If I turn the real money into fake currency will it still be gambling app? My client wants to build some sort of gambling app. I said to him Google Play does not allow gambling apps and they will get removed. I also mentioned that maybe like Facebook Poker, if you include fake currency which would be purchasable with real money maybe it would not be considered gambling application. Here is his game idea: I want to make an app that people get on and put money in and raffle money, it's like gampling/raffling . Let's say I raffle 20 bucks and you put in 1dollar/99c to try and win the raffle but only after 20 people have put in the raffle will began. If 20 people don't join within a certain amount of time they get refunded. So 1 dollar plus 20 people=20 dollars I get 10 profit and a lucky winner gets 10. We can set smaller to bigger raffles. It will be a fun addictive app. the whole world will be on it. So if I implement these changes would this new application still be considered gambling application? Google play Gambling terms
It's really your client that should be asking these questions. Writing the app is perfectly legal. So you can enter a contract with that client to write the app and deliver it to them, ready to be put on the Google Play store or the App Store (entering a contract needs to be done carefully, obviously). I'd make 100 million percent sure that the contract states clearly that you have zero responsibility if the app is rejected or removed for non-technical reasons, and that the legality of actually selling and running the app is also not your responsibility. The reason is that I very much suspect that running the app might be illegal, and that the chances of getting it permanently on one of the stores are rather slim. And solving those problems is outside of what a software developer can competently do.
Only if you ask Valve for permission first, and they agree in writing. I'm not a lawyer, but when I was reading through the Subscriber license you linked, this stuck out to me: You are entitled to use the Content and Services for your own personal use, but you are not entitled to: (i) sell, grant a security interest in or transfer reproductions of the Content and Services to other parties in any way, nor to rent, lease or license the Content and Services to others without the prior written consent of Valve, except to the extent expressly permitted elsewhere in this Agreement (including any Subscription Terms or Rules of Use); (ii) host or provide matchmaking services for the Content and Services or emulate or redirect the communication protocols used by Valve in any network feature of the Content and Services, through protocol emulation, tunneling, modifying or adding components to the Content and Services, use of a utility program or any other techniques now known or hereafter developed, for any purpose including, but not limited to network play over the Internet, network play utilizing commercial or non-commercial gaming networks or as part of content aggregation networks, websites or services, without the prior written consent of Valve; or (iii) exploit the Content and Services or any of its parts for any commercial purpose, except as expressly permitted elsewhere in this Agreement (including any Subscription Terms or Rules of Use). The part that I've bolded is probably the part that makes this against the Terms of Service, since in order to post these sorts of automated messages to their service, you'd need to use a &quot;utility program&quot; to &quot;emulate or redirect the communication protocols used by Valve in any network feature of the Content and Services, through protocol emulation, tunneling, modifying or adding components to the Content and Services&quot;. I doubt that Valve would ever agree, since such a program could very easily be used to create spam bots that works bombard users with unsolicited advertisements, but maybe Valve would be willing to cut deals with AAA video game companies to let them deploy tools to automatically manage their store pages.
I will try to answer some of my questions based on recent developments and other information I've seen. Yes. 2. No. On page 23 of this Commerce Dept. memo on TikTok, it describes: This prohibition would remove the TikTok app from U.S.-based mobile app stores, preventing mobile users from being able to download the app to their devices or receive updates. As scoped, this prohibition would only apply to app stores accessible in the United States, thus users would still be able to download the app while outside the United States. On page 15 of this Commerce Dept. memo on WeChat, it describes: This prohibition would remove the WeChat app from U.S.-based mobile app stores, preventing mobile users from being able to download the app to their devices or receive updates. As scoped, this prohibition would only apply to app stores accessible in the United States, thus users would still be able to download the app while outside the United States. 3,4,5. No for WeChat. In letters sent to the opposite party in a lawsuit and filed with the court, the US government has provided assurances that WeChat users will not have any civil or criminal liability for downloading or using the app for personal or business communication. we can provide assurances that the Secretary does not intend to take actions that would target persons or groups whose only connection with WeChat is their use or downloading of the app to convey personal or business information between users, or otherwise define the relevant transactions in such a way that would impose criminal or civil liability on such users. In other words, while use of the app for such communications could be directly or indirectly impaired through measures targeted at other transactions, use and downloading of the app for this limited purpose will not be a defined transaction, and such users will not be targeted or subject to penalties. I'm not entirely sure for TikTok, but the same may be true for TikTok since the prohibited transactions for both are essentially the same. No. The regulations on prohibited transactions do not require the blocking of traffic from the apps. Simply carrying the traffic of the app is not one of the prohibited transactions, as long as the company does not have a contract for internet transit or peering with ByteDance/Tencent, nor are providing hosting or content delivery services to ByteDance/Tencent. On page 23 of the Commerce Dept. memo on TikTok linked above, it says: User data could still be served by data centers, [redacted] operating outside of the United States. On page 7 of this declaration by a Commerce Dept. official further explains that WeChat traffic will still flow through the US: Moreover, this prohibition would not affect Internet transit or peering services in the United States that are not “directly contracted or arranged” by Tencent, and thus would leave the overwhelming majority of Internet traffic, including WeChat data, untouched.
