Refunds Involving MinorsReal-Name AuthenticationIn-App Purchase (IAP)

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

直播卖游戏道具必看!资质、风险大解析(二)

January 16, 2026
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Summary

This article continues the analysis of legal risks associated with live-streaming sales of in-game items, focusing on refund risks involving minors, breach-of-contract risks arising from payment channel switching, and other legal risks such as pricing disputes, gambling-related exposure, and potential money laundering misuse. By combining statutory requirements, regulatory practice, and contractual risk analysis, the article provides practical compliance guidance for game companies engaging in live-streaming 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, aiming to assist game companies in achieving compliant operations.
This article primarily discusses other risks that may arise during live-streaming sales of in-game items, including refund risks involving minors and “payment channel switching” risks, among others.


Refund Risks Involving Minors

(I) Risk Analysis

Pursuant to Article 74 of the Law of the People’s Republic of China on the Protection of Minors (hereinafter referred to as the “Law on the Protection of Minors”), as well as Articles 43 and 44 of the Regulations on the Protection of Minors in Cyberspace, online games and online live-streaming services are required to set consumption limits for minors and conduct age verification. Where in-game items involve top-ups or virtual currency transactions, real-name authentication systems must be mandatorily bound, and paid services that are inconsistent with a minor’s civil capacity shall not be provided to minors.

In addition, where game products are sold through live-streaming platforms and minors are involved, disputes may arise regarding the allocation of refund liability between the live-streaming platform and the game operator. As the game operator, the manufacturer should strengthen its own duty of care, such as providing traceability of top-up records and establishing fast refund channels.

When it is confirmed that a top-up has been made to a minor’s game account through a live-streaming platform, the operator may first determine whether such top-up falls within the scope of top-ups permitted for minor game accounts. If it does not fall within the permitted scope, a refund may be issued directly. If it does fall within the permitted scope, the operator shall further determine whether the minor’s monthly top-up limit has already been reached. If the limit has been reached, a refund should likewise be issued directly.

Where conditions permit, operators may also establish a unified game account system to identify minors, enabling the operator to determine whether the target account belongs to a minor prior to processing the top-up, thereby confirming whether a valid transaction can be formed.

Below is a reference table of minor top-up limits prepared in accordance with the Notice on Preventing Minors from Becoming Addicted to Online Games (Guo Xin Chu Fa [2019] No. 34). In addition, it should be noted that for games with age ratings of 12+, operators may, depending on circumstances, raise the minimum top-up age threshold at their discretion, such as by applying top-up limit rules for users aged 12 to 16.


(II) Assessment Conclusions

Under applicable laws and regulations, online live-streaming platforms are required to impose limits on single consumption amounts and daily cumulative consumption amounts for minors. Accordingly, game operators are generally not required to conduct a second round of age verification on the live-streaming platform.

However, as game operators, manufacturers should pay particular attention to the following matters:

  1. Dual real-name authentication for live-streaming platforms and games:
    Even if the purchasing account on the live-streaming platform has passed real-name authentication, the operator should still verify the game account receiving the top-up, to prevent minors from using guardians’ live-streaming platform accounts to top up minor game accounts, thereby triggering refund disputes;

  2. Clearly display a notice on the product page stating “Purchases by minors are not supported”;

  3. Prohibit inducing minors to make top-ups through live-streaming activities;

  4. Provide traceability of top-up records and establish fast refund channels, which may follow the reference workflow below.


Breach-of-Contract Risks of “Payment Channel Switching”

(I) Risk Analysis

“Payment channel switching” refers to bypassing the in-app purchase (IAP) mechanisms of game distribution channels and guiding users to complete top-ups or item purchases through other means (such as redirecting to external links or scanning QR codes), thereby circumventing designated payment channels (such as Apple App Store IAP or channel-server in-game purchases).


1. Payment Channel Switching Risks Under Non-Exclusive Agency Cooperation

Where a game is launched on multiple distribution channels, an assessment must be conducted based on the agreements signed with each channel. Provisions regarding payment methods vary across channel agreements. While some channels may allow a certain degree of autonomous payment arrangements, most channels explicitly prohibit bypassing designated payment channels.

