AI Voice DubbingGame Companion ServiceChild Protection Mechanisms

【Weekly Game Law】Voice Acting Companies Oppose AI Infringement; Multiple Game Platforms Named for Compliance Violations

【每周游戏法】游戏配音公司发声抵制AI侵权;多游戏平台违规被点名

March 26, 2026
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Summary

This article highlights four emerging legal issues in the gaming industry: the growing resistance of voice acting companies against unauthorized AI voice usage and the legal implications of personality rights infringement; intensified regulatory scrutiny on personal data compliance in gaming SDKs; judicial clarification on subjective performance standards in game companion service contracts; and Indonesia’s stringent regulatory framework restricting minors’ access to social media platforms. Collectively, these developments illustrate the increasing regulatory convergence between technology, content production, and platform governance, requiring game companies to adopt more sophisticated compliance strategies in AI usage, data protection, service design, and global regulatory adaptation.

(I) Game Voice Acting Companies Issue Statements Opposing AI Voice Training and Usage

Recently, leading Chinese voice acting company “Qixiang Tiankong,” which has provided dubbing services for Genshin Impact, Honor of Kings, and Infinity Nikki, issued an official statement publicly opposing any unauthorized AI voice infringement.

Prior to this, voice actors under “729 Voice Studio,” known for projects such as Fox Spirit Matchmaker and JX3 Online, collectively issued a statement on March 14, declaring that any unauthorized use of AI to replicate voices is strictly prohibited and will be pursued through legal action.

These statements clearly emphasize that any entity or individual engaging in the collection, training, synthesis, or use of voice data via AI technologies without written authorization, regardless of commercial intent, constitutes a serious infringement of personality rights (in particular, the right to voice), and will be subject to legal liability.

Nuocheng Commentary:
This phenomenon is global in nature. In the United States, SAG-AFTRA has already incorporated the licensing of “digital personas” as a core issue in labor negotiations, advocating for compensation and authorization frameworks governing AI usage.

The essence of these collective statements lies in establishing legal and commercial boundaries in a regulatory vacuum, laying the groundwork for future licensing and revenue-sharing mechanisms.

For the gaming industry, balancing the operational demand for AI dubbing with legal compliance is critical. On one hand, globalization and long lifecycle operations create massive multilingual voice demands, making AI dubbing highly attractive for cost reduction and efficiency gains.

On the other hand, many AI voice services lack transparency regarding the lawful source of underlying voice datasets and authorization chains, and providers rarely offer compliance warranties or indemnification against infringement.

As a result, game companies procuring such services may effectively operate in a legally unassessed risk environment, facing potential litigation for infringing the personality rights of voice actors.

This case highlights the necessity for companies to verify whether service providers can provide clear compliance assurances and indemnity mechanisms regarding voice rights.


(II) Ministry of Industry and Information Technology Names 24 Apps for Personal Data Violations, Including Multiple Game SDKs

On March 13, 2026, China’s Ministry of Industry and Information Technology (MIIT) announced the second batch of 24 apps (including SDKs) that were found to infringe user rights, including several game-related SDKs and applications.

The violations primarily involve:

  • Illegal collection of personal information

  • Excessive collection beyond necessity

  • Insufficient disclosure of SDK data practices

  • Improper use of personal information

This underscores that online games, as high-frequency data processing environments with strong user engagement, have become a key focus of personal data protection enforcement.

Nuocheng Commentary:
SDK compliance represents a high-risk area. As embedded third-party components, SDKs often involve opaque data collection practices and complex accountability chains.

Game companies, as personal information processors, bear legal responsibility for SDK behavior integrated into their products.

It is recommended that companies:

  • Review all SDK data processing rules and security commitments;

  • Clearly disclose SDK-related practices in privacy policies;

  • Establish SDK exit mechanisms to promptly remove non-compliant components.

Failure to do so may result in joint liability for infringements of user personal information rights.


(III) “Lack of Emotional Value” in Game Companion Service? Court Rejects Refund Claim

The Jiangsu High People’s Court recently published a typical case involving a dispute over a game companion (boosting/陪玩) service contract.

