Utility-Type NFTBlockchain GameJapanese Gaming Regulations

Analysis of Japan’s Blockchain Game Operations Compliance Guide Part II

日本区块链游戏运营合规指南解析(下)

January 26, 2026
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Summary

This article, as the second part of the series analyzing Japan’s Blockchain Game Guide, focuses on the Guide’s practical examples concerning gambling-related risks under Japanese criminal law. Through detailed examination of randomized item sales, designated sales, auction mechanisms, and consumable item designs involving NFTs, the article clarifies how blockchain game operators may avoid constituting gambling offenses while maintaining compliant monetization structures.

As an industry organization with an exceptionally high standing in Japan’s gaming sector, the Japan Online Game Association (JOGA) was established in 2010. Its primary objectives are to promote the sound development of Japan’s gaming industry, safeguard consumer rights, and advance industry self-regulation and standardization through the issuance of various guidelines and self-regulatory normative documents.

In July 2024, JOGA, together with the Computer Entertainment Supplier’s Association (CESA) and the Mobile Content Forum (MCF), jointly released the Blockchain Game Guide (hereinafter referred to as the “Guide”). The Guide integrates professional knowledge related to the handling of crypto assets and blockchain-issued tokens in blockchain game distribution with traditional gaming industry knowledge and consumer experience.

As the second article in this series, this article introduces the practical cases attached to the Guide concerning compliant blockchain game operations and provides commentary in conjunction with the relevant compliance requirements set out in the Guide. Due to space limitations, readers seeking the full analysis of the Guide’s examples are invited to contact Norconn Game Law via its official public account.


Terminology Definitions

Unless otherwise specified, all in-game items and NFT items referred to in the examples below are paid items.

Paid Items:
Refers to items acquired by paying money, paid points, or crypto assets as direct consideration, as well as items obtained on the condition that items acquired through payment of money, paid points, or crypto assets are consumed.

Utility-Type [General/NFT] Items:
Refers to [general/NFT] items that, in principle, can be used in the form in which they are acquired, such as characters and equipment.

Utility-type [general/NFT] items may be obtained through paid purchase, randomized item sales, or in-game gameplay.

In addition, please note that not all [general/NFT] items obtained through randomized item sales are necessarily utility-type items.


Consumable-Type [General/NFT] Items:
Refers to [general/NFT] items such as stamina recovery potions, ability enhancement potions, dungeon entry keys, enhancement materials, and crafting materials. These items are not used directly at the time of acquisition, but are primarily intended to be consumed in order to obtain other items or activate certain functions.

In principle, items with the same name possess the same performance.

Such items may be obtained through paid sales, randomized item sales, or in-game gameplay.


Operational Examples and Compliance Requirements

1. Guide Section 3-5: Specific Examples Requiring Attention Regarding Gambling-Related Crimes under the Criminal Law

1-1. Sale of Utility-Type NFT Items through Randomized Item Sales

(a)
Even where differences such as rarity are established among utility-type NFT items issued through randomized item sales, if no “relationship of competing gains and losses” is deemed to exist between the parties, such conduct is considered not to constitute gambling-related crimes under the Criminal Law.

In order to recognize a “relationship of competing gains and losses,” circumstances must exist in which property or economic value lost by one party is acquired by another party, such that the benefit obtained by one party is evaluated as being based on the other party’s economic burden.

In this context, where the operator receives consideration equivalent to the actual sales price for the utility-type NFT items and provides users with value exceeding the actual consideration paid, such a relationship will not be deemed to exist (i.e., consumers do not lose), and therefore gambling is not established.


(b)
In order to prevent improper evaluations whereby users may be deemed to have failed to obtain value equivalent to their payment, or operators may be deemed not to have obtained consideration equivalent to the sales price, the following matters require attention:

Where utility-type NFT items are provided through randomized item sales at the same price, operators must not assign higher prices to certain utility-type NFT items while rendering other utility-type NFT items of lower value, thereby leading users to believe that the value received is below the amount paid. Accordingly, operators must not establish displays or functional differences that may cause users to perceive disparities in item value.


(c)
Even where an operator earns commission fees through transactions of utility-type NFT items between users, or between users and third parties, on a secondary market established and operated by the operator itself or by an external third party (including commission fees related to management and operation obtained by the operator in operating its own secondary market), such circumstances alone do not immediately give rise to a “relationship of competing gains and losses” in property between the operator and users.


(d)
Operators shall ensure that users can obtain value or functionality equivalent to the consideration paid when using utility-type NFT items acquired through randomized item sales in blockchain games.


