Virtual currency exchange unit
virtual currency originally refers to non real currency, which is used in games. Of course, the money in the game is real or fake
virtual currency is usually used to purchase procts and services provided by currency Issuers (i.e. service providers), which are real< The Ministry of Culture issued the notice on Further Strengthening the management of Internet cafes and online games, which pointed out that the total amount of virtual currency issued by online game business units and the purchase amount of indivial online game consumers should be strictly limited; The virtual currency issued by online game business units can not be used to purchase physical procts, but can only be used to purchase virtual procts and services provided by themselves; If consumers need to redeem the virtual currency as legal tender, the amount shall not exceed the original purchase amount; It is strictly forbidden to resell virtual currency. Those who violate the above provisions shall be punished by the people's Bank of China in accordance with Articles 32 and 46 of the law of the people's Bank of China. Thus it seems that the legitimacy of the virtual transaction is recognized, and the virtual currency gambling transaction can not be carried out. The equipment is proced by oneself, which should be regarded as labor income.
What's the meaning of "six months of VB mine lock"
When Oscar winning supporting actress woody Goldberg became the main sponsor of flooz.com in 1998, she hoped flooz.com would become a new online money supplier. However, at that time, not many people believed that Internet money could become a "popular" application and a real valuable thing that could be exchanged with money. Now, however, this foresight is being confirmed
if not electronic currency, the development of network virtual currency can be roughly divided into three categories: the first category is familiar game currency. In the era of stand-alone games, the protagonist accumulates money by knocking down the enemy, entering the gambling house to win money, and using these to buy Herbs and equipment, but it can only be used in his own game console. The second type is the special currency issued by the portal website or instant messaging service provider, which is used to purchase the services within the website. The most widely used is Tencent's q-coin, which can be used to purchase membership, QQ show and other value-added services. The third kind of online virtual currency, such as PayPal, can be used for online shopping. When consumers apply to the company, they can convert the money in their bank account into PayPal currency - which is equivalent to bank card payment, but the service charge is much lower, and there is no need to consider the exchange rate in international transactions. At present, companies like PayPal include e? Gold, cyber? Cash, e? Cash, etc. there is no such company in China, and its currency is not popular
the virtual currency mentioned in this section mainly refers to the second type of network virtual currency. This kind of virtual currency is not real currency, mainly used in games. Online virtual currency is a virtual exchange tool issued by online game operators. Game users use the issued currency to buy it directly or indirectly in a certain proportion. It exists outside the game program, and is stored in the server provided by the game enterprises in an electromagnetic way. It is expressed in a specific digital unit. Online game virtual currency is used to exchange the online game services provided by the issuing enterprise within a specified scope and within a specified time, which is manifested in the form of prepaid recharge card, prepaid amount or point card
As a new form of money, network virtual money plays an important role in network intangible commodity economic activities. At present, our common network virtual currency has five forms:Q currency. QQ currency is a kind of "network virtual currency" circulating in QQ program and Tencent website. With it, customers can get all kinds of charging services provided by Tencent. This is the most popular and widely used network virtual currency. At the same time, q-coin can purchase the most value-added services, which has the trend of developing into network hard currency
popo. Popo is a kind of network virtual currency used for consumption in popo. Its biggest feature is that the way to obtain it is different from other network virtual currencies. Internet users can only obtain popo gold coins by virtue of popo experience value. Using popo gold coins, they can download colorful popo expressions and participate in various activities held by popo irregularly
lianzhongcoin. The website of Lianzhong world mainly uses Lianzhong coin for consumption. Using Lianzhong coin, you can get membership of Lianzhong world, and you can also get a wealth similar to game coin, which can be used in Lianzhong game. In addition, lianzhongcoin can also be used to buy lianzhongxiu
