Japan game publishingInformation disclosure obligationsGacha probability disclosure

Japan Game Overseas Expansion Compliance Overview [Monthly Game Overseas Expansion Insights]

日本游戏出海合规概览【游戏出海月度分享】

January 12, 2026
28 views

Summary

On June 27, NuoCheng’s game globalization team hosted a practical webinar on entering the Japanese market, focusing on settlement law, gacha compliance, and prize promotions. Under Japan’s Payment Services Act, in-game virtual currencies are treated as prepaid payment instruments, requiring registration, security deposits, and disclosures once unused balances exceed 10 million yen. For gacha systems, Japan mandates accurate probability disclosure and uniquely prohibits “complete set” or combination-based draws. In prize promotions, virtual items are regulated benefits, with caps on prize value and total amounts, while social media giveaways not tied to transactions are exempt. Overall, Japan places strong emphasis on financial safety, transparency, and fairness.

On June 27, the Kinding Law Overseas Team hosted a live stream sharing practical insights on game localization for the Japanese market. The session covered several core aspects of expanding into Japan, including: - Filing and operational procedures for the Funds Settlement Act - Compliance practices for gacha games - Regulatory requirements for prize promotions By integrating legal frameworks with real-world case studies, the presentation outlined essential compliance considerations for Japanese market entry. Throughout the livestream, the team addressed diverse questions from viewers regarding game localization strategies for Japan. Below is a recap of the key points covered in this practical sharing session.

PART 1

Funds Settlement Act Filing and Practical Implementation

The Funds Settlement Act stipulates that entities meeting all four conditions below shall be subject to regulation under this Act:

(1) The amount or quantity of goods and services (number of items, units, degrees, etc.) is recorded on a bill, electronic device, or other item (hereinafter referred to as “bills, etc.”) or recorded by electromagnetic means.

(2) Consideration corresponding to the amount or quantity of goods/services recorded on the instruments, etc., or via electromagnetic means has been paid.

(3) Instruments, etc., bearing the recorded amount or quantity of goods/services, or numbers, symbols, or other identifiers related to the value of such assets, have been issued.

(4) The tickets, etc., or numbers, symbols, or other identifiers can be used by presenting, delivering, or notifying them when purchasing goods or receiving services.

Specifically, this includes gift certificates, catalog gift certificates, magnetic stripe or IC card-type prepaid cards, and prepaid cards usable on the internet, all falling under the scope of the Funds Settlement Act. Focusing on game products, in-game direct-purchase currency represents the most typical prepaid payment tool.

Considering the issuance model of in-game direct-charge currency, under the Funds Settlement Act, game companies issuing virtual currency will be classified as self-issuers (issuers subject to reporting requirements). A self-issuing entity refers to a body that issues prepaid payment instruments usable solely as a means of payment for goods or services purchased from the issuer, and that files reports with the Director-General of the Financial Bureau or equivalent authority as required by law. When the unused balance of the prepaid payment instruments issued by such an entity (total issuance amount minus total redemption amount) exceeds 10 million yen at the end of March or September, a report must be filed with the Director-General of the Financial Bureau or equivalent authority.

In addition to fulfilling the filing and reporting obligations and the deposit of security deposits as stipulated in the Funds Settlement Act, game companies must also disclose relevant information regarding funds settlement to users on a designated webpage. This primarily includes: (1) The name, trade name, or designation of the issuer; (2) The available balance or the quantity of goods and services provided; (3) The period or term of validity for the use of the prepaid payment instrument; (4) The location and contact information (such as telephone number) of the window for receiving user complaints or inquiries; (5) Where terms and conditions exist: the existence of such terms and conditions.

