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Game Publishing in Indonesia: Key Rules and Compliance Issues to Watch

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For Chinese game companies, Indonesia has long been one of the most important growth markets in Southeast Asia. It has a large young user base, relatively high mobile internet penetration, and an emerging willingness to pay for online entertainment. At the same time, it is also a highly complex market in terms of religion, ethnicity, language and regional differences.

In the past, many outbound game teams tended to understand Indonesian compliance mainly through app-store policies, payment channels and content localization. Since 2024, however, Indonesia has issued several game-industry-specific rules. The regulatory focus has gradually shifted from general internet content governance to a parallel framework involving publisher registration, game classification, child protection, data protection and local industry policy.

Key takeaway: Game publishing in Indonesia should not be viewed merely as a question of whether the game can be listed on an app store. Companies should at least assess PSE registration, IGRS rating, child protection, personal data, payment and gacha mechanics, and religious, cultural and content-sensitivity issues.

Figure 1: Indonesia game compliance map

1. Regulatory Landscape: KOMDIGI Is the Main Authority, But Not the Only Variable

The core authority for game regulation in Indonesia is the Ministry of Communication and Digital Affairs (Kementerian Komunikasi dan Digital, “KOMDIGI”; formerly the Ministry of Communication and Informatics, “KOMINFO”). KOMDIGI is responsible for electronic system governance, private electronic system operator (PSE) registration, illegal content governance, the game classification system and child digital protection.

For game publishers, KOMDIGI matters not only because it may be involved in rating approval, but also because it has tools relating to access restriction, takedown, public complaint handling and platform-coordinated supervision. In addition to KOMDIGI, outbound game teams should also pay attention to the following surrounding regulatory tracks:

1. PSE registration: The Online Single Submission Risk-Based Approach system (OSS-RBA) is Indonesia’s integrated business licensing platform. Registration of private electronic system operators (PSE) and related business licensing matters usually need to be handled by reference to OSS-RBA and KOMDIGI’s electronic system registration mechanism. The path and documents may differ for an Indonesian entity, a foreign PSE or a local partner publishing model, and should be assessed based on the actual publishing structure.
2. Payments: If the game business itself embeds top-up, e-wallet, acquiring, remittance or other integrated payment functions, it may trigger Bank Indonesia rules on payment systems and payment service activities. Even where the game only connects to existing payment channels such as Google Play, App Store, OVO or ShopeePay, the game company should still address refunds, chargebacks, minor spending, consumer complaints, transaction records, tax and contractual allocation of responsibilities.
3. Data compliance: Where personal data, children’s data or cross-border data processing is involved, the company should also comply with Law No. 27 of 2022 on Personal Data Protection and the relevant rules on electronic system governance.
4. Anti-gambling and consumer protection: Products involving gacha, virtual assets, redeemable benefits, cashback or similar monetization mechanics should be carefully assessed for anti-gambling, payment system and consumer protection risks. Indonesian law does not generally prohibit gacha mechanics, but structures similar to betting or involving redeemable economic value may attract closer regulatory attention.
5. Religion and culture: Religious and cultural institutions are not formal game approval authorities, but Indonesian society is highly sensitive to content involving religious symbols, blasphemy, pornography, gambling, ethnic issues or hate-related topics. In practice, public complaints or backlash can quickly escalate into platform restrictions, administrative enforcement, content takedown measures or, in certain circumstances, criminal law risks.

2. Game Classification: IGRS Has Become an Important Pre-Launch Compliance Item

Indonesia’s current game classification rules mainly come from Minister of Communication and Informatics Regulation No. 2 of 2024 on Game Classification (Permenkominfo No. 2 Tahun 2024 tentang Klasifikasi Gim). The regulation took effect on 24 January 2024 and replaced the 2016 rules on electronic interactive game classification.

The regulation applies to “publishers” (Penerbit), meaning individuals, business entities or legal entities that market game products. For Chinese companies, the key question is not only whether the server is located in Indonesia, but whether the product is advertised, promoted, distributed or sold in Indonesia.

