False advertisingRefund litigationGame globalization policiesMinor protection

【Weekly Gaming Law】Hangzhou Recently Unveils New Gaming Policies with Top Rewards of 5 Million Yuan

【每周游戏法】最高奖励500万,杭州近日发布游戏相关新政

January 21, 2026
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Summary

This article reviews several recent developments in the gaming industry concerning consumer disputes, policy incentives, and overseas regulation. In judicial practice, Chinese courts have clarified that refund claims based on alleged false advertising are unlikely to succeed where players’ recharge activities occurred prior to the release of advertisements or after long-term, in-depth gameplay. Similarly, in disputes over cash-out or “red packet” incentives, courts generally reject claims for punitive refunds if the rules were clearly disclosed and services were duly provided. On the policy front, Hangzhou has introduced comprehensive measures to support the global expansion of online literature, dramas, and games, offering substantial subsidies for original content, overseas distribution, technological innovation, and talent development. From a regulatory perspective, New York State is considering stricter child protection rules for online gaming platforms, including enhanced age verification, default privacy protections, AI interaction safeguards, and strengthened parental controls—signaling that child protection is increasingly becoming a market entry requirement rather than a mere compliance bonus.

(1) Player Sues for Refund After Recharging 119,000 Yuan; Court Dismisses Case: Recharge Preceded Advertising

Recently, the Beijing Internet Court released a case where a player sued a game company for a refund on grounds of “false advertising.”

The plaintiff claimed that scenes and gameplay features advertised in the game were not present in the actual game, constituting false advertising. They thus filed a lawsuit demanding a full refund of all top-up payments totaling 119,273 yuan.

During the second-instance proceedings, the plaintiff amended their claim to seek a symbolic refund of 1 yuan.

The defendant countered that game advertisements represent artistic expression and creative presentation, not specific promises about game content; the plaintiff had already engaged extensively with the game before the ads were released, meaning the top-up actions were not causally linked to the advertisements; the plaintiff had previously unsuccessfully applied for a refund citing “minor top-ups,” raising suspicions of abuse of the refund mechanism; and the account in question had publicly posted statements about quitting the game, followed by suspicious shared-account behavior involving abnormal IP and device logins.

The court determined that game advertising content does not equate to specific promises under an online service contract.

Moreover, in this case, the plaintiff's initial game login occurred significantly earlier than the release dates of most relevant advertisements. Through prolonged, high-frequency gameplay, the plaintiff should have developed clear understanding of game content, recharge offerings, and item functions, precluding any contract formation based on misunderstanding of advertising information.

The defendant had distributed gift packages to the plaintiff's designated account in accordance with the Service Agreement, and the plaintiff had essentially consumed these items. The defendant was not in breach of contract.

In summary, the court of first instance dismissed all of the plaintiff's claims, and the appellate court upheld the original judgment.

Nuocheng Commentary:

This case involved our legal team representing a game company in defending against a customer complaint dispute. Targeting a malicious refund player who had filed dozens of administrative complaints, our team collaborated with the game company to retrieve relevant player data. Through in-depth analysis of the player's gaming behavior patterns, we conducted a litigation visualization of all evidence, systematically organizing and integrating the case materials.

During the trial, our attorneys countered the plaintiff's “false advertising” claim by presenting relevant game content to substantiate the authenticity of advertising information. We also demonstrated the timeline of ad placements relative to the plaintiff's gameplay and top-up activities to refute any causal link between advertising content and their top-up behavior.

simultaneously, we presented core evidence including the plaintiff's publicly posted statements abandoning the game, multiple refund requests under various pretexts, and abnormal login IP/device information. This precisely demonstrated their true intent of “maliciously seeking refunds to abandon the game,” forming a compelling line of attack.

Ultimately, the court accepted our defense arguments and dismissed all of the plaintiff's claims.

(2) Release of “Hangzhou Measures for Promoting the Overseas Expansion of Online Literature, Web Series, and Online Games”

Recently, the “Hangzhou Measures for Promoting the Overseas Expansion of Online Literature, Web Series, and Online Games” (hereinafter referred to as the ‘Measures’) were released. Focusing on the high-level development and high-quality overseas expansion of the “new trio” of cultural industries (online literature, web series, and online games), the Measures aim to cultivate new momentum and shape new advantages for Hangzhou's construction as a world-class historical and cultural city.

