Game License Number MisappropriationAnti-Unfair Competition Law

A Review of Typical Cases of Game License Number Misappropriation: Judicial Trends and Enforcement Pathways (Part I)

版号盗用典型案例复盘:司法裁判趋势及维权打击路径(上)

January 8, 2026
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Summary

This article reviews judicial trends concerning the misappropriation of online game license numbers in China. It analyzes how courts have traditionally addressed such conduct under the Anti-Unfair Competition Law, highlights a recent reversal by the Jiangsu High People’s Court denying license numbers as protectable interests, and critiques that reasoning from a market competition perspective. The article further proposes practical civil enforcement strategies by disaggregating infringement claims into copyright, trademark, and unfair competition dimensions, offering a structured roadmap for game companies seeking to combat license number misappropriation.

Online game license numbers (ISBN / game approval numbers) have become a core compliance threshold for lawful operation within the industry. Under the current legal and regulatory regime, games that have not obtained an approved license number may not be launched or operated domestically, and major distribution platforms have already made the possession of a license number a mandatory qualification for game listing review.

However, due to the high difficulty of obtaining license numbers, lengthy approval timelines, and significant agency costs, a considerable number of small and medium-sized game companies have opted to misappropriate license numbers in order to achieve rapid market entry. As a result, many games that have lawfully passed approval have instead encountered listing obstacles due to the impersonation or misuse of their license numbers by others.

Against this backdrop, this article analyzes the legal nature of license number misappropriation in light of current laws, regulations, and typical cases, with the aim of providing game companies with enforcement strategies to combat such conduct.


The Current Judicial Landscape of Civil Remedies

Civil enforcement is primarily aimed at resolving damages compensation, and is generally less efficient than administrative enforcement in promptly stopping misappropriation conduct. In prior judgments, courts have largely held that the act of misappropriating a game license number constitutes unfair competition in violation of commercial ethics and the principle of good faith under Article 2 of the Anti-Unfair Competition Law. Accordingly, game companies may rely on this provision to challenge acts of license number misappropriation per se.

In addition, pursuant to the Notice of the State Administration of Press, Publication, Radio, Film and Television on the Administration of Mobile Game Publishing Services:

“Where an approved mobile game undergoes changes to its publishing service entity, game title, or principal operating entity, the relevant change materials shall be submitted for review by the provincial publishing administrative authority and then reported to the State Administration of Press, Publication, Radio, Film and Television for completion of the change procedures.”

The game title used in listing and operation must be consistent with the game title reflected in the competent authority’s approval and the ISBN issuance form. This means that license number misappropriation is typically accompanied by infringement involving the use of the rights holder’s game title. In practice, relying on the Anti-Unfair Competition Law has become a relatively stable and feasible civil enforcement pathway.

Typical Case 1:
In the “XX Zhengba” case, when the plaintiff attempted to list its game XX Zhengba on the Huawei platform, Huawei rejected the listing on the grounds that there existed a historically non-compliant game with the same name. Upon learning of the defendant’s license number misappropriation, the plaintiff brought suit. The court held that the defendant’s conduct constituted unfair competition in violation of Article 2 of the Anti-Unfair Competition Law.

Typical Case 2:
The rights holder of the game XXX discovered that the infringing game’s login screen, main page background, and displayed qualification certificate numbers were all identical to those of the authorized game. The court held that the defendant’s conduct did not constitute confusion or false advertising, but did constitute conduct in violation of the principle of good faith in competition. The finding of no confusion was based on the plaintiff’s failure to prove that the authorized game’s name and interface had already acquired “a certain level of influence.”

(Images are for illustrative purposes only and are unrelated to the games involved in the case.)

However, in a recent second-instance judgment issued by the Jiangsu High People’s Court, this previously established enforcement approach was reversed.

Typical Case:
In the “XX Baye” case, after the plaintiff obtained all qualifications required for game listing, it did not actually launch the game. It later discovered that the defendant had launched a different game while misappropriating the authorized game’s license number information, including the publication number and approval number. The plaintiff requested that the court determine the defendant’s conduct constituted unfair competition and sought damages and reasonable expenses totaling RMB 10.10 million.

The second-instance court rejected the plaintiff’s claims on the grounds that:

  1. the authorized game had not been prevented from listing as a result of the misappropriation and the plaintiff had suffered no actual losses;

  2. the plaintiff had not pursued administrative complaints; and

  3. license numbers fall within the administrative regulatory domain and therefore cannot constitute a protected interest under the Anti-Unfair Competition Law.

This judgment by the Jiangsu High People’s Court represents the first domestic decision denying that a game license number can serve as a protectable interest under the Anti-Unfair Competition Law. According to the court’s reasoning, the fact that the misappropriating party obtained benefits through misappropriation does not necessarily mean that the rightful holder incurred losses. Where the plaintiff fails to adequately prove losses, civil compensation is difficult to obtain.

