Game guilds (GS)Unfair competition

Guidelines for Providing Evidence and Seeking Remedies Against Malicious Recruitment in Games

游戏内恶意拉人的举证维权指引

January 20, 2026
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Summary

In social-driven games such as MMOs and SLGs, game guilds (GS) commonly play a role in user acquisition, engagement, and monetization. However, in practice, some GS employ improper tactics—such as harassing players, poaching users within competing games, or inducing downloads and in-game purchases through misleading incentives—thereby constituting acts of unfair competition. These behaviors are often highly covert and difficult to evidence, posing significant challenges for rights holders seeking legal remedies. Through the introduction of a judicial case, this article analyzes key practical issues in identifying misconduct, determining liable parties, and collecting evidence in GS-related user-poaching disputes, offering compliance and enforcement guidance for game operators.

PART 1

Introduction

In games with strong social elements like MMOs and SLGs, game GS (guild recruitment) activities are commonplace. Game GS aims to attract new users, boost engagement, and drive spending. However, unregulated game guild GS resort to unscrupulous tactics for user acquisition and monetization, such as persistent harassment calls or using in-game broadcasts in competitor titles to lure players with benefits and cashback offers. Consequently, GS has become widely perceived by players as “game shills” who manipulate downloads and in-app purchases.

So, how can companies detect clues of GS recruiting within games? When such unfair competition occurs, how should companies protect their rights?

PART 2

Case Introduction

Case No.: (2024) Su 02 Min Zhong 241

Case Background: Wuhan Company A Network Technology Co., Ltd. (Company A) and Jiangsu Company B Network Technology Co., Ltd. (Company B) are both online game operators. Company B obtained exclusive usage rights to the online game software “XX Island” through authorization on October 19, 2022, and acquired all rights to the game through a transfer on April 7, 2023. Company A commissioned a gaming guild to operate and promote its game.

Since 2022, Company B's staff repeatedly reported to Company A within the shared WeChat group “White Hair XX/Wuhan XX” that they had discovered recruitment activities within the “XX Island” game operated by Company A. Company B provided evidence including WeChat profiles of virtual players used for recruitment, screenshots of recruitment messages, and links to promoted games. These links all used subdomains owned by Company A, and multiple URLs for the same game redirected to identical content. Company A staff indicated they would address the issue, implementing measures such as notifying internal guilds and suspending relevant accounts. However, Company B reported that the recruitment activities persisted. Even after Company A blocked certain links, new links would subsequently appear.

Court Ruling: The court of first instance ordered Company A to cease malicious recruitment activities within the “XX Island” game, compensate Company B for economic losses of 700,000 yuan, and pay reasonable expenses of 5,500 yuan. Company A appealed, but the appellate court dismissed the appeal and upheld the original judgment.

PART 3

Key Evidence Collection and Presentation Points in GS Recruitment-Type Unfair Competition Cases

1. How to Identify Clues

(1) Player Reports

Player reports are the most common source of leads. After being recruited (or harassed), players may report the incident to the game company. Companies should establish contact with reporting players to understand their interaction process with the infringing party and the information they possess.

Valuable information players can provide primarily includes: the infringing party's in-game account, other contact methods used (e.g., WeChat, QQ), the name of their guild or organization, claimed identity, background, etc.

For instance, in this case, the screenshots of recruitment messages, WeChat message captures, and game links collected by Company B were likely obtained through player reports. These pieces of evidence form a relatively complete chain: “in-game → out-of-game (WeChat, QQ groups, etc.) → redirecting to a new game.”

When communicating with players, companies should take care to protect player privacy and avoid causing unnecessary trouble for them, thereby encouraging active cooperation with the investigation.

(2) Review and Filtering

Companies may also proactively conduct periodic screenings of UGC content like world chat channels for suspicious activity. Key review points include:

- Repeated posting of fixed scripts over extended periods

- Common recruitment tactics that disparage existing servers, such as:

“This server's drop rate is too low—let's find one with better rates”

“This server has no real players—grinding monsters is boring. Looking for somewhere with PvP action.”

