First, the ownership of game assets issue

Items in Internet games are objects of ownership as objects. However, the owner of the game item is the game company, and the game user cannot acquire the ownership, only the right to use it. The object of the item transaction is the qualification to acquire the right to use the item, and the price paid when the game item is traded is regarded as a kind of right money.

Second, the service provider's billing system

Currently, most games use a 'partially paid' model. The partial payment model uses the closed system of the game to limit the factors that can act from the outside to the user's time and money, and maximize profits through this. The most representative among them is the probability-type draw item. A random item is a system that randomly selects an item according to the probability set by the game company as one of the partially paid BMs. Users' dissatisfaction reached the extreme due to the harsh BM operation of game companies. Despite the many complaints and social controversies from users, the reason game companies insist on probability-type items is also because of profitability.

Third, excessive distribution costs

The point is that the game ecosystem is composed of a platform-oriented ecosystem. Creators and consumers are being infringed on excessive rights, and it interferes with the creation of a healthy ecosystem.

Fourth, intensifying competition within the industry

The lifespan of games is shortening, and the production and marketing costs of games are constantly rising. In the past, only natural inflow, word of mouth, and marketing through the community could achieve some level of performance. However, in the current game market, it is common to conduct aggressive marketing even before the game is released, and the size has increased several times to several dozen times compared to the past. The news that the production cost of a game reaches tens of billions of won has become a daily occurrence. When the aforementioned marketing costs are included, the total cost can reach two or three times the cost of pure production alone.