JPML Order Denying an MDL in the Video Game Addiction Litigation
Last updated: June 25, 2026
This page hosts the primary court document in MDL No. 3109: the order from the United States Judicial Panel on Multidistrict Litigation declining to consolidate the federal video game addiction lawsuits into a single nationwide proceeding. Below is a plain-English summary, the full transcribed text, and the original PDF. It is part of our coverage of Video Game Addiction Lawsuits.
Decided. On June 5, 2024, the Panel denied centralization, and the constituent cases continue individually in their home districts. A later, narrower petition limited to three "gateway" games (MDL No. 3168) was also denied in December 2025, so no nationwide video game addiction MDL has been created. The main coordinated forum for these claims remains a California state court proceeding.
This is a public order issued by the United States Judicial Panel on Multidistrict Litigation. Statements describing what plaintiffs claim are allegations drawn from the underlying lawsuits; they were not decided by this order and remain unproven. The companies named are defendants who opposed centralization, and the order is not a finding that any of them did anything wrong.
- Document: Order Denying Transfer (Document 92), 4 pages
- Case caption: In re: Video Game Addiction Products Liability Litigation
- Court / tribunal: United States Judicial Panel on Multidistrict Litigation
- Docket number: MDL No. 3109
- Date decided: June 5, 2024
- Movants: Plaintiffs in five constituent actions — Dunn, Johnson, Angelilli, Jiminez, and Glasscock
- Responding defendants (opposed centralization): Included Activision Blizzard / Blizzard Entertainment, Apple, Electronic Arts, Epic Games, Google, Innersloth, Infinity Ward, Meta, Microsoft, Mojang Studios, Nintendo, Raven Software, Rec Room, Roblox, Rockstar North, Rockstar Games, Sledgehammer Games, Sony Interactive Entertainment, Take-Two, Treyarch, Ubisoft, Visual Concepts, and others — more than 30 defendants across the docket
- Disposition: Motion to centralize under 28 U.S.C. § 1407 denied
Plain-English Summary
In late 2023 and early 2024, families across the country filed separate lawsuits accusing major video game companies of designing their games to be addictive to minors. Because the cases were spread across many federal courts, a group of plaintiffs asked the Judicial Panel on Multidistrict Litigation — the body that decides whether related federal cases should be combined — to centralize them into a single multidistrict litigation, or MDL, before one judge.
On June 5, 2024, the Panel said no. It found that although the lawsuits shared broad themes about the video game industry, they were too different from one another to justify combining. Each case involved a different mix of games and a different set of defendant companies, and the conspiracy theory tying the companies together was pleaded against a different group in each suit. The Panel also held that the mere prospect of thousands more cases did not justify centralization, and that the plaintiffs' shared lawyers could coordinate the cases informally instead.
The practical effect is that there is no nationwide video game addiction MDL. The individual federal cases continue in their home districts, and the main coordinated forum for these claims is a separate proceeding in California state court. A second, narrower attempt to consolidate only cases involving three "gateway" games was also denied in December 2025.
What the Panel Decided
- Centralization denied. The motion to create an MDL under 28 U.S.C. § 1407 was denied; the Panel concluded centralization would not serve the convenience of the parties or the efficient conduct of the litigation.
- Differences outweighed the similarities. The fifteen actions involved a broad, only partially overlapping range of games and more than thirty defendants, with many defendants appearing in just one or two cases.
- The conspiracy claim was pleaded differently in each case. Although every complaint alleged a civil conspiracy, each pleaded it against a different combination of companies and gaming products, so there were no common factual questions tying the cases together.
- A possible flood of cases did not change the result. Plaintiffs predicted 10,000 additional actions, but the Panel held that the mere possibility of more cases does not justify centralization.
- Informal coordination was available instead. Plaintiffs shared counsel, the most-named defendants had national coordinating counsel, and overlapping cases in a single district could be organized before one judge without an MDL.
Full Text (Transcribed)
The text below is transcribed from the filing so the primary source is readable and searchable. This is a federal court order and is in the public domain. Where the order describes what plaintiffs claim, that is the Panel's recitation of the underlying allegations, not a finding of fact.
UNITED STATES JUDICIAL PANEL ON MULTIDISTRICT LITIGATION
IN RE: VIDEO GAME ADDICTION PRODUCTS LIABILITY LITIGATION
MDL No. 3109
ORDER DENYING TRANSFER
Before the Panel: Plaintiffs in the five actions listed on Schedule A move under 28 U.S.C. § 1407 to centralize this litigation in the Western District of Missouri or, alternatively, the Eastern District of Arkansas. Since the filing of the motion, the Panel has been notified of ten related actions. The cases in this litigation are individual personal injury actions alleging that video game developers, digital app stores, and other technology companies have developed and sold video games and related products with psychologically addictive features for the purpose of causing addiction to video games among minors and young adults. In total, the fifteen actions in this docket are pending in ten districts.
All responding defendants oppose centralization. If the actions are centralized over their objections, they request the Eastern District of Arkansas or the Northern District of Georgia as transferee district.
