Launching Your Online Game or e-Sports Event in Japan? A Legal Checklist You Can't Ignore
Japan stands as a global powerhouse in the online gaming industry and is rapidly emerging as a significant hub for e-Sports. This vibrant market offers immense opportunities for developers, publishers, and event organizers. However, navigating its unique and often complex legal and regulatory landscape requires careful planning and diligent compliance. From intellectual property protection and consumer rights to specific regulations governing monetization and competitive events, a thorough understanding of Japanese law is paramount for success and risk mitigation. This article provides a comprehensive checklist of key legal considerations for those looking to launch online games or host e-Sports tournaments in Japan.
Part 1: Legal Checklist for Online Game Provision in Japan
Developing and operating an online game in Japan involves a multi-faceted legal due diligence process, spanning content creation, operational practices, and promotional activities.
A. Content Creation and Intellectual Property (IP) Management
The foundation of any successful game lies in its content and the robust protection of its associated intellectual property.
1. Game Titles and Branding:
Before settling on a game title, thorough trademark searches (商標権 - shōhyōken) are essential, both within Japan and in other key markets where the game might be distributed. Infringing on an existing trademark can lead to costly legal disputes and rebranding efforts; there have been instances in Japan where substantial damages were awarded for trademark infringement related to game titles. Securing trademark registration for your own game title and associated branding elements is a critical proactive step.
2. In-Game Content Rights:
All creative elements within a game are subject to IP considerations:
- Copyright (著作権 - chosakuken): This protects the game's scenario, character designs, artwork, musical scores, sound effects, and video sequences. Originality is key, and unauthorized use of third-party copyrighted material can lead to infringement claims.
- Rights of Publicity and Personality Rights: If the game incorporates the likeness, name, or other identifying attributes of real individuals (e.g., celebrities, athletes), their rights of publicity (パブリシティ権 - paburishiti-ken) and personality rights (人格権 - jinkakuken) must be respected, typically requiring explicit consent and licensing agreements.
- Navigating Similarity: Disputes can arise over perceived similarities in game design. For instance, a notable Japanese case involved GREE, Inc. and DeNA Co., Ltd. concerning the fishing game "Tsuri Star." While the Tokyo District Court initially found copyright infringement on February 23, 2012, this was overturned by the Intellectual Property High Court on August 8, 2012, a decision later upheld by the Supreme Court on April 16, 2013. The higher courts found that similarities in mere ideas, concepts, or general screen layout, without substantial reproduction of specific creative expression, did not constitute copyright infringement. This highlights the distinction between unprotectable ideas and protectable expression under Japanese copyright law.
- Music Licensing: The use of music requires careful licensing. If using commercially released music, particularly tracks managed by the Japanese Society for Rights of Authors, Composers and Publishers (JASRAC), adherence to JASRAC's licensing procedures and fee structures is necessary. Some developers opt for original compositions or royalty-free music libraries to navigate these complexities.
3. Software and Open Source Software (OSS) Compliance:
Modern game development often involves the use of Open Source Software components. While OSS can offer significant benefits, it comes with specific licensing obligations:
- OSS Audit: It is crucial to identify all OSS components used within the game's codebase and their respective licenses (e.g., MIT, Apache, GPL, LGPL).
- License Compliance: Different OSS licenses have different requirements. For example, permissive licenses like MIT may only require attribution, while copyleft licenses like the GNU General Public License (GPL) can impose obligations to make the game's own source code available under similar terms if the GPL-licensed component is integral and distributed. Failure to comply can lead to legal challenges and potentially require halting distribution, as has happened with game titles in Japan in the past.
4. IP Licensing (Inbound and Outbound):
- Licensing Out Your IP: If licensing your game IP to a third party for developing new game genres, localizing for different markets, or creating merchandise, the license agreement must clearly define the scope of rights, territory, royalty calculations, quality control mechanisms, and provisions to protect your IP from misuse or reputational harm.
- Licensing In Third-Party IP: When incorporating IP owned by others (e.g., a famous anime franchise) into your game, conduct thorough due diligence on the licensor's rights. The license agreement should clearly specify the granted rights, usage limitations, term, and address risks such as the licensor failing to clear all necessary underlying rights, early termination, or licensor insolvency.
