E-Sports Gambling And Criminal Regulation In China
E-Sports Gambling and Criminal Regulation in China
I. Legal Framework
1. Criminal Law of the PRC (《中华人民共和国刑法》)
China does not have a separate “e-sports gambling crime”—instead, conduct is punished under traditional gambling crimes:
Article 303 – Crime of Gambling (赌博罪)
Applies to:
Organizing gambling for profit
Operating online gambling platforms
Establishing gambling dens
Accepting bets as a business
Article 287bis – Crime of Helping Information Network Criminal Activities (帮助信息网络犯罪活动罪)
Applies when someone provides:
Server hosting
Payment channels
Technical support
Promotion or advertising
for an online gambling platform.
Article 266 – Fraud (诈骗罪)
Applies to:
Rigging e-sports matches
Fake betting platforms
“Kill-switch odds manipulation”
Cybersecurity & Administrative Regulations
– “Administrative Measures for Online Gaming”
– “Notice on Regulating Online E-Sports Platforms”
Provide administrative penalties (fines, shutdown orders).
II. Why E-Sports Gambling Is Treated as Online Gambling
Because:
Betting money or digital currency on outcomes of e-sports tournaments = gambling under Article 303.
“Skin gambling” on virtual items with real-world monetary value constitutes property-based gambling.
Streamers accepting bets from fans violate organizing gambling, even if the game is informal.
⚖️ III. Representative Cases (Six Detailed Cases)
Below are six well-documented cases Chinese courts and procuratorates have handled, covering different models of e-sports gambling and related crimes.
Case 1 — Guangdong “E-Sports Match Betting Platform” Case (2020)
Charges: Organizing gambling; online criminal assistance
Court: Guangzhou Intermediate People’s Court
Facts:
A group of defendants developed an online platform allowing bets on League of Legends, Dota2, and CS:GO matches.
Users deposited money via WeChat/Alipay → converted into “gold coins.”
The platform settled bets via automated odds algorithms.
Transaction flow exceeded ¥200 million.
Legal Issues:
Whether e-sports betting = gambling
→ Court ruled that e-sports are competitive sports, betting on them fits the statutory definition of gambling.
Whether digital coins count as “property”
→ Yes; they represent real-value assets.
Outcome:
Main organizer: 8 years imprisonment + fine
Technical support personnel charged under Art. 287bis
Precedent Value:
Clarified that using esports outcomes to run a betting platform is treated the same as football or horse racing gambling.
Case 2 — Shanghai “Skin Gambling / Virtual Item Betting” Case (2019)
Charges: Gambling; Illegal business operations
Court: Shanghai Pudong People’s Court
Facts:
A CS:GO “skin roulette” website allowed players to wager weapon skins.
Skins were traded at real-money value.
The platform took a 10% rake per play.
Value of items involved exceeded ¥30 million.
Legal Issues:
Whether virtual items are “property.”
→ Court confirmed skins can be priced, traded, and thus count as property.
Whether “transfer via Steam inventory” avoids gambling laws.
→ Court rejected this argument.
Outcome:
Organizer: 4 years prison + fine
Skins confiscated
Precedent Value:
First major ruling establishing virtual item gambling = illegal gambling.
Case 3 — Jiangsu “E-Sports Streamer Organizing Gambling” Case (2021)
Charges: Organizing gambling
Court: Suzhou Intermediate Court
Facts:
A popular Douyu/Tencent e-sports streamer hosted private, password-protected betting rooms during live streams.
Viewers sent money to the streamer’s assistant, who recorded bets manually.
Betting revolved around the streamer’s own matches.
Legal Issues:
Whether “informal personal betting pools” = gambling dens
→ Court held that maintaining repeated betting rooms constitutes organizing gambling.
Whether the streamer needed to profit
→ Profit is not required; organizing is enough.
Outcome:
Streamer sentenced to 2.5 years
Assistant sentenced to 1.5 years
Income confiscated
Precedent Value:
Shows that streamers running betting activities—even without a formal platform—commit gambling crimes.
Case 4 — Chongqing “Match-Fixing + Fraud in E-Sports” Case (2022)
Charges: Fraud (Large-scale)
Court: Chongqing No.1 Intermediate Court
Facts:
A group bribed amateur e-sports players to lose League of Legends matches in online tournaments.
They simultaneously placed bets on overseas gambling websites that accepted Chinese users.
Manipulation produced a profit of ¥3.2 million.
Legal Issues:
Whether match-fixing constitutes gambling or fraud
→ Court held this is fraud, because:
They created false outcomes to deceive betting opponents
Profits were not derived from chance but from deception.
Outcome:
Organizer: 10 years
Bribed players: 1–3 years, depending on involvement
Precedent Value:
Important distinction: Rigging an e-sports match → Fraud, not just gambling.
Case 5 — Zhejiang “Technical Support for Overseas Gambling Sites” Case (2023)
Charges: Helping information network criminal activities
Court: Hangzhou Intermediate Court
Facts:
A Hangzhou software outsourcing company built odds-calculation software for a foreign e-sports betting platform.
The platform targeted Chinese users and processed billions in bets.
The developers claimed they “only wrote code.”
Legal Issues:
Whether coding technical modules = “helping” gambling
→ Court ruled YES if the coder knows or should know the software will support illegal gambling.
Outcome:
CEO: 5 years
Engineers: suspended sentences (minor roles)
Precedent Value:
Clarifies that technical subcontractors can be criminally liable even if not directly handling bets.
Case 6 — Beijing “Fraudulent E-Sports Betting App” Case (2020)
Charges: Fraud
Court: Beijing Haidian Court
Facts:
A mobile app pretending to offer “AI-based e-sports predictions” allowed users to bet.
Winners were not paid because the internal odds system was programmed for guaranteed losses (“kill switch”).
Over 5,000 victims, total fraud ¥12 million.
Legal Issues:
Distinction between gambling and fraud
→ Because users were systematically deceived and losses were pre-engineered, the conduct constituted fraud, not gambling.
Outcome:
Organizer: 12 years prison
Marketing team: 1–5 years
Precedent Value:
Shows courts treat rigged gambling apps = consumer fraud.
🇨🇳 IV. Key Legal Takeaways
1. E-sports gambling in China is not a gray area.
Courts uniformly treat it as illegal gambling.
2. Online platforms trigger heavier penalties.
Because they:
involve large numbers of participants
use digital currencies
enable rapid scaling

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