Free export of Iranian digital goods
Free export of Iranian digital goods: Games sometimes travel as long as two different continents to reach the audience. So it is natural to expect that exports of digital and computer games, like other products, will be taxed.
According to ISNA, trade and commerce in the world today has a different color than years ago. Among the most popular and, of course, best-selling goods that are being bought and sold these days are a variety of computer and digital games. An interesting issue that may be less noticed by the audience of this type of goods is how to import this type of product to different countries.
Given that computer games in today’s world are of great value to audiences as well as highly profitable to their manufacturers, taxing their exports seems natural. Of course, the tax system for computer games in each country is subject to the tax system specific to that country and has differences with other parts of the world, which are described on the site quaderno.io.
Tax laws of European countries
EU member states have a strict tax system for importing and exporting various goods. Types of computer games are classified in the category of digital goods, and therefore the tax rate for these products will be calculated accordingly. The last revision of digital goods laws was made in 2015, according to which digital goods exchanged between EU member states will be taxed much lower than goods imported from other countries.
Of course, it is important to note that some digital games will also be subject to VAT under domestic law. However, even the union’s strict rules seem to include some shortcuts to circumvent tax systems. For example, under union law, some digital commodity traders use reverse tax evasion.
In fact, instead of trading in countries that buy games (non-union countries), they use a third country as a trading party and, as a result, are not subject to taxes levied on non-union countries.
However, there are exceptions. Norway, for example, is one of the countries that, since 2011 with the enactment of special digital economy laws, has established a precise framework for companies importing and exporting digital games. Laws that block all loopholes and even regulate the tax system in an integrated manner with the banking system.
Tax laws of Asian countries
Japan is one of the Asian countries that is one of the most widely used countries in the field of digital goods. It is active not only in the field of production and distribution of games, but also in the field of imports. According to the latest digital goods tax laws of this country (approved in 2015), every company that acts as a game importer is obliged to pay taxes. A tax that starts at eight percent and sometimes goes beyond that.
Not all Asian countries are as generous as Japan. For example, the import of various games in South Korea is subject to a 10% tax. A figure that rises to 12 to 15 percent in India. The tightening of India’s tax system does not end there.
The Central Board of Imported Goods of India (CBEC) has set up a special review unit to control the sales of all digital goods in the country. The association controls the popularity of digital goods among the audience and raises taxes if the sales of these products cross a certain border. On the other hand, if the six-month sales of these games exceed one million rupees, the tax increase will increase by a percentage.
Iran and the perpetual problem of copyright
Copyright law is not a vague and unknown law for the developed countries of the world. However, some countries violate the rights of producers by failing to comply with copyright law. Unfortunately, Iran is one of the countries that is not subject to copyright laws, as a result of which various producers of various goods suffer from this issue. It has been more than 80 years since copyright law was enacted, and yet, eight decades later, Iran is still one of the countries that is neutral in this area.
One of the common mistakes in the field of copyright law is the non-native attitude towards this type of law. In fact, many people think that copyright laws merely prohibit the smuggling and duplication of overseas products, while this greatly hurts domestic companies as well. This is an issue that has long discouraged domestic gamers and, like an invisible obstacle, has blocked the growth and development of the indigenous gaming industry.
Paying attention to the system of reproduction and distribution of movies, games and digital goods is a sensitive issue. In fact, the companies that produce and export these items depend on the support of government institutions as much as they need to be organized and managed.
It is very important to establish laws to control the entry of foreign goods into countries and laws to protect domestic goods, but creating advertising fences and barriers to the production of domestic games is also a wrong way to remove domestic talents from the competition.