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Why You Can't Play-to-Earn in Korea: The Law Behind the World's Strictest P2E Ban

Korean studios build some of the world's biggest blockchain games, then lock their own country out. Here is the 20-year-old law that makes it happen, the courts that backed it, and the loophole lawyers still argue about.

WGC News desk · · 6 min read
Why You Can't Play-to-Earn in Korea: The Law Behind the World's Strictest P2E Ban

Here is a strange fact about the global blockchain game business: some of its biggest titles are made in Seoul and Pangyo, yet a player in Seoul cannot download them. Nexon's MapleStory N runs on a blockchain for players abroad, but in May 2025 the company said it had no plans for a Korean release. The reason is not a lack of interest. It is a law written in 2006, years before anyone had heard of an NFT.

Korea effectively bans play-to-earn (P2E) games, the genre where players earn crypto tokens or NFTs that can be sold for real money. No single line of law says "P2E is illegal". Instead, three pieces fit together: a rating requirement, a ban on gambling-style prizes and a ban on cashing out game rewards. Courts confirmed the combination in January 2023, and as of November 2026 it still holds.

The three locks on the door

The rulebook is the Game Industry Promotion Act (게임산업진흥에 관한 법률), Law No. 7941, promulgated on 28 April 2006 and in force from 29 October 2006.

  • Lock one, ratings. Article 21 says every game distributed in Korea needs an age rating. No rating, no legal release. Ratings are run by the Game Rating and Administration Committee (GRAC), which grew out of a dedicated game rating board launched in late 2006.
  • Lock two, prizes. Article 28, item 3 tells game operators they must not encourage gambling by handing out prizes (경품). GRAC treats a tradable token or NFT earned in play as exactly that kind of prize.
  • Lock three, cash-outs. Article 32(1)7, added by a 2007 amendment (Law No. 8247), bans running a business that exchanges, brokers or buys back points, prizes, game money and other results "obtained through the use of a game".

Put a crypto token inside a game and all three locks click at once. The token is a prize, the exchange that lists it is cashing out game results, and GRAC can refuse, or later cancel, the rating that the game needs to exist legally.

A regulator with a long memory

GRAC is not new to fights with platforms. Before 2006, games were rated by the Korea Media Rating Board, the same body that handled films and other media, and critics complained it lacked gaming expertise. The dedicated game board created after 2006 was meant to fix that, and it was never shy: near-identical test and final builds of StarCraft II drew different ratings from it in 2009-2010, a much-debated call, and in 2011 it warned that unrated games would be treated as illegal without prior notice.

That history matters for blockchain. GRAC sees itself as the gatekeeper against gambling dressed up as gaming, and it has applied the same logic to tokens that it once applied to slot-style arcades.

What GRAC actually argues

GRAC's case against NFTs is not that blockchains are bad. Its argument, as described in Korean legal commentary, is about who owns what. In a normal game, the publisher owns the sword and the player holds a licence to use it. With an NFT, the player owns the item outright, can sell it outside the game and can sell it to people who have never played. A busy market for those items, GRAC says, turns play into speculation, and NFT rewards can amount to excessive gambling risk.

Game companies answered that turning an item into an NFT only records who owns it and who traded it, and that this does not make it a prize. Korea's courts disagreed.

The courts say yes to GRAC

On 13 January 2023, the Seoul Administrative Court threw out Skypeople's challenge over Five Stars for Klaytn, an NFT game it had launched on Google Play and the App Store in 2020. The court found that NFT rewards were prizes that encourage gambling, pointing out that such items stay with users even if the game shuts down, can be bought by non-players and move freely across exchanges.

Eighteen days later, on 31 January 2023, a different panel of the same court dismissed Natris's suit over Muhandolpa Samgukji Reverse (무한돌파삼국지 리버스), whose token could be cashed out on an exchange. That ruling went further, calling the game a possible "new form" of gambling game, because handing out crypto assets to attract players turns them into crypto investors exposed to price swings. We tell both stories in detail in our courtroom feature.

The loophole lawyers love

If item trading is banned, how do Koreans sell Lineage gold on broker sites every day? The answer is a 2009 Supreme Court case (2009도7238). A seller of Lineage game money was acquitted because the enforcement decree only bans the exchange of game money "obtained by chance". Gold earned through hours of hunting is skill and time, not luck.

That distinction is why ordinary item trading survives in Korea, and why P2E has been stopped mainly through the prize ban rather than the cash-out ban. It is also why a 2025 bill that would narrow the prize ban has alarmed the culture ministry, as we explain below.

How the ban shapes Korean games

The result is a two-track industry:

  • Global-only launches. Korean publishers release blockchain versions abroad while Korean players get either nothing or a token-free version. MapleStory N is the best-known recent example.
  • Token-free remakes. After its rating was cancelled, Natris relaunched its game as Muhandolpa Samgukji Reverse L, the same game with the token removed.
  • Retreats. Neowiz decided in April 2025 to shut down its Intella X blockchain platform, citing weak token trading and a poor outlook.

Industry groups call the rating refusals excessive, noting that ordinary game items already carry cash value on outside markets. GRAC and the courts reply that a game designed around a tradable token is a different animal.

By the numbers

  • 2006: Game Industry Promotion Act enacted (28 April) and in force (29 October)
  • 2007: amendment adds the cash-out ban, Article 32(1)7
  • 24 December 2021: GRAC cancels the rating of Korea's first P2E hit
  • 13 and 31 January 2023: two court rulings uphold GRAC
  • Article 28(3): the prize ban at the heart of every refusal

What to watch

In September 2025, Democratic Party lawmaker Jo Seung-rae proposed a full rewrite of the game law that would limit the prize ban to arcade-style "location-based" games, which critics say could open a door for online P2E. The culture ministry called that clause "unacceptable", and through 2026 the bill was still being debated at seminars rather than voted on (our analysis).

WGC's take: Korea's ban is blunt, but it was not invented to punish blockchain. It was built to stop a gambling epidemic, and courts have read it consistently. Any change will come from the National Assembly, not from GRAC or the courts, so the bill is the thing to follow.

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