![]() You may also submit a Claim Form if you wish to obtain a refund for a real-money purchase you made as a minor with your own money and without parental permission. ![]() On the Claim Form you will need to describe how you have been damaged or harmed by your real money purchase(s) (or, if you are seeking a refund of a virtual currency purchase, the damage or harm that resulted from or related to your use or attempted use of that virtual currency in the game) and why that damage or harm entitles you to a benefit. You may submit a Claim Form for additional compensation for any real money in-game purchase(s), including real-money purchases of Fortnite V-Bucks or Rocket League Credits, that you believe give(s) rise to a claim of consumer fraud, breach of contract, or any other claim for damages. In addition, Epic Games has agreed to make up to $26,500,000.00 available to pay individuals who submit Approved Claims, as well as settlement administration costs, attorney’s fees and expenses, and Incentive Awards to the Plaintiffs. Settlement Class Members do not need to do anything to obtain these benefits.Ĭash Compensation or Additional V-Bucks/Credits. As part of the Settlement, Epic Games will automatically add 1,000 Fortnite V-Bucks to each Fortnite account which was used to acquire a “Loot Llama” loot box, and 1,000 Rocket League Credits to each Rocket League account which was used to acquire a “Crate” loot box, the contents of which were not known before opening. What Can I Get From The Proposed Settlement?Īutomatic V-Bucks or Credits. You’re a member of the Settlement Class if, at any time between Jand February 25, 2021, you had a Fortnite or Rocket League account that you used to play either game on any device and in any mode, and (a) exchanged in-game virtual currency for any in-game benefit, or (b) made a purchase of virtual currency or other in-game benefit for use within Fortnite or Rocket League. You are receiving this notice because Epic Games’ records indicate that you might be a Settlement Class Member. (“Epic Games”) alleging that Epic Games violated state consumer protection laws, prevented minors from exercising their contractual disaffirmation rights, and negligently misrepresented the value of its in-game items in connection with its Fortnite and Rocket League videogames. The Plaintiffs in that case have filed an action against Defendant Epic Games, Inc. 21-CVS-534, pending in the Superior Court of Wake County, North Carolina. The students were interviewed and asked about their experiences and perceptions of loot boxes in relation to the six themes to understand how loot boxes made them feel and their thoughts about this game feature.IF YOU PLAYED FORTNITE OR ROCKET LEAGUE BETWEEN JAND FEBRUAND EXCHANGED IN-GAME VIRTUAL CURRENCY FOR ANY IN-GAME ITEM OR PURCHASED IN-GAME VIRTUAL CURRENCY FOR USE WITHIN FORTNITE OR ROCKET LEAGUE, YOU MAY BE ELIGIBLE TO RECEIVE CASH COMPENSATION OR IN-GAME VIRTUAL CURRENCY FROM A CLASS ACTION SETTLEMENT.įor more information, visit This notice concerns a proposed Settlement to resolve claims in the lawsuit Zanca et al. The research was conducted with 21 university students who regularly played video games. "Young adults and university students can be particularly vulnerable as they are just getting to grips with budgeting and spending their money independently therefore, understanding the value of money and managing these in game purchases could be challenging for them." It is important that there is more support for people who play games with loot boxes to ensure they are fully informed about the in-game purchases they are making. ![]() Sarah Hodge said, "How loot boxes are designed and experienced by players impacted how they felt about playing the games and their behavior, such as negative feelings, parallels with gambling, impulse buying, overspending and the pressure to spend money. The BU research paper assessed six key themes to explore experiences of loot boxes: The research suggests that players feel there are risks associated with loot boxes and more could be done to support players because there is not enough transparency about the likelihood of winning prizes and what their money will actually buy them.īut because players are unaware of the odds of winning it could encourage them to spend more on loot boxes to increase their chances.īehaviors associated with loot boxes were suggested to be similar to those of gambling however, there are more regulations and support in place to ensure players are aware of the risks of gambling. For example, coins, power ups, characters, and weapons. Loot boxes feature in video games and are often displayed as chests, crates or card packs which contain surprise items inside (varying in game value) to be used during the game.
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