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Virtual Space and In-Game Property: Aspects of Legal Regulation

https://doi.org/10.38044/2686-9136-2025-6-2-91-111

Abstract

This article examines the legal regime of virtual in-game property as a distinctive phenomenon of the digital environment, characterized by specific attributes and legal implications that differentiate it from traditional forms of property. The study’s especially relevant because of the absence of clear statutory regulation governing the transfer, exchange, and alienation of virtual in-game assets and the mechanisms for their legal protection amid the rapid expansion of the gaming industry in digitally mediated markets. This regulatory gap generates legal uncertainty and exposes the legitimate interests of millions of users to heightened risks. The purpose of the research is to identify the core characteristics of virtual in-game property and to determine adequate legal instruments for its protection by analyzing both international and domestic approaches to regulating this phenomenon. The methodology combines: comparative analysis of existing regulatory concepts addressing virtual in-game property; a systematic review of end-user license agreements and terms of service of leading gaming platforms; a critical assessment of the doctrinal and practical appropriateness of applying traditional categories such as “property” and “ownership” to digital environments; and a historical analysis of the evolution of approaches to digital assets. The principal findings define virtual in-game property through a set of cumulative features: economic value, functional transferability and potential alienability vis-à-vis third parties, and existence exclusively within the boundaries of a virtual game space. The analysis also delineates the jurisdictional contours of virtual game worlds and identifies mechanisms for maintaining a balance between the lawful interests of developers and ordinary users. Additionally, the author draws a historical parallel between developers’ “digital power” and the common-law concept of real estate, highlighting structural similarities in control over access, use, and exclusion. The study differentiates the developers’ intellectual creations embodied in digital objects from users’ entitlements, detailing the possession and use models embedded in contractual user agreements. The article concludes by proposing key definitions shaping the legal regime of virtual in-game property and offering practical recommendations for improving law enforcement practice and legislative policy, aimed at ensuring effective protection of player-consumers’ rights while accounting for the unique nature of virtual in-game assets and their increasing economic significance.

About the Author

A. Zh. Pagov
Saint Petersburg State University
Russian Federation

Astemir Zh. Pagov — LL.M., Ph.D. student, Department of Legal Theory and History, Law Faculty

7–9, Universitetskaya Embankment, St. Petersburg, 199034



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