Law of the Game on Joystiq: Let the payment fit the damages
Each week Mark Methenitis contributes Law of the Game on Joystiq, a column on legal issues as they relate to video games:

There are a lot of theoretical claims an injured party could make against a game manufacturer, but the one I'd like to focus on is the world of products liability. After all, the crux of most of these claims is "this video game product caused this person to do this act, which resulted in damages." It would certainly be a novel claim, and one that tweaks the traditional definition of products liability, which surprisingly can be applied to video games outright in certain circumstances.
The reason I've picked products liability is because if the current laws were expanded to account for the kind of civil liability for game makers that has been talked about, then products liability would be a logical place to put the new causes of action. Not to get ahead of ourselves, it's probably a good time to explain what products liability is: Products liability is the area of the law where parties on the chain of a product, from the retailer to the manufacturer to the manufacturers of sub-assemblies or parts, can be held liable for damages caused by their products. So, if for some reason the video game console you're playing randomly exploded, this would be the theoretical means for recovery.
Of course, as usual, it's a little more complicated than that. Products liability rules vary by state, and some impose a negligence standard while others use strict liability. While I'm sure most people are familiar with negligence, strict liability may be a more foreign concept. In short, strict liability is liability without fault. Generally, it's applied to certain dangerous activities, the classic example being the use of dynamite. If you're using dynamite, you're responsible for anything that may happen as a result, foreseeable or not, intentional or unintentional. So, in some states, manufacturers are liable just by virtue of making the product.
There's only really one major element to prove in products liability, other than damages: that the product is defective. Being 'defective' can take any one of three primary forms: design, manufacture, or marketing. Defects in design are fairly straightforward, being that the product was designed in a way that doesn't work or only works in an unreasonably dangerous fashion. This would include things like certain car recalls, and possibly the "Red Ring of Death" or PS2 DVD drive failures. Defects in manufacturing, on the other hand, are where the product is made wrong and therefore some of the ones in the marketplace are faulty. You'd be hard pressed to find a product on the market that didn't have some percentage of defectiveness, most certainly in the video games industry, but not all defects cause damages beyond needing to replace the product, which is typically covered by a warranty.
The third defect is the one that typically makes the news. Defects in marketing are defects in labeling, improper instructions, or improper warnings that accompany the product. This is commonly called "failure to warn." It's because of this third category that practically every product in the US is covered with obscure and often obvious warnings. This is the reason you're told not to swallow DS cartridges, and it's the reason your Wii forces that irritating warning screen on you before each game you play.
It's arguably this labeling issue that could be morphed into liability for game developers, short of wholescale revision of the law. I can't think of any games that are labeled with a "may cause violent behavior" warning because the science behind that causality is murky at best. You'll notice games contain a litany of other warnings, from seizures to eyestrain, because these conditions have been more clearly demonstrated and the developers want to be protected from suits based on people recieving damages with regard to these proven potential harms. If someone who suffered a harm that could be directly tied to a game could present concrete scientific evidence linking the two, there's a chance they could succeed in a lawsuit. And because products liability brings in the entire chain, it's concievable that, in addition to the game developer, the publisher, retailer, and potentially (though a far more remote chance) even the maker of the console it plays on could be brought into the suit. Of course, a behavior impact warning would likely negate this claim, but at the same time, that would likely be seen as an admission that games do effect behavior, or in other words, an admission that "Jack Thompson was right."
The problem is that products liability is typically not successful against ideas presented in media. Whether the failure is on First Amendment grounds or a lack of causality, the overwhelming majority of suits, which have typically been against movie makers, have failed in court.
Taking the broader view, in the vein of last week's cries for criminal code reform, a revision to the statutes that govern products liability could defacto include behavior "caused by" media, although, again, singling out video games would likely be too narrow. And again, I would imagine a law like this would be held to fail under the First Amendment. As I've stated before, having free speech requires responsibility from society as a whole. It is not the speaker's fault if the listener uses that information to do harm to others. To say otherwise would mean that free speech would be, in essence, dead because no good-natured person would speak for fear of that speech being misused by listeners.
In short, it's unlikely that we'll see an establishment of civil liability for game makers that would be successful based on the current state of the law and research on game violence. The effect would be too great on speech to be sustainable. While the victims of acts that may or may not have been inspired by games certainly deserve our sympathy, it's unreasonable to make game developers liable for these occurrances simply because they have deeper pockets than the person who did the damage.
Mark Methenitis is the Editor in Chief of the Law of the Game blog, which discusses legal issues in video games. Mr. Methenitis is also a licensed attorney in the state of Texas with The Vernon Law Group, PLLC and a member of the Texas Bar Assoc., American Bar Assoc., and the International Game Developers Assoc. Opinions expressed in this column are his own. Reach him at: lawofthegame [AAT] gmail [DAWT] com.
