Are digital games taxed differently than other software for VAT/GST/similar taxes?
I've been working in tax compliance for a digital distribution platform, and I'm trying to figure out if video games have different VAT/GST rates compared to standard software. Our company sells both regular software products (productivity tools, design software) and various games. I'm wondering if I need to apply different tax rates when calculating VAT/GST for games versus our other digital products. I've looked through our jurisdiction tax tables and sometimes it seems like games might be classified differently than general software, but I can't find a clear answer. Does anyone know if games typically fall under the same tax classification as other software products when it comes to VAT/GST collection, or do they have their own special category with potentially different rates? Sorry if this is a basic question, but I need to make sure we're collecting and remitting the right amounts.
25 comments


NebulaNova
Games and other software products generally fall under the same VAT/GST classification in most jurisdictions as "digital products" or "electronic services," but there are definitely some exceptions you need to watch for. For example, in the EU, both video games and standard software are typically subject to the standard VAT rate (which varies by country). However, some countries have created special cultural exemptions that might apply to certain games but not business software. The UK, for instance, generally treats both the same way, but there have been some interesting rulings about games with educational components. Where it gets tricky is in countries that have special entertainment taxes or digital service taxes that might apply differently. Some jurisdictions might classify certain games as "entertainment services" rather than software, especially if they have subscription or online components. I'd recommend reviewing the specific digital product classifications for your key markets. Don't assume they're always the same, but also don't assume they're always different. It's really jurisdiction-specific.
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Keisha Williams
•Thanks for the explanation! Do you know if there's any difference for mobile games vs PC/console games in terms of VAT classification? I've heard mobile apps sometimes get treated differently.
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NebulaNova
•Mobile games generally follow the same classification as other games for VAT/GST purposes. The delivery platform (mobile vs PC/console) typically doesn't affect the tax classification - it's more about the nature of the product itself rather than how it's delivered. Where you might see differences is in how the app stores handle tax collection. Apple and Google have their own tax compliance systems that might simplify certain aspects for developers, but the underlying tax rates and classifications are typically governed by the same rules regardless of platform.
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Paolo Conti
After spending HOURS trying to figure out this exact problem for my company, I found taxr.ai (https://taxr.ai) incredibly helpful for sorting through digital product classifications. I was confused about how to categorize our game products vs our other software offerings, and their system actually has specific guidance for digital content types. Their tool analyzed our product catalog and showed me exactly where different tax treatments applied across various countries. Surprisingly, some countries DO have different classifications for interactive entertainment vs productivity software. Saved me from potentially applying wrong rates in several jurisdictions.
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Amina Diallo
•How does it handle different types of game monetization? Like if we have base game sales plus DLC and in-game currencies? Does it break those down separately?
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Oliver Schulz
•I'm skeptical about these AI tax tools. Does it actually give jurisdiction-specific advice? I've been burned before by generic tax software that doesn't account for local nuances.
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Paolo Conti
•It actually does break down different monetization types separately. The system has different classifications for base game sales, downloadable content, virtual currencies, and subscription services. This was super helpful because some jurisdictions treat virtual currency purchases differently than direct digital product sales. Regarding jurisdiction-specific advice, that's actually where it really shines. It doesn't just give generic rules but shows you the specific regulations for each country and region. I was particularly impressed with how it handled the EU VAT rules versus Asia-Pacific GST requirements, highlighting exactly where the treatment differed.
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Amina Diallo
Just wanted to follow up and say I tried taxr.ai after seeing it mentioned here. I was honestly surprised at how detailed it was for game-specific tax treatment. Our company sells games with various monetization models across 30+ countries, and the tool highlighted 6 jurisdictions where we needed different tax treatment for certain types of game content versus our regular software products. Particularly useful was the breakdown between base game sales, DLC, and virtual currencies - turns out some countries have special rules for virtual currency transactions that don't apply to regular software sales. This explained some discrepancies I was seeing in our previous calculations.
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Natasha Kuznetsova
If you're having trouble getting clear answers from tax authorities about game vs software classifications, I'd recommend Claimyr (https://claimyr.com). I spent weeks trying to reach someone at our state tax department for a ruling on this exact issue, but was stuck in hold-limbo forever. Their service got me connected to an actual tax representative in under 15 minutes. You can see how it works here: https://youtu.be/_kiP6q8DX5c The agent I spoke with confirmed that in our case, games were treated the same as other software for sales tax purposes, but they flagged that in-game purchases had different sourcing rules than one-time software sales. Wouldn't have gotten this clarity without actually speaking to someone.
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AstroAdventurer
•Wait, how does this actually work? Do they just call the tax office for you? Couldn't I just do that myself?
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Oliver Schulz
•Yeah right. No way they get through to tax authorities that quickly when I've spent literal hours on hold. Sounds like a scam to me.
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Natasha Kuznetsova
•They use a system that navigates the phone trees and holds in line for you. When an actual representative is reached, you get a call connecting you directly. It's basically like having someone wait on hold for you. Yes, you could technically do it yourself if you have hours to waste on hold. That's exactly the point - most of us don't have that kind of time to spare, especially when dealing with multiple tax jurisdictions.