Additionally, leverage big data analytics to examine in-game behavioral patterns, including operational habits, peak activity times, and character behavior characteristics. Compare these against normal player activity to identify anomalies. For instance, an account frequently engaging in recruitment/verification requests with discernible patterns (e.g., using specific templates, operating during fixed timeframes), or exhibiting markedly different in-game activity trajectories compared to regular players (e.g., rarely participating in standard gameplay, instead spamming chat in public areas upon logging in), is highly likely to be a fake player.

2. Identifying the Infringing Entity

In such cases, the infringing entities may primarily include:

(1) The visible entities associated with the infringing game: the copyright holder of the infringing game, the operator, the entity receiving payment for in-game purchases (the co-operation entity), and the domain name registration holder for the download link (e.g., identified via WHOIS lookup).

For example, in this case, Company B identified Company A as the infringing party by verifying that all promotional game links originated from subdomains owned by Company A. Company B promptly communicated with Company A via WeChat group chats and retained chat records. This not only demonstrates Company B's proactive stance in protecting its rights but also provides crucial evidence to prove Company A's awareness of the recruitment activities.

(2) Overt entities involved in recruitment activities:Verified account information of entities posting recruitment advertisements on social media platforms (including but not limited to Douyin, Xiaohongshu, Xianyu, Taobao, etc.)Verified account information of public accounts/enterprise WeChat accounts used to guide user additions.

Suing as many entities as possible—including guilds, game copyright holders, game operators, payment recipients (co-publishers), etc.—enables broader jurisdictional options and enhances the potential for securing damages.

If obtaining the infringing party's identity information proves exceptionally difficult, consider applying to the court for an investigative order. After reviewing the case specifics, the court may issue such an order authorizing attorneys to collect evidence—including the infringing party's identity—from relevant entities (e.g., game distribution platforms that may hold such information).

3. Increasing Damages Awards

To enhance the court's damages award, consider presenting evidence demonstrating:

(1) Decline in revenue for the protected game: Demonstrate how user poaching has impacted revenue metrics, such as reduced ARPU (Average Revenue Per User);

(2) Increased normal user acquisition costs: User poaching essentially mimics paid user acquisition. Provide evidence of standard advertising expenses, conversion rates, and other metrics for acquiring users through social media platforms or gaming ad networks to calculate acquisition costs, thereby proving the unfair competition's profitability;

(3) High market recognition of the rights-based game: Demonstrate the game's commercial value through channel download volumes, ranking data, user reviews, media coverage, and awards received, thereby quantifying substantial losses caused by the infringing party's actions.

中文原文

PART 1

引言

MMO、SLG等存在较强社交属性的游戏中,常见游戏GS的身影。游戏GS以拉新、促活、促消费为目的,但不规范的游戏公会GS为拉新和促消费不择手段,例如长期拨打骚扰电话、或在竞品内喇叭以福利、返现等诱导玩家下载游戏;也因此,GS给不少玩家留下的最大印象成了诱导下载充值的“游戏托”。

那么,公司如何发现有GS在游戏内拉人的线索?存在此类不正当竞争行为时,公司应当如何维权?

PART 2

案例引入

案号:(2024)苏02民终241号

案件事实经过:武汉某A网络科技有限公司(某A公司)与江苏某B网络科技有限公司(某B公司)均为网络游戏运营商。某B公司于2022年10月19日经授权取得《xx岛》网络游戏软件的独占使用权,并于2023年4月7日受让取得该游戏全部权利。某A公司委托游戏公会对其游戏进行运营推广。

自2022年起,某B公司工作人员在双方共同所在的微信群“白首XX/武汉XX”内多次向某A公司反映,在其运营的《xx岛》游戏中发现有拉人行为。某B公司提供了拉人的虚拟玩家微信资料、拉人言论截图及所推广游戏链接,这些链接的域名均为某A公司所有的下级域名,且同一游戏有多个不同网址链接但可跳转至同一游戏。某A公司工作人员表示会处理,采取的措施包括关照内部公会、封停相关账号等。但某B公司称拉人行为仍持续发生,即便某A公司封停链接,后续又会出现新链接

