AIGCCopyrightPrompt Engineering

Commercial Use of AI Assets? Borrowing Prompts? Insights into Risks of AI Tools in Game Creation

AI素材商用?借鉴提示词?游戏公司用AI工具创作的风险二三事

January 7, 2026
2 views

Summary

This article analyzes the legal landscape and practical risks of using AIGC (Artificial Intelligence Generated Content) tools in game art design. It focuses on three core areas: the attribution of ownership, where copyright recognition currently depends on the depth of human "personalized expression" and intellectual input; infringement risks, covering unauthorized training data at the input stage and "substantial similarity" at the output stage; and risk mitigation strategies. The author advises game companies to prioritize using authorized internal datasets, distinguish between public domain originals and copyrighted adaptations, and conduct rigorous similarity checks to safeguard their commercial interests in the evolving AI era.

Many game companies have introduced AIGC tools into their art design pipelines in order to improve efficiency in game updates and iterations. However, the use of AI-generated images often gives rise to a series of new legal questions, including but not limited to:

  1. Can art assets created using AIGC platforms be commercially exploited?

  2. Can rights be asserted over art assets created with the assistance of AI?

  3. Does “running content through AI once” automatically eliminate infringement risks?

  4. Can prompts published online by others be used directly?

  5. ...

Against this backdrop, this article analyzes the issues from three perspectives that are particularly relevant to game companies: the ownership of AIGC-generated art assets, infringement risk analysis, and infringement risk mitigation.


Ownership of AIGC-Generated Art Assets

At present, the question of copyright ownership in AI-generated content remains highly controversial in both academic discourse and judicial practice. Existing laws and regulations do not provide a definitive answer. Among effective court judgments, some recognize human authors as copyright holders of AI-generated images, while others reach the opposite conclusion. Representative cases are summarized below.

In the first “text-to-image AI” case decided by the Beijing Internet Court—the “Spring Breeze Brings Tenderness” case—the court held that the image constituted a work of fine art reflecting the plaintiff’s individualized expression. The plaintiff’s creative process consisted of three stages: (i) selecting an open-source model, (ii) selecting prompts and negative prompts, and (iii) adjusting relevant parameters. Based on these facts, the court found that the plaintiff had made intellectual contributions in terms of character presentation, prompt selection and sequencing, parameter configuration, and selection of outputs. Accordingly, the plaintiff was held to enjoy copyright in the image.

Similarly, the Shanhaiguan District People’s Court of Qinhuangdao City, Hebei Province, held that although the image was AI-generated, it reflected the author’s unique choices and arrangements in parameter adjustment, style design, and keyword selection, and therefore should be protected under the Copyright Law.
The Tiefeng District People’s Court of Qiqihar City, Heilongjiang Province, held that the plaintiff’s refined language instructions, adjustments to lighting and color layering, and post-generation selection and modification resulted in a personalized outcome distinguishable from random machine output, thereby qualifying for copyright protection.
The Donghu High-Tech Development Zone People’s Court of Wuhan City, Hubei Province, found that the correspondence between keywords and visual elements demonstrated a degree of “mapping,” and that the creator exercised a certain level of “control and foreseeability” over the generated work, which warranted protection.

By contrast, in the “Phantom Wing Transparent Art Chair” case decided by the Zhangjiagang People’s Court of Suzhou City, Jiangsu Province, the court acknowledged that AI-generated content may in principle be copyrightable. However, because the plaintiff had only input a single, simple set of prompts and parameters, lacked decisive influence over the output, and could not reproduce the generation process, the court found insufficient originality and denied copyright protection. The court emphasized that a key criterion lies in whether the user can provide original records of the creation process proving that, through prompt refinement and parameter modification, the user made personalized and substantive contributions to expressive elements such as layout, proportion, perspective, composition, color, or linework.

A consistent conclusion emerges from existing case law: judicial practice generally affirms the potential copyrightability of AI-generated content. However, whether AI-assisted images created by human users are protected depends on whether they satisfy the standards of “independence” and “creativity.”

  • “Independence” refers to whether the image is primarily attributable to human input—i.e., whether the human author exercised decisive influence over the output.

  • “Creativity” refers to whether the work reflects intellectual input and individualized choice by the human author.

Accordingly, if a game company wishes to effectively enforce rights against third-party copying of AI-generated art assets, it should proactively retain evidence of authorship from the following perspectives:

  1. 1. Use multiple rounds of detailed prompts and negative prompts, covering artistic themes, styles, subjects, decorations, environments, lighting, composition, color schemes, and other expressive elements.

