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(영문) 인천지방법원 2015.07.08 2015고단2543
게임산업진흥에관한법률위반
Text

Defendant

A Imprisonment of 10 months, Defendant B’s imprisonment of 4 months, Defendant C’s imprisonment of 6 months, and Defendant D’s imprisonment of 6 months.

Reasons

Punishment of the crime

No person of "2015 Highest 2543" shall engage in business of exchanging or arranging exchange or repurchase tangible and intangible results obtained through the use of game products.

Defendant

E is a business proprietor operating a game room on the second floor of the building located in the Incheon Bupyeong-guJ, Incheon, which manages the purchase of a game machine and the profits of the game, F is exchanged to customers; Defendant E lends the name of the above game room to Defendant E and manages the game room in the daytime (08:0-2000). Defendant C, while managing the game room at night (22:00-08:00) while managing the game room at night (22:0-00), provided that Defendant C would exchange the game room to customers in the event of the f where the f is in the f job, and Defendant D would like to exchange the f job at night (2:00-00) to customers; Defendant C would like to exchange the f job at night (2:00-00); Defendant C would have a role of exchanging customers in the event that the above Defendant C is in the presence of customers; Defendant B would like to gather text messages to customers and let them know of the above game.

The Defendants and F, from March 13, 2015 to February 27, 2015, installed 40 game devices, and provided customers with 40 game devices, and requested customers to exchange after the game ends, they issued a coophone corresponding to the points they acquired, and exchanged the amount calculated by deducting 10% of the fees for 10% from the gains obtained.

Accordingly, the above Defendants engaged in the business of exchanging tangible and intangible results obtained through the use of game products in collusion with F.

Anyone "2015 Highest 2990" shall exchange, arrange for exchange or repurchase tangible and intangible results obtained through the use of game products.

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