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Players buy and sell virtual game currency

Publish: 2021-05-16 20:23:02
1. No, the money is your own. You can buy anything you want, except guns, ammunition, drugs, whoring and nothing else
2. To be a professional player, you need to analyze the potential popularity of the game, and you need a tool to play the game. The cost should not be too high. You can choose an auxiliary skill to upgrade. You can often communicate with high-level players to make your name known. When you first start, you can work for free. After a period of time, you can charge. When you don't have a job, you can upgrade your number, When there is no potential for the game, decisively sell accounts... Such a cycle... Very boring
3. 1、 The ownership of network "virtual property" is also known as "network property", which generally refers to the account number (ID) and accumulated "money", "equipment", "pets" and other "property" of Internet users and game players in online games. But these network "fictitious property" calculate private property? Is the property right of network "virtual property" protected by law? One view is that "virtual property" is obtained by players in the game, and its acquisition mode and state are determined by the rules of the game. It belongs to a part of the game content, so its ownership belongs to the operator, and the players only have the right to use it. Another point of view is that the "virtual property" is obtained by the players through their own efforts, while the operator only stores the data, so the ownership of the "virtual property" belongs to the players. The author agrees with the latter point of view, although "virtual property" is proced on the server of a specific game operator, and can only be stored on that specific server, the generation and change of "virtual property" is not controlled by the operator, but the result of the player's specific behavior when receiving the service of the operator, The type and quantity of specific virtual characters and properties are completely determined by the player's own activities. The operator only provides the service and the corresponding custody of the game time. Therefore, the ownership of "virtual property" should belong to the player, not the operator. The operator only keeps the data on the server, and has no right to modify it arbitrarily. 2、 Whether "virtual property" has property value according to the traditional point of view, the property and identity obtained by players in the game are completely virtual, just the content information in a specific game, just like the score obtained in the game, which itself has no value. But the author thinks that online games are not as simple as traditional games. In online games, players can improve their level and obtain "virtual property" through specific behaviors within the scope of game rules. These virtual identities and properties are not only recording data, but also have certain value significance. Today, the network has penetrated into all aspects of social life, people can carry out business, consumption, creation and other activities through the network, and the data generated is generally considered valuable. So the "virtual property" data generated by online games is of course valuable. Moreover, the "virtual property" of players not only has use value in the game, but also has become a tradable commodity e to the formation of demand. Virtual props and properties in the game are often auctioned on major auction websites. Operators sell virtual props and properties to players in order to open up the market, and offline transactions between players also develop rapidly, It has formed a certain scale, and even appeared the occupation of agent training level and then selling the game account to obtain income. In this way, although the "virtual property" in the game often loses its significance after the termination of the operation of the game, once it is proced, it has been independent and has a certain property value. According to Marx's economic theory, value is reflected by use value and measured by exchange value. The "helmet", "armor" and other weapons and equipment obtained by online game players through training or purchase are obtained by players who spend time, money and energy. They should be regarded as labor income and belong to the scope of private property. This kind of property has both value and use value and can be transferred. In terms of content, it is a kind of intellectual achievement, close to intellectual property rights. There are intangible property provisions in the general principles of China's civil law, so "virtual property" is also a form of property prescribed by law. 3、 The legal basis of the legal protection of "virtual property" in our country is relatively backward. In the current law of our country, only the legal income, savings, housing and other legal property of citizens are recognized, and the legitimacy of "virtual property" is not clearly defined The law of the people's Republic of China on the protection of consumers' rights and interests also does not stipulate the data of "virtual property", and the rights of players to virtual data do not belong to any of the nine consumer rights stipulated in the law of the people's Republic of China on the protection of consumers' rights and interests. Therefore, the claim of "virtual property" has fallen into an embarrassing situation. But the author does not fully agree with this view, we should look at the content of property with a dynamic perspective. With the development of economy and society, the content of property has expanded, and the means of enjoying property are more abundant. To understand property from the perspective of behavior, that is, what you have the right to do and what you have the right to obtain, and this kind of behavior can be measured by money in the end. From this point of view, property has expanded into an interest. In the colorful modern society, it is wrong to confine property to material objects. In the course of civil law, property is also divided into three types, one is static property, that is, property rights, including ownership. The second is dynamic property, which is the property in the transaction. For example, when you enter into a contract, you have to give money to others when you buy something. Property is the property in the transaction. The third kind of property is intangible property, such as intellectual property, patent, right and trademark rights. These three are the three kinds of property commonly used in the world. Should there be a kind of "virtual property" in the network now? I think we should see that it is also a kind of property, or attribute the "virtual property" to a specific intangible property, so that in the existing law, when the network "virtual property" is