Financial Connections
In the digital age, the legal status and regulation of in-game assets, such as virtual currencies and skins, vary significantly across the globe. This article explores the regulatory landscape in several countries, highlighting the unique approaches each nation takes in governing these digital items.
China has implemented strict regulations targeting gaming, particularly for minors. Online gaming is limited to 3 hours per week for under-18s, with enforced real-ID registration since 2021. Chinese regulators also focus on controlling gambling-like mechanics such as loot boxes and impose tight government scrutiny on gaming companies to ensure compliance with these rules, affecting game structure and youth engagement.
South Korea is well-known for its robust regulation of the gaming market and in-game assets, though the exact specifics were not directly provided in the search results. Generally, South Korea enforces measures against gambling-like features and protects consumer rights concerning digital assets, reflecting its stringent regulatory environment in gaming.
The United States uses existing consumer protection, privacy laws (such as COPPA for under-13 users), and emerging frameworks related to data privacy and digital assets. Regulation focuses on parental controls, data privacy, and potential self-regulation on gambling-like elements within games rather than outright bans. There is no federal law explicitly regulating in-game asset ownership or legal property status by default.
Russia currently lacks explicit, comprehensive legal frameworks regulating digital items like in-game assets. However, there are indications that Russia is considering future legislation to clarify the legal status of digital assets, including potential classification and regulation, though official laws have not yet been adopted or fully detailed.
In a broader global context, countries like Vietnam have begun formalizing legal recognition of digital assets including in-game currencies, NFTs, and cryptocurrencies. Vietnamβs forthcoming Digital Technology Industry Law (effective January 1, 2026) establishes civil protection, ownership rights, and enforceability of transactions involving digital assets, signaling a clear regulatory framework for digital property.
The market for in-game goods is thriving, with the global in-game goods market reaching $125.7 billion in 2023 and expected to grow at an average annual rate of 5% to reach $176.9 billion by 2030. Notable examples of valuable in-game assets include the Blue Gem Karambit knife in Counter Strike 2, which sold for between $1.4 million and $1.7 million in 2025, and the planet Calypso from Entropia Universe, which sold for $6 million in 2011, making it the most expensive in-game item ever sold.
The regulation of in-game assets is a complex issue, with psychological factors playing a significant role in player motivation to purchase these items. Players often seek to acquire items that give an advantage in the game, keep up with other players, personalize character appearance, and stand out from the gaming community. However, the anonymity provided by in-game currencies can also create a favorable environment for illegal financial activities, and games can become tools for money laundering.
In conclusion, while China and Vietnam have emerging or strict frameworks governing in-game assets, the U.S. focuses on privacy and consumer protections without direct ownership regulation, and Russia is yet to formalize specific laws but may do so in the near future. South Korea maintains strict controls but exact recent details were not included in the search results. This regulatory patchwork reflects the global variation and rapid evolution of laws governing digital assets and in-game items.