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Epic Games is being sued over deceptive Item Shop timers in Fortnite

Epic Games is facing a lawsuit over allegedly deceptive sales tactics in the Fortnite Item Shop. The lawsuit claims that Epic used misleading expiration timers to pressure players into making impulse purchases. The timers would suggest that items were available for a limited time, only for the same items to return to the shop shortly afterward, creating a false sense of urgency driven by fear of missing out. Indeed, some rare cosmetic items, such as the Renegade Raider, become extremely valuable to players based on their scarcity. The plaintiffs contend that Epic is falsely marketing skins as “exclusive” and “limited-time only” to encourage in-game purchases.

The elusive “Renegade Raider” Skin

A study from the Netherlands was cited in the lawsuit to back these claims. The Dutch Authority for Consumers and Markets investigated 60 item sets with a 24-hour countdown and found that half of them stayed available longer than a day, with some lasting an average of 15 days. This led to a €1.1 million fine against Epic in 2024 for “exploiting the vulnerabilities of children.” Epic is appealing the ruling and has already made some changes, including barring kids under 18 from purchasing items available for less than 48 hours.

Regarding the current case, Epic has denied the claims, with a spokesperson stating that the “complaint contains factual errors and does not reflect how Fortnite operates.” The company says it removed the countdown timer from the Item Shop in 2024 and introduced measures to prevent unwanted purchases. These include a hold-to-purchase feature, instant purchase cancellations, self-service returns, and an explicit yes/no choice for saving payment information. Epic also requires parental consent for real money purchases by players under 13, with industry-leading parental controls like PIN-protected purchases.

The plaintiff’s case draws on the North Carolina Unfair and Deceptive Trade Practices Act, the California Consumers Legal Remedies Act, the California False Advertising Law, the California Unfair Competition Law, and the Texas Unfair and Deceptive Practices Act to argue that Epic’s tactics were illegal. One plaintiff is located in Texas, another in California, and Epic Games HQ is in North Carolina. The case is awaiting certification as a class action, which would expand the scope of affected parties who could recover against Epic. If the lawsuit succeeds, it could lead to tighter regulations around in-game monetization and how game companies engage with younger audiences. The case highlights the ongoing tension between profit-driven strategies and player protection, especially when minors are involved.

Sources:

https://www.polygon.com/fortnite/535850/fortnite-epic-games-item-shop-lawsuit

https://www.pcgamer.com/games/battle-royale/parents-are-suing-epic-over-fortnite-item-shop-fomo-timers-they-say-are-inaccurate-and-manipulative/

https://www.msn.com/en-us/money/companies/epic-games-is-being-sued-over-fake-sales-with-made-up-expiration-times/ar-AA1AxE6P

Women Representation in Video Games: Split Fiction

On March 6, 2025, Hazelight Studios released Split Fiction, a co-op video game where protagonists, Zoe and Mio, get lured to a tech company with the prospect of publishing their novels. However, what ends up happening is that their brains get stripped of every story they have ever conjured, wind up in their fantastical stories, and have to find a way out!

 

Split Fiction has quickly hit milestones, reaching one million in sales within two days of being released and receiving many positive reviews. However, what has captured my attention about the game is the protagonists. Zoe and Mio are female. In an industry where “only 6% [of video games] feature a female character in the lead role,” we get two! This is important because, more often than not, women in video games end up being secondary or background characters.

 

Moreover, Zoe and Mio are “ordinary” (for lack of a better word). What I mean is, they are not overly sexualized.

Split Fiction First Preview: We Played Josef Fares's New Co-Op Game

Zoe and Mio from the game Split Fiction

The over sexualized representation of women has been a historical issue with the industry, and a lot of it has to do with EDI issues within the industry itself.

Lara Croft - Wikipedia

Lara Croft is a classic example of women being over sexualized in video games

Perhaps Hazelight is paving the way for a new generation of games and developers where games are becoming more diverse and inclusive, as director Josef Fares called out sexist YouTube comments on a Split Fiction Trailer. All in all, I hope Split Fiction serves as an example that women-leading video games can be good, fun, and successful, just like any other game, and that we can expect more games like this in the near future.

