Game User AcquisitionFalse AdvertisingConsumer Protection Law

Game User Acquisition as a Double-Edged Sword: Attracting Users or False Advertising?

游戏买量双刃剑:吸引用户or虚假宣传

January 23, 2026
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Summary

This article examines the legal risks associated with game user acquisition advertising, particularly where promotional content may diverge from actual gameplay or withdrawal mechanisms. Drawing on judicial precedents, it analyzes common player claims—including punitive damages, contract rescission, and refund requests—and outlines corresponding defense strategies for game companies. The article further provides compliance recommendations covering user agreements, evidentiary considerations, and lawful advertising practices, highlighting the dual nature of user acquisition as both a growth driver and a legal risk.

Background

In recent years, user acquisition through paid traffic (“buying traffic”) has become an important means for game companies to attract players. Leading internet companies invest tens of billions of RMB annually in game user acquisition. This promotional model typically involves placing advertising materials on major social media platforms to capture the attention of potential users.

When browsing video platforms such as Douyin (TikTok) and Kuaishou (Kwai), online users frequently encounter a wide variety of game advertising materials. For example, casual puzzle games often rely on catchy slogans combined with demonstrations of gameplay to spark curiosity and encourage downloads. Martial arts or fantasy-themed games, on the other hand, commonly use promotional phrases such as “log in to receive free skills,” “premium weapons,” or “XXXXX in-game currency” to enhance the appeal of advertising materials.

Eye-catching and viral advertising creatives can effectively help game publishers attract more players and improve advertising performance. In particular, user acquisition for “money-making games” often promotes slogans such as “log in to receive cash rewards,” “easy money,” or “free withdrawals,” thereby enticing users to watch advertisements and convert into downloads.

However, when the content promoted in user acquisition materials differs from the actual in-game withdrawal mechanisms of such money-making games, this discrepancy may trigger player dissatisfaction and complaints, and may even lead to litigation. In some cases, administrative regulatory authorities may also intervene and conduct investigations.


Litigation Defense Strategies

Based on relevant judicial precedents, we summarize the following common scenarios and corresponding litigation defense strategies for game companies in similar cases.

(I) Scenarios Where Players Claim “Refund Plus Triple Compensation”

The legal basis for “refund plus triple compensation” lies in Article 55, Paragraph 1 of the Consumer Rights Protection Law of the People’s Republic of China (hereinafter the Consumer Protection Law), which provides that where a business operator commits fraud in providing goods or services, it shall, upon the consumer’s request, increase compensation for the losses suffered, with the increased compensation amount being three times the price paid for the goods or the service fees received.

1. Where players play games for profit-making purposes, the Consumer Protection Law does not apply

In Kan XX v. Zhejiang Zhengyou Network Technology Co., Ltd., a dispute over an online service contract (2021)Zhe0683MinChuNo.2001(2021) Zhe 0683 Min Chu No. 2001(2021)Zhe0683MinChuNo.2001, the court held that the scope of application of the Consumer Protection Law is limited to activities in which “consumers purchase or use goods or receive services for daily consumption needs.” Such “consumption” refers exclusively to daily life consumption.

Where a plaintiff recharges and plays a game purely for the purpose of earning profits, the Consumer Protection Law does not apply.

Accordingly, for money-making games that are completely free to download, register, log in, and use, and that do not involve any paid recharge services within the game, no transaction relationship is formed between the player and the game company, and the Consumer Protection Law does not apply.

2. Where players can verify the actual activity content merely by logging into the game, no fraud exists

Punitive damages may only be claimed where the operator has committed fraudulent conduct. Fraud refers to conduct whereby an operator, in providing goods or services, adopts false or other improper means to deceive or mislead consumers, thereby damaging consumers’ lawful rights and interests.

Fraud requires the simultaneous satisfaction of two elements:
(1) intentional provision of false information or intentional concealment of true information for the purpose of deception; and
(2) misleading or inducing the counterparty to make an erroneous expression of intent.

In the same Kan XX case, the court held that advertising slogans such as “start with 100 million in-game currency and VIP 18” or “receive red packets upon logging in” could be verified by players simply by logging into the game, and would not induce the plaintiff to recharge and thereby suffer losses.

