6月26日下午,文化部、商务部联合下发《关于网络游戏虚拟货币交易管理工作》的通知,明确指出同一企业不能同时经营虚拟货币的发行与交易,并且虚拟货币不得支付购买实物,防止网络游戏虚拟货币对现实金融秩序可能产生的冲击。该通知还界定了网游虚拟货币的定义,游戏道具不在其列。而业内人士认为,这则新规的第一亮点是承认了虚拟货币合法化,而最大意义则是给如野马般肆意狂奔的网络游戏套上了一个结实的缰绳。同时从网上支付角度出发,加大对外挂私服打击的同时,也为网络游戏的正常运行,提供了一个切实有效的安全环境。
On the afternoon of 26 June, the Ministry of Culture and the Ministry of Commerce jointly issued a circular on the management of virtual currency transactions in cybergames, which clearly states that the same enterprise cannot operate virtual currency issuances and transactions simultaneously, and that virtual currency cannot pay for purchases in kind, preventing the potential impact of virtual online games on real financial order. The circular also defines virtual online currency, which is not included in the instruments.
限制一:禁止变相赌博遏制游戏企业擦边球行为
Restricted I: Prohibition of disguised gambling to deter game companies from rubbing balls
整个网游行业规模一年大概有200亿元,其中涉及私下虚拟交易的金额不会高于总数的1/20。而作为网游厂商的敛财之道,在网络游戏中“转盘”、“开箱子”等这样的小游戏普遍存在。所谓开箱子,就是在游戏中花一点钱(虚拟货币)买一个箱子,打开后能否获得高级游戏道具全靠运气。这样性质类似的小游戏在网游中比比皆是。过去,由于没有相关的政策加以制约,网游厂商借此漏洞大打擦边球。某媒体采访一名网游业内人士获得以下数据:“90%以上的多人在线角色扮演游戏都存在转盘、开箱子这样凭运气的小游戏。”
The size of the entire Internet industry is about $20 billion a year, and the amount involved in private virtual transactions is not higher than 1/20 per cent of the total. And, as a source of wealth for Internet vendors, small games such as "rots" and "open boxes" are common in network games. The opening of boxes is about spending a little money in a game (virtual currency) to buy a box, and the opening of a high-level track is based on luck. Small games of this nature are common in the net. In the past, in the absence of relevant policies, there was a gap in the use of this tool by Internet vendors.
而此次新规则以一记重拳打在了这一漏洞上,《通知》与《关于规范网络游戏经营秩序查禁利用网络游戏赌博的通知》(公通字[2007]3号)实行对接,要求各地配合公安机关从严整治带有赌博色彩的网络游戏,严厉打击利用网络游戏虚拟货币从事赌博的违法犯罪行为。其目的非常明显,就是对游戏厂商的这种钻空子的行为进行全面制约,并对涉嫌利用网络游戏虚拟货币进行赌博或博彩的行为将移送公安机关依法处理。
This new rule, which was struck with a heavy fist, introduced an interface with the Circular on the Regulation of the Operations Order of Network Game (No. [2007] 3), which requires all regions to cooperate with the public security organs in the strict regulation of gambling-like online games and in the severe suppression of criminal offences involving gambling using virtual currency for online games. The purpose is clearly to regulate comprehensively the conduct of such drilling by gamemakers, and to transfer to the public security authorities the alleged use of virtual money for gambling or gambling purposes.
从目前看来,包括征途在内的多家厂商已经在通知下发之后,立刻停止了类似的小游戏内容。有分析认为,此举将直接影响网游厂商近期收入。但笔者认为,原本只是众多游戏内容一部分的该类小游戏,取消之后,并不会对游戏厂商收入有直接正面的冲击。
To date, a number of manufacturers, including those on journeys, have stopped using similar little games as soon as they have been notified. There is an analysis that suggests that this will have a direct impact on the near-term earnings of online operators. But, according to me, this kind of small game, which was only part of a lot of games, will not have a direct positive impact on the earnings of the players when it is cancelled.