The author considers that this reasoning is open to debate. The judgment overlooks the R&D costs, testing costs, and publishing cooperation costs incurred by the rightful holder in obtaining the license number, as well as the fact that the process of obtaining a license number itself constitutes a form of market competition. In practice, when applying for a license number, a game must generally be developed to a substantially complete state, including a full game framework and a closed-loop gameplay logic. Moreover, the Online Game Publishing Compliance Seminar hosted last year by the Huangpu District Audio-Visual and Digital Publishing Association of Guangzhou further clarified that the launched version of a game must overlap with the submitted review version by at least 80%, and that the publishing authority will impose quantity control on low-quality games in certain genres, such as legend-style, historical, celebrity cultivation, romance cultivation, religious (cultivation), and idle挂机 games.

This means that, within a given period, the number of license numbers available for certain genres is limited, and the approval process itself involves competitive selection. License number misappropriation allows the infringer to obtain a market entry ticket at extremely low cost, replacing the rightful holder’s substantial investment and occupying its market entry opportunity. Such conduct already constitutes a disruption of market competition order. Article 2 of the Anti-Unfair Competition Law is specifically designed to regulate conduct that violates principles of good faith and fair competition and disrupts market order, and therefore should not face obstacles in application to such conduct.


Civil Enforcement Approaches

As noted above, license number misappropriation is often accompanied by the use of the game’s title and launch interface. From the perspective of maximizing damages, infringement claims may be disaggregated as follows to achieve comprehensive enforcement:

1. Similar or Identical Game Screens, Promotional Materials, or Character Images

This may constitute copyright infringement of the authorized game’s art works. Evidence may be established from the following aspects:

  • Ownership Evidence: software copyright certificates, license number registration, asset registrations;

  • Infringement Evidence: notarization or blockchain preservation of infringing game footage;

  • IP Comparison Tables: clear graphical and textual comparison of identical or similar content;

  • Damages Evidence: download volumes, user numbers, revenue data, awards, etc.

2. Similar or Identical Game Titles or Game Logos

This may constitute trademark infringement, or confusion involving a well-known product name or sign under Article 7 of the Anti-Unfair Competition Law (2025 Edition):

  • Ownership Evidence: trademark registration information (where the game title is registered as a trademark), in-game usage;

  • Evidence of Notoriety: download volumes, user numbers, promotional exposure, awards. Where the game title is not registered as a trademark, evidence of notoriety and influence is particularly critical;

  • Infringement Evidence: comparison tables of infringing signs, infringement preservation records, user statements confusing A for B.

3. Pure License Number Misappropriation

Pure license number misappropriation should be addressed under Article 2 of the Anti-Unfair Competition Law. Where trademark or art work infringement is also involved, claims for trademark infringement and copyright infringement may be asserted concurrently:

  • Ownership Evidence: software copyright certificates, license approval replies and official approvals, public security filing records;

  • Use Evidence: listings on Platforms A, B, and C;

  • Infringement Evidence: preservation of infringing conduct, platform rejection letters evidencing refusal of listing on Platform D;

  • Damages Evidence: download volumes, user numbers, revenue figures, awards, etc.

Administrative and criminal enforcement pathways will be addressed in the next installment.

中文原文

网络游戏版号已经成为了行业合规运营的核心门槛。根据现行法律与监管制度,未经批准取得版号的游戏不得在国内上线运营,各分发平台也已经将版号设置为了游戏上架审查必备资质。

然而,获取版号的难度较高、审批时限较长、版号代办费用也较高,不少中小型游戏公司选择了通过盗用版号的方式实现快速上架,诸多合法过审的游戏反而因版号被冒用而上架受阻。

本文拟结合现行法律法规及典型案例,分析“盗用版号”的法律性质,以期为游戏公司提供盗用版号行为的打击思路。


PART 1: 民事维权的司法现状

民事打击思路主要用于解决赔偿问题,在要求侵权方停止盗用行为的效率上不如行政打击。

在此前的判决中,法院大多认为冒用版号的行为属于违反商业道德、诚实信用原则的不正当竞争行为(《反不正当竞争法》第二条),游戏公司可以依据该条打击单纯的版号冒用行为

除此之外,依据《国家新闻出版广电总局关于移动游戏出版服务管理的通知》:“已经批准出版的移动游戏变更游戏出版服务单位、游戏名称或主要运营机构,应提交有关变更材料,经省级出版行政主管部门审核后报国家新闻出版广电总局办理变更手续。”上架运营的游戏名称应与主管部门的批复与ISBN核发单呈现的游戏名称一致,这意味着冒用版号行为通常伴随着使用权属游戏名称的侵权行为。通过《反不正当竞争法》实现维权似乎已然成为了稳定可行的版号冒用打击思路。

