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Lawsuit alleges Roblox uses tactics designed to addict children

Sudhanshu Ranjan
Written by Sudhanshu Ranjan

A federal lawsuit filed against Roblox, Fortnite, and Minecraft is rippling through iGaming, where loot boxes, battle passes, and variable rewards fuel billions in annual revenue. The 18-year-old plaintiff in the Northern District of California complaint accuses the platforms of “addiction by design,” using psychological strategies similar to those used in sports betting applications and online slots to take advantage of children’s weaknesses and increase involvement.

Overview of lawsuit

A new lawsuit filed in the Northern District of California centres on an 18-year-old who says he suffered long-term harm from a gaming addiction that started when he was a child. The case targets some of the biggest names in gaming: Roblox, Fortnite, and Minecraft accusing them of using design features that hook young players and keep them engaged for far longer than they realise.

This lawsuit is part of a growing push across the United States to scrutinise how digital platforms and games are designed. Concerning whether these goods are purposefully designed to be addictive, more parents, legislators, and regulators are speaking out. People are calling for accountability more and more, as seen by the similar examples that are emerging around the nation. And if this lawsuit succeeds, it could pave the way for major changes in how the gaming industry and digital platforms are regulated.

At the heart of the complaint is the claim that games like Roblox, Fortnite, and Minecraft use psychological techniques to keep players coming back. One major accusation involves “operant conditioning”, a reward system that gives players points, loot, or achievements on unpredictable schedules. Much like slot machines, this uncertainty is said to trigger dopamine spikes, making players want to keep playing and making it harder for them to stop.

The plaintiff’s story

The plaintiff describes how gaming became an integral part of his life from an early age in the California complaint. At age nine, he started playing Roblox and Minecraft, and at age eleven, he added Fortnite. Marathon sessions, sometimes lasting up to 16 hours a day, are said to have developed from what began as recreational play. According to the complaint, this development represents a change from amusement to reliance.

It also suggests that he was more susceptible to addictive design elements due to mental health issues. The plaintiff has been diagnosed with oppositional defiant disorder, depression, and ADHD. The complaint claims that these circumstances increased the effect of game features that encourage continuous participation.

The lawsuit describes symptoms consistent with gaming addiction, including anger when unable to play, disrupted sleep, and social withdrawal. Research cited in similar cases shows that such patterns can interfere with school, relationships, and overall daily functioning, underscoring the broader concerns about how game design affects young players.

Report highlights stable Roblox engagement

According to a recent report by J.P. Morgan, Roblox Corporation has maintained stable peak engagement, with concurrent users (CCUs) holding at 20 million for the fifth consecutive week.

However, weekday (non-peak) engagement declined by an average of 6 percent, compared to a 10 percent increase reported the previous week. On a year-over-year basis, March CCU growth showed slight deceleration, reaching 44 percent month-to-date, down from 46 percent the prior week and 58 percent in February. The top-performing experiences on the platform remain largely unchanged, though “Sailor Piece,” an action RPG, is gaining traction and steadily climbing the rankings.

Additionally, the report stated that there was no immediate effect on platform data from Indonesia’s proposed under-16 limitations. As negotiations between Roblox and the government continue, recent events indicate that a complete ban might be avoided.

Indonesia’s Communications and Digital Ministry has described the platform as “partially compliant,” though it remains unclear whether the proposed changes will meet regulatory requirements. Enforcement of any restrictions is expected to be gradual.

Philippines delays decision on Roblox ban

The deadline for deciding whether to prohibit Roblox in the Philippines has been extended to 10 April 2026 by the Cybercrime Investigation and Coordinating Centre (CICC). Roblox was previously given a 30-day deadline to resolve safety issues or risk being banned nationally. According to the authorities, the delay is meant to guarantee that appropriate precautions are put in place prior to taking any final action.

Meanwhile, Globe Telecom stated it will comply with any regulatory directive if a block is ordered. The company also confirmed ongoing coordination with regulators to implement technical measures to protect users, particularly children, from online exploitation risks.

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