Live-Streaming E-commerceIn-Game ItemsAnti-Unfair Competition LawAdvertising Law

Live-Streaming Sales of In-Game Items: A Must-Read on Qualifications and Legal Risks

直播卖游戏道具必看!资质、风险大解析

January 16, 2026
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Summary

This article provides a comprehensive legal analysis of the compliance risks associated with the live-streaming sale of in-game items in China. It focuses on two core dimensions: qualification compliance, including business licenses and ICP licensing requirements under China’s telecommunications regulatory framework, and consumer rights protection, particularly refund rules for virtual goods and false advertising risks. By combining statutory interpretation, regulatory practice, and platform enforcement trends, the article offers practical compliance guidance for game companies engaging in live-streaming e-commerce.

With the rise of traffic on short-video platforms, live-streaming e-commerce has become a new sales channel for in-game items. This series focuses on the legal risks that may arise in the process of live-streaming sales of game items, with the aim of assisting game companies in achieving compliant operations.
This article primarily addresses two core issues: qualification compliance risks and consumer rights protection risks.


I. Qualification Compliance Requirements

(I) Qualification Requirements

Where a game company intends to sell game products through live-streaming e-commerce platforms—including game top-ups, activation codes / starter packs, web game items or resources, and in-game equipment—the current qualifications required for opening a store on live-streaming platforms generally include a business license and an ICP License. The specific analysis is as follows:

1. Value-Added Telecommunications Business Operating License (ICP License)

Pursuant to Article 4 of the Administrative Measures on Internet Information Services, entities engaging in for-profit activities—namely, providing paid information services or webpage production services to internet users—shall obtain a Value-Added Telecommunications Business Operating License (Information Service Category).

According to Article 19 of the same Measures, where an entity engages in for-profit internet information services without obtaining the required operating license, or provides services beyond the approved scope, the competent telecommunications authority shall order rectification within a prescribed time limit. Any illegal gains shall be confiscated, and a fine of three to five times the amount of illegal gains shall be imposed. Where there are no illegal gains or the illegal gains are less than RMB 50,000, a fine of RMB 100,000 to RMB 1,000,000 shall be imposed. In serious cases, the website may be ordered to be shut down.

At present, both Douyin and Kuaishou e-commerce platforms require an ICP License under the game category. The trading of in-game items and virtual currency is prone to being classified as for-profit internet information services, thus triggering the requirement to provide an ICP License.


2. Business License (Scope of Business)

Pursuant to Article 23 of the Company Law of the People’s Republic of China, a company’s business license shall specify its scope of business. Where game products are sold via live-streaming, the scope of business should include relevant items such as “advertising through self-owned media,” “internet cultural information services,” and “internet sales.”

Since selling game items through live-streaming platforms requires the listing of valid product links, and merchant onboarding generally requires the submission of a business license, a business license covering the relevant scope of business is also a required qualification.


(II) Sales Models

In practice, game companies mainly adopt two sales models when selling game products: self-operated sales and third-party agency sales. The qualification requirements vary depending on the model adopted:

(1) Self-Operated Sales

Under this model, the game company independently applies for merchant onboarding on the live-streaming platform and conducts live-streaming sales of game products. In this case, the company shall provide its own qualifications, including the business license and ICP License.

(2) Third-Party Agency / Promotion

  1. Where the game company fully authorizes a third-party company to conduct live-streaming and sell game products through the third party’s store, the third-party company shall be responsible for providing the required qualifications. The game company should conduct qualification verification during the execution of the cooperation agreement.

  2. Where the game company itself applies for merchant onboarding on the live-streaming platform but cooperates with MCN agencies or KOLs, allowing such third parties to promote game items through their affiliated accounts, the game company shall still be required to complete merchant onboarding and provide the relevant qualifications, and authorize the MCN or KOL accounts as store-authorized accounts.


(III) Industry Practice

Taking NetEase Games as an example:

  1. NetEase officially onboarded Douyin and sells game products through its own store (the “NetEase Games Official Flagship Store”), submitting a business license and ICP License;

  2. NetEase authorizes other live-streaming accounts to promote its game products, with the product pages displaying the promoted game items.


II. Consumer Rights Protection Risks

When selling virtual game products, do such products fall under the scope of the “seven-day no-reason return” policy? How can the risk of false advertising be avoided?
The following section analyzes these two issues.


(I) “Seven-Day No-Reason Return” Refund Risks

1. Risk Analysis

Pursuant to Article 25 of the Law of the People’s Republic of China on the Protection of Consumer Rights and Interests, as well as Articles 6 and 7 of the Interim Measures for the Seven-Day No-Reason Return of Online Purchased Goods, virtual game products (including direct top-ups and in-game items that are not physical goods) do not fall within the scope of seven-day no-reason returns.