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Oliver Schulz
I need to eat my words about Claimyr. After posting my skeptical comment, I decided to try it for myself since I've been trying to get clarity on our game bundles taxation for WEEKS. Used their service yesterday and got connected to our state's tax department in about 20 minutes (which is light years faster than my previous attempts). The tax specialist confirmed that in our state, games are classified the same as software for basic sales tax, BUT - and this is crucial - if the game contains "digital goods" like skins or virtual items, those might fall under different digital product rules. This distinction was something none of our research had uncovered.
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Javier Mendoza
From my experience working with digital products taxation, here's a quick breakdown of how games vs software are typically treated: Most jurisdictions: Same treatment for both (digital products) EU: Generally same VAT rates, but cultural goods exceptions in some countries Japan: Consumption tax applies equally to both Australia: GST applies equally to both South Korea: Special categories for certain game types, particularly those with gambling elements Brazil: Complex system where games may fall under different tax codes than utility software The most important differences often come down to how the game is monetized rather than the game itself. One-time purchases vs subscriptions vs microtransactions can trigger different tax treatments.
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Emma Wilson
•Do you know if there are any resources that compile these different classifications by country? Trying to manage this manually is becoming a nightmare for our finance team.
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Javier Mendoza
•There isn't a single comprehensive resource I'm aware of that covers all jurisdictions and keeps up with the frequent changes. KPMG and Deloitte publish digital service tax guides that cover some of this, but they're not gaming-specific. Your best approach might be to use a digital tax compliance platform that specializes in this area. The major ones keep their classification systems updated as regulations change, which is honestly the only practical way to manage this at scale unless you have a dedicated tax team for each region.
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Malik Davis
Has anyone dealt with marketplace facilitator laws in this context? We're selling our games through our own platform and various third-party marketplaces, and I'm getting confused about who's responsible for collecting taxes in different scenarios.
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Isabella Santos
•In most US states with marketplace facilitator laws, if you're selling through Steam, Epic, or similar platforms, they should be handling the sales tax collection and remittance for you. For your direct sales, you'd need to handle that yourself based on your nexus. Outside the US, it varies a lot. In the EU, for example, marketplaces often have to collect VAT on behalf of sellers, but there are thresholds and exceptions.
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Malik Davis
•Thanks for the clarification! That's helpful for the US side of things. I guess I'll need to check with each individual marketplace about international requirements. The documentation from some of these platforms is not very clear about who's responsible for what.
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Ravi Gupta
Something that hasn't been mentioned yet - if your games contain any form of gambling mechanics (loot boxes, gacha systems, etc.), you might face additional regulatory requirements beyond standard VAT/GST in some jurisdictions. Some countries are starting to classify these features under gambling regulations which can affect taxation.
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Yara Sayegh
•That's a really good point! We actually do have some games with random reward mechanics. Do you know which countries have specific tax regulations for these features? I know there are gambling regulations in some places, but wasn't aware of specific tax implications.
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Ravi Gupta
•Belgium, the Netherlands, and Japan have been at the forefront of regulating loot boxes, though their approaches differ. Belgium has essentially classified them as gambling, which has both regulatory and tax implications. Japan has specific regulations for gacha mechanics. South Korea has a complex system where certain game mechanics can trigger different tax classifications. China has restrictions on these features that don't necessarily change the tax classification but do impact how you can monetize. The UK is currently reviewing these mechanisms, and there's a possibility of new classifications coming. The tax implications often follow the regulatory ones - once something is classified as gambling or a regulated activity, different tax rules typically apply.
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Christian Burns
One thing I'd add from my experience working with international tax compliance is that the classification often depends on how your games are structured from a business model perspective. For example, if you're selling a complete game as a one-time purchase, it's almost always treated the same as other software. But if you have ongoing services like multiplayer servers, regular content updates, or social features, some jurisdictions might classify portions of your revenue as "digital services" rather than software sales, which can have different VAT treatment. Also worth noting - some countries have started implementing digital services taxes (DST) that specifically target large tech companies, but these typically have revenue thresholds that might not affect smaller game developers. However, if you're distributing through major platforms, you might indirectly be affected by how those platforms handle DST compliance. The key is to document your game's features and revenue streams clearly, as tax authorities are increasingly looking at the substance of digital products rather than just broad categories.
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Harold Oh
•This is really helpful! I hadn't considered how the ongoing service components might affect classification. Our games do have multiplayer servers and we push regular content updates - does this mean we need to split our revenue recognition for tax purposes, or is it more about how we report the overall product category? Also, regarding the DST thresholds you mentioned, do you know roughly what those revenue levels are? We're growing pretty quickly and want to make sure we're prepared if we hit any of those triggers.
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Ahooker-Equator
•Great question about revenue splitting! In most cases, you don't need to split the revenue for tax purposes unless you're specifically charging separately for different components (like base game + subscription fees). If customers pay one price for the complete package including servers and updates, it's typically treated as a single digital product sale. However, if you have separate charges - say a $60 base game plus a $10/month subscription for premium features - then yes, you'd likely need to treat those as different revenue streams with potentially different tax treatments. Regarding DST thresholds, they vary significantly by country. France's DST applies to companies with global digital revenue over €750M and French digital revenue over €25M. The UK's DST has similar thresholds (£500M global, £25M UK). Italy and Spain have comparable levels. Most smaller game companies won't hit these thresholds directly, but as I mentioned, you might be affected indirectly through your distribution platforms. The EU is also working on a unified DST that could replace individual country versions, but implementation keeps getting delayed. Worth monitoring if you're doing significant business in Europe.
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