  • 典型案例1:在《XX争霸》一案中,原告准备在华为平台上架《XX争霸》游戏时,被华为平台告知游戏内存在历史同名违规游戏,不予上架,原告得知被告的冒用版号行为后诉至法院,法院认定被告的行为属于违反《反不正当竞争法》第二条的不正当竞争行为。

  • 典型案例2:《XXX》游戏的权利人发现侵权游戏的登录界面、主页面背景图,以及登录界面呈现的各类资质证号皆与权属游戏相同。法院认定被告的行为不构成混淆行为、虚假宣传行为,但构成违背诚信竞争原则的行为。其中,认定不构成混淆行为的原因在于,原告未能举证权属游戏名称、界面等已经具备了“一定影响力”。

    (图片仅用于示例,与涉案游戏无关)

然而,在今年由江苏省高院作出的二审判决中,这一既定的维权思路出现了反转。

  • 典型案例:在《XX霸业》一案中,原告取得了游戏上架所需资质后,并未实际上架该款游戏,后发现被告上架的领款游戏冒用了权属游戏的版号信息,如出版物号、批文号等。原告要求法院认定被告的行为构成不正当竞争行为,并且赔偿损失及合理开支1010万元。二审法院以“权属游戏并未因冒用行为而无法上架,原告没有实际损失”、“原告没有采取过行政投诉”、“版号应属于行政机关管理范畴,不能成为《反不正当竞争法》保护的客体”为由驳回了原告诉请。

江苏省高院的这一判决是国内第一起否认版号可以作为反法保护的客体的判决。依据法院的裁判逻辑,冒用方基于冒用行为获得了利益,不意味着权属方因为冒用行为产生了损失,如果原告损失举证乏力,则难以通过民事手段获得赔偿。

笔者认为,江苏省高院的这一裁判逻辑存在值得商榷之处,该判决忽视了权属方取得版号所需要投入的研发成本、测试成本、出版合作成本,也忽视了游戏公司取得版号的过程本身也是一种市场竞争。

游戏公司在申请版号时,往往需要先将游戏开发到基本完备的程度,包括具备完整的游戏框架、实现玩法逻辑闭环等,去年广州市黄埔区音像与数字出版协会主办的《网络游戏出版合规讲座》还进一步指出了,游戏上线版本要保证与送审版本至少80%的重合度,以及对传奇类、历史类、明星养成类、恋爱养成类、宗教类(修仙)以及无脑挂机类题材的低质游戏,出版署将进行总量控制。这意味着,在一定时期内,某些题材游戏能够取得的版号数量是有限的,版号审批同样需要经历优胜劣汰的竞争过程。

冒用版号是以极低的成本获取了市场的入场券,取代了权属公司为获取版号审批而付诸的成本,占用了权属公司的入场机会,已然属于破坏市场竞争秩序的行为。而《反不正当竞争法》第二条规制的恰恰是违反诚信原则、公平竞争原则,扰乱市场竞争秩序的行为,适用该条规制不应存在障碍。

PART 2: 民事打击的方法

前文提及,冒用游戏版号的行为往往伴随着使用游戏名称、启动界面的行为,基于损害赔偿最大化的考量,可以从以下角度拆分侵权内容,实现全面维权:

1、游戏运行画面、宣传素材、人物形象等相似/相同,涉及的是对权属游戏对应的美术作品的著作权侵权,可以通过以下角度完成举证:

  • 权属证据:软著证书、版号登记、素材登记;

  • 侵权证据:侵权游戏运行画面公证/区块链存证;

  • 知产比对说明表:需要以图文结合的形式准确阐释相同或相似内容;

  • 赔偿证据:下载量、用户数量、流水数据、获奖情况等;

2、游戏名称、游戏LOGO相似/相同,可能涉及对权属游戏的商标权侵权或因对知名商品名称、标识等的混淆而构成《反不正当竞争法(2025版)》第七条的混淆行为:

  • 权属证据:商标注册信息(游戏名称已注册为商标的情况)、游戏内使用情况;

  • 知名度证据:下载量、用户数量、宣传物料播放量、获奖情况,如游戏名称未注册为商标,则应当重点举证游戏知名度及影响力,否则标识权利难以得到保护;

  • 侵权证据:侵权标识比对表、侵权行为存证、用户指A为B的言论存证;

3、仅冒用版号版号的行为,应通过《反不正当竞争法》第二条维权。若涉及商标或者美术作品的侵权,可以同步诉请商标权侵权和著作权侵权:

  • 权属证据:软著证书、版号审批复函及批文、公安备案信息等;

  • 使用证据:已经上架A、B、C平台;

  • 侵权证据:侵权行为取证、上架D平台被拒绝的D平台回函;

  • 赔偿证据:下载量、用户数量、流水情况、获奖情况等。

    关于行政和刑事维权的内容,我们将在下期展开,敬请关注。

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