Therefore, where a game is free to download and its core gameplay does not require payment, players who recharge to enhance character attributes or abilities are doing so to improve their own gaming experience. Where players claim that they downloaded a game based on slogans such as “log in to receive free skills / premium weapons / XXXXX in-game currency,” but can verify the authenticity of such promotions immediately upon logging in, subsequent recharges cannot be deemed erroneous expressions of intent caused by fraud.

Where a game is completely free to download, register, log in, and use, and contains no paid recharge services, no transaction relationship arises between the player and the game company. Where players can discern specific activity rules simply by logging in, courts generally do not find that the game company intentionally concealed material facts.

(II) Scenarios Where Players Seek to Rescind the Online Service Contract and Request Refunds

1. Game companies may rely on existing recharge and refund agreements as a defense

Currently, most game agreements explicitly contain recharge-related provisions, such as:
“You acknowledge and agree that once a recharge is successfully completed, it cannot be converted into legal tender under any circumstances except as expressly required by laws and regulations, and the company shall not provide refunds.”

2. Where players have fully enjoyed the game services, the contract purpose has been fulfilled, and consumed recharges are non-refundable

In the Kan XX case, the court held that the plaintiff’s recharge behavior was intended to rapidly increase level and combat power and obtain recharge rewards to maintain status as a top-tier player. The corresponding virtual items and in-game currency purchased through recharges were duly delivered by the defendant.

Considering that the plaintiff logged into the game nearly a thousand times before and after initiating litigation, the court concluded that the plaintiff had fully enjoyed the game services.

In practice, where players have already enjoyed the game services, courts generally do not support refund claims.

(III) Scenarios Where Players Claim Reliance on Advertising Content Without Carefully Reading the User Agreement

1. Clarifying the player’s civil capacity

In Zhao XX v. 37 Interactive Entertainment (Shanghai) Technology Co., Ltd. and Anhui 37 Network Technology Co., Ltd., disputes over an online service contract (2020)Yue0192MinChuNo.22669;(2020)Yue01MinZhongNo.20160(2020) Yue 0192 Min Chu No. 22669; (2020) Yue 01 Min Zhong No. 20160(2020)Yue0192MinChuNo.22669;(2020)Yue01MinZhongNo.20160, the court held that once Zhao XX registered, logged into the game, and made recharges, an online service contract was formed.

As an adult with full civil capacity, Zhao XX should have been aware of the existence of VIP levels, corresponding privileges, and minimum recharge amounts at the time of recharging. Instead of raising objections, Zhao XX continued to log in and recharge over a period exceeding one month. Such conduct was deemed acceptance of the relevant game settings.

Accordingly, players with full civil capacity are responsible for their own actions, including reading and understanding the User Agreement prior to registration. Even if a player fails to carefully read the agreement before ticking the confirmation box, such conduct constitutes a disposition of their own rights.

2. Clarifying the legal effect of the User Agreement and in-game rules

In Chen XX v. Qiyou (Xiamen) Technology Co., Ltd., a dispute over an online service contract (2017)Min0206MinChuNo.4778(2017) Min 0206 Min Chu No. 4778(2017)Min0206MinChuNo.4778, the court held that an online service contract existed between the parties, and both parties were obliged to perform their contractual obligations in accordance with the Service Agreement and relevant game rules.

After downloading, logging into, and using a game, players effectively form an online service contract with the game company. All parties should adhere to the principle of good faith and perform their obligations based on the nature, purpose, and transaction practices of the contract.

Under normal circumstances, games provide prompts to read the User Agreement on the login page, and users must confirm consent by ticking a checkbox. Where the agreement clearly stipulates relevant terms, players are bound by the agreement upon consent.

Insights and Recommendations

To minimize complaints, reports, or lawsuits arising from discrepancies between user acquisition materials and actual gameplay experiences in money-making games, our legal team offers the following recommendations:

  1. Clearly specify withdrawal rules in the User Agreement:
    Although withdrawal rules are usually disclosed within the game interface, eligibility thresholds for withdrawals are key rights and common sources of disputes. Game companies should ensure that the User Agreement clearly and specifically discloses withdrawal conditions and thresholds, highlights key clauses, and avoids ambiguity. In the event of litigation, companies may rely on the User Agreement as evidence of the contractual relationship.