infringed or stolen, there is a law to follow, It will not cause the claim of property rights of "virtual property" into an embarrassing situation. The author thinks that "virtual property" has the following characteristics: (1) it can be modified. With the time and investment of players participating in online games, the relevant parameters of the ID change 2) It's tradable. Just because these parameters can be modified, they can be traded, transferred, and transferred. Just like real-life housing transactions, the index of one ID can be added to another ID through transfer 3) Linked to money. This parameter is related to the investment and time of players. You can not only entrust other players to "practice" to improve the level, but also directly buy other players' equipment, and you can get it from online games 4) It can be quantified. The transaction of virtual property based on online games is not concive to the fair competition of online games. It is not the legal way to get rich advocated by our socialist countries, so it is considered illegal. But the value of online game related equipment can be quantified. Take "legend" game as an example, if a beginner wants to "practice" to level 38, he will spend thousands of yuan on Internet and game cards, and also need to pay a lot of time and energy. Therefore, it can be included in the scope of civil law protection, with actionability. Throughout the world, it has become a trend to recognize network "virtual property" in legislation and judicature. In South Korea, where online games are developed, the value of "virtual property" is clearly recognized in legislation and judicature, and it is stipulated that virtual characters and virtual goods in online games have property value independent of service providers. Service providers only provide a place for the private property of game players, and have no right to modify and delete it wantonly. It can be seen that in law, there is no essential difference between the nature of this "virtual property" and the money stored in the bank account. Taiwan, Hong Kong and other regions of our country have issued relevant laws, and there have been precedents of criminal judgments on infringement of network "virtual property". Just recently, Taiwan's relevant departments have made regulations to determine that the "virtual property" and accounts in online games belong to the "electromagnetic records" existing in the server, which can be regarded as movable property and part of private property in the crime of fraud and theft. Stealing other people's "virtual property" in online games will be regarded as a crime and can be sentenced to three years' imprisonment. 4、 The legal protection of "virtual property" needs to be improved. At present, the theft of "virtual property" of online game players is basically not up to the level of "Internet crime" stipulated in the new criminal law, and there is a blind area for the concept of "property" in the regulations on public security management and punishment. Although many experts agree to "rectify the name" of virtual property, they also admit that even if the law can establish the legitimacy of "virtual property", there are some tests in the implementation if there are no key operational rules 1 How to measure the value of "virtual property"? As mentioned earlier, "virtual property" has long existed not only in the network, but also in real money. At present, there are two main ways to proce the price of "virtual property". The first is the official price of operators. Many operators in order to improve profits and launch the sale of virtual props and property activities. For example, Sina sells virtual props and virtual property to promote its online game paradise; Ubisoft also introced a preferential scheme when acting for magic sword in North America, so that some players can get the password of some hidden races in the game. The prices of these "virtual properties" range from several yuan to several hundred yuan. However, the price of "virtual property" is made by operators completely from their own interests, and its level depends on the operation and profit status of specific games, as well as the marketing development strategy of operators. Therefore, the price determined by operators can not be used as the standard to determine the value of "virtual property". The other is offline transactions between players, including offline transactions of "virtual property" and game accounts. The offline transaction between players has the characteristics of disorder and instability, and has a strong emotional color. Take legend as an example, the offline transaction price of virtual props ranges from tens of yuan to thousands of yuan. Some players, frustrated in the game, spend thousands or even tens of thousands of yuan to buy high-level accounts to retaliate in the game. Therefore, the off-line transaction price between players can not accurately explain the value of "virtual property", nor can it be used as a standard to determine its value 2 It is difficult to collect evidence in the dispute of "virtual property" on the Internet, because under the current conditions, it is difficult for many games to judge whether the object is directly obtained by you, and this way may have some difficulties at present. First, it is difficult to obtain evidence for the fraud of "virtual property". In real life, there are deposit forms for bank deposits and invoice credentials for shopping. However, on the Internet, all electronic data are stored in the server of operators. Once lost, it is difficult to retrieve, and there is no normative legal basis. Operators may not be willing to pay a large cost to provide relevant evidence for guest rooms; Two, it is also very difficult to trace suspect online. On the Internet, most players don't need to register by real name. Even if you find an ID number, you don't know the real situation of the other side 3 It is difficult to grasp the appropriateness of the evaluation and relief of "virtual property". Players can get married in the virtual world and take "virtual property" as family property. If the two players divorce later and have disputes about how to distribute "virtual property", will the court decide how to distribute "virtual property" for both parties? Online travel
4. bitcoin is a decentralized virtual currency. You can get bitcoin with a mining software on your own computer. If the central bank does not recognize bitcoin, it is a kind of ban
5. It has exited from China. Of course, it can't be opened
6. In short, as long as it is at this moment can also be recharged with RMB online game currency is legal (QB illegal or not, I am not sure); The current constitution has no special provisions on network and virtual currency, and there is a huge legal gap. See the end of the article for the laws and regulations on virtual currency

