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Fortnite Addiction Lawsuit Alleges Epic Games, Sony, Microsoft Designed Games to Create Compulsive Use

Fortnite Addiction Lawsuit Alleges Epic Games, Sony, Microsoft Designed Games to Create Compulsive Use

A Mississippi man has filed a video game addiction lawsuit alleging video game developers intentionally designed Fortnite, Minecraft and the PlayStation platform with addictive features that caused him to develop compulsive gaming behaviors beginning at age 4.

The complaint (PDF) was brought by Gemarion Lewis in the U.S. District Court for the Southern District of Mississippi on July 24, naming Epic Games Inc., Sony Interactive Entertainment LLC, Microsoft Corp. and Mojang AB as defendants.

Lewis claims the companies prioritized profits over player safety by incorporating reward systems, feedback loops and other engagement features they knew would maximize the amount of time children spent playing.

Internet Gaming Disorder Concerns

Internet gaming disorder (IGD) is a behavioral condition marked by persistent, compulsive video game play that begins to disrupt daily life, interfere with personal interests and prevent individuals from meeting important responsibilities. The disorder has been recognized by both the International Classification of Diseases (ICD) and the Diagnostic and Statistical Manual of Mental Disorders (DSM) as a legitimate mental health condition.

Individuals with IGD often struggle to limit the amount of time they spend gaming, become preoccupied with video games, lose interest in hobbies and other activities, conceal their gaming habits from family and friends, and continue playing despite the harmful consequences. Over time, the condition can affect nearly every aspect of a person’s life, contributing to declining academic performance, social withdrawal, strained relationships and difficulties maintaining employment or achieving independence.

As awareness of the condition has increased, a growing number of families have filed video game addiction lawsuits alleging major game developers deliberately incorporated features intended to keep children and teenagers playing for longer periods. Complaints argue that the companies behind popular titles, including Fortnite, Roblox and Minecraft, prioritized player engagement and revenue over the mental health and well-being of young users.

Roblox-Lawsuit-Lawyers
Roblox-Lawsuit-Lawyers

Gaming Addiction Allegations

According to the lawsuit, Lewis began playing the defendants’ video games at about age 4, and continued using Fortnite, Minecraft and the PlayStation platform at an increasingly uncontrollable, compulsive and addictive pace.

The complaint alleges the defendants deliberately designed their products to exploit the vulnerabilities of children and adolescents by encouraging prolonged gameplay without implementing adequate parental controls, warnings or meaningful tools to limit the amount of time minors could spend using the games.

Lewis claims the companies understood that longer play sessions translated into greater revenue through in-game purchases and other monetization strategies, yet continued adding features intended to maximize player engagement rather than reduce the risk of addiction.

The lawsuit maintains Lewis suffered ongoing injuries and damages as a result of compulsive gaming and seeks to hold the companies liable for allegedly placing profits ahead of consumer safety.

โ€œPlaintiff became addicted to Defendantsโ€™ products and developed a disordered relationship with video games as intended and expected by Defendants.โ€

โ€” Gemarion Lewis v. Epic Games Inc. et al.

In addition, the complaint cites decades of scientific research examining the effects of excessive video game use, alleging studies have linked compulsive gaming to changes in brain development, impaired impulse control, depression, anxiety, social isolation, sleep disturbances and other psychological and physical harms.

Research indicates the prefrontal cortex, which governs judgment, decision-making and self-control, continues developing into a person’s mid-20s. Lewis alleges that makes children especially vulnerable to game designs that reward repetitive play and immediate gratification.

The complaint also notes that Internet Gaming Disorder has been recognized by the American Psychiatric Association as a diagnosable behavioral addiction, with symptoms including preoccupation with gaming, withdrawal, loss of control and continued play despite harmful consequences.

Lewis raises allegations of strict product liability, design defect, failure to warn, negligence, intentional misrepresentation, negligent misrepresentation and fraud. It seeks damages for pain and suffering, emotional distress and medical expenses.

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Image Credit: Robert Way / Shutterstock.com
Michael Adams
Written By: Michael Adams

Senior Editor & Journalist

Michael Adams is a senior editor and legal journalist at AboutLawsuits.com with over 20 years of experience covering financial, legal, and consumer protection issues. He previously held editorial leadership roles at Forbes Advisor and contributes original reporting on class actions, cybersecurity litigation, and emerging lawsuits impacting consumers.



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About the writer

Michael Adams

Michael Adams

Michael Adams is a senior editor and legal journalist at AboutLawsuits.com with over 20 years of experience covering financial, legal, and consumer protection issues. He previously held editorial leadership roles at Forbes Advisor and contributes original reporting on class actions, cybersecurity litigation, and emerging lawsuits impacting consumers.