For example, under the Huawei App Market Joint Operation Violation Penalty Rules, unauthorized switching of payment channels constitutes a Level II violation, classified as a violation involving non-official payment channels. The rules explicitly define “payment channel switching” as using non-Huawei official payment channels, particularly switching payment channels through in-game upgrades or similar means. (Huawei official payment channels refer to:
(1) Huawei Pay SDK;
(2) Where carrier billing is used, the Huawei channel code must be applied.)

Similarly, Article 3.1.1(a) of the App Store Review Guidelines prohibits applications from guiding users to use non-IAP payment methods and requires that virtual goods be transacted exclusively through IAP.

Once such violations occur, channels may impose penalties on game companies pursuant to contractual provisions, such as deducting revenue shares, restricting promotion, or suspending cooperation. At the same time, such conduct may also constitute unfair competition, as obtaining benefits by bypassing legitimate payment channels disrupts the normal competitive order of the game market and infringes upon the lawful rights and interests of other compliant game companies and channel operators, potentially exposing the manufacturer to infringement litigation.


2. Payment Channel Switching Risks Under Exclusive Agency Cooperation

Under an exclusive agency cooperation model, manufacturers may grant exclusive rights for promotion, operation, and sales of a game to a specific channel. In such cases, payment channel switching through live-streaming sales of in-game items constitutes a more serious breach of contract.

Because exclusive agents typically invest substantial resources in game promotion, payment channel switching may significantly undermine the agent’s promotional effectiveness. Such conduct may constitute “malicious incompatibility with lawful online products or services provided by other business operators” under the Anti-Unfair Competition Law, thereby giving rise to unfair competition risks.

The cooperating agent may initiate litigation seeking termination of the contract on the grounds that the contractual purpose cannot be realized, and may claim substantial liquidated damages, which warrants heightened attention.


(II) Assessment Conclusions

  1. Non-exclusive agency cooperation:
    Under this model, manufacturers may cooperate with multiple channels for promotion and sales. Selling in-game items directly through live-streaming platforms constitutes payment channel switching, and live-streaming discount prices may also be lower than channel prices, thereby breaching cooperation agreements with various channels. Channels may initiate civil litigation for infringement or breach of contract. It is therefore necessary to execute supplementary agreements explicitly providing that live-streaming e-commerce sales constitute an exception permitting self-operated sales and self-collected payments by the manufacturer.

  2. Exclusive agency cooperation:
    Under this model, manufacturers grant exclusive promotion, operation, and sales rights to a single channel. Selling in-game items directly through live-streaming platforms constitutes payment channel switching. Given the substantial promotional investments made by exclusive agents, such conduct may significantly diminish promotional outcomes, and live-streaming discount prices may also undercut channel prices. Channels may initiate civil litigation for infringement or breach of contract. Similarly, supplementary agreements are required to expressly carve out live-streaming e-commerce sales as a permissible exception.

Accordingly, when selling in-game items through live-streaming platforms, manufacturers should comply with existing channel agreements. Where compliance is not possible, the relevant channel should not be opened for such sales. Clear notices may be displayed on product detail pages, such as:
“Official server only supported” or
“Please note: Channel account systems and top-up interfaces are not interoperable with the official website; therefore, this product / promotion is temporarily unavailable to Android channel players.”


Other Legal Risks

(I) Breach-of-Contract and Complaint Risks Arising from Live-Stream Prices Lower Than Channel / Agent Prices

Where prices offered in live-streaming rooms are lower than those offered by channels or agents, such pricing may violate most-favored pricing clauses in cooperation agreements, thereby creating breach-of-contract risks. In addition, such pricing disparities may trigger consumer complaints. For example, players who discover that channel or agent top-up prices are higher than live-streaming prices may seek refunds from channels or agents. Failure to properly address such complaints may further trigger contractual liability clauses under cooperation agreements.