PART 2

Compliance and Practical Implementation of Gacha Mechanics

Japan's primary regulations governing gacha mechanics are detailed in the Prize Display Act's provisions regarding “misleading claims of advantage” and “misleading claims of superiority,” as well as various self-regulatory guidelines issued by gaming industry associations such as CESA and JOGA. Similar to regulations in most other jurisdictions, the core compliance focus lies in accurately disclosing the actual probabilities of in-game gacha mechanics to ensure consumer transparency. A particularly unique regulation in Japan prohibits the implementation of so-called “card-matching mechanics” in game products. According to the “Restrictions on Offering Prizes Through Rewards,” it is illegal to provide prize rewards by requiring players to present specific combinations of different types of tokens (such as text, images, or symbols) displayed on tokens.

PART 3

Compliance Practices for Prize-Based Sales

Similar to gacha mechanics, prize promotions are also regulated under the Prize Promotion Act. According to this law, virtual items provided by online games—such as characters used to battle enemies or “avatars” that decorate virtual rooms—are considered “benefits, services, or other offerings” subject to the Act. This classification stems from the fact that such items enable users to gain advantages like defeating enemies or decorating virtual spaces within the game.

Restrictions on prizes offered through lotteries stipulate that the maximum value of any single prize shall be capped at 20 times the transaction amount and shall not exceed 100,000 yen. Additionally, the total value of all prizes offered shall not exceed 2% of the total transaction amount.

Meanwhile, social media marketing campaigns commonly used in game promotions are not subject to prize limits. For example, social media sweepstakes where players can participate by following the company's account and liking posts will have campaign details published on the company's official website and social media platforms. Prizes will be mailed to winners. Unless other circumstances exist that could reasonably be deemed to involve a high likelihood of inducing transactions, this activity—from the release of information to the provision of prizes—is entirely free of any transactional elements and therefore does not fall under prize regulation.

中文原文

6月27日,诺诚游戏出海团队进行了游戏出海日本实务分享直播,主要内容涉及出海日本的几大核心要点,包括资金决算法备案及实操、抽卡游戏合规实务、有奖销售合规要求等维度。通过法规与实务案例结合,梳理了出海日本的各项合规要点,并在直播过程中回答观众对于日本游戏出海的各类问题。以下是对本次实务分享的全程要点回顾。

PART 1

资金决算法备案及实操

《资金决算法》规定,同时具备以下四项条件的事物,将受本法监管:

(1)金额或商品及服务的数量(个数、本数、度数等)被记载于票据、电子设备或其他物品(以下称“票据等”)上,或以电磁方式记录。

(2)已支付与票据等上记载或以电磁方式记录的金额或商品及服务数量相应的对价。

(3)发行了记载或记录有金额或商品及服务数量的票据等,或与这些财产价值相关的号码、符号等标志。

(4)在购买商品、接受服务提供等场合,可通过出示、交付、通知等方式使用票据等或号码、符号等标志。

具体而言,包括商品券、目录礼品券、磁卡型或IC卡型预付卡、可在互联网上使用的预付卡等均属于《资金决算法》规制的范围。聚焦到游戏产品,游戏中的直充货币即为最典型的预付支付工具。

考虑到游戏直充货币的发行模式,根据《资金决算法》,发行游戏虚拟币的游戏公司,将被认定为自发型发行者(需申报的发行者)。自发型发行者是指发行仅在向发行者购买商品或接受服务时可作为其对价支付手段的预付式支付工具,并依据法律向财务局长等进行申报的主体。当其发行的预付式支付工具未使用余额(总发行额-总回收额)在3月末或9月末超过1000万日元时,需向财务(支)局长等进行申报。

除了履行《资金决算法》规定的备案申报及保证金提存义务外,游戏公司同时需要在特定网页中向用户披露资金决算的相关信息,主要包括:(1)发行者的姓名、商号或名称;(2)可用金额或商品及服务的提供数量;(3)预付式支付工具使用期间或使用期限;(4)接收用户投诉或咨询的窗口的所在地及联系方式(电话号码等);(5)存在条款等时:存在该条款等的事实等。