However, it should be noted that unused activation codes or undelivered virtual goods may constitute exceptions. For example, where in-game items are delivered in the form of activation codes and the consumer has not activated (i.e., used) the code, the product may remain resalable. In such cases, if the consumer files a complaint with regulators or platforms requesting a refund, regulators or platforms may support the refund request from a consumer protection perspective.

Based on the above, in-game items fall within the category of digital goods such as downloadable audio-visual products and computer software, to which the seven-day no-reason return policy does not apply. However, products requiring user activation that have not been activated may constitute an exception.


2. Practical Recommendations

In practice, for certain sensitive complaints (such as refunds for unactivated products or refunds involving minors), a moderately flexible approach may be adopted. Apart from such sensitive cases, we recommend that official policies generally adhere to a non-refundable-after-purchase principle, while implementing the following compliance measures:

  1. For unused activation codes or undelivered virtual goods, confirm in advance whether returns or refunds are supported. Where refunds are not supported, such rules should be clearly displayed on the product detail page;

  2. Display a statement on the product detail page indicating “Not eligible for seven-day no-reason return”;

  3. Display prominent notices or scrolling subtitles in the live-streaming room stating: “Virtual goods are not eligible for seven-day no-reason return”;

  4. Implement a secondary confirmation pop-up prior to purchase, reminding users that virtual goods are non-refundable;

  5. For products requiring activation, implement a “cooling-off period” or secondary confirmation mechanism, such as allowing refunds within one day, while disallowing refunds after the cooling-off period, or requiring a second confirmation click to obtain the activation code, after which refunds are no longer permitted.


(II) False Advertising Risks

1. Risk Analysis

Pursuant to Article 8 of the Anti-Unfair Competition Law of the People’s Republic of China and Article 28 of the Advertising Law of the People’s Republic of China, false advertising is prohibited.

During live-streaming, situations may arise where the actual in-game content does not match the live-streaming visuals, or where consumption is induced through misleading promotional language. Depending on the severity, such conduct may give rise to administrative penalties and civil litigation risks. The following cases may serve as reference:

  1. Administrative penalties imposed for exaggerating product quality or composition;

  2. Acts constituting unfair competition by using materials from other games.


2. Assessment Conclusions

Where live-streaming rooms engage in conduct such as exaggerating item effects, fabricating data, creating false discounts, or misrepresenting acquisition probabilities, such conduct may constitute false advertising and misleading consumers. Accordingly, the following points should be noted when selling game products via live-streaming:

  1. Prohibit misleading or inducive conduct through exaggeration of item effects, sources, duration, or acquisition probabilities;

  2. Prohibit the fabrication of discounts or preferential prices, such as claiming “limited-time 50% off” where the promotion is in fact long-term;

  3. Prevent intellectual property infringement risks: prohibit the use of materials from other games (including but not limited to art assets, music, and text), such as using competitor game materials when selling products of another game;

  4. Review streamer scripts to avoid legally prohibited expressions;

  5. Use actual in-game descriptions and visuals for demonstrations, and clearly display notices in the live-streaming room stating “Actual effects are subject to the in-game experience.”


(To be continued)

中文原文

随着短视频平台流量崛起,直播电商成为游戏道具的销售新阵地。本系列聚焦游戏道具直播带货中可能遭遇的法律风险,助力游戏厂商合规运营。本文主要阐述资质风险与消费者权益保护两大核心问题。


资质合规要求


(一)资质要求

若游戏厂商拟通过直播电商平台销售游戏商品(包括游戏充值、激活码/新手包、网页游戏物品/资源、游戏装备等),目前入驻直播平台商铺销售游戏道具所需资质为营业执照和ICP证,具体分析如下:

1、增值电信业务经营许可证(ICP证)

根据《互联网信息服务管理办法》第四条的规定,开展经营性活动的(通过互联网向上网用户有偿提供信息或者网页制作等服务活动),应当办理增值电信业务经营许可证(信息服务类)。

根据《互联网信息服务管理办法》第十九条的规定,未取得经营许可证,擅自从事经营性互联网信息服务,或者超出许可的项目提供服务的,由省、自治区、直辖市电信管理机构责令限期改正,有违法所得的,没收违法所得,处违法所得3倍以上5倍以下的罚款;没有违法所得或者违法所得不足5万元的,处10万元以上100万元以下的罚款;情节严重的,责令关闭网站。]的规定,未取得相应许可从事经营性互联网信息服务的,将责令限期改正,没收违法所得,并处相应罚款。

目前,抖音、快手电商在游戏类目下均要求提供ICP许可证。游戏道具、虚拟货币买卖易被认定系提供经营性互联网信息服务,需要提供ICP许可证。


2、营业执照(经营范围)