5. Game Development Outsourcing (開発委託 - kaihatsu itaku):
When outsourcing game development to a third-party studio, contractual clarity is vital:
- IP Ownership: The contract should explicitly state that all IP created during the development process is owned by the commissioning company (often through a "work-for-hire" clause or an assignment of rights). Avoid leaving residual or unintended rights with the contractor.
- Contractor's IP Compliance: Ensure the contractor is responsible for clearing all third-party IP rights (including OSS) used in their development work.
- Japan's Subcontract Act (下請法 - shitauke hō): If the commissioning company meets certain capital thresholds and the contractor is a smaller entity, the Subcontract Act may apply to domestic outsourcing agreements. This Act imposes obligations on the commissioning party, such as providing a written order detailing the work and ensuring payment within 60 days of delivery. Revenue-share models need careful structuring to comply with these payment terms. Note that the Subcontract Act generally does not apply to contracts with overseas contractors.
- Employee Status: Structure the relationship to avoid any misclassification of the contractor's personnel as deemed employees of the commissioning company.
B. Game Operation: Monetization and Regulatory Compliance
Operating an online game, particularly one with in-game purchases, involves navigating a complex web of consumer protection, payment services, and anti-gambling regulations.
1. "Gacha" Mechanics and Consumer Protection:
"Gacha" (randomized virtual item dispensers) are a popular monetization mechanic but attract significant regulatory scrutiny in Japan.
- Act against Unjustifiable Premiums and Misleading Representations (景品表示法 - Keihin Hyōji Hō or Keihyōhō):
- Prohibition of "Compu Gacha" (コンプガチャ): This Act prohibits certain types of prize promotions that are deemed excessively incentivizing, including "card合わせ" (card matching) schemes and "compu gacha" (complete gacha), where players are rewarded for collecting a complete set of specific gacha items.
- Misleading Representations: It is crucial to avoid any false or misleading statements about the rarity of gacha items or the probabilities of obtaining them. Promoting extremely rare items without clear disclosure of their low win rates can be considered a misleading representation. Industry bodies like the Computer Entertainment Supplier's Association (CESA) and the Japan Online Game Association (JOGA) have issued guidelines recommending or requiring the disclosure of gacha probabilities, and platform holders like Apple also enforce such disclosures.
- Specified Commercial Transactions Act (特定商取引法 - Tokutei Shō Torihiki Hō or Tokushōhō): This Act requires specific disclosures for online sales, including the seller's name, address, price, and payment methods (Article 11, Rule 8). While there can be exceptions if the in-game currency used for purchases is a registered prepaid payment instrument, the sale of gacha items themselves may still fall under the Act's purview.
2. In-Game Currencies and Items: Payment Services Act (資金決済法 - Shikin Kessai Hō)
The handling of in-game currencies and certain virtual items can trigger obligations under the Payment Services Act, particularly if they function as "Prepaid Payment Instruments" (前払式支払手段 - maebarai-shiki shiharai shudan).
- Scope: An in-game currency purchased with real money and used to acquire other in-game items or services generally falls under this definition.
- Exemptions: An exemption exists if the prepaid instrument expires within six months of issuance.
- Obligations (if applicable):
- Registration/Notification: Depending on whether the instrument is for use only within the issuer's own services ("own-company type") or also usable with third parties ("third-party type"), and if the outstanding balance exceeds certain thresholds (e.g., JPY 10 million for own-company type), notification to or registration with the authorities is required.
- Deposit/Guarantee: Issuers with outstanding balances exceeding JPY 10 million must secure a portion of that balance through a deposit with a legal affairs bureau or a guarantee contract.
- Refund Prohibition: Generally, cash refunds for unused prepaid payment instruments are prohibited, except under specific circumstances like service termination.
- Secondary In-Game Items: The status of items purchased with in-game currency (e.g., "treasure chest keys") has been a point of discussion. A Financial Services Agency (FSA) no-action letter (dated September 15, 2017) clarified that such secondary items might not be considered prepaid instruments if certain conditions are met, such as clear user agreement that their acquisition constitutes the full provision of the service.
- Avoiding "Funds Transfer Business" Classification: Care must be taken to ensure that in-game currencies do not become classified as undertaking a "funds transfer business" (資金移動業 - shikin idō gyō), which has much stricter licensing requirements. This generally means avoiding systems where in-game currency is both easily transferable between users and readily refundable for cash.