(II) Gambling-Related Risks

1. Risk Analysis

Pursuant to Article 1 of the Opinions of the Supreme People’s Court, the Supreme People’s Procuratorate, and the Ministry of Public Security on Several Issues Concerning the Application of Law in Handling Criminal Cases of Online Gambling, as well as Article 5 of the Notice on Regulating the Operation Order of Online Games and Prohibiting the Use of Online Games for Gambling jointly issued by the Ministry of Public Security, Ministry of Information Industry, Ministry of Culture, and the General Administration of Press and Publication, and based on relevant enforcement practice, gambling-related conduct generally requires the simultaneous presence of three elements:
(1) paid participation;
(2) randomized gameplay; and
(3) direct or indirect cash or tangible returns.

Where randomized gameplay simultaneously satisfies the elements of paid participation, potential gains or losses with leverage, and monetizable outputs, there is a risk of being classified as gambling, in which case public security authorities may initiate criminal investigations.

If similar methods are adopted in live-streaming rooms—such as paid access to probability-based items—and items obtained through live-streaming can be redeemed via activation codes for unbound game accounts, thereby enabling item transfers after leveraging probability-based outcomes, there may be a gambling-related risk.

Accordingly, when selling in-game items through mechanisms such as blind boxes or probability-based draws in live-streaming rooms, manufacturers should comprehensively assess gambling-related risks by considering factors such as live-streaming mechanics, whether in-game item trading is enabled, and whether a stable off-platform trading market has formed.


2. Violation Cases


(III) Money Laundering Risks

1. Risk Analysis

Money laundering refers to conduct that conceals or disguises the source and nature of criminal proceeds, thereby impeding judicial authorities from tracing and recovering such proceeds.

Recently, cases involving money laundering under the guise of “proxy top-ups” have been on the rise. Live-streaming sales of in-game items may be exploited by certain criminals for money laundering purposes. For example, criminals may advertise “low-price proxy top-ups” or “discounted gift cards” through off-platform channels, then use criminal proceeds to purchase in-game items from specific live-streaming stores, top up accounts linked to other users’ game IDs, and subsequently receive legitimate funds from those users.

However, since manufacturers do not constitute financial institutions or designated non-financial institutions under the law, their anti-money laundering obligations are relatively limited. Moreover, in practice, illicit funds are first transferred to the live-streaming platform before being settled with merchants, resulting in relatively low criminal risk exposure for manufacturers.


2. Assessment Conclusions

Based on practical circumstances, the risk of money laundering associated with such emerging live-streaming models is currently relatively low.

Nevertheless, to prevent virtual items from being used for illegal fund transfers, manufacturers should monitor high-frequency and high-value abnormal transactions. Where a single account conducts top-ups for multiple different game IDs, manufacturers may verify whether the real-name registrants of such IDs are identical. Where the registrants differ, manufacturers may promptly report the situation to the platform and retain relevant records, and may invite the platform to intervene to verify whether similar activities have occurred across other game stores operated by the same user.

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。本文主要阐述直播带货游戏道具过程中可能遭遇的未成年退款、切支付等其他风险。

 

 

 

未成年人退款风险

 

(一)风险分析

 

根据《中华人民共和国未成年人保护法》(以下称“未成年人保护法”)第七十四条、《未成年人网络保护条例》第四十三条和第四十四条的规定,网络游戏、网络直播均需设置未成年人消费限额,对购买者年龄进行核验,若游戏道具涉及充值或虚拟货币交易,需强制绑定实名认证系统,禁止向未成年人提供与其民事行为能力不符的付费服务。

 

此外,通过直播平台销售游戏商品,涉及未成年人时,可能存在直播平台与游戏运营主体之间的退款主体责任划分争议,厂商作为游戏运营主体,应当加强自身的防范义务,如:提供充值记录溯源、建立快速退款通道。在确定为通过直播平台向未成年人游戏账号进行充值时,可先判断是否属于未成年人游戏账号的充值范围之内,若不属于可以直接退款,若符合还需判断未成年人当月的充值额度是否已达上限,若已达上限亦应当直接退款。如条件允许的,亦可以建立统一游戏账号体系识别未成年人,在充值前就可以对拟充值账号判断是否属于未成年人,进而确认是否成立交易。

