G.G. v. Valve Corporation

District Court, W.D. Washington·Decided January 7, 2022·No. 2:16-cv-01941·Unknown

Opinion

UNITED STATES DISTRICT COURT WESTERN DISTRICT OF WASHINGTON AT SEATTLE

G.G., et al., CASE NO. C16-1941JLR Plaintiffs, ORDER GRANTING v. DEFENDANT’S MOTION FOR VALVE CORPORATION, Defendant.

Before the court is Defendant Valve Corporation’s (“Valve”) motion for summary judgment. (Mot. (Dkt # 103); see also Reply (Dkt. # 116).) Plaintiffs Grace Galway and Brenda Shoss (collectively, “Plaintiffs” 1) oppose Valve’s motion. (Resp. (Dkt. # 109).) 1 In prior litigation in this court, in their arbitrations, and in their Ninth Circuit appeal, the parties referred to Ms. Galway as “G.G.” and Ms. Shoss as “B.S.” (See, e.g., 3/26/19 Order (Dkt. # 44).) Plaintiffs now use their full names, rather than their initials, in their amended complaint and briefing. (See, e.g., Am. Compl. (Dkt. # 58); Resp. (Dkt. # 109).) The court follows Plaintiffs’ practice and refers to Plaintiffs by their names in this order. The court has considered the motion, all submissions filed in support of and in opposition to the motion, the relevant portions of the record, and the applicable law. Being fully

advised,2 the court GRANTS Valve’s motion. In their sole remaining claim in this action, Plaintiffs allege that Valve supported illegal gambling in its popular video games such as Counter Strike: Global Offensive (“CS:GO”) by embedding within them a “lootbox” feature that, they assert, “simulated an online slot machine and effectively constituted a gambling feature in what otherwise

appeared to be normal video games.” (Resp. at 1; see also 12/16/20 Order (Dkt. # 65) (dismissing the remainder of Plaintiffs’ claims).) The lootbox feature enables players to spend money on virtual keys to open virtual weapons cases3 containing virtual guns and knives, referred to as “skins,” which have a variety of different looks and textures and are of different levels of rarity. (See Am. Compl. at 3-8, ¶¶ 9-11.4) Players can then trade or

sell the skins using Valve’s online Steam Marketplace.5 (See id. at 3-5, ¶¶ 9-14.)

2 Neither party requests oral argument (see Mot. at 1; Resp. at 1), and the court finds oral argument unnecessary to its disposition of the motion, see Local Rules W.D. Wash. LCR 7(b)(4). 3 The parties also refer to weapons cases as “crates,” “loot boxes,” or “lootboxes.” For consistency in this order, the court uses the term “weapons case” to refer to the cases, and “lootbox feature” to refer to the process of buying keys and opening weapons cases. 4 Because Plaintiffs’ amended complaint repeats paragraph numbers, the court cites to both the page number and paragraphs of the amended complaint in the interest of clarity.

5 Plaintiffs also assert that the skins received in weapons cases can be used to gamble on third-party websites. Because the court dismissed Plaintiffs’ claims based on Valve’s alleged support for gambling with skins (see 12/16/20 Order at 25-26), the court focuses its discussion of the background facts on evidence relating to Valve’s lootbox feature. Plaintiffs allowed their minor children to use their bank accounts, credit cards, and PayPal accounts to play CS:GO and, unknown to Plaintiffs, the children used those

accounts to purchase keys to open weapons cases. (See id. at 7-8, ¶¶ 27-29; see id. at 35, ¶ 129. Plaintiffs assert that Valve’s failure to disclose information about its lootbox feature violated the Washington Consumer Protection Act (“CPA”), ch. 19.86 RCW. (Id. at 30-33, ¶¶ 99-118.) Below, the court sets forth the relevant factual and procedural background of this case. A. Factual Background

The court begins by describing the CS:GO lootbox feature and then discusses the relevant facts relating to each plaintiff’s claims. 1. CS:GO Weapons Cases

Valve operates the Steam platform, which includes the Steam Marketplace, through which consumers can purchase video games (including CS:GO), movies, and hardware such as virtual reality headsets. (Kahler Sealed Decl. (Dkt. # 113) ¶ 2.F, Ex. F (“Valve 30(b)(6) Dep.”) (sealed) at 202:1-7.) The Steam Marketplace also facilitates purchases and sales of weapons cases, keys, and skins among players through its Steam Community Market. (See Philander Decl. (Dkt. # 112) ¶ 3, Ex. A (“Philander-Arbabanel Rep.”) (sealed) at 8.)