Legally, yes, if you get a license from Blizzard (unlikely, and if so, they'll probably want either money or a portion of your profits). Otherwise, not legally. This is exactly the situation that IP law (e.g. copyright and trademark) was created to address. Blizzard created the game and so they have rights to control and benefit from derivatives there of. There are some exceptions, but prints, buttons, and keychains are not likely to meet the requirements for those.
No California has no laws on social gambling so it is treated identically to commercial gambling. Since betting on outcomes other than sports betting is illegal in California, such a bet would be illegal. While it’s unlikely to be prosecuted, as a contract it would be void its illegality and thus unenforceable.
Intellectual property law varies considerably by jurisdiction, and doesn't just involve copyright, but also trademarks, and patents. The first problem you are going to run into is that "Risko!" is probably protected as a commercial trademark rather than copyright. In the US at least, making minor changes to a trademark generally doesn't get you off the hook for unlicensed use. The owner of the "Risko!" trademark could bring suit against you for trademark infringement and it would be up to a judge or possibly a jury to decide whether "Risko" is different enough from "Risko!" that confusion would be unlikely. If they won the suit they could collect damages and their legal costs. There was a protracted and important trademark lawsuit in the US over the names "Monopoly" and "Anti-Monopoly" for board games. An economist, Ralph Anspach, had introduced a game he called "Anti-monopoly". He was sued by the Parker Brothers company for infringing on their trademark for "Monopoly". After 10 years the US Supreme Court ruled in Anspach's favor, finding that "Monopoly" had become a generic term for a type of board game and was no longer a valid trademark. You can't necessarily count on being "small potatoes" so that they'll simply ignore your possible infringement. In US law, failure to enforce their trademark rights can lead to the loss of trademark rights and remedies, so companies are less likely to let minor infringements slide. The situation in Italy may be different. Your artwork and graphical components are another potential problem. Those probably are covered by copyright. Again, the holder of the copyright for the "Risko!" artwork could sue you for violating their copyright on the artwork. A judge or jury would then evaluate whether your artwork was "derivative" of the "Risko!" artwork. If the court finds that your artwork is derivative, you might have to pay damages and legal costs. There are actually a ton of Risk inspired games already available online, but they seem to stay away from names that sounds anything like "Risk" and anything that looks like the Risk artwork.
It is legal. 18 USC Chapter 17 contains laws regarding what you can/cannot do with US legal tender. It doesn't mention anything about buying, or selling US tender at or above the face value. And there are several businesses in the USA that do this (coin exchanges which purchase coins at less then face value and give you dollar bills in return, etc...). However I would be concerned that your action might look like money laundering to the customs official on your way back home. Or on the way going to the foreign country for that matter. Which could be very bad for you. I would talk to a lawyer about this.
It isn't necessarily "illegal" (in the sense you are committing a crime) but you may be in violation of a verbal contract (which would fall under tort law). Let's take this a bit further. Perhaps Joe Schmoe gave you his debit card information so that you could make deposits for him and he said you could take $5 out for yourself for the trouble. This is a contract between you and Joe for a service. You can't extend Joe's offer to Jane Doe by saying "here is some debit card information, take $2.50 out for yourself". You have no right to extend your contract with Joe to somebody else. Now specifically for passwords it basically boils down to the same thing. Unless Joe gives you explicit permission to give that to somebody else, you can't just decide to unilaterally give what Joe gave you to somebody else. This may be different if Joe said "here, I'm buying you a subscription to service XYZ because you are a nice guy", this may be construed as a gift which transfers ownership. At that point you have control over what is or isn't done with the account. As another example let's say Joe let you borrow his car. You can't turn around and say to Jane, "here's a car you can use", Joe did not extend the offer to Jane, nor did Joe give you the right to extend the offer to another person. It's a moot point though, in the original context of this question, Netflix does restrict you from sharing your passwords "outside your household". Almost every paid service has some restriction against sharing with others. In the end Netflix may shut off Joe's account and Joe may sue you for damages, but you aren't going to be thrown in jail for this. This would be a civil case (tort) which you may be liable for monetary damages.