限制二:加大对外挂私服的打击力度
过去对于外挂私服的打击力度,较多的集中在对游戏厂商投入市场的游戏产品的知识产权维权层面上,而此次新规出台后,其对外挂私服的打击增加了全新的意义,即从金融角度进一步加以遏制。
Since the introduction of the new regulation, which in the past was more focused on intellectual property rights protection for game products that were marketed to game makers, the blow to private clothing has taken on new significance, i.e., to further curb it from a financial standpoint.
新规中指出,网络游戏虚拟货币发行和交易服务企业应积极配合管理部门,采取技术手段打击“盗号”、“私服”、“外挂”等。对经文化部认定的网络游戏“私服”、“外挂”网站上提供网上支付服务的,由文化部通报中国人民银行。
The new regulations state that companies offering virtual currency distribution and trading services for online games should actively cooperate with their management authorities and use technical means to combat theft, personal clothing, and hanging, among others. The Ministry of Culture informs the People’s Bank of China about online payment services available on the Internet games “private dress” and “exit” sites, as determined by the Ministry of Culture.
这在一定程度上成为了对外挂、私服的杀手锏,只要外挂私服具有盈利性质,即可加以打击,而这样将可以从源头上直接遏制外挂、私服野蛮生长引发的对游戏产品的毁灭性影响。毕竟,在目前,“私服”、“外挂”已经成为损害网络游戏行业的毒瘤,文化部在坚持打击、查处的同时,首次从网上支付角度,对网络游戏“私服”、“外挂”网站上提供网上支付服务的,可依法监管。
To some extent, this has become an external, private suit-killer, which can be combated as long as it is profitable, so that the devastating effects on game products caused by the growth of the naked, private suit can be contained directly from the source. After all, “private dress,” “exit” has now become a cancer that harms the online game industry, and the Ministry of Culture, while insisting on the fight and investigation, for the first time, provides online payment services for online games, “private dress,” and “exit” web sites, which can be regulated in accordance with the law.
限制三:阻止人民币与虚拟货币的双向兑换
Restricted III: Prevent the two-way conversion of the renminbi and virtual currency
新规中指出,网络游戏运营企业应当依据自身的经营状况和产品营运情况,适量发行网络游戏虚拟货币。严禁以预付资金占用为目的的恶意发行行为。网络游戏运营企业发行虚拟货币总量等情况,须按季度报送企业所在地省级文化行政部门。
The new regulation states that a network game operator should issue the virtual currency of the network game in a manner appropriate to his or her business and product performance.
这一点某种程度上类似现实货币政策下对通货膨胀问题的控制手法,而这一限令出台,其大背景建立在新规中对网络游戏虚拟货币的使用范围作出了严格规定,仅限于兑换发行企业自身所提供的虚拟服务,不得用以支付、购买实物产品或兑换其他企业的任何产品和服务,防范网络游戏虚拟货币对现实金融秩序可能的冲击。
This is, to some extent, similar to the way inflation is controlled under real monetary policy, and this restriction has been introduced in the context of a new regulation that strictly regulates the scope of the use of virtual currency for cyber games, is limited to the exchange of virtual services provided by the issuing enterprise itself, cannot be used to pay for, purchase goods in kind or exchange any products and services of other enterprises, and is designed to guard against the possible impact of virtual currency for cyberplay on the real financial order.
可以看出,此举具有防患于未然之实效。从近期影响上看,此举会限制Q币等虚拟货币的大范围流通以及流通速度,客观上会对腾讯等企业的营收产生影响。然而,尽管虚拟货币尚未演化到和现实货币进行双向兑换的时刻,但已经出现不好的苗头,特别是游戏企业可以随意调节虚拟货币的发行量,一旦出现双向兑换,将势必对现实货币金融体系造成强大冲击,从而引起更大的金融问题。这个问题才是相关部门最害怕的问题。也将是游戏企业对社会秩序真正具有毁灭性打击的最重大隐患,及早加以遏制,消灭在萌芽状态,对于社会稳定,其利在千秋。
However, while virtual currency has not evolved to the point where it is going to be two-way with real currency, there are already bad trends, especially when game companies can freely regulate the distribution of virtual currency, which, in the event of a two-way exchange, will have a strong impact on the real monetary and financial system, thereby creating greater financial problems. This is the most important problem for the relevant sector.
