Protection of MinorsAnti-Addiction SystemReal-Name VerificationIn-Game Purchase Refunds

Minor Refunds: Evidence Collection Strategies for Game Companies

未成年人退款:游戏公司的证据收集策略

January 22, 2026
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Summary

In recent years, the online gaming industry has continuously strengthened its protection mechanisms for minors, with increasingly sophisticated compliance systems covering real-name verification, anti-addiction measures, account permission controls, and recharge and refund mechanisms. However, in practice, it remains difficult for game operators to completely prevent minors from circumventing anti-addiction systems by using adults’ identity information, or from requesting refunds after making in-game purchases through adult-authenticated accounts. This article analyzes a representative court case to explore the litigation strategies adopted by minors when claiming refunds under such circumstances. It focuses on the allocation of the burden of proof and the key evidentiary factors courts rely on to determine the actual user of a game account. By comprehensively examining evidence such as in-game character names, chat records, login and recharge time patterns, and IP address distribution, the court concluded that the plaintiff failed to prove that the account and recharge activities were carried out by the minor. Consequently, the refund claim was rejected.

In recent years, the online gaming industry has continuously strengthened protective measures for minors, with compliance frameworks for identity verification, addiction prevention, permission management, and recharge refund mechanisms becoming increasingly robust. However, even with these comprehensive compliance systems in place, internet gaming companies still struggle to fully prevent minors from circumventing anti-addiction systems by using adults' identity information, or from requesting refunds after recharging accounts authenticated under adult identities. This article will explore litigation strategies for minors seeking refunds in such scenarios through case analysis.

PART 1

Case Overview

Minor Zhang claims he registered the game account in question without consent from his legal guardian, Zhang (Zhang's father), using Zhang's mobile number and identity information. He subsequently made in-game purchases during gameplay.

Plaintiff Xiao Zhang contends that he was only 14 years old—a minor—at the time of the in-game top-ups. The substantial top-ups made to his game account lacked the consent or ratification of his legal representative, rendering the related civil acts invalid. Defendant Beijing Technology Company, as the game operator, should therefore refund the top-up amounts.

Defendant Beijing Technology Company argued that the registration, use, and top-ups of the game account were all performed by an adult, rendering the online service contract legally valid. It requested the court to dismiss all of the plaintiff's claims.

PART 2

Court's Ruling

(I) Rationale for the Judgment

1. In this case, plaintiff Xiao Zhang claims that the registration, use, and recharging of the game account in question were all performed by the plaintiff himself. However, the evidence provided by the plaintiff shows that the mobile phone number used to register and use the game account in question belonged to his guardian, Zhang Mou, the real-name authentication used the identity information of guardian Zhang Mou, and the WeChat account used for recharging belonged to guardian Zhang Mou. This is insufficient to prove that the actual user of the game account in question was plaintiff Xiao Zhang.

2. Conversely, evidence submitted by the defendant indicates that the user of the game account engaged in activities inconsistent with the typical lifestyle patterns of minors, such as making top-ups during school hours and in the early morning hours. The names of the game characters used also do not align with preferences commonly associated with minors, and comments made within the game do not reflect language characteristics typical of minors.

Considering the above circumstances, the plaintiff's evidence fails to prove that he was the actual user of the game account or that he personally conducted the recharges. He must bear the adverse consequences of failing to meet the burden of proof. Therefore, the plaintiff's claims to invalidate the online service contract and demand a refund lack factual and legal basis, and the court rejects them.

(II) Judgment Outcome

First Instance: All claims by plaintiff Xiao Zhang are dismissed.

PART 3

Legal Analysis

In refund disputes involving minors' gaming activities, the key lies in proving that the account user and recharge initiator was a minor. The plaintiff bears the burden of proof for the facts underlying their claims. Consequently, internet gaming companies as defendants should focus on organizing the following evidence:

(1) In-Game Nicknames

Game nicknames can to some extent reflect a player's general preferences and cognitive level. There are certain differences in the character names used by adults versus minors.

1. In this case, the primary character names used in the involved game account included “Caribbean Donald,” “Sinbad,” “Xu Zhu,” and “Guixu Night Owl.”

2. In the case of Su Xiangming v. Shenzhen Youyuan Chuangxiang Network Technology Co., Ltd. (Case No.: (2022) Yue 01 Min Zhong 3782), the game character names used included “Hua Xiangrong” and “Yun 乀 Hua Xiangrong.” The court also held that feminine and obscure characters were clearly inconsistent with the preferences and cognitive level of a ten-year-old boy.

(II) In-Game Chat Records

If the linguistic logic and vocabulary used in-game clearly deviate from typical minor speech patterns, it becomes difficult to prove the account's actual user is a minor.