Yuanbao QB and other virtual currencies (tokens) that are unilaterally recognized by game operators are only limited to those that are monetary in nature within a single scope and allow virtual game commodity transactions (personal understanding); In accordance with the law of the people's Republic of China on the Central People's Bank, the people's Bank of China, under the leadership of the State Council, independently implements monetary policy, performs its ties and concts its business in accordance with the law, free from interference by government departments, social organizations and indivials at all levels. Therefore, the right to issue currency in China is absolutely controlled by the state, and any other form of currency is not recognized by the central government; As early as June 24, 2009, the Ministry of culture and the Ministry of Commerce jointly issued the notice of the Ministry of culture and the Ministry of Commerce on strengthening the management of virtual currency in online games, which stipulates that the same enterprise can not operate the issuance and transaction of virtual currency at the same time, and virtual currency can not be used to purchase physical goods, so as to prevent the possible impact of virtual currency in online games on the real financial order, The principle of strict market access and strengthening subject management shall be implemented to standardize the issuance of virtual currency and allow qualified parties to issue virtual currency and provide services Relevant laws and regulations cited: Interim Provisions on the administration of Internet culture, notice on Further Strengthening the administration of Internet cafes and online games, notice on standardizing the operation order of online games and banning the use of online game gambling, and decision of the State Council on Setting Administrative License for administrative examination and approval projects that really need to be retained.)
7.

Buying and selling online game currency is against the law

under normal circumstances, the game currency won by players in the game can not be realized. The game currency can only be circulated in the game. If you want to get the game currency, you can only recharge it in RMB. This belongs to one-way circulation, so it is only a game. And players can earn game money from other players, and then sell it to other players, its nature has been equivalent to gambling

businessmen in online games buy and sell not game equipment, but game currency that is only used in the game. The special point is that they open up the channel for exchanging game currency and RMB, thus turning online games into casinos

extended information:

playing online game "equipment" is very important, many game players do not hesitate to invest a lot of money in game equipment. However, some illegal elements have taken the opportunity to set up a fraud, using online transactions to defraud players' money

in the transaction of virtual procts such as game equipment, fraudsters will first issue "low price sale" of game equipment, game currency or game account in the game to attract players, especially "junior" game players. Once the buyer pays, the other party will directly close the account and disappear

so when trading game equipment or game accounts on the Internet, you must use the official or authorized third-party platform of the game to trade. If the game itself is not operated or authorized to a third-party platform, you'd better consult the official customer service of the game to find the officially recognized trading channel

8. Titanium magnetic separator beneficiation efficient user preferred picture. Titanium magnetic separator is a semi counter current Northeast magnetic separator, which is used to remove iron from clay powder. After iron removal by titanium magnetic separator, the purity of clay powder is improved, and the quality of ceramic procts is very good. Due to the great competition in the ceramic instry, many businesses are committed to improving proct quality, and spend a lot of manpower and material resources. After a long time of exploration and research, most manufacturers now use titanium magnetic separator to purify ceramic powder, and the effect is also very significant. Titanium magnetic separator is widely used in the ceramic instry because of its relatively economic cost and obvious effect. Now it is also the preferred equipment to improve proct quality in the ceramic instry.
9. 1、 The ownership of network "virtual property" is also called "network property", which generally refers to the account number (ID) and accumulated "money", "equipment", "pet" and other "property" of Internet users and game players in online games

but are these "virtual properties" private property? Is the property right of network "virtual property" protected by law? One view is that "virtual property" is obtained by players in the game, and its acquisition mode and state are determined by the rules of the game. It belongs to a part of the game content, so its ownership belongs to the operator, and the players only have the right to use it. Another point of view is that the "virtual property" is obtained by the players through their own efforts, while the operator only stores the data, so the ownership of the "virtual property" belongs to the players

the author agrees with the latter point of view, although "virtual property" is generated from the server of a specific game operator and can only be stored on that specific server, the generation and change of "virtual property" is not controlled by the operator, but the result of specific behavior of players when they accept the service of the operator, The type and quantity of specific virtual characters and properties are completely determined by the player's own activities. The operator only provides the service and the corresponding custody of the game time. Therefore, the ownership of "virtual property" should belong to the player, not the operator. The operator only keeps the data on the server, and has no right to modify it arbitrarily

