Game Packet-CapturingCopyright InfringementUnfair Competition

Legal Risks of Game Packet-Capturing Practices: Technical Convenience ≠ Exemption from Legal Liability

抓包游戏有风险!技术便利≠法律责任豁免

January 9, 2026
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Summary

This article examines the legal risks arising from platforms engaging in game packet-capturing practices without authorization. It analyzes potential copyright infringement and unfair competition liabilities by reference to judicial precedents involving cloud gaming and technical circumvention. The article clarifies liability allocation under direct and indirect infringement theories and proposes compliance-oriented optimization strategies for platforms seeking to mitigate legal exposure.

Within the mobile internet ecosystem, application distribution platforms and game aggregation platforms provide developers with important traffic entry points. In order to rapidly expand their content libraries, some platforms engage in packet-capturing practices, technically capturing and uploading third-party game installation packages for listing without establishing any cooperation, authorization, or revenue-sharing relationship with the game developers or operators.

Although such packet-capturing practices may appear to be a shortcut for rapid expansion, they in fact conceal significant civil liability risks. From a civil law perspective, the legal risks primarily involve copyright infringement and unfair competition, with liability attribution exhibiting diversified characteristics depending on the specific conduct model.


Copyright Infringement

I. Direct Infringement Risks Toward Game Developers

In disputes involving game copyright infringement, the more common scenarios include cracking and copying the source code of an existing game to develop a new game, or engaging in “reskinning” plagiarism, thereby infringing the software copyright of the original game. However, unauthorized packet-capturing and redistribution of third-party game installation packages by platforms may likewise constitute direct copyright infringement against game developers.

(Image source: Internet)

Reference may be made to prior cases involving cloud gaming platforms accused of infringement, such as the representative “5G Sesame” cloud gaming infringement and unfair competition case ((2020) Yue 0192 Min Chu No. 20405). In that case, the defendant, Qiyun Company, pre-installed online games in which Tencent held copyright on its cloud gaming platform without authorization, allowing users to operate the games through the platform.

The Guangzhou Internet Court held that the defendant pre-installed the game software and, by means of cloud computing, enabled the games to run on cloud servers. Through interactive online video streaming, the platform transmitted compressed game images or operational instructions to users, enabling members of the public to access and operate the games at times and locations of their choosing, thereby infringing Tencent’s right of communication through information networks.

Similarly, in case ((2021) SPC IP Civil Final No. 2193), the Supreme People’s Court held that cloud gaming services fall within the scope of acts regulated by the right of communication through information networks, and that providing access to games to players without authorization from the copyright holder constituted infringement.

Compared with cloud gaming services, platform-based packet-capturing practices represent an even more typical form of infringement. After capturing game installation packages, platforms redistribute them to the public, which in essence constitutes making works available to the public through information networks and therefore carries a high risk of constituting copyright infringement.

(Image source: Internet)


II. Direct and Indirect Infringement Risks Toward Third-Party Rights Holders

The Haidian District People’s Court of Beijing once issued a Research Report on Online Game Intellectual Property Infringement Cases, summarizing and categorizing service models adopted by game platform operators. Under a pure packet-capturing model, platform operators typically provide technical platform services only and do not conduct prior manual review, which may give rise to the following two types of infringement risks.

1. Direct Infringement Risks Toward Third-Party Rights Holders

Where platforms capture games from other platforms or official sources and list them for distribution, the capturing platform itself may be deemed the game provider, particularly where it is unable to identify or provide the true developer or rights holder. In such circumstances, the platform may be presumed to be the actual provider of the game and may therefore bear direct infringement liability.

2. Indirect Infringement Risks Toward Third-Party Rights Holders

In general, platforms engaging in packet-capturing practices do not conduct prior manual review of captured game content and do not participate in revenue sharing. Nevertheless, considering factors such as the positioning of the infringing games and the obviousness of the infringement, liability determination under the packet-capturing model should follow the fault-based principle.

Specifically, a platform may bear liability where it knew or should have known of the infringing conduct. Large-scale distribution platforms are subject to a heightened duty of care. Where a platform proactively uploads captured games, such conduct is typically presumed to have undergone reasonable review, resulting in a stricter standard for fault attribution.

If the captured game contains obvious infringing content, such as cracked versions of popular games or copied well-known art assets, and the platform fails to conduct review or conducts an inadequate review, the platform may be presumed to be at fault and face infringement liability. Moreover, after receiving a valid infringement notice, failure to promptly take measures such as delisting, blocking, or removal may result in the platform bearing joint and several liability with the developer or operator for the expanded portion of damages.


Unfair Competition Risks

I. Risks Toward Game Developers or Publishers

From the perspective of game developers, packet-capturing practices generally do not directly result in the loss of revenue sharing, unless the developer has entered into an exclusivity agreement with a specific distribution platform. In such cases, the exclusive distributor may assert claims against the packet-capturing platform. However, since developers do not proactively upload game packages themselves, the risk of being deemed in breach of exclusivity obligations is relatively low, and accordingly, the likelihood of liability claims initiated by developers remains limited.

