Blockchain risk coefficient
Although driven by the influx of capital and talents, the blockchain instry ushered in rapid development, but as an emerging instry, the frequent warning of its security vulnerabilities caused people to worry about the risk of blockchain
Yu Kequn, director of the national information technology security research center, pointed out that the emergence of blockchain has brought people a lot of expectations for privacy exposure, data leakage, information tampering, network fraud and other issues. However, there are still many challenges in the security of blockchain
Li Bin, assistant director of China Information Security Evaluation Center, analyzed that the current blockchain is divided into three types: public chain, private chain and alliance chain. No matter which type, it faces security challenges in algorithm, protocol, use, time limit and system. What is particularly critical is that the current blockchain is still facing 51% attack problem, that is, nodes can successfully tamper and forge blockchain data by mastering more than 51% of the network examples
it is worth noting that in addition to external malicious attack risk, blockchain also faces the threat of its endogenous risk. Yu Kequn reminded that how to build a complete security application system around the equipment, data, application, encryption, authentication and authority of the application system of the whole blockchain is an important problem that all parties must face
Wu Jia also analyzed that as an emerging instry, employees in the blockchain instry are lack of safety awareness, which leads to the low safety factor of the software and hardware related to the blockchain and a large number of security loopholes. In addition, there are many ecological links in the whole blockchain. In contrast, the strength of the relevant security employees is scattered and it is difficult to form a joint force to solve the problem. A systematic solution is needed to meet the above challenges
content source: zhongxin.com
thirdly, there is a risk of overvaluation. At present, there is no detailed or convincing pricing mechanism. It is more likely that the project initiator will proce a pricing based on the needs of the project development or his own understanding, which may lead to the so-called stage high investment< Fourthly, investors are too optimistic. Investors may see more space for future ICO projects, but in fact, from a slightly long-term point of view, there can be no sustained huge profits
fifthly, it is difficult for investors to control the stock risk of the project. After the completion of the project, there is often a certain development cycle in the follow-up. How to develop the project and how to promote it. Few ICO projects have clear plans for future development. This means that investors can't control what they can do after they invest their money.
Game companies, whose main source of revenue is online currency sales, have made a fortune of hundreds of millions of yuan every quarter. This is done in China, where only 2% of people are online and 0.4% of people play online games. In South Korea, 80% of people surf the Internet and 60% play online games. The market prospect is immeasurable. Among them, the most popular are online game virtual equipment trading, as well as digital music, video wallpaper, e-book download market. Virtual goods trading is known as "the second market of online games", that is, online acquisition and sale of players' virtual currency and equipment in the game. In short, its business model is to use cash to buy virtual goods at a low price, and then sell them at a high price to achieve profit margin. Data shows that 460000 online game users often trade virtual goods. There are 30 million online game fans in China, and the secondary market has a capacity of at least 1.95-3 million people. If the per capita game consumption is estimated to be 300 yuan, the market capacity will be at least 600 million to 900 million yuan
in the United States, some people tried to sit in front of a computer every day and buy low-cost virtual property, looking for opportunities to sell it at a high price. It is estimated that the annual income of doing so will exceed the average income of middle school teachers, Musketeers and firefighters in the United States. IgE, the largest online game virtual goods dealer in the United States, has a monthly sales volume of US $10 million to US $20 million and a gross profit margin of 20% - 50%. There were dozens of virtual mints in Wenzhou, Zhejiang Province. They hired people to play games to earn game coins and sold them at about 20 cents each. There are also many indivials who earn income from the proction and sale of virtual currency, and their profits are more than 50%
in the online games participated by millions of people, the daily proction and exchange also condense the undifferentiated human labor. The way for players to earn money is to get gold coins and equipment by defeating monsters. It only depends on how long you are willing to do it. The second market is to let those players who are willing to spend more time in the game get income through redistribution. The virtual currency bought with cash can make players enjoy the pleasure of real-life billionaires in the game, which makes the transaction of virtual goods become a kind of social economy. It is difficult to estimate how many people in China are employed in this way
in the network, popularity brings wealth, and the value of various online currencies is different. Companies that issue online currency must have a large user base and attractive applications to promote the promotion of this kind of online currency in the whole Internet. The better the currency is, the higher the value is. Tencent is a representative case in this respect. In some groups, q-coin has even reached the level of obsession, and the company has made countless profits. For example, after playing some games that need to bet, players can easily buy Q coins through their mobile phones and then change them into game coins. When a player wins 10000 game coins, the game operator will dect 1000 in the name of the tap; Young women prefer QQ shows, and the virtual fashion on QQ is not much cheaper than the real-life money to buy clothes. Tencent's Internet value-added service revenue in the first half of 2006 was nearly 900 million yuan
Blockchain is now a very hot instry, not only the Internet instry's big names, stars, but also many ordinary people have begun to join it. But recently, there are more and more scams about the blockchain instry, and the related air currency has caused heavy losses to many investors. So for the new leek, how to avoid the plot and fraud of blockchain
the establishment of the concept of blockchain speculation has become a hot topic of investment. Even last year, the regulatory authorities defined the blockchain ICO as illegal fund-raising, and stopped the transaction between bitcoin and RMB, but for speculation, the heart that can make people rich overnight still makes many investors willing to join it, Many people have not yet understood what they are doing, they start to invest, which inevitably leads to falling into the trap of swindlers. For more details, please click