  2. Enhance the prominence of agreement texts:
    During user registration, agreement texts should be prominently displayed, and users should be required to actively confirm consent before logging in. Such measures help demonstrate that the company has fulfilled its reasonable duty of notice.

  3. Adopt compliant promotional strategies:
    While attracting users is a core objective, promotional content must comply with the Advertising Law. Expressions likely to cause misunderstanding should be avoided. For money-making games in particular, withdrawal amounts and currency types should be objectively and truthfully presented, with clear reminders that actual in-game rules shall prevail.

中文原文

背景介绍

近年来,买量推广已成为游戏公司吸引玩家的重要手段。头部互联网公司在游戏买量上的投入更是高达数十亿元。这种推广方式通常涉及在各大社交媒体平台投放广告素材,以吸引潜在用户的注意力。网络用户在刷抖音、快手等各类视频平台时,可能会看到不同游戏的各类买量素材。比如:益智类休闲小游戏常使用游戏口号吸引玩家注意,同时展示玩法激发用户好奇心以体验游戏;武侠、仙侠类游戏则会使用“登录即送免费技能/超值武器/XXXXX元宝”等口号增加素材吸引力。

爆款吸睛的素材能够帮助游戏厂商吸引更多玩家,提升广告投放效果。网赚游戏买量推广常以宣传“登录就送红包”“轻松赚钱”“自由提现”等口号吸引玩家观看,从而促进玩家下载转化。但当买量素材的内容与网赚游戏的实际提现内容存在差异时,可能会引发玩家的不满和投诉,甚至可能产生诉讼纠纷,行政监管部门也可能介入调查。


诉讼答辩策略

我们结合相关司法案例总结出以下常见情形,为游戏公司类案提供诉讼答辩策略。

(一)玩家主张游戏公司“退一赔三”的情形

“退一赔三”的法律依据是《中华人民共和国消费者权益保护法》(以下称“《消费者权益保护法》”)第五十五条第一款经营者提供商品或者服务有欺诈行为的,应当按照消费者的要求增加赔偿其受到的损失,增加赔偿的金额为消费者购买商品的价款或者接受服务的费用的三倍之规定。

1、玩家若是为挣钱营利而玩游戏,不适用《消费者权益保护法》之规定

在阚某某诉浙江争游网络科技有限公司网络服务合同纠纷【(2021)浙0683民初2001号】一案中,法院指出《消费者权益保护法》的调整范围系“消费者为生活消费需要购买、使用商品或者接受服务”的活动。该“消费”性质仅限于生活消费。若原告只是为挣钱营利而充值玩游戏,不适用消费者权益保护法。

因此,若属于完全免费下载、注册、登录和使用的网赚游戏,游戏内没有任何充值付费服务。则玩家与游戏公司之间不会产生任何交易行为,亦不适用《消费者权益保护法》。

2、玩家只需登录游戏即可辨别真实的活动内容,游戏公司不存在欺诈行为

消费者要求惩罚性赔偿的前提是经营者存在欺诈行为。欺诈行为是指经营者在提供商品或者服务中,采取虚假或者其他不正当手段欺骗、误导消费者,使消费者的合法权益受到损害的行为。故欺诈行为需要同时符合行为人“故意告知对方虚假情况或者故意隐瞒真实情况进行欺骗”和“误导诱使对方当事人作出错误意思表示”两个要件。

仍然是在上文阚某某诉浙江争游网络科技有限公司网络服务合同纠纷一案中,法院认为,“开局送1亿元宝和vip18”“上线领红包”等广告,玩家只需登录游戏即可辨别真实的活动内容,并不会诱使原告进行充值造成损失。

因此,当游戏能够免费下载,且主要游戏内容无需付费,若玩家为了提升游戏内角色属性、能力等而充值付费则属于提高自身的游戏体验。当玩家主张基于“登录即送免费技能/超值武器/XXXXX元宝”的口号而下载游戏的,实际上玩家只需要登录就能验证买量素材的真实性,则玩家后续的充值行为并非被欺诈而做出的错误意思表示。若属于完全免费下载、注册、登录和使用的游戏,游戏内没有任何充值付费服务,则玩家与游戏公司之间不会产生任何交易行为。对于登录游戏即可使玩家辨别具体的活动规则,法院一般不会认定游戏公司存在隐瞒真实情况的故意。