The basic process under the regulation can be summarized in six steps:

6. Confirm the publishing entity and publishing path, and determine whether the Chinese entity, a global platform, a local publisher or a partner will be responsible for filings and regulatory communications.
7. Complete or prepare private electronic system operator (PSE) registration through the OSS-RBA licensing framework and KOMDIGI’s relevant electronic system registration mechanism.
8. Submit game self-assessment information through a KOMDIGI-managed website or connected system. The information usually includes publisher identity, contact details, game title, publishing platform, genre, launch time, paid features, social media links and communication functions.
9. The self-assessed classification result is subject to conformity testing by a game classification review institution. If such institution has not yet been established, KOMDIGI conducts the review.
10. After the Minister issues the game classification result, the publisher may sell or promote the game and should display the approved classification result in the game description, packaging and advertising.
11. If a later update materially affects content, functions, monetization structure or age-rating analysis, the company should assess whether reclassification or at least a local Indonesian compliance review is required.

Figure 2: Basic IGRS rating process

The classification results are divided into five age bands: 3+, 7+, 13+, 15+ and 18+. The assessment covers tobacco or e-cigarettes, alcohol, psychotropic drugs or other addictive substances, violence, blood, dismemberment and cannibalism, language, character appearance, pornography, gambling simulation or activities, horror elements and online interaction functions.

Lower age ratings impose strict limits on violence, coarse language, chat functions and adult content. The 13+ and 15+ categories begin to allow certain limited violence, blood or filtered online interaction. The 18+ category is relatively more flexible, but it does not mean adult content may be freely distributed.

The regulation also sets out three “unclassifiable” red lines: games that display or play pornographic content; games based on chance or betting that use legal payment instruments, foreign currency, electronic money or digital assets that can be traded or converted into legal payment instruments, and that provide, support or facilitate cash-out functions; and games that violate other laws and regulations. In other words, an 18+ rating in Indonesia is not a blanket approval category. Even where a game targets adult users, restrictions on pornography, gambling and other illegal content must still be observed.

Sanctions for violation are also direct. Failure to display the applicable game classification result may lead to written warnings, temporary suspension of the game or access blocking. Failure to classify a game, advertising or marketing an unclassified game, or failing to reclassify when required may result in access termination measures. The regulation also requires games that have been classified overseas and sold in Indonesia to complete local Indonesian classification within two years after the regulation took effect. As of June 2026, that transition period has expired, and existing games should no longer be treated as still within a grace period.

3. Child Protection: From Content Rating to Product Design

In 2025, Indonesia issued Government Regulation No. 17 of 2025 on Governance of Child Protection in Electronic Systems (PP No. 17 Tahun 2025, often referred to as “PP Tunas”). In March 2026, KOMDIGI issued Minister of Communication and Digital Affairs Regulation No. 9 of 2026 (Permen Komdigi No. 9 Tahun 2026) as implementing rules.

The rules make clear that a “child” means a user under the age of 18. Electronic system operators should provide information on the minimum age for products, services and features, and classify child age groups into 3-5, 6-9, 10-12, 13-15 and 16 to under 18. Products, services or features must not be targeted at children under the age of 3.

These rules are highly relevant to the game industry, but the intensity of application should be assessed based on the product’s specific functions. In general, if a game is purely standalone, has no social interaction and has no minor-oriented monetization features, the risk pressure may be relatively lower. If the product includes online chat, guilds, friend recommendations, UGC, voice, live interaction, in-app purchases by minors, personalized advertising, leaderboards or high-frequency retention incentives, a dedicated child protection assessment is more likely to be needed.

Risk assessment dimensions include exposure to strangers, exposure to pornography, violence or other age-inappropriate content, commercial exploitation as consumers, child personal data security, addiction risks, mental health risks and physical health risks. The implementing rules also refer to assessment after risk changes, covering safety and privacy by design, parental controls, content and advertising review, in-app purchase restrictions, time limits, age assurance, control of child-account transaction spending, paid content disclosures and refund mechanisms.

Product design suggestion: For an Indonesia-facing game version, companies should consider child mode, chat filtering, restrictions on stranger interaction, parental consent, spending limits, refund and complaint channels at the product design stage, rather than adding them reactively after launch.

4. Data, Payments, Gacha and Cultural Sensitivity: Four Frequent Risk Areas

1. Personal Data

Indonesia’s Law No. 27 of 2022 on Personal Data Protection took effect in 2022 and provided a two-year transition period. After October 2024, companies generally should not continue to rely on the transition period as a compliance buffer. Common game-related data such as account information, device identifiers, payment records, location, behavioral profiles, chat records, minor user information and customer support tickets may all constitute personal data processing.

Chinese companies should prepare a privacy policy in Bahasa Indonesia or at least in a form understandable to local users, and clearly set out processing purposes, legal bases, retention periods, user rights, cross-border transfer arrangements and data breach response mechanisms. Where children’s data is involved, PP Tunas and the 2026 implementing rules should be reviewed together.

