Game leaksTrade secret protectionLoot boxesConsumer protection

【Weekly Game Law】Korea Establishes Loot Box Damage Relief Center; miHoYo Cracks Down on Leaks, Three Suspects Arrested

【每周游戏法】韩国成立概率型道具损害救济中心;米哈游打击泄密,三人被抓

March 6, 2026
27 views

Summary

This weekly legal update reviews four recent developments in the gaming industry: miHoYo’s criminal crackdown on game content leaks, an IP infringement apology issued by a restaurant that launched an unauthorized Love and Producer themed product, a lawsuit filed by the New York Attorney General against Valve alleging that loot box mechanics constitute illegal gambling, and South Korea’s establishment of a Loot Box Damage Relief Center. The article analyzes the legal implications of trade secret protection, cross-industry intellectual property infringement, the regulatory classification of loot box systems under gambling law, and the evolving regulatory framework governing probability-based items in Korea.

(1) miHoYo Launches Criminal Crackdown on Game Leaks; Three Individuals Placed Under Criminal Measures

In October 2025, the Xuhui District Police in Shanghai solved a criminal case involving infringement of game copyright. Three suspects born after 2000—Su, Wu, and Zhou—were subjected to criminal compulsory measures for illegally leaking unreleased game content.

According to the investigation, suspect Zhou cracked a game testing package and stole core materials such as unreleased characters, scenes, and skill animations. He then edited the materials into videos and uploaded them to social media platforms, a self-operated website called “Yuheng Cup,” and private community channels. Each video received more than 100,000 views. Su and Wu were only responsible for reposting the videos.

Currently, Zhou has been subjected to criminal compulsory measures by the police on suspicion of the Crime of Copyright Infringement, while Su and Wu have been transferred to the procuratorate for prosecution. The case remains under further investigation.

Nuocheng Commentary:

It is reported that this anti-leak operation was carried out both domestically and internationally. In early February, miHoYo also filed a lawsuit against Zhou in the U.S. District Court for the Northern District of Georgia, targeting the “Yuheng Cup” website. miHoYo alleged that the site had long published unreleased update information for Genshin Impact and Honkai: Star Rail, constituting systematic theft of trade secrets, copyright infringement, and disruption of the normal operational rhythm of the games.

In this case, during the investigation, the suspects argued that they “mistakenly believed deleting the videos would avoid legal liability.” In fact, once the leaked content was published, the conduct had already become unlawful—at minimum constituting civil infringement and, in more serious cases, potentially violating criminal law.

This case exposes vulnerabilities in copyright protection within the game industry and serves as a warning to the public: illegally obtaining and disseminating trade secrets will inevitably face severe legal consequences, and technological abuse will ultimately backfire.

Accordingly, the industry should strengthen a dual-track mechanism of ex-ante prevention and ex-post rights protection. On the one hand, companies should enhance internal data security management; on the other hand, they should establish rapid response procedures so that once leaks are discovered, evidence can be promptly preserved and legal action—whether civil litigation or criminal reporting—can be taken.

At the same time, the public should cultivate stronger respect for intellectual property rights and avoid taking legal risks merely for short-term online traffic.


(2) Hotel Launches Love and Producer Themed Meal Set and Issues Public Infringement Apology

On February 25, 2026, Shanghai Kangyin Hotel Management Co., Ltd. issued an official statement admitting that its restaurant WuKang Garden had launched a themed meal set related to the character Li Zeyan from the well-known game Love and Producer without authorization.

In both online and offline promotional activities, the restaurant unlawfully used the name, image, and other elements of the game character—for example, displaying character images on food ordering platforms and launching products such as the “Zeyan Caramel Pudding Limited Set.”

The company stated that these activities were conducted unilaterally and that it had never established any form of commercial cooperation or licensing relationship with the operator of Love and Producer or its affiliated companies.

The company acknowledged that its conduct misled consumers and disrupted fair market competition. It has issued a sincere apology to the game’s official operator and to all players, hoping to eliminate public confusion and misunderstanding.

Nuocheng Commentary:

Unauthorized cross-industry “IP piggybacking” involving popular games occurs frequently and essentially reflects disorderly competition driven by the pursuit of traffic.