限制四:验明虚拟货币正身 保障消费者权益
Restricted IV: Identification of the virtual currency in its proper shape . . >. . >. . >.................................................................................................................................................................
长期以来,虚拟货币的合法性一直得不到游戏企业的认可。网络游戏虚拟货币的使用中一直存在着用户合法权益保障不力的问题。特别是,某些网络游戏产品在终止服务时,对用户已经购买但尚未使用的虚拟货币,不退还、不补偿,损害了用户合法权益。
There is a persistent problem with the use of virtual money for online games, where users’ legitimate rights and interests are not adequately safeguarded. In particular, certain online game products, when they terminate their services, do not refund or compensate users for virtual money that they have purchased but not yet used, to the detriment of their legitimate rights and interests.
新规中规定,用户在网络游戏虚拟货币的使用过程中出现纠纷的,应出示与所注册的身份信息相一致的个人有效身份证件。网络游戏运营企业在核实用户身份后,应提供虚拟货币充值和转移记录,按照申诉处理程序处理。用户合法权益受到侵害时,网络游戏运营企业应积极协助进行取证和协调解决。
The new regulation stipulates that, if a user disputes the use of a virtual currency for online games, he or she must present a valid personal identity document that corresponds to the registered identity information.
此外还有一系列的辅助措施加以规范,而最重要的是,新规中明确了网络游戏虚拟货币的定义,认定网络游戏虚拟货币是指由网络游戏运营企业发行,游戏用户使用法定货币按一定比例直接或间接购买,存在于游戏程序之外,以电磁记录方式存储于网络游戏运营企业提供的服务器内,并以特定数字单位表现的一种虚拟兑换工具。网络游戏虚拟货币用于兑换发行企业所提供的指定范围、指定时间内的网络游戏服务,表现为网络游戏的预付充值卡、预付金额或点数等形式,但不包括游戏活动中获得的游戏道具。
In addition, a series of supporting measures are regulated, and most importantly, the new regulation defines the virtual currency of network games as a network game that is issued by a network game operator, purchased directly or indirectly in proportion by a game user, using a legal currency, which is stored outside the game program in an electromagnetic record in the service provider of a network game operator, and a virtual conversion tool that is displayed in a given digital unit. The virtual currency of a network game is used to convert the designated range, time-limited network game service provided by the issuer, in the form of a prepaid charge card, prepaid amount or number of points in a network game, but does not include devices acquired during a game.
这一认定看似简单,但却明确了消费者的合法权益和虚拟货币的现实合法性,也为消费者出现虚拟货币方面的消费投诉,提供了切实有效的法理依据。游戏企业仅仅凭借一纸用户协议或企业内部解释即可否定消费者享受虚拟货币的合法性权益的历史,一去不复返。
It seems simple, but it clarifies the real legitimacy of consumers’ legitimate rights and interests and virtual currencies. It also provides an effective legal basis for consumer consumer consumer complaints about virtual currencies.
此次新规的出台,可以视作是有关部门进一步强化对网络游戏特别是虚拟货币交易市场规范的一个全新起点,通过对虚拟货币验明正身,从而有效地填补了虚拟货币市场上的种种漏洞,其意义必将逐步在未来的游戏发展历程中,得到充分显现。
The introduction of this new regulation can be seen as an entirely new starting point for the authorities to further strengthen the regulation of online games, especially virtual currency exchange markets, effectively filling the loopholes in the virtual currency market by identifying the true identity of virtual currency, the significance of which will surely be fully realized in the course of future games.
编辑:Bani
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