The content of this blog article is not legal advice. It only constitutes commentary on legal issues, and is for educational and informational purposes only. Reading this blog, replying to its posts, or any other interaction on this site does not create an attorney-client privilege between you and the author. The opinions expressed on this site are not the opinions of AOL LLC., Weblogs, Inc., Joystiq.com, or The Vernon Law Group, PLLC. As with any legal issue that may confront you in a particular situation, you should always consult a qualified attorney familiar with the laws in your state.

The reason I've picked products liability is because if the current laws were expanded to account for the kind of civil liability for game makers that has been talked about, then products liability would be a logical place to put the new causes of action. Not to get ahead of ourselves, it's probably a good time to explain what products liability is: Products liability is the area of the law where parties on the chain of a product, from the retailer to the manufacturer to the manufacturers of sub-assemblies or parts, can be held liable for damages caused by their products. So, if for some reason the video game console you're playing randomly exploded, this would be the theoretical means for recovery.
Of course, as usual, it's a little more complicated than that. Products liability rules vary by state, and some impose a negligence standard while others use strict liability. While I'm sure most people are familiar with negligence, strict liability may be a more foreign concept. In short, strict liability is liability without fault. Generally, it's applied to certain dangerous activities, the classic example being the use of dynamite. If you're using dynamite, you're responsible for anything that may happen as a result, foreseeable or not, intentional or unintentional. So, in some states, manufacturers are liable just by virtue of making the product.
There's only really one major element to prove in products liability, other than damages: that the product is defective. Being 'defective' can take any one of three primary forms: design, manufacture, or marketing. Defects in design are fairly straightforward, being that the product was designed in a way that doesn't work or only works in an unreasonably dangerous fashion. This would include things like certain car recalls, and possibly the "Red Ring of Death" or PS2 DVD drive failures. Defects in manufacturing, on the other hand, are where the product is made wrong and therefore some of the ones in the marketplace are faulty. You'd be hard pressed to find a product on the market that didn't have some percentage of defectiveness, most certainly in the video games industry, but not all defects cause damages beyond needing to replace the product, which is typically covered by a warranty.
"This is the reason you're told not to swallow DS cartridges." |
The third defect is the one that typically makes the news. Defects in marketing are defects in labeling, improper instructions, or improper warnings that accompany the product. This is commonly called "failure to warn." It's because of this third category that practically every product in the US is covered with obscure and often obvious warnings. This is the reason you're told not to swallow DS cartridges, and it's the reason your Wii forces that irritating warning screen on you before each game you play.
It's arguably this labeling issue that could be morphed into liability for game developers, short of wholescale revision of the law. I can't think of any games that are labeled with a "may cause violent behavior" warning because the science behind that causality is murky at best. You'll notice games contain a litany of other warnings, from seizures to eyestrain, because these conditions have been more clearly demonstrated and the developers want to be protected from suits based on people recieving damages with regard to these proven potential harms. If someone who suffered a harm that could be directly tied to a game could present concrete scientific evidence linking the two, there's a chance they could succeed in a lawsuit. And because products liability brings in the entire chain, it's concievable that, in addition to the game developer, the publisher, retailer, and potentially (though a far more remote chance) even the maker of the console it plays on could be brought into the suit. Of course, a behavior impact warning would likely negate this claim, but at the same time, that would likely be seen as an admission that games do effect behavior, or in other words, an admission that "Jack Thompson was right."
The problem is that products liability is typically not successful against ideas presented in media. Whether the failure is on First Amendment grounds or a lack of causality, the overwhelming majority of suits, which have typically been against movie makers, have failed in court.
Taking the broader view, in the vein of last week's cries for criminal code reform, a revision to the statutes that govern products liability could defacto include behavior "caused by" media, although, again, singling out video games would likely be too narrow. And again, I would imagine a law like this would be held to fail under the First Amendment. As I've stated before, having free speech requires responsibility from society as a whole. It is not the speaker's fault if the listener uses that information to do harm to others. To say otherwise would mean that free speech would be, in essence, dead because no good-natured person would speak for fear of that speech being misused by listeners.
In short, it's unlikely that we'll see an establishment of civil liability for game makers that would be successful based on the current state of the law and research on game violence. The effect would be too great on speech to be sustainable. While the victims of acts that may or may not have been inspired by games certainly deserve our sympathy, it's unreasonable to make game developers liable for these occurrances simply because they have deeper pockets than the person who did the damage.