In November 2024, a companion service provider (Gong) and a user (Zhu) entered into an oral agreement at RMB 30 per match. After several months of service, Zhu refused to pay the remaining RMB 4,200, claiming that Gong failed to provide “emotional value” and performed poorly in-game.

Gong filed a lawsuit before the Suzhou Industrial Park People’s Court.

The court found that:

  • Gong had actively communicated with the user and received feedback such as “acceptable”;

  • Evidence including chat records, gameplay logs, and payment records formed a complete evidentiary chain;

  • The service contract had been fully performed in fact.

The court held that a valid service contract relationship had been established and performed. The claim of “lack of emotional value” was deemed highly subjective, and in the absence of clear contractual standards, could not justify refusal of payment.

The court ultimately ordered full payment of the outstanding service fees.

Nuocheng Commentary:
Although this case involves individuals, it provides important insights for platform-based companion service providers.

Such services are characterized by intangibility, subjective evaluation standards, and online performance, making disputes highly likely.

Key compliance recommendations include:

  • Establishing automated evidence preservation systems, including communication logs, gameplay records, and transaction data;

  • Clearly defining legal relationships between platform, service providers, and users.

Where platforms exert greater control over pricing, task allocation, or service standards, they may face heightened liabilities, including potential exposure to labor law and tax compliance risks.


(IV) Indonesia to Ban Social Media Use for Users Under 16

In March 2026, Indonesia’s Ministry of Communication and Digital Affairs (Komdigi) announced restrictions on social media use for minors under 16, effective March 28.

The policy is based on a ministerial regulation issued on March 6, 2026, implementing child protection provisions under Government Regulation No. 17 of 2025 (PP Tunas).

According to major media outlets, the first batch of restricted platforms includes:

  • YouTube, TikTok, Facebook, Instagram, Threads, X, Bigo Live, and Roblox

Accounts of underage users will be gradually suspended or terminated.

The regulation adopts a “presumption of high risk” principle, classifying platforms with user interaction, content publishing, or social networking features as high-risk. Such platforms are generally prohibited for users under 16 unless strict child protection requirements are met.

Platforms must implement compliance measures including:

  • Age verification

  • Content moderation

  • Minor protection mechanisms

The policy aims to prevent exposure to pornography, cyberbullying, fraud, and internet addiction.

Nuocheng Commentary:
This regulation establishes a multi-layered child protection framework (“statutory law → government regulation → ministerial rules”).

At the statutory level, amendments to Indonesia’s Electronic Information and Transactions Law impose obligations on electronic system operators (PSEs) to protect minors, including age verification and abuse reporting mechanisms.

The ministerial regulation further operationalizes these requirements through age stratification, risk assessment, parental controls, and data retention obligations.

From a compliance design perspective, two viable approaches exist:

  1. De-socialization of features: limiting interaction to controlled, non-networked communication;

  2. Controlled social functionality: restricting discovery, disabling stranger interaction, limiting UGC, and preventing open dissemination.

However, given the early stage of enforcement, such measures reduce but do not eliminate regulatory risk, as final determinations remain with authorities.

中文原文

(一)游戏配音声优公司发声:抵制AI配音训练及使用行为

近期,曾为《原神》《王者荣耀》《无限暖暖》等项目提供配音的国内头部公司“奇响天外”发布正式声明,公开反对任何未经其授权的AI声音侵权行为。

在此之前,参与《狐妖小红娘》《剑网3》等项目的“729声工场”旗下声优就曾于3月14日集体发布声明函,表示严禁各类未经许可的AI声音侵权行为,违者将依法追责。 

上述声明明确指出,任何机构或个人在未获书面授权的情况下,以AI技术采集、训练、合成及使用其旗下艺人声音的行为,无论是否商用,均已构成对其人格权(特别是声音权)的严重侵权,并将坚决通过法律途径追责。

诺诚评论:

此现象具有全球共性。在海外,美国演员工会SAG-AFTRA已在劳资谈判中将“数字人格”授权列为核心议题,推动建立AI使用的付费与授权机制。

本次集中声明的实质,是在行业规则真空期率先划定法律与商业底线,为未来可能建立的授权与利益分配机制奠定基础。

对于游戏行业而言,平衡AI配音的业务需求与法律合规挑战尤为关键。

一方面,诸多游戏产品全球化、内容长线化所带来的海量、多语种配音需求,使得AI配音技术在“降本增效”和快速响应方面对游戏公司展现出巨大的吸引力。

另一方面,当前市场环境中的诸多AI配音工具或服务,其底层声音素材的合法来源及授权链条往往模糊不清,服务商也鲜少向使用者作出关于声音权合规性的明确承诺或侵权责任的兜底担保。