2. Payments

Ordinary in-app purchases do not automatically amount to licensed payment business. However, if the game company directly provides e-wallet, fund clearing, acquiring, payment initiation, remittance or similar payment system services, it may trigger Bank Indonesia rules on payment service providers.

A more common and prudent approach is to connect to locally qualified payment service providers and specify in the contract the allocation of responsibilities for refunds, chargebacks, anti-money laundering, consumer complaints, minor spending and data processing.

3. Gacha, Virtual Assets and the Gambling Boundary

The Indonesian game classification regulation has a specific dimension for “gambling simulation or activities” and expressly prohibits chance-based betting games with legal payment instruments, electronic money, tradable digital assets and cash-out functions from being classified.

In practice, the risk can be understood through the following formula: paid input + random outcome + transferable or redeemable economic value + cash-out or off-platform trading channel. The more complete this chain is, the closer the structure is to a high-risk model. Even without cash-out, aggressive promotions to minors, insufficient probability transparency and inducement to spend may also raise child consumer protection and advertising review risks.

4. Content and Cultural Risks

Indonesian law and society are relatively sensitive to pornography, gambling, drugs, religious offense, ethnic hatred, violent extremism and age-inappropriate content. For Chinese teams, localization is not merely translation.

Character clothing, religious buildings, prayer gestures, depictions of deities or prophets, Ramadan events, pork and alcohol elements, political maps, colonial history, ethnic terminology, romance and sexual innuendo should all go through Bahasa Indonesia native-language review and cultural sensitivity review.

5. Compliance Roadmap for Chinese Game Companies

Figure 3: Indonesia game launch compliance checklist

In light of the above, before entering the Indonesian market, Chinese game companies should first prepare a “product function – regulatory obligation” compliance matrix and review the key compliance issues through the following steps:

12. Determine the publishing entity and platform path: whether the game will be self-published, distributed through a global platform or published by an Indonesian local partner; and who is responsible for PSE registration, IGRS submission, complaint handling and regulatory communication.
13. Conduct content review: review violence, blood, pornography, gambling, horror, chat functions and addictive substances against IGRS age bands and unclassifiable red lines, and conduct local review of Indonesian religious and cultural sensitivity points.
14. Map product functions: chat, friends, UGC, guilds, voice, live streaming, advertising recommendations, personalized push, in-app purchases, gacha, trading markets and refund mechanisms should each be assessed for possible child protection and consumer protection obligations.
15. Prepare data and payment compliance documents: at minimum, companies should have an Indonesian-market privacy policy, child data processing notice, cross-border data and security measures description, payment service provider qualification records, and refund and minor spending handling rules.
16. Establish a rating-impact assessment mechanism for version updates: where new adult content is added, PVP or social interaction methods are materially changed, gacha or paid mechanics with redeemable economic value are introduced, chat systems are launched, or advertising SDKs that may affect child protection analysis are added, the company should assess whether reclassification or at least local Indonesian compliance review is required.
17. Establish regulatory and public complaint response mechanisms: IGRS itself allows public complaints about inconsistent classification, and child protection rules also emphasize feedback from children, parents, the public and competent authorities. Companies should include Indonesian-language customer support, complaint records, correction and takedown, and hotfix mechanisms in the launch plan.

6. Game Types That Should Be Prioritized for Special Review

For some games, their monetization structure, interactive functions, user age profile or content themes may more easily trigger multiple regulatory tracks and create higher compliance risk. For such products, companies should not wait for app-store listing issues or regulatory feedback before making adjustments. Instead, a dedicated review should be conducted before localization, promotion, launch or a major version update:

18. Games involving gacha, loot boxes, NFTs, secondary trading, token exchange or cash-out mechanisms;
19. Games involving real-time chat, voice, guilds, UGC, friend recommendations or live interactions;
20. Casual, social, educational or competitive games targeting children or teenage users;
21. Games involving religion, pornography, gambling, drugs, extreme violence, political maps or ethnic issues;
22. Games directly promoted, distributed or sold to Indonesian users by an offshore entity.

Figure 4: Game types that deserve priority special review

Note: This article is based on publicly available information and does not constitute formal legal advice under Indonesian law. Before formally launching a relevant product, companies are advised to conduct a local counsel review based on the specific product version, publishing path and monetization structure.