 

以下为根据《关于防止未成年人沉迷网络游戏的通知》(国新出发〔2019〕34号)制作的未成年人充值额度表格,可供参考。此外,需注意:部分游戏适龄提示为12+的游戏可根据情况将最低可充值年龄按照厂商意愿上调,即进行12-16岁充值限额规定。

  

(二)评估结论

 

根据法律规定,网络直播平台应当对未成年人进行单次消费数额和单日累计消费数额限制,因此厂商暂无需在直播平台上再对未成年人年龄进行二次核验。但厂商作为游戏运营主体,应当注意以下内容:

 

(1)直播平台和游戏的双重实名认证,即使直播平台进行购买的账户通过了实名认证,但厂商应当就进行充值的游戏账号进行确认,防止未成年人利用监护人的直播平台账号为未成年人游戏账号进行充值,从而引发退款争议;

 

(2)在商品展示界面文字提示“不支持未成年人购买”;

  

(3)不得通过直播诱导未成年人充值;

 

(4)提供充值记录溯源并建立快速退款通道,可参考以下流程。 

 

 

“切支付”违约风险分析

 

(一)风险分析

 

“切支付”指绕过游戏发行渠道的IAP(In-App Purchase,应用内购买)形式,引导用户通过其他形式(如:跳转外部链接、引导扫码支付)规避指定支付渠道(如:苹果App Store内购、渠道服游戏内购)对游戏进行充值、道具购买。

 

1、非独家代理合作形式下的“切支付”风险

若游戏上架不同渠道,则需结合与渠道签订的协议进行判断,不同渠道协议对支付方式的规定不完全相同,部分渠道可能允许一定程度的自主支付安排,但大部分渠道会明确禁止绕过其指定支付渠道的行为。例如:根据《华为应用市场联运违规处罚规定》,擅自切换支付渠道的行为构成二级违规,违规类型为非官方支付渠道违规,其中明确了游戏“切支付”的违规行为具体为:使用非华为官方支付渠道,尤其是通过游戏内自升级等方式切换华为官方支付渠道。(华为官方支付渠道指:1、华为支付SDK。 2、若使用运营商短代则必须使用华为渠道号。)此外,App Sotre的《应用审核指南》第3.1.1(a)条中禁止应用内引导用户使用非IAP支付,要求虚拟商品必须通过 IAP 交易。

  

一旦违反,渠道方可能会根据协议条款对游戏公司采取处罚措施,如扣除分成、限制推广、暂停合作等,同时可能涉嫌不正当竞争。绕过正规支付渠道获取利益,破坏了游戏市场的正常竞争秩序,损害了其他遵守规则的游戏企业和渠道方的合法权益,可能面临被起诉要求承担侵权责任的风险。

 

2、独家代理合作形式下的“切支付”风险

在独家代理合作模式中,厂商可能将游戏的推广、运营和销售等权利独家授予某一渠道。此时,通过直播销售游戏道具的“切支付”行为的违约性质更为严重。

 

由于独家代理模式下代理商往往投入大量资源进行游戏推广,“切支付”可能使代理商的推广效果大打折扣,可能构成《反不正当竞争法》中“恶意对其他经营者合法提供的网络产品或者服务实施不兼容”从而产生不正当竞争的风险。合作代理方可能会以“合同目的无法实现”为由起诉解除合同并要求支付高额违约金,需特别关注。

 

(二)风险分析

 

1、非独家代理合作形式:此种形式下,厂商可能与多个渠道合作推广和销售游戏。而通过直播平台直接销售游戏道具属于“切支付”行为,且直播优惠价格也可能低于渠道价格,从而违反与各渠道签订的合作协议。各渠道可以向厂商主张侵权或违约民事诉讼,需签署补充协议明确直播电商销售为厂商可自营自收的例外情形。

 