 

 

Canada’s Reliance on the ESRB Rating System

In Canada’s economic sphere, there has been some momentum toward removing interprovincial trade barriers, which could help reduce Canada’s economic dependence on its neighbours.[1] Perhaps Canada’s video game industry would benefit from revisiting Sara Grimes, Darshana Jayemanne, and Seth Giddings’ article “Rethinking Canada’s Approach to Children’s Digital Game Regulation.”[2]

In this article, Sara Grimes—whom Professor Festinger mentioned in class—critiques Canada’s reliance on the U.S. based Entertainment Software Rating Board (ESRB) classification system. Digital games for children offer valuable opportunities for socialization, play, and learning, but they also present risks. According to the authors, the ESRB is insufficient to safeguard children’s rights in the digital environment, as its ratings do not adequately address children’s varying literacies, maturity levels, or elements embedded in games yet “distinct” from their contents, such as third-party ads and invasive data collection practices.[3]

Interestingly, the ESRB is not enforced by any U.S. federal or state laws, yet it is enforced in numerous Canadian provinces despite the lack of direct Canadian involvement in the classification process or any formalized accountability to the Canadian public.[4] The authors argue that the ESRB process is not targeted enough to address the novel risks associated with the growth of online children’s games. For example, games that include microtransactions or online interactions with other users are merely given an “interactive elements” warning, which does not influence the game’s overall rating.[5]

Moreover, the ESRB’s classification process might not adequately reflect Canadian values or account for the diverse cultural contexts within Canada. To highlight this point, the authors compare film classification systems in British Columbia and Alberta, revealing discrepancies in age ratings for the same films. This raises questions about whether similar discrepancies would arise if games were rated domestically rather than through the ESRB system.

Given these concerns, is it time for the Canadian gaming industry to consider a classification system better suited to reflect Canadian cultural norms and protect Canadian children? How might this best be approached?

Read the full article here.

 

[1] N. Mallees, J. Hunter, & J. Gray, “Ottawa agrees with provinces to act fast to topple internal trade barriers” The Globe and Mail (5 March 2025) https://www.theglobeandmail.com/canada/article-ottawa-strikes-deal-with-provinces-territories-on-internal-trade-amid/.

[2] S. M. Grimes, D. Jayemanne, S. Giddings, “Rethinking Canada’s Approach to Children’s Digital Game Regulation” (2023) 48:1.

[3] Grimes, Jayemanne, & Giddings at p 144.

[4] Grimes, Jayemanne, & Giddings at p 147.

[5] Grimes, Jayemanne, & Giddings at p 147.

Video Game Piracy – Presentation Outline and Slides

This presentation, delivered by Brandon Potomak, Kai Rogers, Alirod Ameri, and Peter Mate, explores video game piracy from multiple angles, including its evolution, legal implications, industry impact, and future trends.

1. The Evolution of Video Game Piracy

Video game piracy has evolved from early disk copying in the 1980s to modern digital distribution methods.

  • 1980s–1990s: Piracy was primarily done through floppy disks and bulletin board systems (BBS).
  • 2000s: The rise of the internet led to peer-to-peer file-sharing and torrents, making piracy more widespread.
  • 2010s–Present: Advanced DRM (Digital Rights Management) measures like Denuvo have been introduced, but piracy groups continue to crack protections.

2. Video Game Piracy and the Law

  • Legal Definition: Piracy is copyright infringement but not legally classified as theft, as stated in Dowling v. United States (1985).
  • International Laws: Treaties like the TRIPS Agreement (1995) and the WIPO Copyright Treaty (1996) criminalize commercial-scale piracy and outlaw DRM circumvention.
  • Canada: Governed by the Copyright Act, with penalties up to $20,000 per infringed game for commercial piracy.
  • United States: Heavy penalties, with statutory damages up to $150,000 per work infringed.