 

Written by: Muhamad Destianto and Yibo Chen


Disclaimer: The information provided on this website does not, and is not intended to, constitute legal advice; instead, all information, content, and materials available on this site are for general informational purposes only.  Information on this website may not constitute the most up-to-date legal or other information.

Photo by Yan Krukau: https://www.pexels.com/photo/computer-monitors-on-the-table-9072386/

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游戏出海印尼,你应该关注这些规则与合规要点

对中国游戏企业而言,印度尼西亚长期是东南亚最重要的增量市场之一。它拥有庞大的年轻用户群,移动互联网渗透率较高,线上娱乐付费习惯正在形成,同时又是宗教、民族、语言和地区差异高度复合的市场。

过去,很多出海团队理解印尼合规时,往往只关注应用商店政策、支付通道和内容本地化。但 2024 年以来,印尼围绕游戏产业连续出台多部专门规则,监管重心已从一般互联网内容治理,逐步转向发行主体登记、游戏分级、儿童保护、数据保护和产业本地化并行的体系。

核心提示:游戏出海印尼不宜只按能否上架应用商店来理解。企业至少需要同步关注 PSE 登记、IGRS 分级、儿童保护、个人数据、支付与抽卡机制、宗教文化及内容敏感性

 

1:印尼游戏合规全景图

一、监管版图:KOMDIGI 是主轴,但并非唯一变量

印尼游戏监管的核心机关,是现通信与数字事务部(Kementerian Komunikasi dan Digital简称KOMDIGI”其前身为通信与信息部 KOMINFO)。KOMDIGI 负责电子系统治理、私人电子系统运营者PSE登记、违法内容治理、游戏分类体系以及儿童数字保护等事项。

对游戏发行商而言,KOMDIGI 的重要性不止在于审批一个分级,更在于其掌握访问限制、下架、公众投诉处理和平台协同监管等工具。除 KOMDIGI 外,出海团队还需要关注以下周边监管线:

1. PSE 主体登记:电子一体化商业许可系统(Online Single Submission Risk-Based ApproachOSS-RBA)是综合商业许可平台。私营电子系统运营者(PSE)登记及相关经营许可,通常需结合 OSS-RBA KOMDIGI 相关电子系统登记机制处理。境内主体、境外 PSE 以及本地合作发行模式下的路径和材料可能不同,需结合发行结构具体判断。
2. 支付:如果游戏业务本身嵌入充值、电子钱包、收单、汇款或其他一体化支付功能,可能触及印尼央行(Bank Indonesia)关于支付系统和支付服务活动的监管。即便仅接入 Google PlayApp StoreOVOShopeePay 等既有支付渠道,游戏企业仍应关注退款、拒付、未成年人消费、消费者投诉、交易记录、税务及合同责任分工。
3. 数据合规:涉及个人数据、儿童数据或跨境数据处理活动时,应同时遵守《第 27 号个人数据保护法》及印尼电子系统治理相关规则。
4. 反赌博与消费者保护:含抽卡、虚拟资产、可兑换权益、返现功能或类似商业化机制的产品,需要审慎评估反赌博、支付系统和消费者保护方面的法律风险。印尼法并未一般性禁止抽卡机制,但类似投注或可兑换经济价值的结构可能受到更高监管关注。
5. 宗教文化:宗教与文化机构并非游戏的正式审批机关,但印尼社会对涉及宗教符号、亵渎、色情、赌博以及族群或仇恨相关议题的内容高度敏感。实践中,公众投诉或舆论反弹可能迅速升级为平台限制、行政执法、内容下架措施,甚至在特定情形下触发刑事风险。

二、游戏分级:IGRS 已成为进入印尼市场的重要前置合规事项

印尼现行游戏分级规则主要来自《2024 年第 2 号通信与信息部游戏分类条例》(Permenkominfo No. 2 Tahun 2024 tentang Klasifikasi Gim)。该条例于 2024 1 24 日生效,取代 2016 年旧版电子互动游戏分类规则。

该条例的监管对象是发行商Penerbit),即营销游戏产品的个人、商业实体或法人。对中国企业而言,判断是否适用该规则的重点不只是服务器是否在印尼,而是产品是否在印尼境内广告、推广、分发或销售。

条例的基本流程可以概括为以下六步:

