Coffee v. Google LLC

District Court, N.D. California·Decided January 10, 2022·No. 5:20-cv-03901·Unknown

Opinion

JOHN COFFEE, MEI-LING MONTANEZ, AND S.M., a minor by MEI-LING Case No. 20-cv-03901-BLF MONTANEZ, S.M.’S parent and guardian, on behalf of themselves and all others ORDER GRANTING MOTION TO similarly situated, DISMISS FIRST AMENDED COMPLAINT WITHOUT LEAVE TO Plaintiffs, AMEND; AND DISMISSING ACTION v. GOOGLE, LLC, [Re: ECF 66] Defendant.

In this putative class action, Plaintiffs allege that Defendant Google, LLC violates state consumer protection laws by distributing game applications (“apps”) containing “Loot Boxes” through its Play Store. A Loot Box, which may be purchased in-app during play of some games, offers the player a randomized chance to receive an item designed to enhance the gaming experience, such as a better weapon, faster car, or more desirable player appearance. The player does not know what specific item any given Loot Box contains at the time of purchase, so the player runs the risk of being dissatisfied. Plaintiffs allege that Loot Boxes are illegal slot machines1 under California law, and that Google is civilly liable to all persons in the United States who purchased a Loot Box in an app downloaded from the Google Play Store.

1 The parties use the terms “slot machine,” “gambling device,” and “gambling machine” Google moves to dismiss the first amended complaint (“FAC”) under Federal Rule of Civil Procedure 12(b)(6). The Court has considered the parties’ written submissions as well as the oral arguments of counsel presented at the hearing on October 19, 2021. For the reasons discussed below, Google’s motion to dismiss is GRANTED WITHOUT LEAVE TO AMEND and the action is DISMISSED WITH PREJUDICE. Google’s Play Store features more than 2.9 million apps, most of which are free to download. FAC ¶ 20. Plaintiffs claim that Google works “in concert with game developers” to monetize free games through in-app purchases, specifically, Loot Boxes. Id. Google allegedly prohibits apps containing other forms of gambling, but encourages developers to place Loot Boxes in game apps. Id. ¶¶ 4-6. According to Plaintiffs, Loot Boxes foster compulsive and addictive gambling behavior and constitute illegal slot machines under California law. Id. ¶¶ 3-5. In 2018, Loot Boxes generated revenue in excess of $30 billion. Id. ¶ 45. Although Google itself does not create the game apps available in the Play Store, or the Loot Boxes featured in some games, Google allegedly has taken steps to ensure that it receives a cut of the profits generated by Loot Boxes. Id. ¶ 9. Plaintiffs allege that such steps include Google’s requirement that developers who wish to distribute apps through the Play Store must enter into a “Developer Distribution Agreement” that creates an agency relationship whereby Google acts as each developer’s “Merchant of Record” for products sold or made available through the Play Store. FAC ¶¶ 22-27. Plaintiffs also point to Google’s requirement that developers use Google’s Software Development Kit, containing code written and developed by Google. Id. ¶ 33. The Software Development Kit is the means by which developers access the Google Play payment processor. Id. Google processes all in-app purchases, taking a 30% cut of every purchase before transferring the remainder of the funds to the developer. Id. ¶ 9. Plaintiffs also claim that “Google and its game developers have a revenue sharing arrangement where Google receives 30% of all revenue from the sale of loot boxes.” FAC ¶ 29. theory is set forth in the FAC, which alleges that a player uses money in the form of a credit card or gift card to purchase virtual currency such as gems or coins through the Play Store, and then uses the virtual gems or coins to make an in-game purchase of a Loot Box. Id. ¶ 44. The FAC contains no facts suggesting that Google has any involvement in the second part of this two-step transaction, the purchase of the Loot Box with virtual currency. Plaintiffs do not allege that Google tracks how players spend their virtual currency or that Google derives greater profit if the virtual currency is used to buy Loot Boxes rather than other in-game items. Plaintiffs gloss over the difference between real dollars virtual currency, alleging that “[w]ether the purchase is viewed as being made with fiat currency or with property in the form of virtual currency purchased with money, a loot box play costs real money.” Id. Based on the FAC’s explanation of how Loot Boxes are purchased, the Court understands the assertion that Google “receives 30% of all revenue from the sale of loot boxes,” FAC ¶ 29, to mean that Google receives 30% of all revenue from the sale of virtual currency, which players in turn use to purchase Loot Boxes. A second theory regarding revenue sharing is offered in Plaintiffs’ opposition and post- hearing submissions. In those filings, Plaintiffs assert that Loot Boxes may be purchased directly from the Play Store with money. To the extent Google processes Loot Box sales made directly through the Play Store and paid for with money, Google presumably retains 30% of the revenue from Loot Box sales. See FAC ¶ 9 (alleging that Google handles “all of the transactions with gamers, including taking a 30% cut of all money spent by players before transferring the remainder to the developer”). Plaintiffs assert that Google’s conduct in promoting and selling Loot Boxes renders Google civilly liable to a nationwide class consisting of “[a]ll persons who paid to receive randomized virtual items from a purchase (also known as “loot boxes”) within an app downloaded from the Google Play Store.” FAC ¶ 170. The named Plaintiffs allege that they bought Loot Boxes within apps downloaded from the Play Store in transactions described as follows. Plaintiff John Coffee (“Coffee”) is a citizen and resident of California. FAC ¶ 11. Coffee downloaded the game app Final Fantasy Brave Exvius (“Final Fantasy”) from the Play Store onto players move their characters through a series of stages with the ultimate goal of confronting and defeating the “boss.” Id. ¶ 70. Players of Final Fantasy may purchase a Loot Box called a “Summons” using in-game virtual currency called “Lapis Crystals.” Id. ¶ 71. Lapis Crystals may be earned through game play or may be purchased through the Play Store for money. Id. ¶¶ 71-72. Plaintiffs allege that Coffee “purchased virtual coins with money to buy chances on loot boxes and lost property in the form of the virtual coins he used to buy chances on loot boxes.” Id. ¶ 11. Coffee allegedly spent more than $500 in the Play Store on virtual currency to purchase Loot Boxes in a dozen game apps, including Final Fantasy. Id. Plaintiffs do not specify what portion of Coffee’s virtual currency was spent on Loot Boxes in Final Fantasy. Id. Plaintiffs Mei-Ling Montanez (“Montanez”), and Montanez’s minor son, S.M., are citizens and residents of New York. FAC ¶¶ 12-13. S.M. downloaded the game app Dragon Ball Z Dokkan Battle (“Dragon Ball Z”) from the Play Store onto a Samsung smartphone for free. Id. ¶¶ 12-13, 75. Dragon Ball Z “is made up of levels that play like a board game, with spots dedicated to items, power-ups, traps, and fights.” Id. ¶ 77. Players may purchase a Loot Box called a “Summons” using in-game currency called “dragon stones.” Id. ¶ 76. Plaintiffs allege that “S.M. purchased virtual coins to buy chances on loot boxes and lost property in the form of the virtual coins when he used them to buy chances on loot boxes.” Id. ¶ 12. S.M. allegedly has spent more than $100 in the Play Store, at least some of which was his parents’ money, on items that included virtual currency to buy Loot Boxes. Id. ¶ 13. Plaintiffs do not specify how much virtual currency S.M. spent on Loot Boxes in Dragon Ball Z. Plaintiffs filed this suit against Google in June 2020, claiming that Google is civilly liable to all persons who have purchased Loot Boxes in game apps downloa

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Coffee v. Google LLC, (N.D. Cal. 2022).

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