1. In this case, the involved game account sent private messages such as:

“My wife and kids are asleep, not convenient for voice chat,”

“Then try adding me on WeChat,”

“I'm 42,”

“My son is already 15 years old,”

and posted content like:

“Almost forgot the event during parent-teacher conference,”

“Recharged nearly 200,000 RMB,”

“I'm puzzled myself,”

“Since my salary isn't high,”

in chat channels. My son is already 15 this year.“ In the chat channel, messages included: ”Almost forgot the activity because of the parent-teacher meeting,“ ”Recharged nearly 200,000 RMB,“ ”I'm puzzled myself,“ and ”Because my salary isn't high."

2. In the case of Su Xiangming v. Shenzhen Youyuan Chuangxiang Network Technology Co., Ltd. [Case No.: (2022) Yue 01 Min Zhong 3782], the account had posted messages in the game chat channel such as “I'm over thirty,” “My kid can already run errands,” and “I discovered this game while watching my child take online classes.” It also sent private messages to others containing statements like “I had an accidental miscarriage before.”

(Ⅲ) Gaming Duration and Recharge Timing

Activities such as gaming and recharging during school hours and late at night deviate from the typical daily routines of minors, aligning more closely with adult consumption patterns and lifestyles.

1. In this case, the involved gaming account recorded 683 top-ups totaling 188,412 yuan. Account logins and top-ups frequently occurred during school hours (8:00-11:00 and 14:00-17:00 on non-holiday days) and at midnight (0:00-6:00), exceeding 200 instances.

2. In the case of Su Xiangming v. Shenzhen Youyuan Chuangxiang Network Technology Co., Ltd. (Case No.: (2022) Yue 01 Min Zhong 3782), consumption times were more dispersed, with top-ups occurring across multiple time slots throughout the day. However, a significant portion of spending was concentrated late at night, with consecutive days showing top-up activities between 11:00 PM and 4:30 AM the following day.

3. In the case of Huang Mou 1 v. Zhejiang Zhengyou Network Technology Co., Ltd. Contract, Breach of Duty, and Unjust Enrichment Dispute [Case No.: (2021) Zhe 0683 Min Chu 1438] The game account was registered on March 31, 2019, and showed frequent logins and successive top-ups until January 16, 2021. Logins and top-ups frequently occurred during the hours of Zi (11 PM to 1 AM) and Chou (1 AM to 3 AM).

(Ⅳ) IP Addresses Used for Game Logins

If a game account exhibits numerous login IP addresses, this contradicts the stable learning patterns expected of minors, making it difficult to prove that the account was primarily used by a minor.

In the case of Su Xiangming v. Shenzhen Youyuan Chuangxiang Network Technology Co., Ltd. (Case No.: (2022) Yue 01 Min Zhong 3782), the login IP addresses for various characters under the game account were distributed across locations including Qinhuangdao, Shijiazhuang, Beijing, Shanghai, Guangdong, Sichuan, Zhejiang, and Jiangsu.

Furthermore, based on our case handling experience, collecting evidence of prior refund requests for the involved game account and whether the account continued to be used after the refund request is equally significant. For example: multiple prior refund requests with inconsistent reasons, where previous claims were not based on minor status but rather impacts on work/life or marital relationships; or continued gaming activity and top-ups after filing a minor-related refund request.

Overall, when handling refund requests from minors, internet game companies should conduct preliminary assessments using existing compliance systems. For accounts clearly not used by minors, relevant evidence should be collected and organized to prepare for potential future litigation. During actual court proceedings, cross-referencing evidence can demonstrate to the court that the actual user of the game is an adult rather than a minor, thereby effectively safeguarding the legitimate rights and interests of internet game companies.

中文原文

近年来,网络游戏行业对未成年人的保护措施不断加强,包括身份验证、沉迷防范、权限管理和充值退款等机制的合规建设也日益完善。然而,即便有了这些完善的合规体系,互联网游戏企业仍难以完全防范未成年人使用成年人的身份信息来绕过防沉迷系统,以及未成年人使用成年人认证的账号进行充值后要求退款的情况。本文将结合案例,探讨未成年人在这些情况下主张退款的诉讼策略。

PART 1

案情介绍

小张系未成年人,称其未经法定监护人张某(小张之父)的同意,私自使用张某的手机号码和身份信息注册了涉案游戏账号,并在使用过程中进行了充值。

原告小张认为,自己进行游戏充值时才14岁,系未成年人,其涉案游戏账户中的大额充值行为并未获得法定代理人同意、追认,因此相关民事行为应认定无效。被告北京某技术公司作为游戏运营方,应当返还充值款。

被告北京某技术公司辩称,涉案游戏账户的注册、使用、充值行为均由成年人实施,涉案网络服务合同合法有效,请求法院依法驳回原告的全部诉讼请求。


PART 2

法院观点

(一)裁判理由

1、本案中,原告小张主张涉案游戏账号的注册、使用及充值行为均为原告本人实施,然而,原告提供的证据显示,涉案游戏账号注册使用的是其监护人张某的手机号,实名认证是监护人张某的身份信息,充值使用的是监护人张某的微信账户,不足以证明涉案游戏账号的实际使用人是原告小张。