  2. 2. Adjust generation parameters (e.g., image ratio, reference values, guidance coefficients), and combine AI output with tools such as Photoshop and manual drawing to increase human intellectual contribution.

  3. 3. Attempt reproducibility, by using the same model, random seed, prompts, and parameters, to demonstrate control over the output.

  4. 4. Record the entire creation and reproduction process, and consider blockchain-based evidence preservation to enhance evidentiary weight.

Until clear legislation, judicial interpretations, or guiding cases are issued, no AIGC art asset can be guaranteed copyright protection. However, the more specific the prompts, the greater the degree of human post-processing, and the higher the reproducibility of results, the greater the likelihood of protection. Game companies are therefore advised to focus their efforts accordingly when completing art design.


Infringement Risk Analysis of AIGC Art Assets

Many game companies use existing images as base or reference materials in “image-to-image” generation, or directly adopt pre-existing base models available on AI platforms. Whether AI-generated images can be directly used as in-game art assets or extended into derivative merchandise depends on whether the base model is open-source, whether the platform has obtained authorization from non-open-source model creators, and the platform’s specific commercial use policies.

In the Ultraman Model Infringement Case, users introduced an Ultraman LoRA model into an AI platform, allowing others to generate similar images. Although the Hangzhou Internet Court’s judgment ((2024) Zhe 0192 Min Chu No. 1587) did not directly characterize the users’ conduct, it held that the platform infringed the right of information network dissemination by providing online browsing, downloading, and sharing of unauthorized content.

More recently, in the Medusa case decided by the Jinshan District People’s Court of Shanghai, the court explicitly held that training a LoRA model using existing IP assets and making image sets and videos publicly available infringed the copyright in the Medusa character.

These cases suggest that where an AI base model is not open-source, or involves a well-known IP, its use may constitute copyright infringement or unfair competition.

Accordingly, infringement risks for game companies primarily arise in the following scenarios:

1. Direct Use of Public Models or Reference Materials on AI Platforms

Most AIGC platforms specify IP ownership rules in their User Agreements and may further publish Commercial Use Guidelines indicating permissible use scopes. Where game companies comply with such disclosed rules, infringement risks are relatively low. In the absence of clear commercial policies, infringement assessment depends on substantive similarity analysis between the base model and the generated content.

2. Using Existing IPs as Training Materials

Even if IP models are labeled as “open-source” or “commercially usable,” mislabeling or inadequate platform review may exist. For highly well-known IPs, courts generally impose an obligation of avoidance. If generated content is substantially similar to existing IPs, infringement or unfair competition risks remain.

3. Using Publicly Available Prompts

The first AI prompt copyright case decided by the Huangpu District People’s Court of Shanghai held that prompts consisting of unordered keyword lists lacked originality and did not constitute copyrightable works.

In general:

  • Simple keyword combinations pose low infringement risk.

  • Coherent but purely functional descriptions may constitute limited expression and remain unprotected.

  • Prompts derived from literary works may involve infringement risks.

Moreover, prompts are typically unobservable from final outputs, and infringement assessment ultimately depends on whether the generated content is substantially similar to protected works.


Mitigating Infringement Risks of AIGC Art Assets

To mitigate risks, game companies are advised to prioritize proprietary assets and public domain materials. Where third-party assets are necessary, companies should obtain licenses or use materials explicitly authorized for commercial use, followed by IP risk assessment prior to in-game implementation.

  1. Use of Proprietary Assets:
    Ensure the company holds complete IP rights and that commissioned works do not reserve AI training rights.

  2. Use of Public Domain Materials:
    Avoid confusion between public domain works and protected derivative works.

  3. Use of Third-Party Assets:
    Obtain authorization where substantial similarity is unavoidable, retain training materials, and conduct comparative analysis to assess infringement risks.


Conclusion

Before definitive legislation or guiding cases emerge, no AIGC art asset can be guaranteed copyright protection. However, existing judgments clearly focus on one core issue: demonstrating human creative contribution. Multi-round prompt design, precise parameter control, substantial manual modification, and comprehensive evidence preservation all increase the likelihood of protection.

AIGC is a powerful tool—but not a liability shield. Game companies should pursue efficiency while maintaining clear boundaries, conducting prior IP assessments, and avoiding unnecessary legal and reputational risks.

中文原文

不少游戏公司为提升游戏更新迭代的效率,会在美术设计环节引入AIGC工具,但面对生成的图片,又容易产生新的困惑,主要包括:

1、用AIGC平台创作完成的美术设计,能商用吗?

