Some of these games seem completely abhorrent, and probably illegal in more restrictive jurisdictions, but not the United States. And I've not seen any suggestion they're funding terrorism or something. So I'm perplexed.
Some of these games seem completely abhorrent, and probably illegal in more restrictive jurisdictions, but not the United States. And I've not seen any suggestion they're funding terrorism or something. So I'm perplexed.
Punters run a lot of chargebacks on casinos, and people whose spouses catch a XXX video or game on their card statement will lie and run chargebacks too.
In the case of Valve, a lot of chargebacks would drastically increase the processing rates demanded by the payment providers for all transactions across the board, not just those related to adult games.
There's probably a great market opportunity here for a game store focused on adult games and willing to take on that risk.
If there is a market opportunity, it's probably in a processor for debit-based transactions that are harder to reverse. But then that makes fraud harder to combat, and one of the reasons everyone loves credit cards so much is because consumers are far more confident to buy from random shops if they know they can always get their money back if the shop scams them.
So - this whole system's lucratively is entirely predicated on easy credit and low risk meaning low fees. Anyone who wants to play in the mud that's leftover by these companies taking the good business are inherently playing a low margin risky game.
The US has a weird fetish with privatizing things that the government should handle, like consumer protection. If there were a reasonably robust infrastructure for this outside of payment processors in the US, there would be far less pressure on porn providers to comply with fucked up morals about porn. What we have here is an instance of late stage capitalism, and half the people are too narrowminded to see how it hurts their freedom.
Card not present was and still is higher risk than in person shopping. Now that most US customers have chip cards in their wallets fraud has shifted from in person to CNP. Digital goods are high risk because a customer could theoretically download and enjoy the digital good or save a copy and then chargeback. There's no shipping tracking number to prove delivery. Or a fraudster could go on a spending spree from the comfort of their home in another country. Adult-only games are even higher risk because a customer might have to explain to a spouse what the Steam charges were for.
Of course copy protection and the prospect of a ban of their whole Steam account blunts the most obvious customer cheating of keeping a copy and charging back. Steam games cannot be resold. Digital goods that can be easily resold are magnets for fraud. Such as cloud GPUs or international long distance calls.
Compare https://en.wikipedia.org/wiki/Operation_Choke_Point .
Somehow, it's forbidden for the government to oppress pornographers directly, but it's perfectly fine to impose legal sanctions on banks who maintain business relationships with them.
Write a Steam knockoff platform that's trustworthy enough for people to download, and load it up with dirty games. Put the premium on the customers if they want to use credit card transactions, otherwise push them towards crypto payments. Maybe you won't be an oligarch, but you'll probably end up with a reasonably sized yacht.
[edit] hell, in a few years if the winds shift you might be DraftKings.
I suppose that if consumer behavior is to have their adult game purchases and conventional game purchases on separate accounts, and the Steam platform allows for that, then that may be so.
https://help.steampowered.com/en/faqs/view/1150-C06F-4D62-49...
And how many customers you lost in 2010 because of that? Probably more than 90%. Even now people are reluctant to use crypto but tbh crypto crowd is so big that you can perhaps succeed in opening crypto only business.
Easier said than done. It is hard to earn trust....you would probably need to jumpstart the platform with quite a few indie devs so people start trusting the site and using it.
Any entity that uses a CC gateway and has any exposure to either of those risks is exposing itself to all the risk. The CC companies almost certainly told Valve that they would be considered a porn site and face a 1.5%-2% higher processing fee for every transaction.
No nonsense involved, that's how it works.
2. I think the argument being made is that the credit card companies are not actually experiencing higher risk (from Steam). Not that they have any qualms about putting a business into a “high risk” classification.
In this case, I suppose the argument is that Steam is a large enough entity that they should be able to “self-insure”. If the US had a relatively open way to become a payment processor, the free market would take care of this. Unfortunately that isn’t the case and also is very unlikely to change.
If Valve was getting a complaint from Visa/Master about charge back rates of certain games, I believe they'd be more forthcoming with that information. What we're seeing here is more consistent with Visa/Master taking offense with what the platform offers.
In either case, I find the lack of communication from Visa/Master deafening. If Visa/Master was seeing high chargeback rates from incest games on steam. Why would they not eagerly offer that data?
I never used ecommerce back in the day on the internet but I can imagine that ecommerce fraud was widespread. And that's why excluding other reasons Satoshi invented Bitcoin[0].
I wonder if cryptocurrencies didn't exist would someone nowadays burn the midnight oil to figure out P2P crypto coin since modern payment solutions are fairly good.
Tbh I think Satoshi invented technology around which he wanted to build products unlike Steve Jobs who said that you first need to figure out the product then build technology.
[0] "Completely non-reversible transactions are not really possible, since financial institutions cannot avoid mediating disputes. The cost of mediation increases transaction costs, limiting the minimum practical transaction size and cutting off the possibility for small casual transactions, and there is a broader cost in the loss of ability to make non-reversible payments for nonreversible services. With the possibility of reversal, the need for trust spreads. Merchants must be wary of their customers, hassling them for more information than they would otherwise need. A certain percentage of fraud is accepted as unavoidable. These costs and payment uncertainties can be avoided in person by using physical currency, but no mechanism exists to make payments over a communications channel without a trusted party" https://bitcoin.org/bitcoin.pdf
"Financial institutions cannot avoid mediating disputes" is nonsense, they "can't" because it's constantly demanded by their clients, attempting to sell that as a bug rather than a feature is preposterous.