II. Risks Toward Distribution Platforms Whose Games Are Captured

Where a captured game is exclusively distributed by another application distribution platform, user diversion from the original platform may occur, giving rise to unfair competition risks, even in the absence of direct revenue-sharing losses.

Although the capturing platform does not participate in game operation or revenue sharing, its packet-capturing practices divert users from the original distribution platform. As both parties operate as game distribution platforms, a clear competitive relationship exists. Such conduct may be characterized as substitutive competition or traffic hijacking, whereby the capturing platform replaces the core distribution function of the original platform, resulting in user loss or reduced transaction opportunities.

This type of conduct harms the lawful rights and interests of other business operators and falls within Article 2 (the general clause) of the Anti-Unfair Competition Law, constituting unfair competition.

In case ((2020) Jing 73 Min Zhong No. 2972), Mengxiyou Company circumvented Baidu Wenku’s technical download restrictions, enabling users to download documents through its services. The court held that this conduct diverted users from Baidu Wenku, reduced the likelihood of paid usage, affected document upload volumes, and impacted advertising and other revenues, thereby infringing Baidu’s lawful rights and constituting unfair competition.

Accordingly, platform-based packet-capturing practices may simultaneously constitute copyright infringement and unfair competition. Platforms engaging in such practices must comply with the principles of good faith and recognized commercial ethics. Once infringement is established, corresponding civil compensation liability shall be borne. In addition, copyright infringement and unfair competition are often subject to administrative penalties, and there have been prior cases in which game aggregation platforms were administratively penalized for disseminating unauthorized online games.

Therefore, the traditional “direct packet capture and redistribution” model entails substantial legal risks.

(Image source: Internet)


Optimization Recommendations

The most prudent approach is to establish direct cooperation with game developers or operators and to distribute game software through compliant application market mechanisms. Where such cooperation is temporarily unavailable, the following optimization recommendations may be considered:

  1. 1. Open Platform Model
    The platform provides information storage or hosting services only and does not upload game applications itself. Games are uploaded by users, and upon receipt of infringement notices, the platform promptly verifies and takes measures such as delisting, deletion, or blocking.

  2. 2. Comprehensive Game Review

    • License Number Verification: verify whether the game has obtained a valid license number, whether the game name corresponds to the license, and whether the same license number is used by other games, so as to avoid risks associated with license misappropriation or falsification.

    • Content Review: assess whether the game package has been modified and whether it contains gambling-related, pornographic, violent, or other prohibited content, so as to avoid illegal or criminal risks.

  3. 3. Avoid Active Promotion of Captured Games
    In particular, avoid proactive recommendations or featured placement. Where no obvious infringement is identified following reasonable review, the overall civil liability risk remains relatively controllable.

中文原文

在移动互联网生态中,应用分发平台和游戏盒子平台为开发者提供了重要的流量入口。部分平台为快速扩充内容库,通过技术手段抓取第三方游戏安装包(即“抓包”)上架,与游戏开发商、运营商不存在直接合作或分成等关系。这种行为看似捷径,实则暗藏民事侵权的法律风险,在民事领域主要面临著作权侵权和不正当竞争的指控,责任认定呈现多元化特征。


著作权侵权

(一)对开发者构成直接侵权风险

在游戏著作权侵权案件中,多见的是游戏开发公司被侵权人破解、复制了在先游戏的源代码,制作新的游戏被诉侵犯游戏软件著作权,或者是换皮抄袭的案子,但平台未经许可抓取第三方游戏安装包,也可能构成对游戏开发商的著作权侵权行为。

(图片来源于互联网)

参考此前多个云游戏平台被诉侵权案件,例如典型的“5G芝麻”云游戏平台侵权及不正当竞争案【(2020)粤0192民初20405号】,被告祺韵公司在“5G芝麻”云游戏平台未经授权预装腾讯公司享有著作权的网络游戏,供用户在该平台上操作,广州互联网法院认定被告预装游戏软件,以云计算为基础,通过交互性的在线视频流,使游戏在云端服务器上运行,并将渲染完毕后的游戏画面或指令压缩后通过网络传送给用户,致使社会公众可以在其选定的时间和地点上获得并运行案涉五款网络游戏,侵犯了腾讯公司作品的信息网络传播权。

又如最高人民法院在(2021)最高法知民终2193号案件中认定,“云游戏”服务属于信息网络传播权控制的行为,被告公司向玩家提供的获取游戏的方式均未获得网元圣唐公司许可,构成侵权。

相比云游戏服务的模式,抓包模式其实是更典型的侵权行为,抓包软件后重新分发,实质是通过信息网络提供作品,故构成著作权侵权的风险较高。

(图片来源于互联网)