PART 2

抽卡玩法合规及实操

日本对于抽卡玩法的主要规定详见于《景品表示法》对于“有利误认”及“优良误认”的规定,以及包括CESA、JOGA等游戏行业协会所发布的各类自律指南。与其他大部分法域所规定的类似,核心关注的合规要素即真实准确地披露游戏内抽卡玩法的真实概率,确保消费透明度。而日本地区最为特殊的规定,即不允许游戏产品设置所谓“合卡玩法”。根据《关于通过悬赏提供奖品的限制事项》在显示两种或两种以上类型的文字、图画、符号等的符票中,以要求呈现特定组合的不同类型符票的方式进行悬赏奖品的提供,属于违规行为。

PART 3

有奖销售合规实务
与抽卡玩法类似,有奖销售行为同样受到《景品表示法》规制。根据该法,网络游戏提供的道具,例如用于游戏中角色与敌人战斗的角色、以及作为玩家化身的“虚拟形象”来装饰虚拟空间房间的道具等,由于此类道具能让用户在网络游戏上获得与敌人战斗、装饰虚拟空间房间等某种利益等,所以被认为属于 “利益、劳务或其他服务”而适用本法。

通过抽奖提供的奖品的限制要求为,单项悬赏奖品的上限应限制在交易金额的20倍之内,且不得超过10万日元;同时悬赏奖品的总额不得超过相关交易总额的2%。

同时,游戏推广中常见的社媒营销活动并不受到奖品限额的约束。例如玩家需通过关注公司账号并点赞即可参加的社交媒体抽奖活动,活动信息将通过公司官网和社交媒体发布,奖品将邮寄给中奖者。除非存在其他可认定为具有较高可能性导致交易的情况,本活动从发布信息到提供奖品,均完全不附随交易,不属于奖品管制对象。

分享文章

相关文章

General

Game Licensing (ISBN Approval): Can Cultural Enforcement Be Exercised Across Regions?

游戏版号,文化执法也能异地?

This article analyzes the legality and rationality of cross-regional administrative enforcement in game licensing cases in China. It argues that, under the current legal framework, enforcement should follow the principle of territorial jurisdiction, as the place of illegal conduct is typically tied to the location of the game company. Cross-regional enforcement may lead to jurisdictional conflicts, increased compliance burdens, and risks of profit-driven enforcement, thereby undermining the business environment and procedural fairness.

6 views
General

Twitch bans streamers from “promoting or sponsoring” CS:GO skin gambling

Twitch禁止主播“推广或赞助”CSGO皮肤赌博

Twitch has updated its community guidelines to further restrict gambling-related content, explicitly banning the promotion and sponsorship of skin gambling websites, particularly those مرتبط with Counter-Strike: Global Offensive. Since 2022, Twitch has prohibited the promotion of gambling sites that are not licensed in jurisdictions with consumer protections, naming platforms such as Stake, Rollbit, and Roobet. The latest update expands these restrictions to include CS:GO skin gambling sites and their free social versions, while also banning links, promo codes, and visual displays of such content. Twitch stated that the move responds to renewed interest in CS:GO skin gambling.

4 views
General

U.S. Market Expansion: New Age Verification Method Under COPPA

美国出海:COPPA下新的年龄验证方法

To facilitate compliance with the Children’s Online Privacy Protection Act (COPPA), the Entertainment Software Rating Board (ESRB), together with other U.S. institutions, has proposed a new mechanism for obtaining verifiable parental consent (VPC). The proposal relies on privacy-protective facial age estimation technology, developed with technical support from Yoti and SuperAwesome. The U.S. Federal Trade Commission (FTC) is currently soliciting public comments on whether this method falls within existing COPPA-approved verification methods, whether it satisfies the statutory requirements for parental consent, and whether it introduces privacy risks, including those related to biometric information. The proposal signals a potentially significant development in age verification compliance for online platforms and gaming services operating in the United States.

5 views