On the basis of the papers filed and the hearing session held, we conclude that centralization will not serve the convenience of the parties and witnesses or further the just and efficient conduct of the litigation. Movants rely on broad similarities among the actions concerning the video game industry and defendants' alleged conduct in designing, marketing, selling, and facilitating the use of video game products that, plaintiffs argue, cause prolonged, compulsive game play and, ultimately, addiction through the use of similar features like feedback loops, reward systems, pay-to-win options, and artificial intelligence mechanisms. The differences among the actions, however, are substantial: there is a broad range of games and defendants in each action, with the at-issue games only partially overlapping. For example, the video games at issue in Dunn are Battlefield, Call of Duty, Fortnite, and Rainbow Six; the games at issue in Jiminez are Fortnite, Minecraft, and Roblox; the games at issue in Angelilli are Call of Duty, Fortnite, Roblox, and Grand Theft Auto; and the games at issue in Glasscock are Call of Duty, World of Warcraft, and Overwatch. The related actions also involve over 30 different defendants, and many are involved in just one or two actions.
Plaintiffs attempt to overcome the differences among the products and defendants by asserting that an alleged common conspiracy supports centralization — specifically, that defendants "conspired or acted in concert to addict a generation of young video game players." Indeed, all of the complaints bring a claim for civil conspiracy. But in each action, the alleged conspiracy claim is pled against a different group of defendants and involves different combinations of gaming products. Given the different products and defendants involved in each alleged conspiracy, centralization is not warranted.
Plaintiffs also assert that the number of actions is likely to expand, asserting during oral argument that there would be 10,000 additional actions. But "the mere possibility of additional actions does not support centralization, even where thousands of actions are predicted." We note, however, that our decision to deny centralization here is not based on an insufficient number of actions, but rather the lack of common factual questions in this litigation.
Informal coordination is a practicable alternative to centralization. Plaintiffs in all actions on the motion and seven of the ten potential tag-along actions share counsel and have represented in the briefing that they have coordinated, and will continue to coordinate with, other groups of plaintiffs involved in this litigation. The most frequently-named defendants have national coordinating counsel. At oral argument, their counsel represented that they will coordinate any overlapping discovery that potentially may arise. Additionally, where multiple related actions are pending in a single district or region, the parties and involved courts can make efforts to organize the actions before a single judge, including through transfer under Section 1404(a) as has occurred in the Eastern District of Arkansas.
IT IS THEREFORE ORDERED that the motion for centralization of these actions is denied.
Panel on Multidistrict Litigation
Karen K. Caldwell, Chair
Nathaniel M. Gorton Matthew F. Kennelly Roger T. Benitez Dale A. Kimball Madeline Cox Arleo
(Judge David C. Norton did not participate in the decision of this matter.)
Schedule A — Constituent Actions
- Eastern District of Arkansas: Dunn, et al. v. Activision Blizzard, Inc., et al., C.A. No. 3:23-00224; Johnson, et al. v. Activision Blizzard, Inc., et al., C.A. No. 3:24-00026
- Northern District of Illinois: Angelilli v. Activision Blizzard, Inc., et al., C.A. No. 1:23-16566
- Southern District of Illinois: Jiminez v. Microsoft Corporation, et al., C.A. No. 3:23-03678
- Western District of Missouri: Glasscock v. Activision Blizzard, Inc., et al., C.A. No. 2:24-04036
Note from the order: the responding defendants who opposed centralization were 2K Games, Apple, Activision Blizzard / Blizzard Entertainment, Another Axiom, Dell, Electronic Arts, Epic Games, Google, Innersloth, Infinity Ward, Meta, Microsoft, Mojang Studios, Nintendo of America, Raven Software, Rec Room, Roblox, Rockstar North, Rockstar Games, Sledgehammer Games, Sony Interactive Entertainment, Take-Two Interactive, Treyarch, Ubisoft, and Visual Concepts. The Panel cited In re Proton-Pump Inhibitor Products Liability Litigation for the principle that proponents of an industry-wide MDL against competing defendants carry a heavy burden.
Original Court Document
The original filing is embedded below. You can also open the full PDF in a new tab.
How This Fits in the Litigation
This order is the procedural backbone of the federal side of the video game addiction litigation. For the big-picture overview, see Video Game Addiction Lawsuits. For how the denials fit alongside the California coordination (JCCP No. 5363) and the later petitions, see Video Game Lawsuit Updates.
The games named in the constituent actions are covered on our Roblox Lawsuit, Fortnite Lawsuit, and Minecraft Lawsuit pages, with the broader Epic litigation on Epic Games Lawsuit. Several of the individual complaints referenced in this order, including Angelilli v. Activision Blizzard, are being added here as primary-source case pages.
Related Coverage
Video Game Addiction Lawsuits
Start with the full overview of the addiction-by-design claims across the gaming industry.
Video Game Lawsuit Updates
Track where the MDL petitions, the California coordination, and settlement talk stand.
Roblox Lawsuit
The child safety MDL, state attorney general suits, and addiction claims involving Roblox.
Fortnite Lawsuit
The addiction claims against Epic Games involving Fortnite's design and monetization.
Minecraft Lawsuit
The addiction claims involving Microsoft, Mojang, and the Xbox platform.