(e)
Where utility-type NFT items are dropped through battle or exploration gameplay, care shall be taken to ensure that such interactive acquisition mechanisms do not constitute randomized item sales. If such mechanisms fall within the scope of randomized item sales, the corresponding measures required for randomized item sales shall be implemented.


(f)
Even where the items provided through randomized item sales are not utility-type NFT items such as characters or equipment, but rather consumable-type [general/NFT] items (such as materials), the above precautions applicable to randomized item sales of utility-type NFT items shall still apply.

Even if items obtained through gacha mechanics do not directly become NFTs and are merely general items, where such items are used within the game to craft or enhance utility-type NFT items such as characters, the precautions applicable to randomized item sales shall likewise apply.


1-2. Sale of Utility-Type NFT Items by User Designation

Where an operator sells utility-type NFT items in a manner that allows users to designate the specific item to be purchased, the requirement of chance is not satisfied, and therefore no gambling issue arises.

However, where both randomized item sales and designated sales are conducted simultaneously, the pricing of utility-type NFT items in designated sales must not be lower than the price in randomized item sales (see Section 1-1(c)).


1-3. Designated Sales and Auction Sales of Utility-Type NFT Items

Where an operator sells utility-type NFT items through auctions, the requirement of chance is not satisfied, and therefore no gambling issue arises.

However, where randomized item sales and auction-based sales are conducted simultaneously, the pricing of utility-type NFT items sold by auction must not be lower than the price in randomized item sales.

Where utility-type NFT items are sold by auction, as no element of chance exists at the time of acquisition, such sales do not constitute gambling. However, where users are able to designate and purchase utility-type NFT items that are the same as or similar to those obtainable through randomized item sales, the precautions set forth in Section 1-1(c) shall apply. In addition, the precautions set forth in Section 1-1(d) shall also apply to this scenario.


1-4. Sale of Consumable-Type [General/NFT] Items

Where an operator sells consumable-type [general/NFT] items—such as stamina recovery potions, ability enhancement potions, dungeon entry keys, or enhancement or crafting materials—in a manner that does not involve chance, gambling issues will not arise in principle.

Furthermore, even where chance is involved in the acquisition of consumable-type [general/NFT] items (including cases where other NFT items are randomly obtained through the consumption of consumable-type [general/NFT] items), gambling issues will not arise in principle, provided that the actual value offered is not lower than the consideration paid.

Conversely, where this is not the case—such as where “nothing is obtained,” the outcome is “failure,” or no effect is produced upon consumption, or where the value obtained may not correspond to the consideration paid—careful attention must be paid to whether the criteria for gambling offenses are satisfied. In such circumstances, it is necessary to conduct a case-by-case analysis based on factors including the amount of consideration paid, the value of consumable-type [general/NFT] items obtainable, the conditions for acquisition, as well as the content, specifications, and mechanisms of the game, in order to determine whether the elements of gambling crimes are met.

中文原文

日本区块链游戏运营合规指南解析

作为日本游戏业具有极高行业地位的行业组织,日本在线游戏协会(JOGA)是日本的一个行业组织,成立于2010年,其成立目的主要在于促进日本游戏产业良性发展,维护消费者权益,并通过发布各类指南及自律规范性文件的方式,保护消费者权益,推动行业自律和规范。2024年7月,JOGA、CESA(日本计算机娱乐供应商协会)和MCF(移动内容论坛)联合发布了《区块链游戏指南》(以下简称“《指南》”)。该《指南》将链游发行过程中处理加密资产和区块链发行代币方面的专业知识,与传统游戏产业中的知识和消费经验相结合。

作为系列文章的第二篇,在本文中我们将就《指南》随附的与区块链游戏合规运营的实际案例予以介绍,并结合《指南》相关合规要求进行评析。囿于篇幅,如需《指南》实例分析全文,请通过诺诚游戏法公众号联系我们获取。

术语定义

*除非另有说明,下文实例介绍中所有游戏内物品和NFT物品均为付费物品。

有偿物品:指以金钱、有偿积分或加密资产等作为直接对价获取的道具,以及以金钱、有偿积分或加密资产等作为直接对价获取的道具等的消耗为条件获取的道具。付费物品:实用型[通用/NFT]物品":是指原则上可以以获得时的形式使用的[通用/NFT]物品,如角色、装备等。

效用型[普通/NFT]物品:是指角色、装备等原则上可以以获取时的形态直接使用的[普通/NFT]道具。此类道具可以通过付费购买、随机型道具销售或游戏内的玩法获取。

另外,请注意,从随机型道具销售中获得的[普通/NFT]道具并不一定都是效用型道具。

消耗型[普通/NFT]物品:指体力回复药、能力增强药、进入地下城的钥匙、强化和炼成材料等,这类道具在获得时不会直接使用,而是通过消耗它们来获得其他道具或使用其功能为主要目的的[普通/NFT]道具。