2、用AIGC辅助完成的美术设计,我能主张权利吗?

3、是不是只要用AI过滤了一遍,就不会构成侵权了?

4、他人发布在网上的提示词,我能直接用吗?

……

基于此,本文将从AIGC美术作品的归属、侵权风险分析、侵权风险规避三个角度分享值得游戏公司注意的要点。 

 

AIGC美术素材的归属

 

目前,人工智能生成物的著作权归属问题在学界和实务界都存在较大的争议,现有的法律法规也并未就这一问题作出明确的回应。已经生效的判决中,既存在认定人类作者享有对AI生成图片的著作权的裁判结果,也存在相反的结论,以下逐一简单分享:

在北京互联网法院作出裁判的AI文生图第一案——“春风送来了温柔”案中,法院最终认定了涉案图片“春风送来了温柔”属于美术作品,体现出了原告的个性化表达。原告创作涉案图片经历了三轮过程,第一轮为选择开源模型,第二轮为选择提示词和反向提示词,第三轮为调整相关参数。基于此,法院认定在图片的创作过程中,从人物的呈现方式、提示词的选择、顺序、参数、生成结果的选择上都呈现出了原告智力投入,故而原告对涉案作品享有权利。【1】

同样的,河北省秦皇岛市山海关区人民法院认为“案涉图片虽为AI生成,但是其在参数调整、风格设计、关键词选择等方面体现了作者独特的选择和安排……应受著作权法保护”;【2】黑龙江省齐齐哈尔市铁锋区人民法院认为“原告通过精细的语言指令调整画面光影、色彩层次,并对AI原始输出进行二次筛选与修改,已形成区别于机器随机产出的个性化成果……享有著作权”;【3】湖北省武汉市东湖高新区法院认为“王某使用的关键词与画面的元素及效果对应,生成的图片和其创作活动之间具有一定的“映射性”。在王某设置调整关键词、参数、风格光影效果并挑选图片最终获得被诉图片的过程中,王某对生成作品具有一定程度的“控制和预见”……应予保护。”【4】

在江苏省苏州市张家港人民法院能作出的“幻之翼透明艺术椅”案判决中,法院虽然肯定了人工智能生成物具有可版权性,但是原告在使用AI创作涉案图片时仅输入了一轮简单的提示词和参数,既无法对生成结果产生决定性的影响,也无法复现生成过程,其独创性不足,无法认定原告对涉案图片享有著作权。同时,法院指出了体现人类作者对AI生成物是否能够享有权利的基础判断逻辑在于“使用者应当提供创作过程的原始记录以证明其通过增加提示词、修改参数对最初生成的图片进行调整、选择和润色,对图片的布局、比例、视角、构图要素、色彩或者线条之类的表达要素作出了个性化选择和实质性贡献。”【5】

根据现有的多起AI文生图判决,可以得出的统一结论是,司法实践对人工智能生成物的可版权性基本是持肯定态度的,但人类作者利用AI创作得到的图片能否获得著作权法的保护,仍然要看是否满足“独”和“创”的标准,“独”是指图片的产生是否主要源于人类作者,也即人类作者对生成结果能起到决定性作用;“创”是指能否体现人类作者的智力投入,也即生成过程与结果能否体现人类作者的个性化安排与选择。基于此,游戏公司使用AI工具创作美术素材以后,如果想要在他人抄袭了该等美术素材后能够有效维权,应该从以下角度做好确权证据的事先留档:

1.在创作过程中,输入多轮正向提示词和反向提示词。主要包括可以从美术素材需要的艺术题材(真人、动漫、水墨画)、画风风格(某知名艺术家的画风)、主体类别(数量、生物种类、面部比例、体型)、主要装饰(服装、摆设、装潢)、场景环境(室内室外、背景参考、历史背景)、记忆点设计、光影、构图、比例、布局、色彩安排等角度输入多轮正向提示词;再从不想呈现在生成结果中的要素的角度出发,输入反向提示词。

