Buying and selling activity of online game accounts containing virtual goods that are sold on an online marketplace

Muhammad Ilman Abidin, Ahmad Faizal Adha, Salma Suroyya Yuniyanti, Chicha Chairunnisa
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Abstract

With so many online game players today, various problems arise. There are so many online game players today who carry out buying and selling activities on online game accounts containing virtual objects that are widely available in various marketplaces in Indonesia. However, in these activities, the buyer often suffers losses such as the account being hacked or re-accessed by the seller. For this reason, it is necessary to have the validity of buying and selling online game accounts containing virtual objects, and how to protect the law against the buyer who purchases an account containing virtual objects. This writing uses a normative juridical approach, namely by reviewing the provisions in the Civil Code regarding the validity of buying and selling and most importantly the Law No. 19 of 2016 regarding buying and selling in electronic systems, to then be analyzed descriptively qualitatively, namely by first providing a detailed description and analysis , systematic, and comprehensive regarding the laws and regulations, norms in various countries and legal theories which are then applied to the problems studied. The results of the study show that firstly, the activity of buying and selling online game accounts which contain virtual objects based on the Law No. 19 of 2016 is legal if the organizer does not prohibit the existence of buying and selling activities by third parties. Second, legal protection for buyers who purchase online game accounts containing virtual objects based on Article 30 of the Law No. 19 of 2016 is that the seller is prohibited from re-accessing accounts that have been sold, while based on Article 49 paragraph (3) Regulation No. 71 Of 2019 the buyer has the right to get a return of goods and money if there is a difference between the goods purchased and the goods received.
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在线市场上出售的包含虚拟物品的在线游戏账户的买卖活动
如今网络游戏玩家众多,各种问题也随之而来。如今有许多网络游戏玩家通过网络游戏账户进行买卖活动,这些账户中包含的虚拟物品在印尼的各种市场上随处可见。然而,在这些活动中,买方往往会遭受损失,例如账户被黑客攻击或被卖方重新访问。因此,有必要对买卖含有虚拟物品的网络游戏账户的有效性,以及如何保护购买含有虚拟物品的账户的买方免受法律的侵害进行研究。本文采用规范法学方法,即通过回顾《民法典》中关于买卖有效性的规定,最重要的是2016年第19号法律关于电子系统买卖的规定,然后进行描述性定性分析,即首先对法律法规、各国规范和法学理论进行详细描述和分析,系统、全面地将其应用于所研究的问题。研究结果表明:首先,根据 2016 年第 19 号法律,如果组织者不禁止第三方存在买卖活动,那么买卖包含虚拟物品的网络游戏账户的活动是合法的。其次,根据 2016 年第 19 号法律第 30 条,对购买含有虚拟物品的网络游戏账户的买方的法律保护是,禁止卖方重新获取已售出的账户,而根据 2019 年第 71 号条例第 49 条第(3)款,如果购买的商品与收到的商品之间存在差异,买方有权要求退货和退款。
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