- Consumption Tax: The sale of prepaid payment instruments is typically non-taxable at the point of sale; however, consumption tax applies when these instruments are used to purchase in-game items or services (like gacha pulls).
3. Gambling Laws (賭博罪 - tobakuzai) and Real Money Trading (RMT):
Game mechanics, especially gacha, can raise concerns under Japanese gambling laws if the items obtained have a clear path to monetization in the real world.
- Prohibition of Cash-Out: Game operators must not directly or indirectly facilitate the exchange of in-game items for real money, regulated virtual currencies, or e-money.
- Banning RMT: Terms of service should explicitly prohibit users from engaging in Real Money Trading (selling in-game items or accounts for real-world currency).
- Enforcement: Actively enforcing this ban through measures like account suspension for violators and reporting RMT-facilitating websites is advisable. Allowing RMT to flourish can increase compliance risks and attract illicit activities.
- Item Rarity: Setting item appearance rates in gacha systems requires careful consideration to avoid being deemed excessively speculative or "highly inciting" (射幸性が高い - shakōsei ga takai), which could strengthen arguments for gambling analogies.
4. Cheating and Account Hijacking:
Maintaining a fair play environment is crucial for user retention.
- Prohibitions and Warnings: Clearly prohibit cheating and account hijacking in the terms of service. Publicize that such activities are illegal and can result in legal consequences (there have been cases in Japan where cheat tool sellers were convicted in 2015, and a student providing cheat services was convicted in 2017, with the user deemed a co-principal offender).
- Technical and Operational Measures: Implement technical safeguards to prevent and detect cheating, and have processes for investigating and penalizing violators (e.g., account suspension or bans).
5. Minors' Purchases and High Spending Issues (未成年者課金 - miseinensha kakin):
High spending by minors, often through unauthorized use of parental credit cards, is a significant concern for consumer protection agencies in Japan. Game companies can face criticism if their games are perceived as inducing such behavior, particularly if monetization mechanics are highly speculative.
- Age Verification and Parental Controls: Implement appropriate age verification measures and consider offering parental control features.
- Payment Policies for Minors: Be cautious with credit card payments for accounts identified as belonging to minors (e.g., those under 18). Consider limiting payment options or imposing spending caps.
- Responding to Cancellation Requests: Under the Japanese Civil Code, contracts entered into by minors without parental consent can generally be canceled. Businesses should have clear procedures for handling refund requests based on unauthorized use by minors. Simply having an age checkbox may not suffice to claim the minor used "fraudulent means" (詐術 - sajutsu) to deceive the company about their age, which is a defense against cancellation; requiring date of birth input is generally considered a stronger measure.
6. Act on Regulation of Dating Sites (出会い系サイト規制法 - deai-kei saito kisei hō):
If a game incorporates features that allow users to create profiles and communicate in ways that could facilitate real-world encounters, particularly between adults and minors, it may fall under the scope of this Act. If applicable, stringent age verification measures (e.g., using driver's licenses or credit cards to confirm users are not children) and other obligations apply. Games should also prohibit the exchange of personal contact information (email addresses, phone numbers, SNS accounts) in public profiles or chats, and actively monitor and remove content related to illicit activities like prostitution, drug sales, or suicide solicitation.
7. Credit Card Payment Regulations (Installment Sales Act - 割賦販売法 - Kappu Hanbai Hō):
If accepting credit card payments, businesses have obligations under the Installment Sales Act, including securely managing cardholder data, implementing measures to prevent unauthorized use (Article 35-16(1)(iii)), and providing specific information to consumers if offering installment, revolving, or bonus payment options (Article 30-2-3(4)).
8. Telecommunications Business Act (電気通信事業法 - Denki Tsūshin Jigyō Hō):
If the game provides communication functionalities such as in-game mail, chat systems, or bulletin boards, it's necessary to consider whether these activities trigger notification or registration requirements as a telecommunications business under this Act.
9. Personal Information Protection Act (APPI - 個人情報保護法):
Comprehensive compliance with the APPI is essential. This includes:
- Properly collecting, using, and managing any user personal information.
