“Virtual” v.s. “Reality”— On Taxing E-Sports Virtual Goods Transaction in Indonesia

Ming-Hsi Sung, Wahyudi Umar
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Abstract

In technological advances, the emergence of various online games that have generated billion dollars has attracted the attention of the government currently. The most of its revenue comes from the sale of virtual item (item in-game) which have almost zero marginal cost of production. In 2019, Indonesia contributed 624 million dollars, equivalent to 8.7 trillion rupiah for mobile gaming.According to Mirza Adityaswara, Senior Deputy Governor of the Bank of Indonesia (BI), this phenomenon will bring the money out of Indonesia, then it makes Indonesia’s balance of trade (BOT) deficit.Indonesia’s BOT has been facing shortfalls in recent years. In 2019, the BOT decreased by 61.7%, the deficit reached -US$1,933,90 million. This paper argue that Indonesia should take the case aquo as new tax base in order to resolve her deficit. An online game has its own currency which obtained through purchases using real money. This lead to trading real money for virtual objects, ‘land’ and ‘characters’ in-game. Uniquely, item in-game transaction is not only done by the developers to players but also players to players. Therefore, the phenomenon brings with it familiar legal issue such as sales tax. This paper intends to introduce the situation the current situation of case a quo in Indonesia and asserting the urgency and challenges of case aquo taxation in Indonesia.
“虚拟”与“现实”——论印尼电子竞技虚拟商品交易的税收
在技术进步方面,各种网络游戏的出现已经产生了数十亿美元的收入,目前已经引起了政府的注意。其大部分收益来自虚拟道具(游戏邦注:即游戏中的道具)的销售,这些道具的边际生产成本几乎为零。2019年,印尼为手机游戏贡献了6.24亿美元,相当于8.7万亿印尼盾。根据印尼央行(BI)高级副行长Mirza Adityaswara的说法,这种现象将使资金流出印尼,然后使印尼的贸易平衡(BOT)出现赤字。近年来,印尼的BOT一直面临资金短缺的问题。2019年,BOT减少61.7%,逆差19.33.9亿美元。本文认为,为了解决印尼的财政赤字问题,印尼应以aquo为新的税基。网络游戏有自己的货币,通过使用真钱购买获得。这导致玩家用真钱来换取游戏中的虚拟物品、“土地”和“角色”。独特的是,游戏中的道具交易不仅是开发者对玩家的交易,也是玩家对玩家的交易。因此,这种现象带来了熟悉的法律问题,如销售税。本文旨在介绍印尼案例税收的现状和现状,并断言印尼案例税收的紧迫性和挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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