Official Website PaymentThird-party PaymentPlatform RegulationCompliance Considerations

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

February 11, 2026
5 views

Summary

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.

Against the backdrop of a global economic downturn, how to reduce costs and improve efficiency has become a core concern for practitioners in the gaming industry. Compared with continued competition in traditional areas such as product development and advertising-driven user acquisition, an increasing number of mature game companies are shifting their attention to transaction and payment processes that are directly linked to corporate revenue, in an attempt to reduce their reliance on high commissions charged by distribution platforms.

In the first article of this series, we primarily introduced the regulatory requirements imposed by major game distribution platforms on “payment switching” behaviors and official top-up platforms, as well as the trend of Apple and Google gradually loosening restrictions on app sideloading and third-party payment access within their ecosystems under the broader context of global antitrust enforcement and platform regulation. In this article, we focus on practical cases of overseas game companies establishing official top-up platforms, and, by referencing actual platform operation practices, provide corresponding compliance-related observations.

At present, major game companies worldwide are gradually launching their own official website top-up channels. Below, we briefly introduce the official website top-up solutions adopted by several overseas-oriented games.

  1. Supercell

(1) Basic information: Top-ups are completed after logging in with a Supercell ID.

(2) Purchase content: Limited to gems (in-game virtual currency) and game tokens (battle passes).

(3) Available regions: Multiple European markets, the United Kingdom, Japan, and South Korea. The United States and Mainland China, Hong Kong, Macao, and Taiwan regions are not fully supported.

(4) Qualification disclosure: The company’s registration number and operating entity are publicly disclosed.

  1. Genshin Impact (miHoYo)

(1) Basic information: Only available to users who have bound a miHoYo Pass account.

(2) Purchase content: Limited to Blessing of the Welkin Moon and Genesis Crystals and other in-game virtual currencies.

(3) Available regions: North America, Europe, Asia, Hong Kong, Macao, Taiwan, and Mainland China servers.

(4) Qualification disclosure:

Mainland China: Public security network security filing, value-added telecommunications business operating license, ICP filing, etc.

Japan: The top-up page discloses information such as “fund settlement information” and disclosures required under the Act on Specified Commercial Transactions.

United States, Hong Kong, Macao, Taiwan, Vietnam, and other regions: No qualification information displayed.

  1. Goddess of Victory: NIKKE (SHIFT UP)

(1) Basic information: Purchases are made by directly logging in with the player ID. The payment page requires users to enter their date of birth for confirmation and obtain consent regarding the user agreement, privacy policy, and data transmission.

(2) Purchase content: Limited to gems, character draw tickets, in-game tokens, and monthly passes.

(3) Available regions:

(4) Qualification disclosure:

Japan: Information required to be disclosed under “fund settlement information” and the Act on Specified Commercial Transactions is displayed on the game’s official website interface, but not on the top-up page.

Other regions: No qualification information displayed.

  1. Garena Official Top-Up Center

(1) Basic information: Limited to Garena accounts and Facebook accounts.

(2) Purchase content: Purchase Garena Shells, which can be converted into in-game currency in corresponding games.

(3) Available regions: Hong Kong, Macao, Taiwan, and Southeast Asia.

(4) Qualification disclosure:

Taiwan: Company registration information, such as company name and registration number.

Vietnam: Company registration information, including company name, business registration certificate number, contact address, and contact details.

Based on the current policies of distribution platforms, industry practices, and relevant laws and regulations, we consider it practically feasible for overseas-oriented games to implement official website payment functions. When building an official website payment system, overseas game companies should pay particular attention to the following compliance matters:

  1. 1. Game users should be required to log in to the official website platform using accounts established by the game company to complete top-ups.

Game companies should strengthen the independence of their account systems by establishing proprietary game account systems and providing in-game progress synchronization or binding functions. On the official website top-up page, players should be required to log in using proprietary game accounts or third-party social media accounts to form a strong binding relationship with the game company. At the same time, the use of Apple or Google platform accounts as login methods for the top-up platform should be avoided as much as possible (regardless of whether such platform accounts are bound to game progress), in order to prevent distribution platforms from taking coercive measures on the grounds of network security risks or violations of platform policies, and to better retain and control user data.

  1. 2. Compliance obligations in price display for official website top-up items.