2.对文生图结果进行参数调整,包括图片比例、参考数值、引导系数等,同时可以引入PS工具和人工绘制,进一步提升人类对美术素材的智力投入。

3.尝试通过选择同一开源模型、输入同一随机数、提示词、调整参数等步骤,尝试复现图片。复现结果与目标结果构成实质性相似时,一般认为能够体现人对目标作品具有控制性。

4.完整录制创作过程与复现过程,可以采用区块链存证,提高证据效力。在直接相关的法律法规、司法解释或最高法的指导性案例出台以前,任何人都难言一份AIGC美术素材必然能够得到著作权法的承认,使得创作者的权利得到著作权法的保护,但通过以上步骤,本文认为提示词涵盖的方向越多、提示词越具体、人类的后期调整越多、复现结果与目标结果越相似,则保护可能性越高,故而游戏公司在完成美术设计时可以尽量在这几个角度着力。

 

AIGC美术素材的侵权风险分析

 

有较多游戏公司在使用AI创作时,会使用已有的图片作为“图生图”创作中的底层图片或过程参考图片,或者直接选择AI创作平台上的已有底膜作为创作基础。此时,游戏公司能否直接将AI生成的图片用作游戏内的美术素材,并且以此延伸制造游戏周边等物件?这取决于底膜本身是否属于开源模型、AI平台是否已经与非开源模型作者达成了开放合意,以及AI平台内具体的商用规则。

在“奥特曼模型侵权案”中,用户在AI创作平台中引入了奥特曼LoRA模型,其他用户可以在该模型的基础上生成与之相似的奥特曼图片。杭州互联网法院能作出的(2024)浙0192民初1587号判决虽然并不涉及对用户生成、上传奥特曼模型以及用该模型创作新图的行为的定性,但指出了平台“供涉案作品的在线浏览、下载、分享等服务,使公众能够在其个人选定的时间和地点以浏览、应用等方式获得涉案作品,且无证据证明该涉案内容经过合法授权,侵害了上海某文化发展有限公司对涉案作品享有的信息网络传播权。”【6】

近期,由上海市金山区人民法院作出的“美杜莎案”一审判决直接指明了使用现有IP“美杜莎”的素材进行LoRA模型训练,并且将图集和视频向公众提供,侵害了原告对“美杜莎”作品享有的著作权。【7】

据此,能够推知的是,如果平台内的AI底膜并非开源模型,使用该模型可能涉及对既有模型的侵权;如果该底膜还涉及既有的知名IP,则可能涉及对既有IP的侵权或构成不正当竞争行为。

基于此,本文认为游戏公司利用此类AI创作工具可能涉及侵权的场景主要包括以下类别:

1.直接使用AI平台的公开模型/参考素材

大多AIGC平台都会在《用户协议》中明确指出利用平台AI工具创作得到的素材的知识产权归属,此类规则一般都较为泛化,仅告知用户归属于使用者或者依据法律应当归属的权利人。部分平台会进一步公示《商用规范》,并且在对应的底膜页面告知“创作许可范围”、“商业许可范围”。此种情况下,游戏公司依据已公示的规范进行进一步的美术素材创作,带来侵权责任的风险较小。在AI平台并未明确商用规范的情况下,AIGC生成素材是否构成侵权,仍然需要通过将基础模型与生成素材进行知识产权比对,评估是否构成实质性相似来确定。

2.使用已有IP作为训练素材

在此前提到的奥特曼案件中,案涉的奥特曼IP在全球范围内享有极高的知名度,即使AI创作平台内已经有其他用户上传了此等模型,平台依然因为未能尽到注意义务被认定为构成侵权。因此,即使AI创作平台内的既有IP模型已标注为可商用的开源模型,同样存在上传者标注不清、平台审核不严,实质上不可商用的可能。如果该IP已经享有了较高知名度,法院通常会认为他人享有避让的义务。游戏公司使用此类IP模型创作美术素材,如果创作结果与既有IP构成了实质性相似,则依然可能带来侵权或构成不正当竞争的风险。

3.使用公开的提示词生成图片

多个AIGC网站公开的参考图片链接中,同步公示了对应的提示词,用户可以一键引用提示词生成图片。引用提示词可能带来的问题可以具体为两个场景,其一提示词是否构成文字作品,复制提示词是否构成侵权;其二为使用提示词生成作品是否构成侵权。

昨天,上海市黄浦区人民法院作出了首例涉AI提示词著作权侵权案判决,在该案中,原告发现被告利用了原告使用AI工具创作时使用的提示词,认为该提示词构成文字作品,要求法院认定被告的行为构成侵权。而法院认定“从形式上看,它们虽包含多类元素,但各元素间仅为简单罗列,缺乏语法逻辑关联;关键词组无序组合,既无层次递进,也无场景化叙事顺序。从独创性角度分析,这些提示词缺乏作者的个性化特征,所选用的艺术风格、材质细节等均属该领域常规表达,未体现作者独特的审美视角或艺术判断。同时,涉案提示词仅体现抽象的创作想法和指令集合,核心是对画面元素、艺术风格、呈现形式等的罗列与描述,这些内容更多属于抽象的创作构思,属于思想范畴。因此,涉案提示词虽反映一定的创作意图,但没有体现出作者在表达层面的个性化智力投入,不应认定为作品。”【8】