- Having a clear, accurate, and compliant privacy policy that is easily accessible to users (e.g., within the game or app).
- Adhering to all other APPI requirements regarding data security, consent, purpose specification, third-party transfers, and data subject rights.
10. International Legal Considerations (海外法 - kaigai hō):
For games offered to users outside Japan, compliance with the laws of those jurisdictions is also necessary. This can include:
- GDPR: If processing personal data of users in the European Union.
- COPPA (Children's Online Privacy Protection Act): If collecting personal information from children under 13 in the United States.
- Varying regulations on in-game currencies, data privacy, advertising, and display requirements may necessitate different app versions or policies for different markets. Other foreign laws to consider might include local gift card laws, money transmitter regulations, and escheat laws. In the US, FTC Act Section 5, prohibiting unfair or deceptive acts or practices, is also broadly relevant.
11. Handling Corporate Misconduct and Scandals (不祥事対応 - fushōji taiō):
Should a significant issue arise (e.g., a major data breach, regulatory action, internal fraud):
- Conduct rapid and accurate fact-gathering.
- Make prompt and appropriate reports to authorities, issue apologies if warranted, and implement measures to prevent further damage.
- Maintain honesty and transparency; avoid cover-ups or misleading statements.
- Ensure leadership takes visible responsibility for explanations and remediation.
- Conduct a thorough root cause analysis, which may involve digital forensics.
- Investigate whether the issue is isolated or indicative of broader systemic problems.
- If establishing a third-party committee for investigation, ensure its neutrality, independence, and mandate for a thorough inquiry. A poorly conducted or biased investigation can further damage corporate reputation.
12. Service Closure (サービス終了 - sābisu shūryō):
When discontinuing an online game:
- Provide users with ample advance notice.
- Cease the sale of in-game items and currency well before the closure date.
- Address unused balances of prepaid in-game currency in compliance with the Payment Services Act (if applicable), which typically involves public notices and procedures for refund applications. Even if not strictly legally mandated in all cases, offering refunds for unused paid currency is a good practice for maintaining user goodwill and avoiding disputes.
C. Promotion and Marketing
Promotional activities must also comply with specific Japanese laws.
1. Email Marketing:
The Act on Specified E-Mail (特定電子メール法 - Tokutei Denshi Mēru Hō) and the Specified Commercial Transactions Act generally require prior consent (opt-in) for sending commercial emails, with limited exceptions (e.g., for existing contractual relationships regarding those transactions).
2. Act against Unjustifiable Premiums and Misleading Representations (景品表示法):
This Act has two main prongs:
- Premiums Regulation (景品規制 - keihin kisei): Governs the value of free gifts, prizes, or other economic benefits (premiums) offered to consumers in connection with a transaction. There are specific limits depending on the type of promotion. Offering bonus in-game points or event tickets as part of a campaign would fall under these rules.
- Misrepresentation Regulation (表示規制 - hyōji kisei): Prohibits false or misleading representations about goods or services. In the gaming context, this applies to advertisements for games, gacha mechanics, or in-game currency. There have been administrative actions by the Consumer Affairs Agency against game companies for misleading claims, such as misrepresenting how character evolution worked or the actual value of bundled item sets.
3. Stealth Marketing (ステルス広告 - suterusu kōkoku):
This refers to promotional content that is presented as organic or editorial but is in fact paid for or sponsored, without clear disclosure of that commercial relationship. While direct Japanese regulation is still developing compared to, for example, FTC guidelines in the US (where it's considered a deceptive practice under FTC Act Section 5), undisclosed paid promotions are viewed increasingly negatively from a compliance and reputational standpoint in Japan and can lead to significant backlash if discovered.
4. Influencer Marketing and Problematic Content:
If engaging influencers, ensure they do not promote illegal activities (like game cheating) or make misleading claims. The advertiser can bear responsibility for the influencer's content.
5. Reward Advertising (リワード広告 - riwādo kōkoku):
This involves offering users a reward (e.g., an item in another game) for performing an action, such as downloading the advertised app. Platform providers like Apple and Google often have strict policies against reward advertising that aims to manipulate app store rankings. Furthermore, users acquired through such incentives may exhibit lower long-term engagement and monetization.