The CS:GO weapons case opening process begins with the creation of a Steam account. (See id. at 7.) As part of this process, a prospective Steam user enters and confirms their email address, selects their country of residence, and confirms, via a checkbox, that they are 13 years of age or older and agree to the terms of the Steam Subscriber Agreement and the Valve Privacy Policy. (See id. at 7-8.) After opening a Steam account, the user can make purchases and trade items on the Steam Marketplace.

(Id.) To make purchases on the Steam Marketplace, users must pay real money to add Steam Wallet funds to their Steam accounts. (Kahler Sealed Decl. ¶ 2.L, Ex. L (“Babbar Dep.”) (sealed) at 45:15-24.) Within the United States, users can add funds using a credit card, bank account, or PayPal account, among other methods. (Id. at 46:14-47:9.) Funds in the Steam Wallet appear as one “Steam Buck” per U.S. dollar deposited. (Valve

30(b)(6) Dep. at 216:5-8.) Thus, a user who deposits $100.00 in the Steam Wallet has $100.00 in Steam Bucks to spend in the Steam Marketplace. (Id.) Deposits to a Steam Wallet are reflected on credit card, bank, or PayPal statements as having been made to “Steamgames.com,” “Steampowered.com,” or “Steam Games.” (See, e.g., Kahler Decl. (Dkt. # 110) ¶ 2.B, Ex. B (Ms. Galway’s bank and credit card statements).)

Users can acquire CS:GO weapons cases as a reward for CS:GO gameplay, by trading with another Steam user, or by purchasing them from other users in the Steam Community Market. (Philander-Arbabanel Rep. at 8; Babbar Dep. at 36:8-37:9.) Each weapons case has a description and a list of skins that may be included in the case; each listed skin is color-coded based on its rarity. (Philander-Arbabanel Rep. at 8.) Skins are

“exclusively cosmetic in the game; they do not change gameplay other than aesthetically.” (Id.) To open a weapons case, the user must use a key, which can be purchased from Valve on the Steam Marketplace for about $2.50 in Steam Wallet funds. (Id.; Babbar Dep. at 36:8-37:1; see also Valve 30(b)(6) Dep. at 114:23-25.) Users can also purchase keys from other users in the Steam Community Market. (Babbar Dep. at 37:18-38:5.)

When a user opens a weapons case, an animation displays the skins that may be available in the case. (Philander-Arbabanel Rep. at 8.) The frequency of seeing a skin in the animated display matches the odds in which the skin will appear when the case opens. (Id. at 9.) Plaintiffs assert that this animation “simulate[s] an online slot machine.” (Resp. at 1.) The skin that ultimately appears in the open weapons case may have a value either greater or less than the price of the key used to open the case.

(Philander-Arbabanel Rep. at 9.) The value of the skin is set through market forces in the Steam Community Market. (Id.) A user can sell or trade the skins he or she receives in a weapons case to other users in the Steam Community Market. (Id.) The seller receives the amount paid, minus a fee to Valve, in the form of Steam Wallet funds. (Id.; Valve 30(b)(6) at 201:17-25,

211:14-19.) The Steam Wallet funds are tied to the user’s Steam account and cannot be moved, exchanged for cash, or withdrawn to a bank account through Steam. (Philander-Arbabanel Rep. at 9-10.) The Steam Wallet funds can, however, be used within the Steam Marketplace to purchase items such as virtual reality hardware, movies, or a subscription to another game. (Id. at 10; Valve 30(b)(6) at 202:1-7.) They can also

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