사행행위등규제및처벌특례법위반등
Defendant
A Imprisonment with prison labor of one year and six months, Defendant B imprisonment with prison labor of one year and two months, and Defendant C, respectively, shall be punished by imprisonment of eight months.
(b).
Criminal facts
[2019 Highest 1491] Defendant A and Defendant B are to jointly operate a game room providing game products, such as “sea camping machine” and “sulfur fluority,” on the ground that F is referred to as “E Gameland,” from the first floor of the building underground of the Seo-gu Daejeon-gu Daejeon, Seo-gu, Daejeon. Defendant A was willing to share the role of exercising overall control over the operation of the game room, such as the purchase of game machines and the installation of game products, the role of paying monthly pay to F, and the attraction of customers and exchange.
Accordingly, Defendant A and Defendant B, around December 4, 2018, installed 90 game machine of “sea-to-sea” electronic game machine, which is a speculative electronic machine not classified by the Game Rating Board, and provided it to many and unspecified customers, thereby allowing customers to input KRW 10,000 won in the game machine, and exchanged the remaining points after automatically obtaining the points and deducting 10% from the acquired points as commission.
As a result, the above Defendants conspired to provide game products not classified by the above method, exchanged the results obtained through the use of the game products, and conducted speculative acts such as pecuniary gain or loss to the users by using speculative electronic machines.
[2019 Highest 1783] Defendant C was sentenced to imprisonment with labor for a violation of the Game Industry Promotion Act at the Daejeon District Court on May 30, 2019 and the said judgment became final and conclusive on June 8, 2019.
1. Defendant A
(a) No person who violates the Game Industry Promotion Act shall provide game products with contents different from those of the rating classification for the use thereof, and exchange tangible or intangible results obtained through the use of game products for a business;