Mark Methenitis is the Editor in Chief of the Law of the Game blog, which discusses legal issues in video games. Mr. Methenitis is also a licensed attorney in the state of Texas with The Vernon Law Group, PLLC and a member of the Texas Bar Assoc., American Bar Assoc., and the International Game Developers Assoc. Opinions expressed in this column are his own. Reach him at: lawofthegame [AAT] gmail [DAWT] com.
The content of this blog article is not legal advice. It only constitutes commentary on legal issues, and is for educational and informational purposes only. Reading this blog, replying to its posts, or any other interaction on this site does not create an attorney-client privilege between you and the author. The opinions expressed on this site are not the opinions of AOL LLC., Weblogs, Inc., Joystiq.com, or The Vernon Law Group, PLLC. As with any legal issue that may confront you in a particular situation, you should always consult a qualified attorney familiar with the laws in your state.










Reader Comments (Page 1 of 1)
NoRedRingsForMe @ Aug 21st 2008 9:07PM
Keep the coffins coming and we won't sue you, Microsoft. We will just keep on recycling this garbage you sold us, and acting like it doesn't bother us. The idiots that we are.
NoRedRingsForMe @ Aug 21st 2008 9:28PM
We will continue to act like it doesn't bother us! We MUST continue to act like it doesn't bother us! Don't break the code. We must not appear weak! We can no longer act like the PS3 doesn't have games we want to play Or that they are now getting our best exclusives! We must continue to act like it doesn't bother us! We must continue to act like XBL is the best pay to play game service ever! We are doing the right thing! We must stay the course! Freedom isn't free! They must not break our resolve! We will be seen as liberators! oops...wrong speech.(Sob)
theturtle363 @ Aug 21st 2008 9:33PM
what the hell is wrong with you? Do you even know what you're typing?
vidGuy @ Aug 21st 2008 9:33PM
Funny, my 360 has been on for three or four hours a day for nine months and hasn't had any problems. And, yes, there are still no PS3 games that interest me.
Haggard @ Aug 21st 2008 10:52PM
Every single one of this guy's posts have had something to do with Microsoft issuing coffins for the 360, and on every post about Killzone he's like "haha not coming to 360!"
If you're trying to be some kind of clever satire of playstation fanboys, then you've gone beyond the point where we can tell you're mocking them. You're only giving your console, and console fanboyism in general, a bad name.
Did a red ring kill your wife and child or something?
Ghede @ Aug 22nd 2008 7:20AM
My 360 recently busted... When I registered for repair, it wouldn't accept my address. It would auto-correct it to a similar address about a mile north of mine.
I called the support number, but they were having server issues. For two days straight. Then they can't fix the problem either, so I have to enter a friends address.
Then I couldn't print out the shipping label. So I had to change my e-mail address and cancel the repair order and get a new one. Then they never sent me a box. Same solution. Now they haven't sent me a label.
I've given up. If the previous label doesn't work (Which is what the Call-center guy said) I will pay the postage myself.
I'm not going through that shit again. I'm not buying the next Microsoft system.
Deprincer @ Aug 21st 2008 9:29PM
this thread sucks
BigD145 @ Aug 21st 2008 9:29PM
Anyone that believes fantasy, game or otherwise, is insane. They are mentally unsound. If a few people cause bodily harm to someone "based" on some game, the game is not at fault. If the majority, or even 10-25%, of people that have played a game go out and cause bodily harm, that's a bit different. That's when you need to start looking for hypnotic suggestion, subliminal words, or other illegal content in the game.
theturtle363 @ Aug 21st 2008 9:32PM
DS cartridges are delicious i dont know wtf ur talking about
Sora @ Aug 22nd 2008 1:22AM
Are you the guy who made this video? http://www.youtube.com/watch?v=1bPKZG8ug10
vidGuy @ Aug 21st 2008 9:32PM
It's always amusing to me that people try to pull this out and blame their actions on the evil of the day. Yes, if your 360 catches fire and burns down your house, Microsoft will probably owe you big bucks. But if you strike the match to light the place up, don't blame Microsoft for its game where you might have, one time five years ago, on a lonely night, struck a match to light a house on fire.
NoRedRingsForMe @ Aug 21st 2008 11:16PM
@ Haggard
Red rings have killed consumer confidence. Coffins are the future. I just think that, at this point, all new 360's should be shipped with complimentary preaddressed coffins in advance of the crappy poorly, designed systems dying. Seriously now, can't you find the convenience in that?
Skaz @ Aug 22nd 2008 2:16AM
Yes, but does your PS3 play Battletoads?
FSK405K @ Aug 22nd 2008 1:18AM
I normally love these columns but in this one, I get lost when he's changing terms between talking about liability, negligence, etc. without the normally clear examples. Time for me to ask my lawyer friends for translation.