2、相反,被告提交的证据显示,涉案游戏账号的使用主体存在多次于在校期间、凌晨充值等不符合未成年人生活作息规律的行为,所使用游戏角色名称不符合未成年人普遍喜好的情形,以及在游戏内发表不符合未成年人语言特点的言论。

综合以上情形,原告提供的证据不足以证明其本人系涉案游戏账号的实际使用人、涉案充值行为由其实际实施,应承担举证不能的不利后果。因此,原告要求确认涉案网络服务合同无效,并要求被告退款充值款项的诉讼请求,缺乏事实和法律依据,法院不予支持。

(二)裁判结果

一审:驳回原告小张的全部诉讼请求。

PART 3

律师评析

在未成年人游戏退款中,关键需要证明账号的使用、充值主体是未成年人,原告应就其主张所依据的事实承担举证证明责任,因此作为被告的互联网游戏企业应注意整理的证据如下:

(一)游戏昵称

游戏昵称在一定程度上能够反映玩家的普遍喜好与认知水平,对此,成年人与未成年人使用的游戏角色名称存在一定差异。

1、本案中,涉案游戏账户主要使用过的游戏角色名有“加勒比唐纳”“辛巴达”“虚竹”“归墟夜枭”等。

2、在苏相铭、深圳市优点创想网络科技有限公司网络服务合同纠纷【案号:(2022)粤01民终3782号】一案中,游戏中使用的游戏角色名有“花享蓉”“ 云乀花享蓉”等。法院亦认为女性化、生僻的文字明显不符合十岁男孩子的喜好和认知。

(二)游戏内聊天记录

若游戏内发表的语言逻辑词汇显然不符合未成年人的语言特点,则难以证明账号的实际使用主体为未成年人。

1、本案中,涉案游戏账户曾在私信中向他人发送“老婆孩子睡觉了,不太方便语音”“那你加我微信试试”“我42”“我儿子今年都15岁啦”等内容,在聊天频道中发送“给孩子开家长会差点忘了活动”“充值了将近20万人民币”“我本人也很纳闷”“因为我工资并不高”等内容。

2、在苏相铭、深圳市优点创想网络科技有限公司网络服务合同纠纷【案号:(2022)粤01民终3782号】一案中,曾在游戏聊天频道中发送“我三十加了”“我家娃都会打酱油了”“我在看娃上网课的时候发现了这个游戏”等内容,在私信中向他人发送“我之前意外流产了”等内容。

(三)游戏时间与充值时间

在校期间、凌晨的使用、充值等行为不符合未成年人生活作息规律,更加接近成年人的消费习惯、生活规律。

1、本案中,涉案游戏账户发生充值683笔共计188412元,账号登录及充值时间经常发生于在校期间(非节假日的8点-11点、14点-17点)、凌晨(0点-6点)的次数超过200次。

2、在苏相铭、深圳市优点创想网络科技有限公司网络服务合同纠纷【案号:(2022)粤01民终3782号】一案中,消费时间较为分散,全天多时段均有充值,且大量消费时间集中在深夜,连续多日在23时至次日凌晨4时30分存在充值行为。

3、在黄某1、浙江争游网络科技有限公司合同、因管理、不当得利纠纷【(2021)浙0683民初1438号】一案中,游戏账号自2019年3月31日完成注册至2021年1月16日止,频繁登录游戏并陆续进行充值,登录及充值时间经常发生于子时(晚23时至凌晨1时)、丑时(凌晨1时至3时)等时间段。


(四)游戏登陆使用的IP地址

若游戏账号的登陆IP地址较多,则与未成年人稳定学习的事实相悖,难以证明账号的实际使用主体为未成年人。

在苏相铭、深圳市优点创想网络科技有限公司网络服务合同纠纷【案号:(2022)粤01民终3782号】一案中,游戏账号各角色登录IP地址显示分布在秦皇岛、石家庄、北京、上海、广东、四川、浙江、江苏等地。

此外,依据我们处理案件的经验,收集涉案游戏账号之前申请退款的记录和申请退款后是否继续使用游戏的证据,同样具有重要意义。如:此前多次申请退款,且理由不一,此前的理由并非未成年人退款,而是影响工作生活、夫妻感情的;或是提起未成年人退款申请后依然存在游戏行为、充值行为等。

总体而言,在处理未成年人退款请求时,互联网游戏企业应当利用现有的合规体系进行初步评估。对于明显不符合未成年人使用的游戏账号,应当收集和整理相关证据,为后续潜在的诉讼做好准备。在实际法庭审理过程中,可通过证据之间的相互印证,向法庭证明游戏的实际使用者为成年人而非未成年人,从而有效地维护互联网游戏企业的合法权益。

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