U. U-coin is a virtual currency circulating on the website platform provided by Sina company. It is a means of payment when enjoying various payment services provided by Sina company. Using u-coin, you can download all kinds of small games developed by Sina. You can also make exquisite greeting cards online and send them to distant friends
G. It is a network virtual currency used on 17173 network platform. Using g-coin, you can buy 17173 game service, read e-books, enjoy high-speed download or online antivirus, etc
According to incomplete statistics, there are no less than ten kinds of network virtual currencies in circulation. Shanda, Tencent, Netease, Sina, Sohu and other Internet giants have launched virtual currencies with different names, and most of them can be purchased with real currency. Virtual currency can not only pay for online charging services, some can also pay for SMS, and even buy physical goods online. Take Q coin as an example, there are more than 200 million users. Instry insiders estimate that China's domestic Internet has a virtual money market scale of several billion yuan per year, and the annual growth rate is 15% - 20%in view of the popularity of QQ, the use of QQ coin has even exceeded Tencent's original expectation. On the Internet, q-coin can be used to buy other game cards, virtual goods, and even some movies, software download services. With the expansion of Tencent's business, "q-coin" effect is also growing. Every time a user recharges, a new "Q coin" comes into being, and these virtual currencies are "consumed" by purchasing Tencent's services. When the scale is expanded and various services are horizontally integrated, Q coin will become the circulating currency of "Tencent virtual world"
the reason why q-coin is listed separately is that with more and more users, q-coin has the characteristics of equivalent and generalized liquidity, which can not only be used to purchase Tencent's own services, but also be accepted by sellers as payment currency in some online transactions unrelated to Tencent. The operation of virtual currency has become an important source of income for Tencent. According to its financial report in the first quarter of 2009, the Internet value-added service revenue is 998.7 million yuan, and its main revenue trading medium is q-coin
in online games, Q currency has become a "proxy currency" to maintain a stable ratio with RMB. Users and services are increasing, and the demand for q-coin has existed for a long time. Naturally, q-coin, as a proxy currency, can be easily converted into RMB among users, forming a convertible market. Next, because the "exchange rate" of the token is constant and the exchange channel is quite smooth, it can be generalized to the extent that real goods can be purchased directly. In addition to Tencent, there are many other Internet companies that provide similar virtual currencies that can be used for full payment in their own websites, games, e-mail and other procts and services, such as Shanda currency, internet currency and so on. Although in terms of influence, these virtual currencies are not as extensive as Q currency, their essence is the same
impact on economy
with more and more abundant services and more and more demand, RMB is not only "purchased" or "converted" into virtual currency, but also users use Internet services to earn virtual currency and reverse "converted" into RMB
it's no news that RMB can be exchanged with q-coin. Generally, when the ratio of q-coin to RMB is 1:1, you need to pay RMB 1 to buy a q-coin. With the increase of this trend, RMB and virtual currency began to exchange with each other without the control of issuers, and began to affect the real economy together with the direct purchase of real goods with virtual currency. When a kind of prepaid point card or account pre deposit points (such as Q coin, Shengda coin, etc.) has a large number of users and is recognized by users as the equivalent of some fields, if the issuance and price of this kind of point card are completely controlled by a company, then the virtual currency will be in disorder, have an impact on the legal currency, and further impact on the real economy
in the modern financial system, the issuers of money are generally central banks, which are responsible for the management and supervision of money operation. As the equivalent exchange goods used to replace the real currency circulation on the Internet, the virtual currency on the Internet is essentially the same as the real currency. The difference is that the issuers are no longer central banks, but Internet companies. If the development of virtual currency makes it form a unified market, companies can exchange each other, or virtual currency is integrated and unified, with the same standard and price, then in a sense, virtual currency can be "universal", which is likely to form a threat impact on the traditional financial system or economic operation
