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卖号后再找回,贪小便宜犯了法
Xin Lang Cai Jing· 2025-12-19 23:34
本报讯(通讯员范子懿 王明慧)随着网游发展,账号交易司空见惯。然而,湖北建始的周某却在将账 号售出后,通过申诉渠道再次找回,以此获利。 作为网游爱好者,周某深知高等级的游戏账号具有较高市场价值。2024年7月30日,周某通过二手交易 平台将自己的一款游戏账号售出。钱款到账后,他又以找回QQ账号的方式申诉,将已售出的账号找 回。 同年9月,他先后3次将该账号卖给他人,又以同样的手法找回,累计获利近5000元。买家付款后发现被 骗,向平台申请退款。平台向周某多次追款未果后报警。 2025年4月,公安机关将该案移送建始县检察院审查起诉。经检察官释法说理,周某如实供述犯罪事 实,自愿认罪认罚,向被害人赔偿损失并取得谅解。 该院审查认为,周某以非法占有为目的,多次秘密窃取他人财物,数额较大,其行为构成盗窃罪,鉴于 周某犯罪情节轻微,具有自首、赔偿被害人损失并取得谅解等情节,且自愿认罪认罚,可依法从宽处 罚。 2025年11月24日,该院依法对周某作出不起诉处理,并向公安机关提出给予其行政处罚的检察意见。公 安机关采纳了检察意见,对周某给予相应行政处罚。 ...
游戏行业探寻系列报告(三):二手游戏道具交易:一种新的游戏数字资产交易形式
Hua Yuan Zheng Quan· 2025-03-10 23:43
Investment Rating - The report maintains a "Positive" investment rating for the gaming industry [4] Core Insights - The gaming industry is experiencing rapid market expansion, with the virtual goods trading market in China reaching a total scale of 742.5 billion yuan in 2023 [5][12] - The industry is evolving towards a more mature three-tiered supply chain, consisting of game developers, distributors, trading platforms, and end-users [5][12] - The report highlights the increasing diversification of trading goods, including accounts, items, in-game currency, and services [5][12] Summary by Sections 1. Gaming Trading Industry Market and Leading Platforms - The gaming trading market is rapidly expanding, with a total market size of 742.5 billion yuan in 2023, including segments for equipment (248.7 billion yuan), currency (253.9 billion yuan), consumables (190.1 billion yuan), accounts (5.2 billion yuan), and boosting services (33.4 billion yuan) [12] - The industry has formed a mature three-tier supply chain, with upstream players including game developers and studios, midstream trading platforms, and downstream players being the gamers [12][15] 2. Feasibility of Data Asset Trading in Cultural and Digital Exchanges - The report discusses the legal protection of virtual assets in online games, indicating that the legal framework is evolving to support such transactions [46] - The trading of virtual goods is seen as a growing trend, with cultural and digital exchanges like the Zhejiang Cultural Exchange gaining traction in facilitating these transactions [51] 3. Growth Drivers of the Second-Hand Trading Market - From the manufacturer’s perspective, a mature second-hand trading system is crucial for sustaining game operations and enhancing market transparency [5] - From the player’s perspective, the second-hand market meets the demand for virtual asset monetization and fosters a complete gaming ecosystem [5] 4. Advantages of Cultural and Digital Exchanges Over In-Game Trading Systems - Cultural and digital exchanges offer more secure and regulated trading environments compared to in-game systems, which are often prone to fraud [5] - These exchanges can facilitate the conversion of virtual currencies into legal tender, addressing a significant limitation of in-game trading systems [5] 5. Market Outlook - The gaming industry is moving towards the standardization of in-game trading markets, with manufacturers shifting from merely restricting transactions to actively designing rules to guide market order [5]