Second, "whether virtual property" has property value

according to the traditional point of view, the property and identity obtained by players in the game are completely virtual, just the content information in a specific game, just like the score obtained in the game, which itself has no value. But the author thinks that online games are not as simple as traditional games. In online games, players can improve their level and obtain "virtual property" through specific behaviors within the scope of game rules. These virtual identities and properties are not only recording data, but also have certain value significance. Today, the network has penetrated into all aspects of social life, people can carry out business, consumption, creation and other activities through the network, and the data generated is generally considered valuable. So the "virtual property" data generated by online games is of course valuable. Moreover, the "virtual property" of players not only has use value in the game, but also has become a tradable commodity e to the formation of demand. Virtual props and properties in the game are often auctioned on major auction websites. Operators sell virtual props and properties to players in order to open up the market, and offline transactions between players also develop rapidly, It has formed a certain scale, and even appeared the occupation of agent training level and then selling the game account to obtain income. In this way, although the "virtual property" in the game often loses its significance after the termination of the operation of the game, once it is proced, it has been independent and has a certain property value

according to Marx's economic theory, value is reflected by use value and measured by exchange value. The "helmet", "armor" and other weapons and equipment obtained by online game players through training or purchase are obtained by players who spend time, money and energy. They should be regarded as labor income and belong to the scope of private property. This kind of property has both value and use value and can be transferred. In terms of content, it is a kind of intellectual achievement, close to intellectual property rights. There are intangible property provisions in the general principles of China's civil law, so "virtual property" is also a form of property prescribed by law< Third, the legal basis of the legal protection of "virtual property" is relatively backward in China's law. In China's current law, only citizens' legitimate income, savings, housing and other legitimate property are recognized, but the legitimacy of "virtual property" is not clearly defined The data of "virtual property" is not stipulated in the consumer rights protection, and the rights of players to virtual data do not belong to any of the nine consumer rights stipulated in the consumer rights protection, which makes the claims of "virtual property" in an embarrassing situation. But the author does not fully agree with this view, we should look at the content of property with a dynamic perspective. With the development of economy and society, the content of property has expanded, and the means of enjoying property are more abundant. To understand property from the perspective of behavior, that is, what you have the right to do and what you have the right to obtain, and this kind of behavior can be measured by money in the end. From this point of view, property has expanded into an interest. In the colorful modern society, it is wrong to confine property to material objects

in the course of civil law, property is also divided into three types: one is static property, that is, property rights, including ownership. The second is dynamic property, which is the property in the transaction. For example, when you enter into a contract, you have to give money to others when you buy something. Property is the property in the transaction. The third kind of property is intangible property, such as intellectual property, patent, right and trademark rights. These three are the three kinds of property commonly used in the world. Should there be a kind of "virtual property" in the network now? I think we should see that it is also a kind of property, or attribute the "virtual property" to a specific intangible property, so that in the existing law, when the network "virtual property" is infringed or stolen, there is a law to follow, It will not cause the claim of property rights of "virtual property" into an embarrassing situation

the author thinks that "virtual property" has the following characteristics: (1) it can be modified. With the time and investment of players participating in online games, the relevant parameters of the ID change 2) It's tradable. Just because these parameters can be modified, they can be traded, transferred, and transferred. Just like real-life housing transactions, the index of one ID can be added to another ID through transfer 3) Linked to money. This parameter is related to the investment and time of players. You can not only entrust other players to "practice" to improve the level, but also directly buy other players' equipment, and you can get it from online games 4) It can be quantified. The transaction of virtual property based on online games is not concive to the fair competition of online games. It is not the legal way to get rich advocated by our socialist countries, so it is considered illegal. But the value of online game related equipment can be quantified. Take "legend" game as an example, if a beginner wants to "practice" to level 38, he will spend thousands of yuan on Internet and game cards, and also need to pay a lot of time and energy. Therefore, it can be included in the scope of civil law protection, with actionability

throughout the world, it has become a trend to recognize network "virtual property" in legislation and judicature. In South Korea, where online games are developed, the value of "virtual property" is clearly recognized in legislation and judicature, and it is stipulated that virtual characters and virtual goods in online games have property value independent of service providers. Service providers only provide a place for the private property of game players, and have no right to modify and delete it wantonly. It can be seen that in law, there is no essential difference between the nature of this "virtual property" and the money stored in the bank account. Taiwan, Hong Kong and other regions of our country have issued relevant laws, and there have been precedents of criminal judgments on infringement of network "virtual property". Just recently, Taiwan's relevant departments have made regulations to determine that the "virtual property" and accounts in online games belong to the "electromagnetic records" existing in the server, which can be regarded as movable property and part of private property in the crime of fraud and theft. Stealing other people's "virtual property" in online games will be regarded as a crime and can be sentenced to three years' imprisonment< Fourth, the legal protection of "virtual property" needs to be improved.

as far as the current situation is concerned, the "virtual property" of online game players is stolen, which is basically not up to the level of "Internet crime" stipulated in the new criminal law, and there is a blind area for the concept of "property" in the regulations on public security management and punishment. Although many experts agree that "virtual property" * * ", they also admit that even if the law can establish the legitimacy of" virtual property ", if there is no key operational rules, there will be some tests in the implementation.
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