نوع مقاله : مقاله پژوهشی
نویسندگان
1 استادیار گروه فقه و حقوق اسلامی، دانشکده علوم و تحقیقات اسلامی، دانشگاه بین المللی امام خمینی (ره)، قزوین، ایران
2 دانشیار گروه اقتصاد اسلامی، دانشکده اقتصاد و مدیریت، دانشگاه قم، قم، ایران
3 دانش آموخته دکتری حقوق خصوصی ، دانشکدگان فارابی، دانشگاه تهران، قم، ایران
چکیده
کلیدواژهها
موضوعات
عنوان مقاله [English]
نویسندگان [English]
With the rapid growth of online gaming, this phenomenon has extended beyond mere entertainment to yield significant economic and social impacts. Clash of Clans, as a prominent example, has created digital assets that raise novel questions in Islamic jurisprudence and Iranian law. The main research problem is whether virtual assets in this game can be recognized as property with legal tradability from a jurisprudential and legal perspective. Accordingly, the research question is: How is the legitimacy of buying and selling digital assets in Clash of Clans evaluated in light of jurisprudential criteria and the provisions of the Iranian Civil Code? The hypothesis posits that such assets can be considered lawful property if they possess rational benefits and are free from elements such as gambling, excessive uncertainty (gharar), and unlawful consumption of wealth (akl al-mal bil-batil), although concerns about frivolity and the transfer of financial resources to foreign companies cast doubt on their legitimacy. The methodology is descriptive-analytical, based on library sources, religious verdicts, and civil law texts. Findings indicate that while there is customary and legal capacity to accept these transactions in Iran, legal gaps and jurisprudential considerations make final judgments dependent on renewed ijtihad and new legislation in the field of digital economy. This study aims to provide a scientific framework for policymaking in online gaming and digital economy sectors.
کلیدواژهها [English]