6. 确认发行主体和发行路径,判断由中国主体、全球平台、本地发行商还是合作伙伴承担申报和沟通职责;
7. 通过 OSS-RBA 综合许可框架并结合 KOMDIGI 相关电子系统登记机制,完成或准备私营电子系统运营者(PSE)登记;
8. KOMDIGI 管理的网站或连接系统中填写游戏自评信息,内容通常包括发行商身份、联系方式、游戏名称、发行平台、类型、上线时间、付费功能、社交媒体链接、通信功能等;
9. 自评分级结果接受游戏分类审核机构的符合性测试;如果审核机构尚未设立,则由KOMDIGI 承担审核;
10. 部长发布游戏分类结果后,发行商才可销售或推广,并应在游戏描述、包装和广告中标明经审核的分类结果;
11. 后续如发生实质影响内容、功能、商业化结构或年龄分级判断的重大更新,应评估是否需要重新分类或至少进行印尼本地合规复核。

2IGRS 游戏分级基本流程

分级结果按照用户年龄分为 3 岁以上、7 岁以上、13 岁以上、15 岁以上和 18 岁以上五档。分级考察维度包括烟草或电子烟、酒精、精神药物或其他成瘾物质,暴力,血液、肢解和食人,语言,角色外观,色情,赌博模拟或活动,恐怖元素,以及在线互动功能。

低龄分级对暴力、粗俗语言、聊天功能和成人内容限制极严;13 岁、15 岁档开始允许部分有限暴力、血腥或过滤后的在线互动;18 岁档虽相对宽松,但并不意味着成人内容可以自由发行。

条例同时划出三条不可分类红线:展示或播放色情内容的游戏;以运气或投注为基础,且可使用法定支付工具、外币、电子货币或可交易、可兑换为法定支付工具的数字资产,并提供、支持或便利提现功能的游戏;以及违反其他法律法规的游戏。换言之,印尼的18+ 分级并非概括性批准类别。即便游戏面向成年用户,仍需遵守印尼关于色情、赌博及其他违法内容的限制。

违反上述规定的制裁也较为直接。未展示适用游戏分类结果的,可能面临书面警告、游戏临时暂停或访问屏蔽措施;未开展游戏分类、广告或营销未分类游戏,或在应当重新分类时未重新分类的,可能导致游戏被采取访问终止措施。条例还要求已在境外完成分级并在印尼销售的游戏,也应在条例生效后两年内完成印尼本地分类。截至 2026 6 月,该过渡期已经届满,存量游戏不宜再按尚在宽限期处理。

三、未成年人保护:从内容分级延伸到产品设计

2025 年印尼出台《第 17 号政府条例:电子系统中儿童保护治理》(PP No. 17 Tahun 2025常被称为PP Tunas”),2026 3 月又由 KOMDIGI 发布《第 9 号通信与数字部部长条例》(Permen Komdigi No. 9 Tahun 2026)作为实施规则。

相关规则明确,儿童是未满 18 岁的用户,电子系统运营者应提供产品、服务和功能的最低使用年龄信息,并按 3-5 岁、6-9 岁、10-12 岁、13-15 岁、16 岁至未满 18 岁划分年龄区间,且不得将产品、服务或功能面向 3 岁以下儿童。

这些规则与游戏行业高度相关,但适用强度需要结合具体产品功能判断。一般而言,若游戏仅为单机、无社交互动、无未成年人导向商业化功能,风险压力相对较低;若产品含在线聊天、公会、好友推荐、UGC、语音、直播互动、未成年人内购、个性化广告、排行榜或高频留存激励机制,则更需要进行儿童保护专项评估。

风险评估维度包括接触陌生人、接触色情或暴力等不适龄内容、作为消费者被商业开发、儿童个人数据安全、成瘾风险、心理健康风险和生理健康风险。实施规则还特别提到,风险变化后的评估可涵盖安全与隐私内建、家长控制、内容和广告审核、应用内购买限制、使用时间限制、年龄保证、儿童账户交易支出控制、付费内容声明和退款机制等。

产品设计建议:面向印尼的游戏版本,宜从产品设计阶段设置儿童模式、聊天过滤、陌生人互动限制、家长同意、消费限额、退款和投诉路径,而不是上线后再被动补救。

 

四、数据、支付、抽卡与宗教文化:四类高频风险

1. 个人数据

印尼《第 27 号个人数据保护法》已于 2022 年生效,并设置两年过渡期。到 2024 10 月后,企业原则上不应再以过渡期作为合规缓冲。游戏常见的账号资料、设备标识、支付记录、位置、行为画像、聊天记录、未成年人资料和客服工单,都可能构成个人数据处理。

