Common features of video games and social networks: importance for international taxation

Q3 Social Sciences
A. Vvedenskaya
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Abstract

In the last decade, significant review and change have been done regarding the taxation of profits from multinational companies. The OECD BEPS Action 1 is focused on granting additional taxing rights to jurisdictions where the customers of the service are located. This is because consumers add to the value creation process (prosumers), together with the company itself. Many enterprises do not have a physical presence at market jurisdictions because of the worldwide digitalization of the business process. With distant sales, they avoid sufficient taxation at the source countries. Multiple jurisdictions, businesses, and individuals provided various taxing rights allocation proposals. OECD considered some of them as possible ways to address the issue of under-taxation at market jurisdiction. This article evaluates the applicability of the OECD analysis of the value creation to the video games industry under the angle of differences and similarities between single-player and multi-player video games with social networks. This work is focused on the differences related to user participation and network effects for the value creation process. It explores the importance of the user participation and network effects for the value creation process of single-player and multi-player video games, to find if that respective taxing rights allocation should be different for these types of video game. It also analyses main proposals on taxing rights allocation, their applicability to the industry, and if these proposals acknowledge the differences in value creation based on the network effects of the video game. It was found that the existing proposals are not always consistent with the preparatory work on value creation analysis performed by the OECD and do not consider the named differences. The results of this work support the position that the proposals, including the most recent one, meet the existing urge for the taxing rights reallocation, but are mainly politically-driven and not always in line with the existing principles of international tax law.
电子游戏和社交网络的共同特征:对国际税收的重要性
在过去十年中,对跨国公司利润的征税进行了重大审查和改革。OECD BEPS行动1的重点是向服务客户所在的司法管辖区授予额外的征税权。这是因为消费者(产消者)与公司本身一起增加了价值创造过程。由于业务流程的全球数字化,许多企业在市场管辖区内没有实体存在。通过远距离销售,他们在来源国避免了足够的税收。多个辖区、企业和个人提出了不同的税收权分配建议。经合发组织认为其中一些办法是解决市场管辖权征税不足问题的可能办法。本文将从单人和多人社交电子游戏的异同角度出发,评估OECD对电子游戏产业价值创造的分析的适用性。这项工作的重点是与用户参与和价值创造过程的网络效应相关的差异。本文探讨了用户参与和网络效应对单人和多人电子游戏价值创造过程的重要性,以发现这些类型的电子游戏各自的征税权分配是否应该不同。本文还分析了关于征税权利分配的主要建议,它们对行业的适用性,以及这些建议是否承认基于电子游戏的网络效应在价值创造方面的差异。研究发现,现有的建议并不总是与经合发组织进行的价值创造分析的准备工作相一致,也没有考虑到所提到的差异。这项工作的结果支持这样一种立场,即建议,包括最近的建议,满足了对征税权重新分配的现有要求,但主要是政治驱动的,并不总是符合现有的国际税法原则。
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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