Copyright InfringementMonetization Design ComplianceAge Rating System

【Weekly Game Law】Pirated ACG Figure Case Settled for RMB 300,000+; Lawyers Warn on Pay-to-Win Game Design Risks

【每周游戏法】盗版二游手办被判赔30余万;律师:设计数值付费需谨慎

March 31, 2026
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Summary

This article addresses four major legal risks in the gaming industry: copyright infringement in unauthorized game-derived merchandise; consumer protection risks arising from misleading game progression design; criminal liability for operating private game servers; and the expansion of PEGI’s rating framework to incorporate monetization and interaction risks. These developments reflect a broader regulatory trend in which game design, monetization strategies, and IP exploitation are increasingly subject to legal scrutiny, requiring companies to integrate compliance considerations into both product design and commercialization strategies.

(I) Unauthorized Production and Sale of Game Figures: Three Defendants Liable for RMB 300,000+

Recently, the Xuhui District People’s Court of Shanghai successfully mediated a copyright infringement dispute involving character figures from Blue Archive.

Defendant Zhao, without authorization from the copyright holder, Yostar, replicated multiple popular in-game characters on a 1:1 scale, created molds, and mass-produced pirated figures, which were sold through private channels such as QQ groups.

Defendants Wu and Yang, as online collectible shop operators, knowingly sourced the infringing products from Zhao and resold them at a markup.

Facing enforcement actions, Zhao argued that the figures constituted “secondary creation,” while the distributors claimed lack of knowledge or mere resale as defenses.

After examination, the court determined that the figures were substantially similar to the original in-game character designs, thereby constituting infringement. The court further clarified the legal distinction between protected original expression and the lawful boundaries of “secondary creation.”

Ultimately, the parties reached a settlement: Zhao and the others ceased infringement, removed the products, and jointly compensated the rights holder (Shanghai Xingxiao Network Technology Co., Ltd.) for economic losses and reasonable expenses totaling over RMB 300,000.

Nuocheng Commentary:
This case exemplifies common infringement issues in game IP derivative products.

  1. “Substantial similarity” is the core test for infringement, not exact duplication.
    Even with minor modifications (e.g., pose or accessories), retention of core original expressive elements—such as iconic hairstyles, costumes, color schemes, or weapons—may still result in infringement if consumers can पहचान the character.

  2. Full-chain liability enforcement is critical.
    From manufacturer to distributor, all parties were held jointly liable, reinforcing that enforcement should target the entire infringement chain, not merely upstream producers.

  3. Proactive and ecosystem-based licensing strategies are essential.
    Game companies should actively cultivate legitimate derivative markets through official licensing or structured fan creation programs, thereby channeling user creativity into compliant pathways.


(II) Game Level Design Inducing Payments: Company Compensates RMB 150,000 Worth of In-game Assets

The Beijing Consumers Association recently disclosed a dispute involving a football game player who spent RMB 840,000 but remained unable to clear the “final level.”

The player alleged that the operator had designed an unreasonably difficult or effectively unattainable level to induce further spending, potentially constituting fraud.

During mediation, the operator acknowledged design defects but denied intentional misconduct. Ultimately, under regulatory intervention, the company issued an apology and compensated the player with approximately RMB 150,000 worth of in-game items and virtual currency.

Nuocheng Commentary:
This case serves as a warning for games featuring pay-to-win progression or difficulty-based monetization.

Improper game design may trigger false advertising liability, even absent probabilistic mechanics.

If a game misrepresents achievable progression endpoints—e.g., presenting an unattainable goal as realistically achievable—it may constitute false claims regarding the performance or functionality of services, violating Article 20 of the Consumer Protection Law of the PRC, and potentially triggering triple damages for consumer fraud under Article 55.


(III) Illegal Operation of Private Game Servers: Three Defendants Convicted for Copyright Infringement

The Hangzhou Railway Transport Procuratorate recently concluded a criminal case involving illegal operation of a private game server.

Three individuals (Zhang, Li, and Liu) jointly operated a private server for “Game L,” purchasing pirated server files, modifying drop rate parameters, and attracting players with “high drop rates and low spending”. They also operated a website and leased servers, generating over RMB 700,000 in player充值.

Following a report by the rights holder, the suspects were arrested. The court convicted them of the Crime of Copyright Infringement, sentencing them to fixed-term imprisonment of two years and eight months to three years (with suspended sentences) and imposing fines.

Nuocheng Commentary:
Key enforcement considerations in private server cases include:

  1. Jurisdiction selection:
    Criminal jurisdiction may be established at multiple locations, including server location, operator location, or place of harm. Specialized courts or procuratorates (e.g., railway transport courts) may exercise centralized jurisdiction.

  2. Judicial appraisal of code similarity:
    Assessment typically involves comparison of source code structure, logic, annotations, runtime outputs, and unique identifiers, requiring a finding of substantial similarity.

  3. Comprehensive evidence preparation:
    Including IP ownership proof, infringement evidence (screenshots, transaction records), and loss calculations.