中国企业需要准备印尼语或至少可被当地用户理解的隐私政策,明确处理目的、法律基础、保存期限、用户权利、跨境传输安排和数据泄露响应机制。涉及儿童数据时,还要与 PP Tunas 2026 年实施细则叠加审查。

2. 支付

普通内购并不当然等于持牌支付业务,但如果游戏企业直接提供电子钱包、资金清算、收单、支付发起、汇款或类似支付系统服务,就可能触及印尼央行关于支付服务提供者的监管。

更常见的稳妥路径,是接入已在当地具备资质的支付服务商,并在合同中明确退款、拒付、反洗钱、消费者投诉、未成年人消费处理和数据分工。

3. 抽卡、虚拟资产和赌博边界

印尼游戏分类条例对赌博模拟或活动有专门维度,并明确禁止具备法定支付工具、电子货币、可交易数字资产和提现功能的运气型投注游戏获得分类。

实务中可用一个风险判断公式理解:付费投入 + 随机结果 + 可转让或可兑换经济价值 + 提现或场外交易通道。上述链条越完整,越接近高风险结构。即便没有提现,面向未成年人的高压促销、奖励概率透明度不足和诱导消费,也可能落入儿童消费者保护和广告审核风险。

4. 内容文化风险

印尼法律和社会环境对色情、赌博、毒品、宗教冒犯、族群仇恨、暴力极端主义和不适龄内容较为敏感。对中国团队而言,本地化不只是翻译。

角色服饰、宗教建筑、祈祷动作、神明或先知形象、斋月活动、猪肉和酒精元素、政治地图、殖民历史、民族称谓、婚恋和性暗示桥段,都应经过印尼语母语审校和文化敏感性审查。

五、面向中国游戏企业的合规路线图

3:印尼游戏上线合规清单

综合以上,中国游戏企业在进入印尼市场前,建议先做一张产品功能监管义务的合规矩阵,并按照以下步骤审视合规要点:

12. 判断发行主体和平台路径:是自行发行、通过全球平台发行,还是由印尼本地伙伴发行;谁负责 PSE 登记、IGRS 分级提交、投诉处理和监管沟通。
13. 进行内容审查:按 IGRS 的年龄档和禁止分类红线梳理暴力、血腥、色情、赌博、恐怖、聊天和成瘾物质等元素,并对印尼宗教文化敏感点作本地审校。
14. 梳理产品功能:聊天、好友、UGC、公会、语音、直播、广告推荐、个性化推送、内购、抽卡、交易市场和退款机制,逐项评估是否触发儿童保护和消费者保护要求。
15. 准备数据与支付合规文件:至少应形成印尼市场隐私政策、儿童数据处理说明、数据跨境和安全措施说明、支付服务商资质留存、退款和未成年人消费处理规则。
16. 建立版本更新后的分级影响评估机制:新增成人内容、显著改变 PVP 或社交互动方式、引入抽卡或可兑换经济价值的付费机制、上线聊天系统或可能影响未成年人保护判断的广告SDK 时,应评估是否需要重新分类或至少进行印尼本地合规复核。
17. 建立监管和公众投诉响应机制:IGRS 本身允许公众投诉分类不符,儿童保护规则也强调儿童、家长、公众和主管机关反馈,因此企业应把印尼语客服、投诉留痕、纠错下架和版本热修复机制纳入上线预案。

六、哪些游戏更应优先做专项审查

对于一些游戏来说,商业化结构、互动功能、用户年龄或内容题材的特殊性,更容易同时触发多条监管线,具有更高的合规风险。对于这类产品,建议不要等到平台上架或监管反馈后再被动调整,而是在本地化、投放上线或重大版本更新前先行开展专项审查

18. 含抽卡、盲盒、NFT、二级交易、代币兑换或提现机制的游戏;
19. 含实时聊天、语音、公会、UGC、好友推荐、直播互动的游戏;
20. 面向儿童或青少年用户的休闲、社交、教育或竞技类游戏;
21. 含宗教、色情、赌博、毒品、极端暴力、政治地图或族群议题的游戏;
22. 由境外主体直接面向印尼用户推广、分发或销售的游戏。

 

4:优先专项审查的游戏类型

 

【注】本文为公开资料研究稿,不构成任何印尼法项下的正式法律意见;相关产品正式发行前建议结合产品版本、发行路径和商业化结构进行本地律师复核。

 

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