这使得游戏公司在采购此类服务时,实质上是在未经充分法律风险评估的情况下“裸奔”,随时可能因其AI配音内容侵犯第三方(尤其是配音演员)的人格权而面临诉讼、赔偿的风险。

因此,本次事件也警示游戏公司在采购AI配音服务时,应特别注意审查服务商是否可以作出关于声音权合规性的明确承诺或侵权责任的兜底担保。

(二)工信部通报24款个保违规应用,涉及多款游戏APP、SDK

2026年3月13日,工信部通报了本年度第二批共24款存在侵害用户权益行为的APP(SDK),其中多款游戏类产品(如大树游戏SDK、乐玩聚合SDK、0.1折手游SDK、游戏Fan SDK)及游戏APP榜上有名。 

通报显示,游戏相关产品的违规问题主要集中在“违规收集个人信息”“超范围收集个人信息”“SDK信息公示不到位”及“违规使用个人信息”。这再次凸显了网络游戏作为高用户黏性、高频数据处理的应用场景,已成为个人信息保护监管的重点领域。

诺诚评论:

SDK合规是当前风险最高发地带。通报中多个游戏SDK“中枪”,原因在于其作为嵌入的第三方组件,收集行为隐蔽、权责链条复杂。

游戏公司作为个人信息处理者,依法应对其接入的SDK行为负责。

建议游戏公司需关注所有在游戏、APP、官网中集成的SDK个人信息处理规则、安全承诺,并在游戏隐私政策中向用户进行显著、清晰地公示。

同时,必须建立SDK退出机制,对不合规的SDK予以及时清理,避免因SDK侵害用户个人信息权益而导致自身承担连带责任。

(三)游戏陪玩“未提供情绪价值”要退款?法院判决驳回起诉

近期,江苏省高级人民法院公布了一起典型的游戏陪玩服务合同纠纷案。

2024年11月,陪玩师宫某与用户朱某达成口头协议,约定以每局30元的价格提供游戏陪玩服务。在宫某完成数月服务后,朱某在支付部分费用后,以宫某“未提供情绪价值”“游戏配合不佳”等为由,拒绝支付剩余的4200余元尾款。宫某遂诉至苏州工业园区人民法院。

法院经审理查明,宫某在服务过程中曾主动征询朱某意见并获得“还可以”的反馈,且其提交的微信聊天记录、游戏对局记录、转账凭证等形成了完整的证据链,足以证明服务合同已实际履行。

法院认为,双方通过平台达成合意并已实际履行,构成合法有效的服务合同关系。

对于朱某提出的“未提供情绪价值”等抗辩,法院指出,该等要求具有高度主观性,在双方未事先明确约定其具体评判标准、认定方式及相应违约责任的前提下,不能仅凭接受服务方的单方主观感受,否定服务方的劳动成果并拒付报酬。最终,法院依法判决朱某应全额支付剩余服务费用。

诺诚评论:

本案虽发生于个人服务提供者与用户之间,但其揭示的商业模式与法律风险,对从事或接入游戏陪玩服务的平台型公司亦有重要启示。陪玩服务作为电竞与数字经济的衍生业态,其“服务无形化、标准主观化、履约线上化”的特点,极易引发争议。

1. 强化平台内“证据固化”与“流程存证”功能:宫某的胜诉,关键在于其完整保留了聊天记录、对局记录、转账凭证等电子证据。陪玩平台可利用技术优势,建立全流程自动存证系统。例如,记录并云端保存每一笔订单的沟通日志、自动关联并存储该订单期间的游戏对局ID与录像、统一管理支付凭证、标准化评价与反馈流程,从而避免客诉纠纷或提高纠纷解决效率。

2. 明确各方法律关系,防范平台责任风险:平台需清晰界定自身、陪玩师与用户之间的法律关系。若平台仅提供信息撮合服务(居间模式),则应在用户协议中明确提示风险,并确保服务提供方具备相应资质。