 

关于复制提示词是否构成侵权的问题,如果提示词仅仅是无法连贯成句、缺乏逻辑性的词组排列组合,发布提示词的用户的付出仅在于将既有的词汇随机组合,该组合无法反映用户的思想感情或者研究成果,难言具备了充分的智力投入,也就难以达到以文字作品的形式获得著作权法保护的门槛,此时侵权风险较低;如果提示词仅形成连贯语段,但内容聚焦于以精炼的语言对构图进行必要的描述,则可能构成有限表达,无法得到著作权法的保护,此时的侵权风险也较低;如果提示词本身取自一些特定的文学作品,如小说、诗词、散文片段等,则会带来一定的侵权风险。但从生成图片的实际过程来看,复制、输入提示词的过程通常不会露出,仅根据生成的图片结果无法逆推使用了何种提示词,且现有的大部分提示词大多为前两种情况,故游戏公司在美术设计中复制他人提示词这个行为本身的侵权风险并不高

关于使用提示词生成作品是否侵权的问题,游戏公司的美术设计成果大部分为图画或者视频,此时真正可能构成表达的正是这些美术素材,而提示词相对于最终生成的美术素材而言只是思想,不属于著作权法保护的范畴,也即侵权的风险较低。但最终是否会构成侵权,仍然要遵循传统的知产评估逻辑,将生成素材与分享提示词的用户一并分享的美术素材进行比对,评估是否构成实质性相似,从而确定风险。 

 

AIGC美术素材的侵权风险规避

 

前文已经分析了使用游戏公司AIGC创作美术素材可能带来风险的场景,以下分享降低侵权风险的思路,本文建议优先采用自有素材、公有领域素材,如需使用他人素材,则建议优先考虑采购路径或选择AI平台已经明确可以商用的素材,并且在实装进游戏之前再作知识产权评估。第一,自有素材的选择与使用。公司内部积累的自有美术素材是训练AIGC模型的最优选择,这在创作系列作品时最具性价比,例如创作某一英雄的新款皮肤。但仍需进行严格的作品权属复查,确保公司拥有完整的、可用于AI训练的知识产权,此时核查的重点则在于看委托作品是否明确约定了权属归公司所有,且不具有任何的AI训练权利保留条款。第二,使用公有领域素材应注意规避构成对改编作品的侵权。一些因为保护期限已经届满而流入公有领域的素材,直接引用并不会带来侵权风险,但大量的期限届满型公有领域素材皆已有了较多的改编作品,如果未能区分使用的素材是源自于公有领域还是改编作品,则易于产生侵权风险。例如,使用《西游记》小说的情节生成美术素材,制作孙悟空、猪八戒等角色形象,不会带来侵权的风险,但是使用《大话西游》中的影视片段训练AI,制作紫霞仙子、至尊宝等角色形象,则可能带来侵害《大话西游》权利人享有的著作权的风险。第三,使用他人素材应注意获得授权或避免与原作形成实质性相似。对于需要大幅度借鉴,生成结果保留原作基本构造、显著特征的素材,应当尽可能在事先获得著作权人的许可。尽量避免直接使用任何未经授权或来源不明的素材进行训练,如确需使用,则应当在训练时保留投喂过的素材,并且将生成结果与投喂素材进行比对,评估构成著作权侵权的风险。 


写在最后
诚然,在直接相关的法律法规、司法解释或最高法的指导性案例出台以前,任何人都难言一份AIGC美术素材必然能够得到著作权法的承认。但从现有判例中我们可以清晰地看到,司法机关的核心判断逻辑始终围绕着一个目标:证明“人的独创性贡献”。因此,我们的所有工作,无论是多轮、精细的提示词设计,对参数的精确控制,还是耗费大量精力进行人工的二次修改和润色,以及创作过程的完整留档和区块链存证,都是在为我们的创作增加一份得到保护的可能性。提示词越具体、人类的后期调整越多、复现结果与目标结果越相似,则我们对该作品享有著作权保护的可能性就越高。AIGC是强大的工具,却非“免责金牌”,选择适宜的生成思路,以及完成事先的知识产权评估仍是重中之重,游戏公司在追求美术设计效率提升的同时,更应明确何者可为而何者不可为,避免因侵权遭遇不必要的经济损失和形象受损。