(二)玩家主张撤销网络服务合同并要求退款充值款项的情形

1、游戏公司可以双方已达成有关充值退款约定为抗辩

目前,大多数游戏的协议文本中均明确规定充值相关的条款,如:“您知晓并同意,充值成功后,除法律法规明确规定外,任何情况下不能兑换为法定货币,且公司不予退款。”

2、玩家已经充分享受了游戏服务,双方网络服务合同目的已达成,已消耗使用的充值款项无法退还

同样是在阚某某诉浙江争游网络科技有限公司网络服务合同纠纷一案中,法院认为,原告充值行为是为更快提升等级战力、获得充值奖励等以维持其第一梯队玩家的荣誉。而原告充值所购买的相应道具、元宝等被告均已发放到位。结合原告在起诉前后近千次登录游戏,可见原告已充分享受了游戏服务。

实践中,由于玩家已享有游戏服务内容,故无法要求游戏公司退款。

(三)玩家主张信赖广告宣传内容未仔细阅读《用户协议》、游戏内规则等文本的情形

1、明确玩家的民事行为能力

在赵某某诉三七互娱(上海)科技有限公司、安徽三七网络科技有限公司网络服务合同纠纷【(2020)粤0192民初22669号、(2020)粤01民终20160号】一案中,法院认为安徽三七作为涉案游戏的运营方,赵某某注册游戏账号登录游戏进行充值、消费,双方成立网络服务合同。赵某某作为一个具有完全行为能力的成年人,在登录案涉游戏进行充值消费之初,就应当知道该游戏设有VIP等级、相应特权以及充值的最低数额等事实,但其不但没有及时提出异议,相反在持续一个月以上的时间内,多次登录游戏,并进行充值、消费。赵某某的行为应视为其已接受了涉案游戏的相关设定。

因此,若玩家作为完全民事行为能力人,应当对自身行为负责,包括在注册游戏前仔细阅读并理解《用户协议》等文本。即使其确实存在未仔细阅读即勾选确认的情况,也应当视为玩家其对自身权利的处分。

2、明确游戏内《用户协议》等文本的法律效力

在陈某某与趣游(厦门)科技有限公司网络服务合同纠纷【(2017)闽0206民初4778号】一案中,法院认为,原告和被告之间存在网络服务合同关系,双方均应当按照《服务协议》及有关游戏规则、承诺履行合同义务,以保障相对方在游戏中享有的权利得以实现。原告在游戏过程中也已多次进行货币兑换,应当知悉兑换规则。

玩家在下载、登录、使用游戏后,实际上已经与游戏公司之间形成了网络服务合同关系,各方应当遵循诚信原则,根据合同的性质、目的和交易习惯履行合同义务。通常情形下,游戏在登录页面含有提示阅读《用户协议》的内容,且阅读用户协议也必须通过勾选的方式予以确认。若用户协议中明确规定了相关条款,玩家在同意协议后,应当以用户协议内容为准。


启示和建议

为尽量避免网赚游戏买量素材内容与实际游戏体验存在的差异引发玩家的投诉、举报或起诉,本团队律师提出以下建议:

1、《用户协议》应明确网赚提现规则内容:虽然网赚游戏均会在游戏界面公示提现规则,但涉及到玩家是否符合提现门槛这类重要权益,也是最易引起投诉的争议点,游戏公司应确保在用户协议内容中明确、具体公示提现条件、有无门槛要求,提醒此类主要条款,避免因协议内容模糊而引发争议。后续若玩家起诉,亦可主张双方之间成立网络服务合同,应当以《用户协议》的内容为准,并进行对应举证。

2、强化协议文本的显著性:在用户注册流程中,应突出显示协议文本,并要求用户主动勾选同意协议内容后方可注册登录游戏,此项措施为确保玩家已确认同意相关协议后,受协议条款约束。若玩家主张基于宣传内容并未仔细阅读协议内容,游戏公司的显著提示足以证明其尽到合理的提示义务。

3、合规的推广策略:虽然吸引玩家是游戏推广的主要目标,但宣传内容须符合《广告法》的规定,尽可能避免使用可能引起误解的表述,尤其是网赚类游戏,本身主要宣传玩家可以提现,因此关于提现金额、货币种类,均应客观真实,同时提示玩家注意应当以游戏内实际活动规则为准。

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