Per the official complaint filing, Activision's lawsuit pertains to a TikTok of Fantano's from 2021 dubbed the "Slices Video," which went viral at the time. B.C.Activision is suing TikTok creator Anthony Fantano (aka "Needletok" or "The Needle Drop") in an effort to stymy the video maker's recent legal threats over Activision's use of his content in a Crash Bandicoot video.The legal claim against the video maker in Quebec still needs to be argued in court. Quebec Appeal Court Justice Guy Cournoyer said in his decision that Epic did not demonstrate any significant error on the lower court judge’s decision to authorize the class-action lawsuit in that case.Įpic said in documents made public in a separate legal battle with Apple in the United States that Fortnite made more than US$9 billion combined in 20. In the Quebec class-action appeal attempt, Epic lawyers argued the claims that children were becoming addicted to Fortnite were “based purely on speculation,” and no scientific consensus exists on cyberaddiction.Įpic Games also said in the Quebec case that it was not given a chance to argue against the claim that minors who bought Fortnite’s in-game currency were taken advantage of. The lawsuit would cover all persons affected by Fortnite in Canada except Quebec, where Epic lost its attempt last month to appeal a court decision there to authorize a similar class-action suit. The lawsuit, if approved by the court, would cover three classes of plaintiffs: an “Addiction Class” of people who suffered after developing a dependence on Fortnite, a “Minor Purchaser Class” that includes gamers who made purchases in the game while under the age of majority, and an “Accidental Purchaser Class” of users who mistakenly bought items due to the game’s design. would not have allowed (her son) to download Fortnite,” the statement says. that playing Fortnite could lead to psychological harm and financial expense, A.B. The statement says A.B.’s son spent “thousands of dollars” on in-game purchases. says Epic Games “received payment for numerous charges” made to her credit card without her authorization. The boy, she said, soon began buying various Fortnite products while adding the game to different platforms at home, including on mobile phone and computer. says her son began playing Fortnite: Battle Royale on a Sony PlayStation 4 game console when he was nine years old. Social settings can also “default to the highest privacy option for minors” and Cabined Accounts “provide a tailored experience for younger players.”Īlso, Munoz said the company has a daily spending limit for players under 13. “These claims do not reflect how Fortnite operates and ignore all the ways parents can control their child’s experience through Epic’s Parental Controls,” she said.Īs examples, Munoz said parental controls “enable guardians to supervise their child’s experience, including limiting purchases and receiving playtime reports.” This advertisement has not loaded yet, but your article continues below. In a written statement, Epic Games communications director Natalie Munoz said the company will “fight these inflammatory allegations.” It describes the game as “predatory and exploitative,” given its popularity among minors. “Video games have been around for decades, but Fortnite is unique in that the science and psychology of addiction and cognitive development are at the core of the game’s design,” the court statement says. Business Practices and Consumer Protection Act, as well as for “unjust enrichment” and medical expenses for psychological or physical injuries, among other claims. The plaintiff is seeking damages alleging the game breaches the B.C. The class-action lawsuit would still need approval from a judge and none of the allegations have been proven in court. The statement says Fortnite creator Epic Games enriches itself by making content and customization options purchasable via an in-game currency, which are purchased with real cash. The statement of claim says the game incorporates a number of intentional design choices such as offering rewards for completing challenges and making frequent updates, which encourages players to return repeatedly.
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