根据《中华人民共和国公司法》(以下称“公司法”)第二十三条[ 《公司法》第三十三条的规定,公司营业执照应当载明公司的经营范围。以直播形式销售游戏商品时,其经营范围应当包含“利用自有媒体发布广告”“经营互联网文化信息服务”“互联网销售”等具体的服务内容。


通过直播平台销售游戏道具,需上架有效的商品链接,而申请商家入驻时,一般均需要上传营业执照。故含有相关经营范围的营业执照也是所需资质之一。


(二)销售模式

当前游戏厂商开展游戏商品销售,实践中主要有自营销售与第三方代销两种销售模式。不同销售模式下,对资质的要求为:

(1)自营销售,即游戏厂商自行在直播平台申请商家入驻,直播销售游戏商品。此时厂商应自行提供资质(营业执照和ICP证)。

(2)第三方代销/推广

1.若厂商完全授权第三方公司代为直播并以其店铺销售游戏商品,则应由第三方公司负责提供相关资质,厂商需要在签订合作协议时对第三方公司进行资质核验。

2.若厂商拟自行在直播平台申请商家入驻,但通过与第三方MCN机构、KOL达成合作,由第三方通过其所属账号推广游戏道具,则厂商仍需要申请商家入驻,提供资质(营业执照和ICP证)并授权第三方MCN机构、KOL的账号为

店铺授权号。


(三)行业动态

以网易游戏为例:

(1)网易官方直接在抖音入驻,出售游戏商品(“网易游戏官方旗舰店”),提交资质为营业执照和ICP证;

(2)授权其他直播账号,商品页展示推广的游戏商品。


涉消费者权益保护风险

销售虚拟游戏商品,是否适用七天无理由?如何避免虚假宣传风险?下文就这两个问题展开阐述。

(一)“七天无理由退换”退款风险

1、风险分析

根据《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”)第二十五条、《网络购买商品七日无理由退货暂行办法》第六条、第七条的规定,虚拟游戏产品(直充、游戏道具等非实物商品)不属于“七天无理由退货”之范围。

但需要注意,未使用的兑换码或未交付的虚拟商品,可能例外。例如:游戏道具以“激活码”形式交付,消费者未激活(即未使用),商品仍处于可再次销售状态;此时若消费者向监管/渠道投诉要求退款,则监管/渠道可能基于维护消费者权益的立场,支持退款要求。

基于以上分析总结,游戏道具属于“在线下载或者消费者拆封的音像制品、计算机软件等数字化商品”,不适用“七天无理由退换”的规定。但,需要用户自行激活但未激活的商品可能例外


2、实操建议

实操中,对于部分敏感客诉(未激活退款、未成年人退款),可以考虑保持适度宽松的态度。除前述敏感客诉外,我们认为官方可按照一经购买均不予退款的政策执行,同时,采取以下合规措施:

(1)未使用的兑换码或未交付的虚拟商品需要事前确认是否可以退换,如确认不予退换,则需要在商品在商品详情界面进行展示;

(2)在商品详情界面展示“不支持7天无理由”说明(如下图);

(3)在直播间显著位置标注或采用滚动字幕形式提示:“虚拟商品不支持7天无理由退换”;

(4)用户购买前可通过弹窗二次提示“确认虚拟商品不可退换”。

(5)针对需要激活的商品,设置“冷静期”/“二次确认”机制,如允许1天内退款,但超过1天的冷静期后即不可退/需要二次点击才能获取激活码,获取激活码后即不可退。


(二)虚假宣传风险


1、风险分析

根据《中华人民共和国反不正当竞争法》(以下称“反不正当竞争法”)第八条、《中华人民共和国广告法》(以下称“广告法”)第二十八条的规定,禁止虚假广告。


直播中可能出现游戏内实际内容与直播画面不符、诱导消费话术等情形。出现不同程度的违规场景时,存在行政处罚风险和民事诉讼法律风险,以下两例可参考。


(1)夸大商品质量、成分致行政处罚

(2)使用其他游戏素材构成不正当竞争

2、评估结论

若直播间存在夸大道具效果、伪造数据、虚构优惠折扣、虚构获取概率等情形,可能构成虚假宣传和误导消费。因此直播间销售游戏商品时,需要注意以下内容:

(1)禁止通过夸大道具效果、来源、时间,或虚构获取概率等内容误导或诱导消费;

(2)禁止在直播间虚构折扣或优惠价格,例如“限时5折”(实际长期促销);

(3)防范知识产权侵权风险:禁止使用其他游戏素材(包括但不限于美术、音乐、文字等),例如在直播间销售A游戏的商品,但在直播间使用竞品B游戏的美术素材;

(4)审核直播间内主播话术,避免出现法律禁止的表达;

(5)具体可使用游戏内对道具的实际描述,并使用游戏内的实际画面演示,并在直播间标注提示“具体效果以游戏内为准”。


(未完,待续)

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