法院裁判结果:一审法院判决某A公司停止在《xx岛》游戏内的恶意拉人行为,赔偿某B公司经济损失700,000元及合理费用5,500元。某A公司不服上诉,二审法院驳回上诉,维持原判。

PART 3

GS拉人型不正当竞争中的取证、举证要点

1.如何发现线索

(1)玩家举报

玩家举报是最常见的线索来源。玩家被拉(骚扰)后,可能会向游戏公司举报反应。公司应当与举报玩家建联,了解他们与侵权方的接触过程和所掌握的信息。

玩家能够提供的有价值的信息主要包括:侵权方在游戏内的账号、侵权方使用的其他联系方式(如微信、QQ等)、所属公会或组织名称、声称的身份,背景等

例如本案中,B司所收集的拉人言论截图、微信信息截图及游戏链接等,线索大概率是通过玩家举报获取的,这些证据形成了较为完整的“游戏内——游戏外(微信、QQ群等)——导流至新游戏”的证据链。

与玩家沟通时,公司应注意保护玩家隐私,避免给玩家带来不必要的麻烦,以鼓励玩家积极配合调查。

(2)审核过滤

公司也可定期主动排查世界频道等UGC内容有无可疑情况。主要审查有无长时间发布固定话术的,常见的拉踩式拉人言论如:“这个服爆率太低,找个爆率高的”“这个服没什么活人,刷怪太无聊了,想找个有架打的玩”。

还可利用大数据分析账号在游戏内的行为模式,如操作习惯、活跃时间段、游戏角色行为特点等。通过与正常玩家行为进行对比,找出异常之处。例如,某个账号频繁进行拉人/要求加V的操作,且具有一定规律(如使用特定话术模版、在特定时间段),或者该账号在游戏内的活动轨迹与其他正常玩家明显不同(如很少参与正常游戏玩法,上线后就在广场上喊话)等,则此类账号为虚假玩家的概率很高。

2.确定侵权主体

此类案件中,侵权主体主要可能包括:

(1)侵权游戏的外显主体:侵权游戏的著作权人、运营商、充值款项的收款方(联运主体)、下载链接的域名备案主体(例如用WHOIS查询)

例如本案中,B公司即是根据推广游戏链接的域名均为A司所有的下级域名,进而确认侵权主体为A司,并及时在微信群内与A司沟通,并留存聊天记录。这既证明了B司积极维权的态度,也为后续证明A司知晓拉人行为提供了关键证据。

(2)拉人行为的外显主体:社交媒体(包括但不限于抖音、小红书、闲鱼、淘宝等)上发布拉人广告的认证主体信息、引导添加的公众号/企业微信号的认证主体信息

起诉尽可能多的主体,包括公会、游戏著作权人、游戏运营商、游戏收款方(联运方)等,可以有更多的管辖选择,有利于争取判赔空间。

如侵权方身份信息实在难以获取的情况下,可以考虑向法院申请调查令。法院根据案件具体情况审查后,如认为有必要,会签发调查令授权律师等向相关单位(如游戏分发平台等可能掌握侵权方信息的机构)收集证据,包括侵权方的身份信息。

3.提高判赔额度

为提高法院的判赔额度,此类案件中可以考虑举证:

(1)权利游戏营收数据降低:如举证权利游戏营收数据被拉人行为影响,ARPU降低;

(2)正常的买量成本高:GS拉人本质类似买量。可举证正常在社交媒体平台、游戏广告平台获客需要支付的广告推广费用、转化率等,来计算获客成本,进而证明其利用不正当竞争行为的获益;

(3)权利游戏知名度高:如举证权利游戏在渠道的下载量、排名数据、用户评价、媒体报道、获得的奖项荣誉等,用以说明游戏的商业价值高,侵权方的行为造成的损失大。

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