2、独家代理合作形式:此种形式下,厂商可能将游戏的推广、运营和销售等权利独家授予某一渠道。而通过直播平台直接销售游戏道具属于“切支付”行为,独家代理模式下代理商往往投入大量资源进行游戏推广,“切支付”可能使代理商的推广效果大打折扣,且直播优惠价格也可能低于渠道价格,渠道可以向厂商主张侵权或违约民事诉讼,需签署补充协议明确直播电商销售为厂商可自营自收的例外情形。

 

因此,通过直播平台销售道具时,应当遵守与各渠道的协议规定,如若会违反协议规定,则应当不对该渠道开放,具体可在商品详情界面进行文字展示:“仅支持官服”“请悉知,渠道账号系统和充值接口与官网不通用,故该商品/本次活动暂不对安卓渠道玩家开放”。可参考下列操作:

  

 

其他法律风险

 

(一)直播优惠价格低于渠道/代理商价格的违约及客诉风险

 

若直播间销售的价格低于渠道或代理商销售价格,可能违反与渠道或代理商签署合作协议中的最优惠价格调控条款,存在违约的风险;此外,此类情形也容易引发客诉,如玩家发现其在渠道或代理商充值价格高于直播优惠价格,可能会向渠道或代理商主张退款,如无法安抚处理好客诉,也容易触发与渠道或代理商之前合作协议约定的违约责任条款。

 

(二)涉赌风险

 

1、风险分析

根据《最高人民法院、最高人民检察院、公安部关于办理网络赌博犯罪案件适用法律若干问题的意见》第一条、《公安部、信息产业部、文化部、新闻出版总署关于规范网络游戏经营秩序查禁利用网络游戏赌博的通知》第五条等法律法规规定及相关实务经验,涉赌须同时满足付费投入、随机玩法、直接或间接的现金/实物产出三个要素,若随机玩法同时满足“付费投入-玩法有赚有亏、可以小博大-产出可变现”的三要素时,则存在被判定涉赌的可能,公安机关即可展开刑事调查。

 

随机玩法存在被认定为赌博游戏的情况,具体规定如下:

  

若直播间采用类似方法,存在需要付费开启的概率性道具,且在直播间获取道具后,可以通过兑换码的形式兑换到非绑定的任何游戏账号中,则可能存在利用概率玩法以小博大后转移道具的情形,存在一定的涉赌风险。

 

因此,在直播间通过“盲盒开箱”“概率抽奖”等形式销售游戏道具时,应当结合直播间玩法、游戏内是否开放道具交易、场外是否已经形成了稳定的交易市场等因素综合判断涉赌风险,谨慎评估。

 

2、违规案例

 

 

(三)洗钱风险

 

1、风险分析

洗钱行为是对特定犯罪行为的犯罪所得及其收益的来源和性质进行掩饰、隐瞒,致使司法机关难以追查、追缴的行为。

 

近期,以“代充值”为幌子实施洗钱的案件高发。游戏直播销售道具可能存在被个别不法用户利用进行洗钱活动的风险,例如,不法分子在直播平台以外的渠道宣称存在“低价代充”“低价礼品卡”,然后使用犯罪所得以直播平台账号在特定商铺购买游戏道具,代为充值,填写绑定至其他用户的游戏ID,然后从其他用户处获得合法资金。但厂商不属于法律规定的金融机构或特定非金融机构,故承担的反洗钱义务较轻,且实际操作中,不法资金是先转移至直播平台,再向入驻商家结算,因此存在的刑事风险较低。

 

2、评估结论

结合实际情形,目前这类新型直播形式存在的洗钱风险较低。

 

但为避免虚拟道具被用于非法资金转移,厂商需监控高频次、高额异常交易情形,若出现单个账号为多个不同游戏ID进行充值购买,可确认各ID的实名认证人是否相同,当确认实名认证人不同时,厂商可及时向平台反馈情形并留存反馈记录,同时可邀请平台介入,确认该用户是否在其他不同游戏的商铺有相似操作。

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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.

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