In March 2007, the people's Bank of China, the Ministry of public security, the Ministry of information instry and other 14 ministries and commissions jointly issued the notice on Further Strengthening the management of Internet cafes and online games, which makes corresponding provisions on the issuance, use and circulation of virtual currency, and clearly states that the virtual currency issued by online game operators can not be used to purchase physical procts, It can only be used to purchase virtual procts and services provided by itself. In June 2009, the Ministry of culture and the Ministry of Commerce issued the notice on strengthening the management of virtual currency in online games, which mainly regulates the currency of Tencent, Shanda and other large-scale community game enterprises, so as to prevent the circulation of these virtual currencies from impacting the national real financial system The integration ofand reality
in addition to the online trading platform for the purpose of pure trading, online games are also embodying their powerful ability of currency trading. From QQ game, legend, world of Warcraft and Paradise II, people are frequently using the form of currency trading to complete various "tasks". With the increasingly improvement of these trading systems, people are paying more and more attention to currency trading, The relationship between virtual network world and real society is more and more close
in the circulation and use of virtual currency, online game coupons occupy the dominant position. According to the data of iResearch, the scale of China's online game market in 2007 was 12.8 billion yuan. Compared with China's total economy of 24.6 trillion yuan, the share of virtual economy is almost negligible. But with the increasing popularity of the Internet, virtual and reality are constantly integrating
in the case of the connection between virtual and reality, virtual currency has its real value. Virtual currency is usually used to purchase procts and services provided by currency Issuers (i.e. service providers), which are real. For example: use Tencent's QQ coin to buy Tencent's QQ member service
as the proct of e-commerce, virtual currency has begun to play an increasingly important role. It can be predicted that in the future life, it will imperceptibly affect and change people's ideas and consumption habits. The future tertiary instry is different from the present service instry. Its development direction is post-modern service instry, that is, experience instry, which is more personalized instry to meet the development needs of spirit, culture and entertainment. Personalized virtual money market will guide people to experience "perceptual consumption". In this context, the instrial basis and instrial role of virtual currency will reflect its special side
www.5173.com
both websites can sell game currency online
5173 professional network virtual transaction.
1 pound = 13.74 yuan
1 Swiss Franc = 6.36 yuan
1 yen = 0.07 yuan
1 Hong Kong dollar = 1.06 yuan
1 Australian Dollar = 5.52 yuan
1 Canadian dollar = 6.16 yuan
1 Singapore Dollar = 4.82 yuan
1 RMB = 121.091087 won
100 Thai baht converted to RMB 19.7
100 Thai baht converted to RMB In addition, this table is also found Foreign exchange selling
middle price spot exchange buying price cash buying price selling price benchmark price
USD 735.72 734.25 728.36 737.19 735.72
HKD 94.31 94.12 93.37 94.50 94.31
JPY 6.5050 6.4790 6.2708 6.5310 6.5048
EUR 1055.10 1050.88 1017.12 1059.32 1054.36
GBP 1461.51 1455.66 1408.90 14 67.36 -
CHF 635.45 632.91 612.57 637.99 -
CAD 735.13 732.19 708.67 738.07 -
aud 632.57 630.04 609.80 635.10 -
SGD 503.88 501.86 485.74 505.90 -
DKK 141.38 140.81 136.29 141.95 -
NOK 131.33 130.80 1 26.60 131.86 --
SEK 111.56 111.11 107.54 112.01 --
mop 91.61 91.43 90.69 91.79 --
NZD 560.47 558.23 540.29 562.71 --
KRW 0.7782--0.7377 0.8187
"exchange rate" is also known as "foreign exchange market" or "exchange rate", which is the ratio of one currency to another currency and the price of another currency expressed in one currency. Due to the different names and values of the currencies of various countries (regions) in the world, it is necessary to set an exchange rate for a currency against the currencies of other countries (regions), that is, the exchange rate. In the short run, the exchange rate of a country (or region) is determined by the demand and supply for the exchange of its currency into foreign currency. Foreigners' purchase of their own goods, investment in their own country and investment in their own currency will affect the demand for their own currency. Domestic residents want to buy foreign procts, invest in foreign countries and foreign exchange speculation affect the domestic money supply. In the long run, the main factors affecting the exchange rate are: relative price level, tariff and quota, preference for domestic goods relative to foreign goods, and proctivity.