The Measures introduce 25 specific initiatives across nine key areas: support for original premium content creation, overseas distribution of works, cultural trade infrastructure, industrial platform development, market entity cultivation, technological innovation R&D, talent recruitment and retention, cultural finance provision, and service optimization.

Core subsidy provisions include:

Original Premium Content Creation: Priority support for projects showcasing Chinese culture and Hangzhou's unique charm, with funding up to 3 million yuan. Projects receiving national-level support may receive up to 2 million yuan in matching funds; works honored with prestigious domestic or international awards such as the “Five Ones Project” or TGA may receive up to 5 million yuan in rewards.

Overseas Distribution: High-grossing original games may receive up to 3 million yuan annually based on revenue share; overseas testing and customer acquisition costs may be supported with up to 300,000 yuan.

Cultural Trade Support: Encourage independent brand promotion through renowned media and platforms, with up to 1 million yuan in support covering 25% of promotional expenses.

Technology Innovation R&D: Focusing on cutting-edge technologies like game engines and AI translation, support of up to 3 million yuan is provided based on R&D investment; projects undertaking national or provincial key scientific research tasks may receive subsidies of up to 5 million yuan.

Talent Attraction, Cultivation, and Retention: Implementing categorized recognition of high-level talent and the “Spring Rain Plan,” comprehensive policy safeguards are provided for industry professionals.

(3) Gaming Overseas Expansion: New York State Strengthens Child Protection Regulations

Recently, New York State's proposed stricter child protection regulations for online gaming platforms have drawn significant attention from the global gaming industry.

According to disclosures from the New York Governor's Office, the new policy will primarily target online gaming platforms with minors as their main user base, including representative UGC platforms like Roblox.

This regulatory initiative aims to address shortcomings in the current federal Children's Online Privacy Protection Act (COPPA) regarding practical enforcement and new technological scenarios.

Key proposed measures include:

1. Strengthening age verification mechanisms beyond user self-reporting;

2. Implementing stricter default privacy settings for minor accounts to limit data collection and external exposure;

3. Imposing additional safeguards on in-game AI chat and interactive features to prevent inappropriate content or potential risks;

Fourth, significantly enhance parental control over minors' gaming activities, particularly through preemptive or real-time management of in-game transactions and virtual item purchases.

Notably, this policy may be enacted as state legislation or mandatory regulatory rules. If passed, it would establish landmark state-level legislation for protecting minors on gaming platforms in the U.S., potentially setting a precedent for other states to follow.

Nuocheng Commentary:

This development signals a shift where child protection mechanisms will gradually transition from “compliance bonuses” to “market entry requirements.” U.S. market regulation concerning “minor protection + platform responsibility” is evolving from principled demands toward technical and product-level constraints.

Moving forward, gaming companies targeting the U.S. market must integrate child protection mechanisms—including age-based tiering, parental controls, AI content governance, and spending limits—into their product design phases.

(IV) Player Lawsuit Over Failed Red Packet Rewards and Refund Claim Dismissed

Chang claimed that after watching a live stream by a certain game company's streamer promoting the game with slogans like “consume first, cash out later” and “become a dominant player to claim red packet dividends,” he downloaded the mobile game “Tianqi Shengyuan” and spent 3,918.51 yuan on in-game purchases.

Chang argued that the game's exorbitant red packet withdrawal thresholds and experience point requirements rendered his goal of earning money through gameplay unattainable, demanding triple compensation for his recharge amount.

The game company countered that Chang had already received corresponding services for his recharge expenditures and possessed multiple withdrawal records. The platform clearly disclosed withdrawal rules via its interface and agreements, rendering Chang's claim of “unrevealed thresholds” unfounded. Experience point requirements constituted reasonable operational rules without manifest unfairness, while allegations of “streamer fraud” lacked evidentiary support.

The appellate court ruled that Chang's in-game top-ups were voluntary, and the company had delivered corresponding virtual items.

Second, while affiliated streamers promoted the game's withdrawal capability, evidence confirmed Chang's multiple withdrawal transactions within the game.

Withdrawal served as an ancillary feature, not a primary player entitlement under the contract. The game clearly displayed withdrawal requirements, and Chang's evidence failed to prove false advertising or unreasonable barriers regarding this function.

The evidence provided by Chang is insufficient to prove that the game company breached the contract or committed fraud in this case, and cannot support his claim for a refund plus triple compensation.