参考资料:

1.北京互联网法院(2023)京0491民初11279号民事判决书。

2.《秦皇岛市法院知识产权典型案例》,载“秦皇岛市山海关区人民法院”微信公众号,https://mp.weixin.qq.com/s/TgT0j4ivtWnWU2HeLqoz7w。

3.《媒体聚焦丨省电视台《新闻法治》栏目报道铁锋区人民法院审理的“AI文生图”案例》,载“齐齐哈尔铁锋法院”微信公众号,https://mp.weixin.qq.com/s/rzYZmSgwZJYYJfFoaRY0AA。

4.《以案说法| AI一键生成的“爆款”图片,版权到底归谁?》,载“武汉东湖高新区法院”微信公众号,https://mp.weixin.qq.com/s/XGS-JDGXgVqsw9oXPhpoaA。

5.江苏省苏州市张家港人民法院(2024)苏0582民初9015号民事判决书。

6.杭州互联网法院(2024)浙0192民初1587号民事判决书

7.《〈斗破苍穹〉美杜莎形象被抄袭人工智能大模型著作权侵权案一审落槌》,载“上海高院”微信公众号,https://mp.weixin.qq.com/s/Plae0snaOEsqqmodLU9j4g。

8.《是否属于作品?上海首例涉AI提示词著作权案今日宣判》,载“上海高院”微信公众号,https://mp.weixin.qq.com/s/qjoCLmWtjb7wxZ0FYt_iSA。

分享文章

相关文章

General

【Weekly Gaming Law】Lawyers Comment on miHoYo’s Anti-Fraud Actions; Infringing “Reskinned” Game Ordered to Pay RMB 5 Million

【每周游戏法】律师评米哈游反舞弊;侵权游卡被判赔500万

This weekly update examines three recent legal developments in the gaming industry: miHoYo’s anti-fraud enforcement and supplier blacklist measures; a “reskin” infringement case involving a Three Kingdoms-themed card game resulting in a RMB 5 million damages award based on unfair competition; and Roblox’s launch of AI-powered interactive content generation tools. The article outlines the legal considerations arising from supply chain compliance, the boundary between public domain materials and protectable game design, and the intellectual property and compliance implications of AI-generated interactive content within UGC platforms.

0 views
General

How to Build Official Game Payment Systems in a Compliant Manner (Part II): Overseas

游戏官方支付如何合规搭建(二)海外篇

Against the backdrop of a global economic slowdown and evolving regulatory scrutiny over major app distribution platforms, an increasing number of overseas-oriented game companies are exploring the establishment of official website top-up platforms to reduce reliance on channel commissions. Building on the prior discussion of platform policies regarding payment redirection and third-party payment access, this article reviews practical cases of official website payment models adopted by several game companies, including their login mechanisms, purchasable content, regional availability, and qualification disclosures. Based on these practices, it outlines compliance considerations that overseas game companies should focus on when constructing official website payment systems, particularly in relation to account management, price display, promotional methods, and refund policy design across different jurisdictions.

6 views
General

EU’s DMA Enforcement Push: Apple and Epic Games Reach Temporary Truce

欧盟DMA强监管,苹果与Epic Games暂时握手言和

Since 2020, Apple and Epic Games have been locked in a global antitrust dispute over App Store policies. While Epic lost its U.S. lawsuit, it continued its resistance through noncompliance, resulting in a developer account ban. However, the dynamics shifted with the EU Digital Markets Act (DMA) coming into force on March 6, 2024. Epic reported that Apple, under pressure from the European Commission, agreed to reinstate its developer account in the EU. The DMA’s provisions, especially Article 5(3) and Article 6(4), require gatekeepers like Apple to allow third-party app stores and payment systems on iOS. Apple’s attempt to ban Epic amid DMA implementation triggered regulatory attention, leading to rapid Commission intervention. This incident not only highlights the DMA’s enforcement teeth but also signals a broader shift in platform governance within the EU. For global developers and digital exporters, especially those dependent on app store distribution, DMA compliance represents a strategic inflection point. Non-compliance risks include fines of up to 10–20% of global turnover, exemplified by the €1.84 billion fine Apple recently faced. As more third-party app stores (e.g., Mobivention, MacPaw) emerge, the EU’s digital market is poised for structural transformation.

5 views