3. Effects of Piracy on the Industry and Counter-Piracy Measures

  • Piracy has not prevented the video game industry from prospering. Piracy of video games is harder and less prevalent than piracy of film, television and music.
  • Some companies such as Nintendo take an active and strong stance against piracy, pursuing violators around the world in court and seeking stiff penalties and enforcement.
  • There are several factors which encourage piracy, such as the high price of games and inaccessibility in certain regions.
  • However, the inherent structure of video games and technological measures such as DRM make video game piracy difficult, ineffective and cumbersome.

4. Future Developments in Video Game Piracy

  • AI-assisted cracking could emerge to help crack current anti-piracy measures such as DRM.
  • Generative AI can be used to create games that are similar to existing copyrighted games.
  • Current models of piracy mitigation are unprepared for these potential and upcoming developments.

Video Game Piracy (presentation slides)

Nintendo wins piracy lawsuit against French file-sharing website

After a lengthy legal battle spanning several years, a French court held that file-sharing website 1fichier.com is “liable for failing to remove or block access to unauthorized copies of Nintendo games stored on this platform.” In 2021, a court in Paris held that this website was was liable for €935,000 in damages to Nintendo for hosting pirated games. This was upheld on appeal. Nintendo called this victory “significant” not only for itself, but the entire industry.

This court ruling means that file sharing sites in Europe must now remove illegal copies of games when asked to do so. If they refuse to do so, they run the risk of being found legally liable and incurring significant fines. In a separate decision from January 2025, a French court also found that a bank was justified in terminating a payment processing agreement with 1fichier.com due to a lack of anti-piracy controls on the website.

Nintendo has been very litigious in the past few years, going not after file-sharing platforms that host illegal copies of their content, but also developers of emulators that violate Nintendo’s copyrights.

This case and other recent cases demonstrate that Nintendo does not simply want to seek damages for alleged copyright violations, but also wants to set precedent and make an example out entities that are involved in or support video game piracy. Such cases could serve to deter would-be copyright violators and those like 1fichier.com who are not directly involved in piracy but enable it.

Read more: https://www.eurogamer.net/nintendos-latest-legal-win-against-piracy-significant-for-the-entire-games-industry

Game Genie v. Nintendo – Case Overview and Opinion

Hi everyone,

In our presentation last week on cheating in video games, we talked about different ways players can “hack” their games—whether it’s using cheat codes, mods, or external devices. During the discussion, Professor Festinger brought up the Game Genie case (Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.), and our guest speakers also mentioned it, which made me want to dig deeper.

This case is really interesting because it asks whether changing how a game plays—without actually copying or distributing it—violates copyright law. Nintendo claimed the Game Genie was creating unauthorized derivative works, while Galoob argued it was just letting players customize their own experience without making any permanent changes. The court sided with Galoob, and the decision ended up being a big moment in video game law, helping define what counts as fair use when it comes to modifying games. Nintendo appealed the ruling, but the US Ninth Circuit Court upheld the decision, reinforcing that personal gameplay modifications don’t necessarily infringe copyright.

Below is my summary of the case for anyone interested!

Lewis Galoob Toys, Inc. v. Nintendo of America, Inc., 780 F. Supp. 1283 (N.D. Cal. 1991)

Facts:

Nintendo of America, Inc. (“Nintendo”) owned copyrights for various video games designed for the Nintendo Entertainment System (NES). Lewis Galoob Toys, Inc. (“Galoob”) marketed the Game Genie, a device that allowed users to temporarily modify certain aspects of NES video games, such as granting extra lives or skipping levels. The Game Genie did not create a permanent copy of the game or alter the original work outside of the user’s gameplay session.

Galoob filed suit seeking a declaratory judgment that the Game Genie did not infringe Nintendo’s copyrights. Nintendo counterclaimed, arguing that the Game Genie created a derivative work and that Galoob was liable for direct and contributory copyright infringement. The district court conducted a bench trial to determine whether the Game Genie violated Nintendo’s copyright protections.

Issue:

Does the Game Genie create a derivative work under 17 U.S.C. § 101, thereby infringing Nintendo’s copyrights, either directly or contributorily?