  4. Strategic compensation claims:
    Companies may pursue compensation via criminal附带 civil actions, settlements, or separate civil litigation, depending on defendants’ asset conditions.


(IV) Pan European Game Information (PEGI) Expands Age Rating Framework

On March 12, 2026, PEGI announced a major update to its age rating system, introducing “interactive risk categories” for the first time.

The new framework incorporates factors such as:

  • Monetization mechanisms

  • Online interaction features

  • Retention design

The rules will take effect in June 2026 and apply to all newly submitted games.

This marks a shift from mere disclosure (e.g., “in-game purchases” labels) to substantive rating intervention, where such mechanisms directly affect age classifications.

PEGI stated that the reform responds to parental concerns regarding minors’ exposure to spending, interaction, and immersive design risks, aligning with broader EU regulatory trends on digital consumer protection.

Nuocheng Commentary:
This update directly links monetization models—such as loot boxes, in-app purchases, limited-time offers, and NFTs—to age ratings.

Key implications include:

  • Potential rating increases (e.g., PEGI 16 or 18), leading to market contraction;

  • NFT/blockchain features being broadly classified as high-risk, limiting accessibility to adult users;

  • PEGI evolving from a content rating body to a behavioral regulatory gateway.

Game companies expanding into Europe should conduct pre-launch compliance assessments, particularly regarding probability systems, virtual asset monetization, and user protection mechanisms, and adjust product design accordingly.

中文原文

(一)擅自制作销售游戏手办,三人被判赔30余万元

近日,上海市徐汇区人民法院成功调解了一起涉及手游《蔚蓝档案》角色手办的著作权侵权案件。

被告赵某在未经著作权人悠星网络授权的情况下,直接对其游戏内多名高人气角色形象进行一比一复刻,建模、开模后批量生产盗版手办,并通过QQ群等私域渠道销售。被告吴某、杨某作为线上潮玩店主,在明知无授权的情况下,从赵某处拿货并加价转售。

(盗版侵权手办半成品)

面对维权,赵某曾以“二次创作”为名辩称不构成侵权,而两名销售方则试图以“不知情”或“仅销售”为由免责。

经法院审理调解,法官通过比对认定涉案手办与游戏原形象构成“实质性相似”,明确了侵权行为。同时,向被告释明法律意义上“独创性表达”的保护与“二次创作”合法边界的区别。

最终,三方与权利人达成调解,赵某等人立即停止侵权并下架商品,共同赔偿上海星啸网络科技有限公司(权利人)经济损失及合理开支共计人民币30余万元。

诺诚评论:

本案呈现了游戏IP常见的衍生品制作及销售的侵权问题。对于拥有自有IP或计划进行IP授权的游戏公司而言,有以下合规建议:

1. “实质性相似”是侵权判定的核心,而非完全复制。

被告以“二次创作”抗辩失败的关键在于,其制作的手办让消费者能够识别出特定的游戏角色。这意味着,即使对原画细节有微调(如姿势、配件),只要保留了角色形象中具有“独创性”的核心特征(如标志性发型、服装、配色、武器),即可被认定为实质性相似,构成对美术作品著作权的侵权。公司对外发函维权或内部培训时,应强调此标准,破除“改一点就不侵权”的常见误解。

2. 注重侵权产业链全链条追责。

本案中,从制作生产的赵某,到分销的吴某、杨某,均被列为共同被告并承担连带赔偿责任。这打破了侵权者“抓大放小”或“只追究生产源头”的侥幸心理。对于游戏公司的IP保护策略而言,这意味着维权行动应系统性、全链条地展开。在发现侵权商品时,应利用电商平台投诉规则、刑事报案(针对金额巨大者)、民事诉讼等多种手段,同时追溯生产、销售、宣传等各个环节的责任主体,最大化维权效果与震慑力。

3. 授权管理需主动化与生态化。

游戏公司应合理利用游戏IP,主动培育合规衍生品市场。与其让盗版充斥市场,不如通过官方或可信赖的第三方平台,开展规范的“二次创作”激励计划或周边授权合作,明确合规改造的边界(如Q版化、主题化),将同人创作热情引导至合法渠道,既保护IP,又繁荣生态。同时,注意在用户协议及社区公约中明确IP使用规范,预先设立规则,为后续处置提供合同依据。

(二)游戏关卡诱导充值,商家退赔15万元道具

近日,北京消费者协会公布了一则网络游戏消费纠纷案例。

资深玩家于先生在某足球类游戏中累计消费高达84万元人民币,但在冲击游戏“最后一关”时,即使长期游玩并持续大额充值仍无法通关。玩家质疑游戏运营方为诱导消费,虚构了一个实际上无法通关或难度设置不合理的“最终关卡”,存在欺诈嫌疑,并据此提出索赔。

经调解,游戏运营企业承认该游戏在设计上确实存在瑕疵,但强调并非主观故意设置超高难度关卡以诱导消费,并表示愿意承担相应责任。

最终,在市场监管部门的介入下,企业向消费者道歉,并补偿了价值约15万元的游戏道具与虚拟货币,承诺改进产品与服务,以达成和解。

诺诚评论:

本案例为所有包含“付费变强”或“难度挑战”关卡机制的游戏产品敲响了警钟,特别是在涉及高额充值场景时。

从法律风险防控角度,游戏公司需注意不当制定游戏机制也有可能引发虚假宣传风险。

即使游戏不涉及随机概率,但如果游戏通过数据或关卡设计,刻意隐瞒或扭曲了付费成长路径的终点(例如,将事实上无法凭当前游戏内资源达到的目标,包装为“可达成挑战”),同样可能构成对商品/服务“性能、用途”的虚假宣传,违反《消费者权益保护法》第二十条,甚至触发《消费者权益保护法》第五十五条“消费欺诈”的三倍赔偿条款。

(三)私自架设游戏私服,运营团伙三人落网获刑

杭州铁路运输检察院近期办结一起游戏私服侵犯著作权案。

张某某、李某某、刘某某三人于2024年合伙搭建"L游戏"私服工作室,从网络购买盗版游戏私服版本文件并修改爆率参数,以"高爆率、低氪金"噱头吸引玩家充值,又开设网站并提供租用的网络服务器供玩家登录游玩,累计接受玩家充值70余万元。权利人公司收集证据后向公安机关报案,三人落网。

法院一审以侵犯著作权罪判处主犯张某某、李某某、刘某某有期徒刑二年八个月至三年,均适用缓刑,并处罚金。

诺诚评论:

在打击外挂过程中,游戏公司需注意的维权要点在于:

1. 确定刑事报案管辖:依据法律规定,游戏私服以犯罪地管辖为主。而游戏私服的犯罪地可能包括服务器所在地、网站建设者/管理者所在地、玩家充值地、权利人受损地等多个连接点。

部分地区还存在铁路运输检察院进行统一管辖的情况,如本案一样,管辖的检察院是杭州铁路运输检察院。基于当前的管辖地选择较多,权利人应当选择能够尽快受理案件并且配合公司完成前期证据固定、后续调查的管辖机关,同时还需要考虑管辖主体的知识产权办案水平等多重因素。

2. 准备前期的初步司法鉴定结论:私服案件中,软件代码的比对至关重要。现有的针对游戏代码的司法鉴定比对维度主要包括对源代码的结构、逻辑流程、注释等进行比对;对运行结果如游戏画面、角色、道具、爆率算法等进行比对;对特有的标识如版权信息、错误提示、隐藏水印等进行比对。多维度比对之下,代码应当达到实质性相似的程度。

3. 准备其他证据材料:包括权利人的权属证据证明(软著证书)、私服的侵权证据(网站截图、充值记录、社交软件的群聊记录等)、损失计算依据(如售卖网站上的交易订单、群聊中的交易记录、定价依据等)。

4. 索赔金额考虑:既可以考虑通过刑事附带民事诉讼,或者通过刑事谅解书等合理谈判,获得更高额的索赔金额;也可以考虑通过另诉来获得惩罚性赔偿。需要进一步评估被告人的资产状况、能采取的保全情况等,来选择对于公司最有利的策略。

(四)PEGI扩大年龄评级范围

2026年3月12日,泛欧洲游戏信息组织(PEGI)宣布对其电子游戏年龄分级体系进行重大更新,首次引入“互动风险类别”,将游戏内变现机制、在线互动及留存设计等因素系统性纳入评级标准。该新规将于2026年6月起正式生效,并适用于所有新提交评级的游戏。

根据更新后调整的评级标准如下:

相较以往主要通过“游戏内购买”等标签进行提示的做法,此次调整实现了从“信息披露”向“分级干预”的转变,即相关机制将直接影响游戏的准入年龄范围。

PEGI表示,此举旨在回应家长对未成年人游戏消费、在线互动及沉浸式设计风险的广泛关切,并强化数字环境下的青少年保护。该改革亦与欧盟近年来针对虚拟货币、数字商品及不公平商业行为的监管趋势保持一致,例如欧盟消费者保护合作网络已就游戏内虚拟货币提出多项合规原则。

诺诚评论:

PEGI本次规则更新将抽卡(loot box)、内购、限时促销及NFT等机制直接与年龄评级挂钩,这意味着变现模式本身就可能决定产品的用户覆盖范围。本次更新最直接的影响是评级上升带来的市场收缩风险。

例如,含随机付费机制的游戏可能被提升至PEGI 16甚至18,从而失去未成年人用户。同时,NFT及区块链机制被普遍视为高风险,年龄基本锁定为18+,将显著限制其在欧洲市场的发展。

此外,PEGI正在从“内容评级机构”转向“行为监管入口”,与欧盟强化数字消费保护的趋势相呼应。建议出海企业在出海前开展合规评估,重点审查抽卡概率、虚拟物品交易属性、付费刺激设计及用户保护机制,必要时通过弱化随机性、限制交易或优化提示机制来降低评级风险,以实现商业化与合规之间的平衡。

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