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728 points freedomben | 1 comments | | HN request time: 0s | source
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maxbond ◴[] No.44611358[source]
Why do payment processors do stuff like this? Is there some regulation that requires them to? I get that they don't want to process fraudulent transactions, but I'd think the response to a higher percentage of fraud from some industry would be to charge them more. It doesn't make sense to me why they would be concerned about the content of games, as long as everything is legal and the parties concerned aren't subject to sanctions.

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.

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noduerme ◴[] No.44611625[source]
My guess is it's simply a chargeback risk. It's the reason casinos and adult sites have trouble getting credit card processing and are charged much higher basic rates, even under the best of circumstances when the casino or adult site is operating entirely within the law in the jurisdictions it allows.

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.

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jhanschoo ◴[] No.44612096[source]
Does Valve actually have a high risk of chargebacks? I was under the impression that moreso than other platforms, most Valve customers would rather go through Valve's own refund system. I understand that chargebacks is supposedly the reason for adult-only platforms.
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1. supertrope ◴[] No.44612176[source]
Yes. Steam used to have card declines if your address did not match exactly.

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.