Game companies may respond through multiple measures:

  1. Strengthen intellectual property protection, including early trademark registration and copyright registration for character names and images to ensure a solid legal basis for rights enforcement.

  2. Establish cross-platform monitoring mechanisms, using public opinion monitoring tools to track infringement clues in industries such as catering and cultural products and collect evidence promptly.

  3. Proactively create legitimate licensing channels by launching official collaboration products to meet market demand and compress the survival space for “free-rider” businesses.

  4. Clarify the boundaries of official authorization through community communication, guiding consumers to identify genuine products and weakening the influence of infringing conduct.


(3) New York Attorney General Accuses Valve of Gambling Violations, Targeting Loot Box Mechanics

On February 25, 2026, New York Attorney General Letitia James formally filed a lawsuit against Valve Corporation, alleging that the loot box mechanisms in Counter-Strike 2, Team Fortress 2, and Dota 2 constitute illegal gambling under New York State law.

According to the prosecution, players pay approximately $2.49 to purchase keys that open random loot boxes. The outcome is determined by server-side random number generation, and players may obtain high-value virtual items that can be traded on the Steam Community Market or third-party platforms.

The complaint argues that the system satisfies the three elements of gambling under New York criminal law:

  • Consideration (payment of something of value)

  • Chance (random outcome)

  • Prize (receipt of something of value)

The complaint emphasizes that these virtual items possess tradability, priceability, exchangeability, and potential for monetization. Valve continuously profits through transaction commissions and structurally supports third-party cash markets, thereby facilitating gambling.

The prosecution is seeking:

  • A permanent shutdown of loot box features

  • Full refunds to consumers

  • Disgorgement of illegal profits and treble damages

  • Additional compliance reforms and potential supervision measures

If the case succeeds, it may reshape regulatory boundaries in certain U.S. states regarding the “probability mechanics + virtual item trading” model and serve as an important compliance warning for game companies targeting the U.S. market.

Nuocheng Commentary:

The core issue in this case is whether the digital virtual asset economy should be incorporated into traditional gambling law frameworks.

First, once virtual items possess channels for real-world monetization—even if such channels are not directly established by the official platform—they may still be recognized as possessing the economic nature of valuable stakes.

Second, a platform’s tacit tolerance toward third-party cash trading markets may be interpreted as subjective knowledge or even acquiescence. In regulatory logic, passive inaction may not necessarily constitute a defense, particularly when platforms can reasonably foresee that virtual assets may enter real-world trading markets.

Third, when probability mechanisms involve cash or equivalent property and generate rewards that are tradable and transferable, the arrangement may touch upon the core elements of gambling. In such circumstances, the risk may escalate from civil compliance issues to potential criminal liability.

Importantly, the risk does not arise from probability mechanisms themselves, but from the structural connection between those mechanisms and real-world financial value.


(4) Korea Officially Establishes a Loot Box Damage Relief Center

On February 27, the Game Rating and Administration Committee (GRAC) held an unveiling ceremony in Busan to officially announce the establishment of the Loot Box Consumer Protection Center and publicly release its operational plan.

The center aims to protect user rights, mediate disputes, and promote the healthy and orderly development of the gaming industry. Participants at the ceremony expressed high expectations for the center and the future development of Korea’s gaming industry.

The establishment of the center is based on the amendment to the Game Industry Promotion Act passed in December 2024 and its Enforcement Decree promulgated in July 2025.

The center will specifically handle damage relief matters arising from the failure to disclose or false disclosure of probability information for loot box items, while also mediating disputes between game companies and users.

GRAC Chairman Seo Tae-geon stated:

“Although games have developed into a representative form of leisure culture, probability-based items and their opaque operational methods can easily harm user interests, increase social distrust toward the gaming industry, and intensify conflicts between companies and players.”

He noted that the center will serve as a crucial hub for protecting user rights and as an important communication bridge between companies and users.

Director Oh emphasized that protecting user rights can effectively reduce social costs and help the industry develop on a foundation of trust.