The first-instance judgment dismissed all claims by plaintiff Chang, and the second-instance court upheld the original ruling.

Nuocheng Commentary:

Game companies setting up “red packet cash-out activities” should note the following:

1. Pre-emptive disclosure of withdrawal rules: Clearly state withdrawal thresholds—including level requirements and time limits—on the game download page, during registration, and in the User Agreement.

Any rule changes should be announced in advance and communicated across external channels to avoid disputes or litigation over “false advertising.” Such transparent disclosure also serves as a “protective shield” against customer complaints, safeguarding the company's legitimate rights.

2. Prudent Use of Promotional Language: Avoid absolute claims (e.g., “no thresholds,” “100% cash-out,” “play to cash out”). For activities involving “recharge rebates,” ensure promotional messaging aligns with actual gameplay rules.

3. Ensure promotional content is implemented: Withdrawal functionality must match advertised claims. If promoting “red packet withdrawals,” a genuine withdrawal channel must be available within the game. Avoid substituting with in-game items or recharge vouchers that could confuse the concept.

中文原文

(一)玩家充值11.9万起诉退款,法院驳回:充值行为先于广告

近日,北京互联网法院公布了一则玩家以“虚假宣传”为由起诉游戏公司退款的案例。

原告主张,游戏广告宣传的场景、玩法等内容未在游戏内展示,认为构成虚假宣传,遂提起诉讼,要求退还全部充值款项119273元。

二审阶段,其诉讼请求变更为象征性退还1元。

被告辩称:游戏广告属于艺术化表达与创意呈现,并非对游戏内容的具体承诺;原告在广告发布前已深度参与游戏,充值行为与广告无因果关系;且原告曾以“未成年人充值”为由申请退款未果,存在滥用退款机制之嫌;案涉账号曾公开发布过弃游言论,随后发生了异常IP和设备登录的疑似共号行为。

法院经审理后认定,游戏广告内容不等同于网络服务合同的具体承诺。

而且,在本案中,原告首次登录游戏的时间显著早于绝大部分涉案广告的发布时间,原告在长期、高频的游戏体验中,理应对游戏内容、充值内容及道具功能有明确认知,故不存在因对广告信息的误解而订立合同的情形。

被告已依据《服务协议》向其指定账号发放了礼包道具,且原告已将其基本消耗完毕,被告不存在违约情形。

综上,一审法院判决驳回原告的全部诉讼请求,二审法院亦维持原判。

诺诚评论:

本案系本律师团队代理游戏公司应诉的客诉纠纷案件。针对曾发起数十次行政投诉的恶意退款玩家,本律师团队协同游戏公司调取案涉玩家的相关游戏数据,通过深度研判其游戏行为轨迹,对全案证据进行诉讼可视化梳理与整合。

庭审中,团队律师一方面针对原告提出的“虚假宣传”主张展开针对性抗辩,提供相关游戏内容以佐证广告信息的真实性,并举证广告发布与原告游戏及充值的时间线,以反驳广告内容与其充值行为之间的因果关系;

另一方面,我方以原告公开发布的弃游言论、多次以不同理由发起退款申请、异常登录的IP与设备信息等内容作为核心证据,精准指向其“以弃游为目的实施恶意退款”的真实意图,形成强有力的攻击逻辑。

最终,法院采纳了我方的抗辩意见,判决驳回原告全部诉讼请求。

(二)《杭州市关于推动网文网剧网游出海的若干举措》发布

近日,《杭州市关于推动网文网剧网游出海的若干举措》(以下简称《举措》)发布,聚焦文化“新三样”(网文、网剧、网游)高水平发展与高质量出海,为杭州建设世界一流历史文化名城培育新动能、塑造新优势。 

《举措》围绕原创精品创作支持、作品出海发行支持、文化贸易配套支持、产业平台打造支持、市场主体培育支持、技术创新研发支持、人才引用留育支持、文化金融供给支持、服务保障优化支持等9个方面,共推出25项具体举措。

核心补贴条款如下:

原创精品创作:重点扶持彰显中华文化与杭州韵味的项目,最高资助300万元。对获国家级扶持的项目给予最高200万元配套;对获“五个一工程”或TGA等国内外权威奖项的作品,最高奖励500万元。

