Abstract

With so many online game players today, various problems arise. There are so many online game players today who carry out buying and selling activities on online game accounts containing virtual objects that are widely available in various marketplaces in Indonesia. However, in these activities, the buyer often suffers losses such as the account being hacked or re-accessed by the seller. For this reason, it is necessary to have the validity of buying and selling online game accounts containing virtual objects, and how to protect the law against the buyer who purchases an account containing virtual objects. This writing uses a normative juridical approach, namely by reviewing the provisions in the Civil Code regarding the validity of buying and selling and most importantly the Law No. 19 of 2016 regarding buying and selling in electronic systems, to then be analyzed descriptively qualitatively, namely by first providing a detailed description and analysis , systematic, and comprehensive regarding the laws and regulations, norms in various countries and legal theories which are then applied to the problems studied. The results of the study show that firstly, the activity of buying and selling online game accounts which contain virtual objects based on the Law No. 19 of 2016 is legal if the organizer does not prohibit the existence of buying and selling activities by third parties. Second, legal protection for buyers who purchase online game accounts containing virtual objects based on Article 30 of the Law No. 19 of 2016 is that the seller is prohibited from re-accessing accounts that have been sold, while based on Article 49 paragraph (3) Regulation No. 71 Of 2019 the buyer has the right to get a return of goods and money if there is a difference between the goods purchased and the goods received.

Full Text
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