Rule:

Under 17 U.S.C. § 106(2), the copyright owner has the exclusive right to create derivative works, which are defined under 17 U.S.C. § 101 as works that “recast, transform, or adapt” the original copyrighted work in a fixed and permanent form. The fair use doctrine (17 U.S.C. § 107) may serve as a defence if the alleged infringement qualifies as a permissible use.

Court’s Analysis:

  1. Derivative Work Determination:
    • The court held that the Game Genie does not create a derivative work because it does not fix, store, or transfer any modified version of the original game. Instead, it merely alters gameplay temporarily while in use. The game reverts to its original form once the console is turned off.
    • The court distinguished this case from Midway Mfg. Co. v. Artic Int’l, Inc., which involved unauthorized modifications in a commercial arcade setting. In contrast, Game Genie use was limited to private, non-commercial settings.
  2. Fair Use Analysis:
    • The court applied the four-factor test from 17 U.S.C. § 107:
      1. Purpose and Character of the Use – The Game Genie was used privately for personal enjoyment, which supports fair use.
      2. Nature of the Copyrighted Work – The NES games were already published works, favouring fair use.
      3. Amount and Substantiality of Use – Game owners had already purchased the original game, and the Game Genie did not reproduce or distribute it.
      4. Effect on the Market – Nintendo failed to prove that the Game Genie negatively impacted game sales. Survey data suggested that the Game Genie could increase consumer interest in video games.
  3. No Direct or Contributory Infringement:
    • Because private users of the Game Genie were not infringing Nintendo’s copyright, Galoob could not be held liable for contributory infringement.
    • Galoob’s use of Nintendo’s copyrighted games for testing and marketing purposes did not violate copyright law.
  4. Injunctive Relief:
    • The court found that Nintendo was not entitled to a permanent injunction because:
      • No irreparable harm was demonstrated.
      • The public interest was served by allowing consumers to modify their gameplay experience.
      • Nintendo had adequate legal remedies if infringement had occurred.

Court’s Conclusion:

The court ruled in favour of Galoob, holding that the Game Genie did not create a derivative work and that its use constituted fair use under copyright law. Galoob was neither a direct nor contributory infringer. The preliminary injunction against Galoob was dissolved, allowing the continued sale and distribution of the Game Genie.

My Opinion:

The court’s decision in Galoob v. Nintendo makes sense under copyright law—using the Game Genie didn’t create a new, separate work, nor did it permanently alter Nintendo’s games. I generally support this outcome, as it aligns with the idea that players should have some freedom to modify their own gameplay experience. That said, the case raises broader questions about what recourse game developers have when individuals or companies alter their games. The ruling effectively creates a loophole: as long as a modification doesn’t change the original game files, it may be difficult to challenge. This highlights a fundamental tension in video games—players have always sought ways to gain an edge, whether through mods, cheat codes, or external devices like the Game Genie.

Cheating has long been a part of gaming culture. I remember growing up with games that had built-in cheat codes and hidden “Easter eggs,” which developers intentionally included for players to find and exploit. In many single-player games, these modifications don’t seem to cause harm—Nintendo had already sold the game, and how a player chooses to enjoy it in their own home doesn’t impact Nintendo’s revenue. This distinguishes the Game Genie from something like the R4 cartridge, which allowed users to pirate games entirely, cutting developers out of the equation. While both devices enabled cheats, the R4 posed a more direct threat to game sales, which is why it faced widespread legal challenges.

Still, the Game Genie case illustrates the ongoing friction between player freedom and developer control. Players have always pushed the boundaries of what games allow, whether through cheat codes, speedrunning exploits, or full-on modding communities. At the same time, developers have a legitimate interest in maintaining control over their games, particularly in competitive or online settings where modifications can undermine fairness. The court’s ruling protects players’ ability to customize their own experiences in a non-commercial, single-player setting, but it also leaves open questions about where to draw the line when modifications affect a game’s broader ecosystem.