Accordingly, the center has formulated a three-phase roadmap:

  • 2026: Establish operational rules and manuals, entering the “system construction” stage

  • 2027: Refine categories of damage and stabilize the institutional framework

  • 2028: Develop data-driven preventive education and further upgrade systemic capabilities

In terms of organizational structure and workflow, the center has established a dedicated operational structure and introduced a “five-stage one-stop process” for handling ordinary cases.

Special cases will be handled in cooperation with external academic experts. Investigation reports must be reviewed by the full meeting of investigators.

Additionally, a Damage Relief Subcommittee has been established, which will adopt relief decisions through majority voting.

Meanwhile, GRAC also disclosed post-implementation enforcement results for the Loot Box Probability Disclosure System. By the end of 2025:

  • 18,026 cases had been monitored

  • 2,542 cases required rectification

  • 2,524 cases had completed rectification

The compliance rate reached 99%.

For overseas games that refused to rectify violations, blocking measures were implemented through industry self-regulatory rating institutions.

Lee Jae-hong, President of the Korea Association of Game Policy, stated that the establishment of the center will become an important milestone for Korea’s gaming industry in moving toward global regulatory standards.

Lee Cheol-woo, President of the Korea Game Users Association, noted that long-ignored user damage issues are finally being addressed through a dedicated institution.

A policy official from the Ministry of Culture, Sports and Tourism stated that the center will play a central role in strengthening user rights protection and building a healthy gaming ecosystem.

Nuocheng Commentary:

The establishment of the Loot Box Consumer Protection Center marks that Korea’s regulation of probability-based items has shifted from a “pre-disclosure obligation” model toward a stronger governance framework combining post-incident relief, dispute mediation, and enforcement coordination.

On the one hand, the center is institutionally grounded in the amended Game Industry Promotion Act and its Enforcement Decree, focusing specifically on damage relief caused by non-disclosure or false disclosure of probability information. This means regulatory oversight will no longer stop at rectification notices but will incorporate user disputes into an official mechanism capable of handling cases at scale.

As a result, companies may face higher-frequency complaint handling, document requests, and substantive reviews.

On the other hand, regulatory authorities’ disclosure of monitoring statistics and the practice of blocking overseas games that refuse rectification sends a clear signal: even companies without local entities in Korea—such as cross-border publishers or overseas studios—cannot easily evade Korean compliance requirements through “extraterritorial identity.”

Compliance costs may directly determine whether a game can remain listed and accessible in the Korean market.

For teams planning to publish games in Korea, probability-based item compliance should be treated as market entry compliance.

During the development stage, teams should unify probability disclosure standards, verify consistency between backend configuration and frontend display, and establish traceable approval procedures for operational changes.

During the operational stage, companies should implement dedicated monitoring and rapid correction mechanisms for the Korean market to ensure that configuration records, probability change logs, and announcement evidence can be immediately provided in regulatory inspections or user complaints.

At the same time, companies should prepare dispute resolution contingency plans—including unified response language, evidence packages, and remedial measures—to keep disputes within a controllable and mediable range and prevent escalation into blocking measures, rating sanctions, or broader trust crises.

中文原文

(一)米哈游刑事打击游戏泄密行为,三人刑拘

2025年10月,上海徐汇警方破获一起侵犯游戏著作权的刑事案件,三名“00后”嫌疑人苏某、吴某、周某因非法泄露未公开游戏内容被采取刑事强制措施。

据查,嫌疑人周某通过破解游戏测试包体,窃取尚未发布的角色、场景及技能动画等核心素材,并剪辑成视频上传至社交媒体、自建网站“玉衡杯”及私域社群,单篇点击量均超10万次。苏某、吴某则仅为视频转载人。

目前,周某因涉嫌侵犯著作权罪已被警方依法采取刑事强制措施,苏某、吴某已被检察机关依法移送起诉,案件正在进一步侦办中。

诺诚评论:

据悉,此次泄密打击行动系国内外双管齐下,2月初米哈游还在美国佐治亚州法院针对“玉衡杯”网站向周某提起诉讼,主张该网站长期发布《原神》和《崩坏:星穹铁道》尚未公开的更新内容,为系统性窃取商业机密、侵犯版权,并破坏游戏正常运营节奏。