(二)对第三方权利人的直接侵权与间接侵权风险

北京市海淀区人民法院曾作出《网络游戏侵犯知识产权案件的调研报告》,该报告对于游戏平台商的服务模式进行了归纳总结,在单纯的抓包模式下,游戏平台商仅提供平台技术服务,一般不进行事先的人工审查。这就可能引发两相侵权风险:

1.对第三方权利人的直接侵权风险

如果是从其他平台或者官方抓包上架,抓包平台本身可能会被认定为游戏提供者,尤其是当抓包方无法提供开发者的真实身份信息时,可能被推定为实际提供者,承担直接侵权责任。

2.对第三方权利人的间接侵权风险

抓包方对抓取的其他平台游戏内容一般不进行事先的人工审查、不参与游戏利润分成,但从侵权游戏的位置、游戏侵权显著性等方面分析,在抓包模式下,对抓包方法律责任的认定应适用过错原则,抓包方仅在存在过错时承担相应的侵权赔偿责任

关于主观过错的认定,在抓包模式下,平台需“明知”或“应知”侵权行为的存在,但作为大型分发平台往往会被要求更高的注意义务。

特别是抓包的游戏是由平台侧主动上传,可能会被默认经过合理的审查,导致责任认定标准更为严格。游戏如果存在明显的侵权内容(如热门游戏被破解、知名美术形象被复制),平台未能审查或未审查,可能被推定存在过错,进而存在被主张承担侵权赔偿责任。

另外,在权利人发送有效侵权通知后,如抓包方未及时采取删除、屏蔽等措施,也可能会存在就损害扩大部分与游戏开发商、游戏运营商承担连带赔偿责任的风险。


不正当竞争风险


(一)对于游戏CP或发行商

对于游戏开发商来说,抓包行为一般不会导致其产生分成利益损失,除非游戏开发商被其独家代理发行平台主张构成违约,则可能会就抓包行为向抓包平台主张侵权赔偿,但游戏开发商未主动上传游戏包体、构成违约的风险较低,进而追责抓包平台的风险也较低。

(二)对于抓包游戏的分发平台

若被抓包游戏为其他应用分发平台独家代理发行,虽然不存在分成减损的利益损失,但仍可能存在分流应用市场用户的风险,存在不正当竞争的风险。

抓包方虽然不参与游戏的运营和分成,但是会分流被抓包平台的一部分用户。同样作为游戏分发平台,两者之间显然存在竞争关系,这种行为可能被视一种替代性竞争或流量劫持,即替代原数据持有者的核心服务功能,导致其用户流失或交易机会减少,这种行为无疑会损害其他经营者权益,属于《反不正当竞争法》第二条(一般条款)规定的不正当竞争行为。

在(2020)京73民终2972号案件中,梦西游公司运用技术手段突破百度文库的下载权限,消费者可以通过其下载百度文库文档。该行为减少了用户自百度文库下载文档的数量,降低了百度文库用户购买相关服务的可能性,进而造成用户流失,影响了用户上传文档的数量,甚至影响广告收入等其他收益,侵害了百度公司提供的网络服务的合法权益,构成不正当竞争。

因此,除了著作权侵权,抓包行为还可能构成不正当竞争。在市场竞争中,抓包平台应当遵循诚实信用原则和公认的商业道德。一旦平台被认定存在上述民事侵权行为,需承担相应的赔偿责任。甚至除了民事侵权责任外,侵犯著作权和不正当竞争行为通常也可以通过行政处罚手段规制,此前也不乏有部分游戏盒子平台因向公众传播未经许可的网络游戏而被行政处罚。故对抓包平台来说,传统的直接“拿来主义”明显有较大的法律风险。

(图片来源于互联网)


优化建议

最稳妥的方式仍然是与游戏开发商或运营商建立直接合作关系,按照常规的应用市场分发游戏软件的方式进行分发。但如果平台缺乏与游戏开发商或运营商链接的机会,我们建议如下:

1.开放平台模式,提供类似信息存储空间的平台服务,其本身不上传游戏应用,仅是大量应用软件的集合平台。相关游戏应用由平台用户自行上传。如有权利方通知侵权行为,应在收到通知后及时核查,并进一步采取下架、删除、屏蔽等措施。

2.对游戏进行尽可能全面审查:

1)版号核查:游戏是否有版号,游戏名称是否与版号一致,市面上是否有相同版号的游戏等,避免上架套用版号或使用虚假版号的游戏,引发监管或被投诉维权的风险;

2)内容审查:游戏包体是否被修改,内容是否存在明显涉赌、涉黄、血腥暴力或其他敏感内容,尽量避免此类可能涉及违法甚至犯罪内容的游戏。

3、避免对抓包的游戏进行推广或宣传,尤其是主动推荐等行为,如果经过合理审查,上架前未发现明显的侵权内容,则民事侵权的风险可控。

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