作品出海发行:针对高销售额原创游戏,按分账收入比例每年最高支持300万元;对海外测试及获客费用给予最高30万元支持。

文化贸易配套:鼓励通过知名媒体和平台开展自主品牌推广,按推广费用的25%给予最高100万元支持。

技术创新研发:聚焦游戏引擎、AI翻译等前沿技术,按研发投入给予最高300万元支持;承担国家、省重点科研任务的,最高补助500万元。

人才引育留用:落实高层次人才分类认定及“春雨计划”,为产业人才提供全方位政策保障。

(三)游戏出海:美国纽约州儿童保护监管升级

近期,美国纽约州拟对在线游戏平台实施更严格的儿童保护监管,引发全球游戏行业高度关注。

根据纽约州州长办公室披露的信息,新政策将重点针对以未成年人为主要用户群体的在线游戏平台,典型代表包括Roblox等UGC游戏平台。

该监管动向旨在弥补现行联邦层面《儿童在线隐私保护法案》(COPPA)在实际执行和新技术场景下的不足。

从具体措施看,纽约州拟要求游戏平台在多个关键环节加强合规义务:

一是强化年龄验证机制,避免仅依赖用户自主申报;

二是对未成年用户账户启用更严格的隐私默认设置,限制数据收集与对外展示;

三是对游戏内AI聊天、互动功能设置额外安全限制,以防止不当内容或潜在风险;

四是显著提升家长在未成年人游戏行为中的控制权,尤其是对游戏内交易、虚拟物品购买等付费行为的事前或实时管理。

需要注意的是,该政策有可能以州法或强制性监管规则的形式落地。一旦通过,将成为美国州一级针对游戏平台未成年人保护的标杆性立法,并可能被其他州效仿。

诺诚评论:

此次动向释放出的信号是:儿童保护机制将逐步从“合规加分项”转变为“市场准入门槛”,美国市场对“未成年人保护+平台责任”的监管正从原则性要求走向技术和产品层面约束。

未来,需要出海美国的游戏企业在游戏产品设计阶段即需注意嵌入年龄分层、家长控制、AI内容治理和消费限制等儿童保护机制。

(四)游戏红包激励提现失败,玩家起诉充值退款被驳回

常某主张其通过观看某游戏公司主播的直播宣传,受“先消费再变现”“成为霸主领红包分红”等内容诱导,下载了手游《天启圣源》并进行充值消费3918.51元。

常某认为游戏内设置的红包提现等级和经验值要求过高,导致其通过玩游戏领红包赚钱的目的无法实现,要求游戏公司对其充值金额退一赔三。

游戏公司辩称,常某已享受了充值消费的对应服务,常某有多次提现记录。游戏平台已通过页面及协议明确公示提现规则,常某主张“未告知门槛”与事实不符;经验值要求系合理运营规则,不构成显失公平;所谓“主播欺诈”缺乏证据支持。

二审法院经审理认定,常某在游戏中进行充值系其自主选择,而且游戏公司已经向其发放充值金额所对应的游戏道具。

其次,游戏公司关联主播宣传案涉游戏可以进行提现,而根据证据显示常某在游戏中确有多笔提现记录。

提现功能系该游戏的附属功能,并非案涉网络服务合同所约定的玩家主要权利,游戏中对提现要求亦有明确展示,常某提交的证据尚不足以证明游戏公司就提现功能存在虚假宣传或设置不合理门槛。

常某提供的证据不足以证明游戏公司在本案中存在违约或欺诈行为,无法支持其退一赔三的诉讼请求。

本案一审判决驳回原告常某的全部诉讼请求,二审维持原判。

诺诚评论:

游戏公司设置“红包提现活动”需要注意:

1. 提现规则前置化公示:必须在游戏下载页面、注册流程及《用户协议》中明确标注提现门槛,包括等级要求、时间限制等。

提现规则如有变更最好提前公告并同步外部宣传渠道,以免引发“虚假宣传”的争议乃至诉讼。同时,活动规则的明确公示本身也是游戏公司应对客诉纠纷的“防护罩”,可以保障游戏公司自身的合法权益。

2. 宣传用语需审慎:禁止使用绝对化用语(如“无门槛”“100%提现”“玩了就能提现”)等,如有涉及“充值返现”等活动,更需注意宣传话术有实际游戏规则支撑。

3. 宣传内容需落实:提现功能需与宣传一致,若宣传“红包提现”,则必须在游戏中设置真实提现通道,避免用游戏道具或充值抵用券等来替代混淆概念。

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