To attract players to recharge directly on the official website platform, game companies typically offer rebates or discounts of 5% to 10% on relevant purchase items. Companies should ensure that top-up prices are clearly displayed and that the virtual items included in the purchase are clearly disclosed, to avoid complaints arising from false or misleading promotions. In addition, where the same top-up options and purchase items are available both through in-game purchases and the official website platform, price consistency should be maintained. Where the official website platform offers registration rewards, follow rewards, limited purchase items, or limited rewards, the value of such items should be clearly disclosed to avoid excessive discrepancies compared with in-game items of the same tier.

  1. 3. Avoid embedding traffic-directing links within the game.

Although Apple and Google have gradually opened up third-party payment channels in certain regions, various restrictions still apply. Therefore, it is not advisable to take an overly aggressive approach by directly “switching payments” within the game or by promoting the official website top-up platform through soft in-game guidance. Information related to the official website top-up platform should instead be promoted through social media, community channels, game forums, press releases, off-game advertising placements, and KOL promotions.

  1. 4. Refund design should comply with refund policies in different jurisdictions.

After launching an official website top-up platform, game companies will inevitably need to directly handle user complaints related to refunds and abnormal top-ups, and should allocate appropriate operational personnel for management. In designing refund policies, companies must also consider the relevant laws of different countries and regions to determine applicable refund scenarios. Some consumer refund regulations are summarized below:

In South Korea, game players are granted a right to a no-questions-asked refund within seven days, and game companies are generally not allowed to exclude users’ refund rights in advance. For refunds involving minors, game companies may require necessary documents such as proof of family relationship, user confirmation forms, and payment records, and issue refunds after verification.

EU law grants consumers a 14-day right of withdrawal, though exemptions apply to instantly delivered virtual items or subscription services. There is no mandatory legal requirement that all top-ups by minors must be refunded; the validity of contracts entered into by minors depends on the laws of individual EU member states.

Under U.S. federal and state laws, refunds are generally not mandatory unless the product is defective (e.g., software is unusable or services are not provided) or the merchant is in breach. Most U.S. states provide that minors under the age of 18 lack full contractual capacity, and contracts entered into by minors may therefore be voidable or invalid.

中文原文

在全球经济下行的大背景下,如何降本增效成为了游戏从业者们关心的核心议题。比起在传统的产品开发、广告营销等主流获客赛道上内卷,越来越多的成熟游戏厂商开始将注意力转向与企业收入直接相关的交易支付环节,试图减少对渠道商高额佣金的依赖。

在本系列文章的第一部分,我们主要介绍了主要游戏发行渠道对于“切支付”行为及官方充值平台的相关监管要求,以及在全球反垄断,监管主流应用平台的背景下,苹果谷歌在自有生态内对应用侧载和第三方支付接入的“松口”趋势。在本篇中我们将聚焦于海外游戏公司搭建官方充值平台的具体实操案例,并且将实际的平台运营做法作为业务参照,提供相关的合规建议。


游戏公司官网支付实操案例


目前,全球各大游戏公司正逐步推出各自的官网充值渠道。在此,我们将选取部分出海游戏的官网充值方案进行简要介绍。

1、Supercell

(1)基本情况:登录Supercell ID后进行充值。

(2)购买内容:限于宝石(游戏虚拟货币)和游戏令牌(通行证)。

(3)开放地区:欧洲多个市场、英国、日本、韩国。美国和中国港澳台地区未完全开放。

日本地区支付界面

美国地区支付界面

(4)资质披露:公示公司的注册编号和运营主体。

2、原神(米哈游)

(1)基本情况:仅面向绑定米哈游通行证帐号的用户。

(2)购买内容:限于空卡祝福和结晶等游戏虚拟货币。

(3)开放地区:美服、欧服、亚服、港澳台服、大陆服。

(4)资质披露

大陆地区:公安机关网安部门登记备案、增信电信业务经营许可证、ICP备案等。

日本地区:充值页面公示“资金决算信息”和“特定商业交易法”等公司、服务相关的信息。

美国、港澳台、越南等其他地区:无资质信息显示。

3、胜利女神:NIKKE(SHIFT UP)

(1)基本情况:直接登录玩家ID进行购买。付款页面要求用户输入出生日期确认,并就用户协议、隐私政策和数据传输内容取得用户的同意。

(2)购买内容:限于宝石、角色抽取券、游戏内令牌、月卡。

(3)开放地区:

(4)资质披露

日本地区:该款游戏的“资金决算信息”和“特定商业交易法”规定公示的信息显示在游戏官方界面,未显示在充值页面。

其他地区:无资质信息显示。


4、Garena官方储值中心

(1)基本情况:仅限于Garena帐户和Facebook帐户。

(2)购买内容:购买Garena Shell游戏币,可在对应游戏中进行游戏内货币兑换。

(3)开放地区:港澳台、东南亚地区。

(4)资质披露

台湾地区:公司注册信息,如公司名称和注册号。

越南地区:公司的注册信息,包括公司名称、商业登记证号码、联系地址、联系方式等。

官网支付业务搭建的合规建议

根据以上渠道方的现行政策、行业实践以及相关法律法规,我们认为出海游戏设置官网支付功能存在实操可行性,出海游戏公司在搭建官网支付系统时需重点关注的合规事项如下:

1、应要求游戏用户通过游戏公司自建游戏账号登录官网平台完成充值。

游戏公司应强化账号体系的独立性,通过自建游戏账号系统并在游戏内为玩家提供游戏进度同步或绑定的功能,在官网充值页面要求玩家通过自建游戏账号或第三方社媒账号登录充值,形成与游戏公司强绑定关联关系,同时请尽可能避免使用苹果或谷歌等渠道平台账号作为充值平台的登录方式(无论渠道平台账号是否绑定游戏进度),防止发行渠道以影响网络安全或违反平台政策的理由对相关产品采取强制措施,也可以更好地留存和管控用户数据。

2、官网充值项目进行价格展示时的合规义务。

为吸引玩家在官网平台直接进行充值,游戏公司一般都会在相关购买项目中设置5%~10%的返利或折扣。公司需注意展示明确的充值价格,以及购买项目中内含的虚拟道具项目公示明确,以防止构成虚假宣传情形而导致客诉。同时需注意如相关充值选项及购买项目同时在游戏内购与官网充值平台存在,则应保证价格锚定;如官网充值平台存在注册奖励、关注奖励、限定购买项目或限定奖励时,应保证此类限定项目的价值公示明确,避免与游戏内同等级购买项目之间价值差异过大。

3、避免在游戏中内嵌引流链接。

目前,虽然苹果、谷歌陆续开放了部分地区的游戏内第三方支付渠道,但由于仍存在诸多限制条件,因此不建议过于冒进直接在游戏内进行“切支付”或通过软性宣传官网充值平台的方式进行引流。针对官网充值平台的相关信息,建议游戏公司通过社媒、社群、游戏论坛、新闻稿、游戏外广告投放、KOL宣传等方式进行推广宣传。

4、在充值退款设计上应遵守各地区退款政策。

在开设官网充值平台后,游戏公司势必需要直接面对用户退款、充值异常相关的客诉问题,需要配置相应运营人员进行管理。同时,在退款政策的设计上,也需要根据不同国家和地区的相关法律,确认不同的同意退款场景。对此,我们整理部分消费者退款法规如下:

韩国赋予游戏玩家7天无理由退款的权利,一般游戏公司不得预先排除用户退款的权利。针对未成年人退款事项,游戏公司可要求提供家庭关系证明、用户名确认书、支付明细等必要的文件,在确认后予以退款。

欧盟法律规定消费者享有14天无理由退款的权利,但对于即时获得的虚拟道具或订阅服务存在豁免情形,同时无强制性法律法规要求未成年人充值必须退款。未成年人签订的合同有效性取决于欧盟成员国各国的规定。

美国联邦和各州法律并不要求一定要退货退款,仅在产品有瑕疵(如软件不可用,服务不提供等)及商家违约情况下必须退款。美国大多数州规定18岁以下的未成年人缺乏订立合同的能力,故未成年人签订的合同或可撤销或无效。

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

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.

4 views
General

TikTok’s Pop-up Pushback: A Comparative View of U.S. and Chinese Regulatory Approaches

TikTok弹窗自救,中美合规的不同视角

On March 5, 2024, 19 U.S. House Representatives introduced a bill requiring ByteDance to divest TikTok’s control within 165 days or face a nationwide ban. In response, TikTok launched two in-app pop-up campaigns urging its 170 million U.S. users to call lawmakers and oppose the bill, framing it as a violation of free expression and creative rights. While such grassroots mobilization is legally permissible under U.S. lobbying norms, it raised concerns over foreign influence, youth mobilization, and potential harm. In contrast, such conduct in China would likely trigger regulatory sanctions under the Cyber Information Governance Provisions, the Cybersecurity Law, and minor protection laws, due to the pop-up’s political nature and its placement in sensitive UI zones. This article analyzes the legal foundations of both jurisdictions, the legal and social risks of mass mobilization via platform push notifications, and concludes that China’s top-down information governance structure leaves little room for such oppositional campaigns to emerge.

5 views