本案中,面对调查,嫌疑人辩称“误以为删除视频即可规避法律责任”,实则自发布泄密内容之日起,其行为已涉嫌违法——轻则构成民事侵权,重则触犯刑法。

案件暴露出游戏行业版权保护的薄弱环节,也为公众敲响警钟:非法获取、传播商业秘密必将面临法律严惩,技术滥用终将自食恶果。

对此,行业需强化事前防控与事后维权双轨机制:一方面加强内部数据安全管理,另一方面建立快速响应流程,一旦发现泄密立即固定证据,通过民事诉讼追责或刑事报案维护权益。

同时,公众应树立尊重知识产权的法治观念,切勿因一时流量铤而走险。

(二)酒店推出《恋与制作人》主题套餐,公开发布侵权致歉声明

2026年2月25日,上海康隐酒店管理有限公司发布正式声明,承认其旗下运营的“武康花园餐厅(WuKang Garden)”在未经授权的情况下,擅自推出了与知名游戏《恋与制作人》角色“李泽言”相关的主题套餐。

该餐厅在线上线下的宣传活动中,非法使用了该游戏角色的名称、形象及其他相关元素,如在订餐平台上展示角色图片,并推出“泽言焦糖布丁限定套餐”等产品。

该公司在声明中明确表示,其经营活动属于单方行为,从未与《恋与制作人》运营商及关联公司建立任何形式的商业合作或联名授权关系。公司承认该行为误导了消费者,并扰乱了市场公平竞争秩序。目前,该公司已向官方及全体玩家致以最诚挚的歉意,以期消除相关公众产生的混淆与误解。

诺诚评论:

知名游戏跨行业蹭IP侵权问题频发,本质是流量争夺下的无序竞争。游戏公司需多维应对:

其一,强化知识产权保护,提前完成角色名称、形象的商标注册与著作权登记,为维权留足法律依据;

其二,建立跨平台监测机制,借助舆情监控工具追踪餐饮、文创等领域的侵权线索,快速取证;

其三,主动释放授权空间,推出官方联名产品满足市场需求,挤压“搭便车”生存土壤;

其四,联合社群澄清正版边界,引导消费者辨识,削弱侵权行为的影响力。

(三)美国纽约州指控V社涉赌,直指战利品箱玩法

2026年2月25日,纽约州总检察长Letitia James正式起诉Valve Corporation,指控其在《Counter-Strike 2》《Team Fortress 2》《Dota 2》等游戏中的“开箱机制”(Loot Box)构成纽约州法意义上的非法赌博。

检方认为,玩家以约2.49美元购买钥匙开启随机箱子,投入真实货币,结果由服务器随机数决定,并可能获得可在Steam社区市场及第三方平台交易的高价值虚拟物品,已满足纽约刑法关于“投入有价值之物+偶然性结果+获得有价值之物”的赌博三要件。

诉状强调,虚拟物品具备可交易、可定价、可兑换及可变现属性,Valve通过交易佣金持续获利,并对第三方现金市场形成结构性支持,从而构成“促进赌博”。

检方请求永久关闭战利品箱功能、向消费者全额退款、追缴违法所得并处以三倍罚金,同时可能附加合规整改与监督措施。本案若成立,或将重塑美国部分州对“概率机制+虚拟物品交易”模式的监管边界,对面向美国市场的游戏企业具有重要合规警示意义。

诺诚评论:

本案的核心争议在于:数字虚拟资产经济是否应被纳入传统赌博法律框架。

首先,一旦虚拟物品具有现实变现渠道,即便该渠道并非官方直接设立,也可能被认定为具备“有价投注”的经济属性。换言之,虚拟奖励若能够进入现实交易市场,其法律评价就可能脱离单纯娱乐范畴。

其次,平台对于第三方现金交易市场的“默许”状态,存在被解释为主观明知甚至纵容的风险。在监管逻辑中,消极不作为未必能够构成免责理由,尤其是在平台能够合理预见其虚拟资产将被现实交易化的情形下。

再次,当概率机制以现金或等值财产参与,并产生可流通、可交易的奖励时,相关安排可能触及赌博认定中的核心要素,从民事合规问题上升为刑事风险问题。这种风险并非源自概率本身,而是源自其与现实财产利益之间的连接结构。

