a free legal consultation.

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