Cheating in Video Games – Presentation Slides and Outline

Hi everyone,

First off, thank you all for your participation and cooperation during our presentation last week! We really appreciate the engagement and the great discussions that came out of it. We hope you all enjoyed the presentation and came away with a better understanding of cheating in video games, from a player and industry perspective, as well as how laws are (or in many cases, are not) addressing these issues. It’s a fascinating area where legal and technological challenges continue to evolve, and we’re glad we got to explore it together.

Attached are our slides and outline for anyone who wants to take a closer look at what we covered. Feel free to drop any questions or thoughts in the discussion—happy to keep the conversation going!

Thanks again,
Sam, Vik, Tim, and Josh

VGL Presentation Slides

VGL – Discussion Outline

Pokémon Special – Presentation Discussion Outline

Hi everyone,

Welcome to the world of Pokémon…lawsuits!

We (Celine, Chloe, Clara, Jenny, Scott, and Victoria) are excited to bring you our discussion outline for our presentation next Tuesday. As you may have guessed, our presentation will feature Nintendo and the various cases and legal questions that have emerged around Nintendo’s popular franchise Pokémon.

We have prepared a set of slides for you to download and view in advance here: VGL Presentation Deck

A text version of the information is also provided in this post. We hope to discuss the questions listed below at the end in class. Looking forward to seeing you all on Tuesday!

Case Notes

  • Pokemon Uranium
    • Background Information
      • Pokémon Uranium is one of the most famous fan-made Pokémon games, featuring a completely original region, storyline, and over 160 new species.
      • After 9 years of development, the game was downloaded over 1.5 million times in its first week of release, and was nominated for “Best Fan Creation” at the 2016 Game Awards.
    • Action Taken by Nintendo
      • Nintendo issued DMCA takedown notices to websites offering the download.
    • Result
      • While never actually contacted by Nintendo themselves, the developers took down their own game to “respect Nintendo’s wishes” after learning that other websites offering the game had received the takedown notices.
  • Pokemon Prism
    • Background Information
      • ROM hack created by Adam “Koolboyman” Vierra.
      • Took 8 years to create.
      • The game follows Prism, who finds themselves in Naljo, a developing region bent on the dream of purist industrialization.
    • Action Taken by Nintendo
      • On December 21, 2016, Nintendo sent Vierra a cease and desist letter.
    •  Result
      • Vierra complied with the cease and desist letter.
      • Although, game was made available via 4chan and currently available for download via RainbowDevs.
  • Relic Castle
    • Background Information
      • Internet forum dedicated to the discussion and sharing of Pokemon fan games.
      • The website did not directly host fan games. Instead, Relic Castle allowed direct download links to be posted.
    • Action Taken by Nintendo
      • In 2024 a DMCA takedown was issued to Relic Castle.
    •  Result
      • The owner of Relic Castle shut the entire website down in Mar-2024 due to the DMCA takedown.
  • Palworld
    • Background Information
      • Open-world survival game created by Tokyo-based company Pocketpair
      • Many mechanisms in Palworld resemble Pokemon and Palworld is nicknamed “Pokemon with guns” pre-release.
    • Action Taken by Nintendo
      • In September, 2024, Nintendo filed a claim in Tokyo District Court alleging infringement of 3 game mechanic patents
    • Result
      • Case has yet to be decided
      • Palworld made changes to its gameplay mechanics after Nintendo filed suit
      • Patent claims restricted to Japan
  • Pixelmon
    • Background Information
      • Pokemon mod developed for Minecraft in 2013
      • Adds Pokemon into the game, as well as battling, trading, and breeding mechanics
    • Action Taken by Nintendo
      • On July 14, 2017, the Pixelmon team posted that they were ending development “after a request from the Pokemon company”, subsequently discontinuing the mod and pulling all downloads.
    • Result
      • Message announcing the end of the mod was taken down around February 2019, with the mod quietly resuming activity by June 2020
  • Tracer AI
    • Background Information – What is Tracer AI?
      • “Human-In-The-Loop” brand protection solution
      • AI constantly scans the internet for copyright infringing material on behalf of the client
      • Makes recommendations and issues DMCA Takedown notices if approved
      • New ‘Flora’ agent reduces level of necessary human intervention
      • Indicates shift to automated copyright enforcement?
    • Case 1 – Giratina Strikes Back
      • Background 
        • ROM hack of Pokémon Ruby that featured crossovers with Star Wars: The Empire Strikes Back
        • Got its start in 2011
      • Action Taken 
        • DMCA Takedown notice issued by Tracer AI
      • Result
        • Taken down in 2022
    • Case 2 – Pokemon Glazed
      • Background
        • ROM hack of Pokémon Emerald
        • Released in 2012
        • Features a new region (Johto Region)
      • Action Taken
        • DMCA Takedown notice issued by Tracer AI
      • Result
        • Taken down in 2022
    • Case 3 – Pokemon Stranded
      • Background
        • ROM Hack of Pokémon FireRed
        • Open-world Pokémon game where you are stranded on an island and use Pokémon to escape
      • Action Taken
        • DMCA Takedown notice issued by Tracer AI
      • Result
        • Taken down in 2022

