First, domestic game companies must overcome the hurdles of domestic law. Under the current law in Korea, normal service of P2E games is not possible in the domestic market due to gambling problems. It is the biggest obstacle for domestic service of blockchain-based P2E games.

Currently, through Article 32 (1) 7 of the Game Industry Promotion Act, Korea prohibits the use of currency exchange as a business, such as exchanging in-game results into cash or repurchase. This is because gambling has become a big issue since the 2006 Sea Story incident, and preventing it was more important than anything else.

“Sea Story” provided gift certificates as prizes that can be obtained through games, and exchanged through a currency exchange near the game center so that they can be converted into cash. Due to the high speculation that people can make money through games, people who live in “sea stories” all day long have emerged, and people who have not only squandered their wealth but also killed themselves. At that time, it became a huge social problem.

P2E games that acquire virtual currency through games and convert it into real currency inevitably have high speculation. Even if many games keep the line, it is a problem if only one or two are wrong, and as shown by “Sea Story,” there is no rule that games that attract users by cleverly using the “P2E” system should not be created.

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