基本上,具有相同名称的道具具有相同的性能。

此类道具可能通过付费销售、随机型道具销售或游戏内的玩法获得。


运营实例及合规要求

1. 指南 3-5 关于刑法赌博相关罪应注意的具体事例

1-1. 通过随机型物品销售方式销售效用型NFT物品的情况

(a) 即使在通过随机型物品销售方式发行的效用型NFT物品中设有稀有度等差异,但当事人之间未被认定为存在“得失相争”关系时,认为不构成刑法上的赌博相关罪。为了认定“得失相争”关系,需要具备这样的情形:即当事人一方失去的财物等被另一方取得,即当事人一方获得的利益被评价为基于另一方的经济负担。在此情况下,如果经营者就该效用型NFT物品获得了相当于实际销售价格的对价,并向用户提供的价值高于实际支付对价的情况,则不会被认为存在这种关系(消费者不会输),因此认为不构成赌博。

(b)为确保用户不会因为未获得相当于其支付金额的效用型NFT物品的价值,或未使经营者获得相当于其销售价格的对价而进行不当评估,应注意以下事项:

对于通过同价的随机型物品销售提供的效用型NFT物品,不得对某些效用型NFT物品进行高价处理,而使其他效用型NFT物品的价值较低,从而让用户认为其低于支付金额。因此,不得设置可能导致用户认为物品价值不等的显示或功能差异。

(c)经营者即使在其自行设立的二级流通市场或由外部第三方运营的二级流通市场中,通过用户之间或用户与第三方之间的实用型NFT物品的交易获取手续费收入(包括经营者自行设立二级流通市场时,获取的与其管理和运营相关的手续费收入),也不认为因此立即在该经营者与用户之间产生财物“得失争议”的关系。

(d) 经营者应确保,用户在使用区块链游戏中通过随机型物品销售获得的效用型NFT物品,可以获得与该对价相当的价值或功能。

(e)如果在游戏战斗或探索功能中掉落效用型NFT物品时,应注意此类交互获取方案不会变成随机型物品销售,如果该功能属于随机型物品销售的情况,则应采取随机型物品销售所要求的对应措施。

(f)在随机型物品销售中,即使同时提供的不是角色或装备的效用型NFT物品,而是消耗型 [一般/NFT]物品(如素材等),上述关于效用型NFT物品的随机型物品销售的注意事项仍然适用。即使从抽卡中获得的物品本身不直接变成 NFT,仅为一般物品,但如果这些物品在游戏中被用于制作或强化角色等效用型 NFT 物品,同样适用随机型物品销售的注意事项。

1-2.如果运营商以用户可以指定的方式销售效用型NFT道具,则不满足偶然性要求,不会产生赌博问题。然而,如果同时进行随机型道具销售和指定销售,则在指定销售中,效用型NFT道具的定价不得低于随机型道具销售的价格(参见1-1(c))。

1-3. 指定销售和拍卖销售效用型NFT项目时

如果经营者以拍卖形式销售效用型NFT项目,则不满足偶然性的要求,因此不会产生赌博问题。然而,如果同时提供随机型项目销售和拍卖形式销售,则拍卖形式的实用型NFT项目的定价必须不低于抽奖销售价格。

如果经营者以拍卖形式销售实用型NFT物品,由于获取时没有偶然因素,因此不属于赌博。然而,如果可以指定购买与随机型物品销售中可能获得的效用型NFT物品相同或类似的效用型NFT物品,则需要注意1-1(c)中规定的注意事项。此外,1-1(d)中规定的注意事项在本项中也适用。

1-4. 在销售消耗型[普通/NFT]物品的情况下

如果经营者以没有偶然性的方式销售体力恢复药剂、能力增强剂、进入游戏副本的钥匙、强化或炼成的材料等消耗型[普通/NFT]物品,原则上不会产生赌博问题。此外,即使在获得消耗型[普通/NFT]物品时存在偶然性(包括通过消耗消耗型[普通/NFT]物品随机获得其他NFT物品的情况),只要提供的实际价值不低于支付的对价,原则上也不会产生赌博问题。另一方面,如果不是这种情况,即在消费时“什么都无法获得”“失败”等情况下没有任何效果,或者即使获得了也可能不符合支付对价的价值,则需要注意是否符合赌博罪的标准。在这种情况下,需要根据实际支付的对价金额、可获得的消耗型[普通/NFT]物品的价值、获得条件以及游戏的内容、规格、机制等,具体分析是否符合赌博罪的标准。

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