若平台对服务内容、定价、派单有更强管理(类雇佣或新型合作关系),则可能需承担更重的审核与管理责任,包括对陪玩师行为的监管、对用户投诉的处理等,甚至可能面临劳动用工或税务方面的合规审视。平台应根据自身商业模式,提前进行法律合规设计,防范连带责任风险。

(四)印尼将实施16岁以下人群社交媒体禁令

2026年3月,印尼通信与数字事务部(Komdigi)宣布,自3月28日起对16岁以下未成年人实施社交媒体使用限制措施,禁止其使用被认定为“高风险”的平台。

该政策依据2026年3月6日发布的部长条例,系对2025年第17号政府条例(PP Tunas)中儿童保护规定的细化与落地。 

据美联社、路透社等权威媒体报道,首批受限平台共8款,包括YouTube、TikTok、Facebook、Instagram、Threads、X、Bigo Live及Roblox。相关未成年人账户将被逐步停用或注销。

政策以“高风险推定”为核心原则,将具备用户互动、内容发布或社交关系功能的平台认定为高风险,原则上不得向16岁以下用户开放,除非企业能够证明其符合严格的儿童保护要求。平台需履行包括年龄验证、内容审核及未成年人保护机制在内的多项合规义务。

印尼政府表示,该措施旨在防范未成年人接触色情内容、网络欺凌、诈骗及互联网成瘾等风险。印尼官方通讯社Antara News指出,此举目标在于确保儿童在具备足够成熟度后再接触社交媒体。

整体来看,该政策实施节奏快、覆盖范围广,且监管力度较高,标志着印尼在未成年人数字保护领域进一步趋严。

诺诚评论:

此次印尼下达的限制令,包含了诸如Youtube、Tiktok、Instagram、Thread等主流社交软件,同时将Roblox这一未成年用户基数庞大的游戏产品也纳入其中,此次执法活动旨在建立一套“上位法义务—政府条例—部长实施细则”的儿童数字保护框架。

上位法层面,《2024年第1号法》(第二次修订《电子信息与交易法》)新增第16A、16B条,要求电子系统运营者(PSE)对使用或访问电子系统的儿童提供保护,至少要落实最低年龄信息、儿童用户核验机制以及滥用举报机制;违反者可被处以书面警告、行政罚款、暂时停止和断开访问。

其后,《2026年第9号通信与数字部长条例》把这套义务细化为年龄分层、风险评估、年龄核验、家长控制、资料留存和行政监管等可操作要求。

之所以“社交网络与社交媒体服务”原则上被视为高风险,是因为在制度设计上通常同时触发陌生人接触、内容推荐、用户上传、画像定向、付费转化与沉迷机制等多个高风险因素,这与印尼法队儿童在数字空间面临的核心风险(与陌生人接触、暴露于色情/暴力/危险内容、作为消费者被利用、儿童个人数据安全受威胁、成瘾、心理健康受损以及生理健康受损。)契合度极高。

从合规设计角度看,真正有效的降风险路径有两条。

第一条,是把社交功能做成“非社交网络化”的受限工具,而不是开放式关系网络。举例说,若功能仅限用户与官方/客服之间的单向或双向沟通,不涉及用户之间建立关系、彼此发现、互相扩散内容,通常较难被视为第30条意义上的社交网络/社交媒体服务;反过来,若允许陌生人私聊、公会招募、公共语音房、用户主页互访、动态流、评论区、用户上传视频/图片/帖子,则几乎都会对应到陌生人接触、内容暴露与上传材料等法定指标。

第二条,是即便保留一定社交性,也要做成封闭、受控、非发现式、非画像式、非开放UGC式的低风险辅助功能。

例如仅允许既有现实好友通过家长批准的好友码建立联系、默认关闭陌生人通信、未成年人账户不进入公开房间和公开推荐流、不允许上传可持续传播的文字图片音视频材料、不向未成年人展示其他用户资料页、不给未成年人开放跨房间自由扩散的互动机制。

但由于新规初成,在没有出现更多执法案例的前提下,这些措施只能降低被认定为高风险的概率,不能替代主管机关的最终风险认定。

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