Discussion Questions

  1. Pokemon Uranium: Should IP laws be updated to better accommodate fan-made content? What could that system look like?
  2. Pokemon Prism: how do cease and desist actions against fan-made games impact the gaming community, and do they help or harm a franchise’s long-term success?
  3. Relic Castle: How do community-run internet forums realistically resolve a DMCA takedown when the infringing content is likely pervasive? Should Nintendo view sites like Relic Castle as “distributors” of potentially infringing content?
  4. Palworld: do gameplay mechanism patents stifle creativity? What do you think the outcome of Nintendo’s lawsuit against Palworld will be?
  5. Pixelmon: What do you think about the rise of the “game as a platform”/”game within a game” phenomenon? Could the “platform” game be held liable if a game within it is found to infringe copyright?
  6. Tracer AI: What do you think about AI to automatically detect copyright infringing material, especially considering how it affects the balance between copyright owner’s rights on one hand and an artist’s rights on the other?

 

 

When Game Characters Get “Duped”: The Case Of Amazon.Com Inc v. Chen Jing

Amiibo Logo

Hey All! While looking through Lexis, I found a decision out of the U.S. District Courts in Western Washington that might be of interest to some people. There is not much information out about the case since it just concluded earlier this week. It concerns the practice of copying and distributing the physical manifestations of video-game intellectual property.

(1) A Summary of the Dispute

Amazon.com, Inc. v. Chen Jing concerns a dispute between the e-commerce giant Amazon, and Chen Jing and Zhou Rong (the “defendants”). Amazon alleges that both defendants committed trademark infringement because they  “willfully sold counterfeit versions of Nintendo’s ‘amiibo’ cards bearing Nintendo’s trademarks […]  though an Amazon based online store”[1]. In support of this claim, a representative from Nintendo attested that samples taken from the defendant’s store were counterfeit, and that they “misused the Nintendo trademarks to deceive customers into believing that they were buying authentic Nintendo products when the goods were actually counterfeit” [2].

A central issue in this case was the fact that the Defendants were non-residents when committing their alleged malfeasance. Thus, the court had to determine whether they had the jurisdiction to continue with civil proceedings. The court concluded that it had jurisdiction because (1) the defendants agreed to Amazon Services Business Solutions Agreement, which required the Defendants to consent to being subject to the jurisdiction of U.S.’ Federal courts[3]. Moreover, the defendants purposefully directed their activities at the United States[4].

In concluding their finding of trademark infringement, the court found that the defendants sold counterfeit imitations of Nintendo-branded products bearing the Nintendo trademark, that were meant to deceive the public as to the authenticity of the Defendant’s products, thereby harming Nintendo’s goodwill[5]. Moreover, the defendants deceived Amazon about the authenticity of their products, thereby also harming Amazon’s reputation and brand[6].

 

An example comparison between a real and counterfeit Amiibo

(2) Commentary.