6. Affiliate Advertising (アフィリエイト広告 - afirieiito kōkoku):
This model involves paying third-party website owners or bloggers (affiliates) a commission for driving downloads or user registrations. A key challenge is maintaining control over the advertising content created by numerous independent affiliates. There is a risk of affiliates making misleading or non-compliant claims. Careful selection and monitoring of affiliate partners are essential.
Part 2: Legal Checklist for e-Sports Tournament Organization in Japan
The burgeoning e-Sports scene in Japan also navigates a specific set of legal considerations.
A. Gambling Laws (賭博罪 - tobakuzai, 賭博開帳罪 - tobaku kaichōzai):
A primary concern is ensuring that tournaments are not structured in a way that constitutes illegal gambling under Japan's Penal Code.
- Entry Fees and Prize Money: A key risk arises if participants' entry fees are directly used to fund the prize pool. To mitigate this, prize money should ideally be sourced from sponsorships, ticket sales to spectators (if any), or the organizer's own funds, rather than from participant contributions that are then paid out to winners based on the outcome of a game of chance.
- Element of Chance: While many e-Sports are skill-based, Japanese courts have historically interpreted gambling laws broadly, applying them even to games with a significant skill component if betting is involved (e.g., mahjong, golf). The "chance" element can be found in the uncertain outcome of the competition.
- Spectator Betting: Organizers must also take steps to prevent or prohibit any organized betting by spectators on match outcomes.
B. Premiums Regulation (景品表示法 - Keihin Hyōji Hō):
The value of prizes offered in e-Sports tournaments can be significantly constrained by this Act if the tournament is deemed "transaction-accompanying" (取引付随性 - torihiki fuzuisei)—that is, if it is seen as promoting the sale or use of a specific game or related products/services.
- If the Act applies, strict limits on prize values are imposed (e.g., typically JPY 100,000 for certain types of promotions, or varying amounts based on the value of the associated transaction or overall sales, depending on the promotion's structure). This has been a major factor limiting large prize pools in Japanese amateur and semi-pro e-Sports.
- A Consumer Affairs Agency no-action letter (dated September 9, 2016) provided some clarification, suggesting that if proficiency in the tournament game is demonstrably unrelated to any in-game purchases or financial transactions related to the game provider, the "transaction-accompanying" link might be severed, potentially exempting the prizes from these limits. This remains a complex area.
- Professional Players: A significant development is the distinction made for tournaments exclusively for bona fide professional e-Sports players. It is generally understood that if participants are recognized professionals whose work primarily involves e-Sports competition and they receive prize money as compensation for their professional services (work performance), such prize money may not be considered a "premium" under the Act, thus allowing for larger prize purses. Efforts by organizations like the Japan eSports Union (JeSU) to establish a professional licensing system are aimed at clarifying this status and fostering the growth of high-stakes professional e-Sports in Japan.
C. Act on Control and Improvement of Amusement Business (風俗営業等の規制及び業務の適正化等に関する法律 - Fūzoku Eigyō tō no Kisei oyobi Gyōmu no Tekiseika tō ni kansuru Hōritsu, or 風営法 - Fūeihō):
If an e-Sports tournament is held in a venue that is licensed as an amusement arcade or game center (ゲームセンター) under this Act, there are often strict prohibitions on offering any prizes or items of value based on game performance. This can impact venue selection for certain types of events.
D. Visa and Immigration Issues (出入国管理法 - Shutsunyūkoku Kanri Hō):
When inviting international players to participate in tournaments in Japan, particularly if prize money or appearance fees are involved, organizers must ensure that the players have the appropriate visas that permit such remunerated activities or participation in competitive events.
Conclusion: Proactive Legal Strategy for Success in Japan's Gaming and e-Sports Market
Japan's online game and e-Sports markets offer tremendous dynamism and vast potential. However, success in this exciting arena requires more than just innovative products and engaging events; it demands a proactive and comprehensive legal strategy. Navigating the intricate web of intellectual property rights, consumer protection laws, payment service regulations, anti-gambling statutes, and promotional rules necessitates thorough due diligence from the outset and ongoing compliance efforts. By addressing these legal checkpoints systematically, developers, publishers, and event organizers can mitigate significant risks, build trust with their user base and stakeholders, and position themselves for sustainable growth and success in this rapidly evolving sector.