(四)韩国正式成立概率型道具损害救济中心

韩国游戏物管理委员会2月27日在釜山,正式举行“概率型道具损害救济中心”揭牌仪式,宣布中心成立并公开具体运营方案。该中心旨在维护用户权益、调解相关纠纷,助力游戏行业健康有序发展。揭牌仪式上,与会各方对该中心及韩国游戏产业的未来发展寄予厚望。

概率型道具损害救济中心的设立,基于2024年12月通过的《游戏产业振兴法》修正案及其于2025年7月公布的施行令。该中心将专门负责处理因概率型道具信息未标示或虚假标示所导致的用户权益损害救济事项,同时合理调解游戏公司与用户之间的相关纠纷。

游戏物管理委员会委员长徐泰健表示:“尽管游戏已发展成为具有代表性的休闲文化,但概率型道具及其不透明的运营方式极易损害用户利益,进而加剧社会对游戏产业的不信任,激化游戏公司与用户之间的矛盾。损害救济中心将成为切实保障游戏用户权益的重要枢纽,既是用户坚实可靠的问题解决者,也是企业与用户之间沟通的关键桥梁。”

吴组长强调:“保护用户权益的制度能够有效减少社会成本,助力产业在信任基础上实现健康发展。”基于这一理念,中心制定了分三阶段推进的路线图:2026年完成运营规章及操作手册的制定,进入“体系构建”阶段;2027年细化受害类型,推动制度稳定落地;2028年实现以数据为基础的预防性教育及系统能力的进一步升级。

在组织架构与业务流程方面,中心设立了专职组织体系,并推行“五阶段一站式”流程,以处理常规案件。特殊案件将与外部教授团队合作处理,形成的审查报告须经全体调查官会议审议。此外,中心还特别设立了损害救济分科委员会,以过半数赞成的表决方式审议通过救济方案。

另一方面,游戏物管理委员会公布了 “概率型道具标示义务制度” 实施后的事后监管成果。截至2025年底,共监测18,026件案例,要求整改2,542件,其中2,524件已完成整改,履行率达99%。对于拒不整改的海外游戏产品,已通过自律等级分类机构采取了封锁措施。

韩国游戏政策学会会长李在洪表示:“此次中心的成立将成为韩国游戏产业迈向全球标准的重要分水岭。”

韩国游戏用户协会会长李哲宇表示:“长期以来被忽视的游戏用户损害问题,如今设立专门机构救济,本身就是一件令人鼓舞的事情。”

文化体育观光部政策负责人表示:“损害救济中心将在强化用户权益保护、构建健康游戏生态方面发挥核心作用。”

诺诚评论:

“概率型道具损害救济中心”的挂牌,标志着韩国对概率型道具监管已从“事前标示义务”进入“事后救济+纠纷调解+执法联动”的更强治理阶段:

一方面,该中心以《游戏产业振兴法》修正案及施行令为制度基础,聚焦“未标示/虚假标示”导致的用户损害救济,意味着监管不再止步于整改通知,而是把用户争议吸纳进可规模化处理的官方机制,企业将面临更高频的投诉受理、材料调取与结论性审查压力;

另一方面,监管机关披露的监测与整改数据以及“对拒不整改的海外游戏通过自律等级分类机构实施封锁”的做法,清晰传递出一个信号:即便未在韩设主体、跨境发行或由海外团队运营,也难以通过“域外身份”回避韩国的合规抓手,合规成本将直接转化为上架与可访问性的生死线。

对游戏出海韩国从业团队的建议是把概率型道具合规当作“准入合规”来做:在版本立项阶段即完成概率信息口径统一、后台配置与前端展示一致性校验、运营活动变更的留痕审批;在运营阶段建立面向韩国的专项监测与快速纠偏机制,确保监管抽检或用户申诉时能够即时提供配置记录、概率变更日志与公告证据链;同时预设争议处置预案(统一口径、证据包、补救路径),将个案争议控制在可调解、可闭环的范围内,避免演变为封锁、评级处置或更广泛的信任危机。

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.

5 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.

3 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