This case demonstrates that videogames exist beyond the confines of a two-dimensional screen. As such, they may manifest themselves in a physical form that itself may interact with elements in the real world and digital world. For example, in this case the physical form of several video-game characters came in the form of an Amiibo, which is an  “interactive figure […] that works with games; [to do this, players] tap an amiibo while playing a compatible Nintendo Console, thereby uncovering new features”[7]. Such a device therefore interacts with a game one plays and modifies it to the benefit of the player.

This case also showcases that there are real and tangible issues associated with combining the real and digital worlds. An example of such danger is that enterprising criminals may be incentivised to create fake copies of products such as the Amiibo. As demonstrated in this case, when a physical item is produced, it is incredibly easy for an individual with the right tools and expertise to copy that item for a profit. In this case, the existence of counterfeit Amiibo’s has been documented as far back as at least 2015[8].  I believe that such actions with physical objects are much easier than with digital property. This is because, provided that they have the resources, one wishing to copy a physical object simply needs to use analogous inputs like plastics, and capital like injection moulds to create a object that is similar enough to fool a customer. On the other hand, doing the same for a videogame may be more difficult owing to the complexities of creating a game, locating certain assets, and copying the creativity and attention to detail of talented professionals.

Finally, this case highlights the globalized nature of trademark infringement, and the desirability of video-game related physical items. These defendants were non-residents in the U.S. but leveraged American software and supply chains to carry out their operations.

(3) Conclusion.

I believe this case offers a glimpse into a unique way in which crime and video-games intersect, and I hope you all believe so as well! Please let me know what you think!

(4) Sources

[1] Amazon.Com, Inc. v. Chen Jing, 2025 U.S. Dist. LEXIS 37632

[2] Ibid

[3] Ibid

[4] Ibid

[5] Ibid

[6] Ibid

[7] https://www.nintendo.com/en-gb/Hardware/amiibo-/About-amiibo/About-amiibo-932316.html?srsltid=AfmBOoqhOdf4my2O7vqrjfndvWYcroC2jEfBXAwf8RK0FJbFL-nZ-Wce

[8] See: https://nintendowire.com/news/2015/06/02/counterfeit-amiibo-appear-in-the-wild/

Activision vs. Cheaters

Hi all,

In light of today’s presentation on cheating in games, I thought it might be interesting to share this news on one of the most prominent Call of Duty cheat developers announcing shutdown of its operations in 30 days. The cheat developer, Phantom Overlay, claims that this is not an exit scam but does not explain why they are suddenly leaving the scene.

This is another step forward for Activision, who has been consistently cracking down on cheating in its games for years. Last year, Activision banned 27, 000 cheaters from several of its Call of Duty games and its anti-cheat team announced plans to use machine learning to improve detection and removal of cheaters. Also in early 2024, another Call of Duty cheat provider called Interwebz ceased operations after receiving a legal notice from an unnamed party suspected to be Activision. Other similar cheat providers were sued and ordered to pay $3M in damages to Activision in a 2023 lawsuit.

Activision’s continuous anti-cheat efforts bring some interesting questions to mind, especially considering our discussion in class on whether cheating in games should be criminalized. Activision has clearly spent enormous amounts of time and money to protect the integrity of its games and its revenue. However, if the government were to criminalize cheating in video games, these costs would shift to public agencies, and therefore, taxpayers.

Are there any justifications for using public resources to do what gaming companies should already have an incentive to do? More importantly, would criminal punishment be more effective than internal bans and improved detection systems from the developer themselves? Are there any unique sociocultural factors that led to criminalization in the countries that do impose criminal punishment for cheating in games?

What are your thoughts on these issues?

Sources:

https://www.gamespot.com/articles/cod-cheat-developer-is-shutting-down-and-not-everyone-believes-them/1100-6529830/

https://www.gamespot.com/articles/27000-call-of-duty-cheaters-were-banned-this-past-weekend/1100-6522492/

https://gamerant.com/call-of-duty-cheat-provider-interwebz-shut-down/

https://www.gamespot.com/articles/two-call-of-duty-cheat-makers-ordered-to-pay-3-million-to-activision/1100-6511845/