Will virtual currency lead to inflation
Publish: 2021-05-21 16:30:59
1. Hello, I hope my answer will be helpful to you:
LZ is actually a problem that all countries in the world will face in the future. It is obvious that China, the world's largest virtual network market, lags behind developed countries by a large margin. Ha ha, ha ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, The total social demand is greater than the total social supply, and the supply is greater than the demand
2. The regional statistical bureaus under the National Bureau of statistics must count the money circulation of the region every week to report to the Ministry of Finance for filing, and the central bank will set the money supply for the next year. If we find that there is too much money in circulation in the society, we should adopt tightening policy and raise interest rate to recover some money. If there is less, the opposite is true. We will find that no matter where the Bureau of statistics can only count the currency in circulation. For those virtual currencies, they are those Q currencies. China and even many countries still can't make accurate statistics, once the whole China in extreme cases, throw out Q currency for other people's real currency. For example, a sells 10 Q coins to B, and B has to go to the bank to withdraw 10 yuan. If all Q coins are sold off and someone buys them, the market currency will increase, the currency will depreciate and cause inflation
PS: I want to remind LZ that this may be too small. virtual currency is different from e-money. E-money is our common people's lucky money, which is deposited in the bank and converted into bank network currency. The state can get statistics, and the banks have records. Virtual currency is different, many times it is free, so there are many disadvantages when it is immature. Lack of liquidity, not everywhere can use Q currency, it can only be used for Tencent games, electronic currency can be used for any network transactions. If you really take all the Q coins to exchange, the worst may be the collapse of Tencent, which will not cause inflation
sorry, I think that virtual currency does not necessarily cause inflation. For example: A sells Q coins to B, B must withdraw money to buy. There are three possibilities for a to get money: 1. Deposit 2. Holding 3. Consumption. If a chooses to deposit or consume, in fact, the money flows into the bank, which means that B withdraws from the bank and a deposits the money. But if a holds it at home and everyone sells it, it will cause inflation One of Keynes's theorems is liquidity preference. Keynes thinks that money demand refers to the amount of money that the public can and is willing to hold in a specific period. According to him, people need to hold money because of the general psychological tendency of liquidity preference. The so-called liquidity preference refers to people's psychological preference for liquidity and their desire to hold money rather than other illiquid assets. This desire constitutes the demand for money. Therefore, Keynes' money demand theory is also known as the liquidity preference theory, because there are more and more money in the society, the currency devalues.
LZ is actually a problem that all countries in the world will face in the future. It is obvious that China, the world's largest virtual network market, lags behind developed countries by a large margin. Ha ha, ha ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, ha, The total social demand is greater than the total social supply, and the supply is greater than the demand
2. The regional statistical bureaus under the National Bureau of statistics must count the money circulation of the region every week to report to the Ministry of Finance for filing, and the central bank will set the money supply for the next year. If we find that there is too much money in circulation in the society, we should adopt tightening policy and raise interest rate to recover some money. If there is less, the opposite is true. We will find that no matter where the Bureau of statistics can only count the currency in circulation. For those virtual currencies, they are those Q currencies. China and even many countries still can't make accurate statistics, once the whole China in extreme cases, throw out Q currency for other people's real currency. For example, a sells 10 Q coins to B, and B has to go to the bank to withdraw 10 yuan. If all Q coins are sold off and someone buys them, the market currency will increase, the currency will depreciate and cause inflation
PS: I want to remind LZ that this may be too small. virtual currency is different from e-money. E-money is our common people's lucky money, which is deposited in the bank and converted into bank network currency. The state can get statistics, and the banks have records. Virtual currency is different, many times it is free, so there are many disadvantages when it is immature. Lack of liquidity, not everywhere can use Q currency, it can only be used for Tencent games, electronic currency can be used for any network transactions. If you really take all the Q coins to exchange, the worst may be the collapse of Tencent, which will not cause inflation
sorry, I think that virtual currency does not necessarily cause inflation. For example: A sells Q coins to B, B must withdraw money to buy. There are three possibilities for a to get money: 1. Deposit 2. Holding 3. Consumption. If a chooses to deposit or consume, in fact, the money flows into the bank, which means that B withdraws from the bank and a deposits the money. But if a holds it at home and everyone sells it, it will cause inflation One of Keynes's theorems is liquidity preference. Keynes thinks that money demand refers to the amount of money that the public can and is willing to hold in a specific period. According to him, people need to hold money because of the general psychological tendency of liquidity preference. The so-called liquidity preference refers to people's psychological preference for liquidity and their desire to hold money rather than other illiquid assets. This desire constitutes the demand for money. Therefore, Keynes' money demand theory is also known as the liquidity preference theory, because there are more and more money in the society, the currency devalues.
2. Hehe; Virtual currency earned from the game, & quot& quot; If it is traded into RMB, is the demand for RMB increasing& quot; Yes, that's exactly right.
& quot; And the real money supply can not meet the money demand. Will it cause deflation? But most of the statements about the impact of virtual currency on reality say that it will cause inflation. Why do you say that& quot;
the key lies in the liquidity of virtual currency. If the virtual currency itself can be accepted and circulated in the market like RMB, then issuing virtual currency is equivalent to issuing RMB, and the issuance of virtual currency is very random. If a large number of virtual currencies are issued in the game, there is the possibility of inflation in theory.
but in fact, this situation is very difficult to achieve The essence of unreliability determines that it is difficult for RBM to achieve its acceptance and circulation; Second, the issuance of virtual currency is actually a hedge against the game's demand for RMB. Therefore, the government's restrictions on the use of virtual currency are just a precautionary measure.
& quot; And the real money supply can not meet the money demand. Will it cause deflation? But most of the statements about the impact of virtual currency on reality say that it will cause inflation. Why do you say that& quot;
the key lies in the liquidity of virtual currency. If the virtual currency itself can be accepted and circulated in the market like RMB, then issuing virtual currency is equivalent to issuing RMB, and the issuance of virtual currency is very random. If a large number of virtual currencies are issued in the game, there is the possibility of inflation in theory.
but in fact, this situation is very difficult to achieve The essence of unreliability determines that it is difficult for RBM to achieve its acceptance and circulation; Second, the issuance of virtual currency is actually a hedge against the game's demand for RMB. Therefore, the government's restrictions on the use of virtual currency are just a precautionary measure.
3. 1. It's stipulated that operators can't convert game currency into RMB
2. Specifically, whether the equipment is suitable or the materials are suitable, you should be very clear that you are playing this game, and you should know what is more valuable
2. Specifically, whether the equipment is suitable or the materials are suitable, you should be very clear that you are playing this game, and you should know what is more valuable
4. At present, there are many kinds of "currencies" on the Internet. Tencent's "Q currency", Shanda's "Yuanbao", Paradise currency, Warcraft currency and so on have become hot "currencies" on the Internet
experts believe that if network operators are allowed to issue unlimited virtual currencies that can be exchanged with RMB, it is likely to replace RMB as the general equivalent of some online transactions. Once such disorderly transactions are rampant, it is bound to impact the market position of RMB and destroy China's financial order
from the point of view of behavioral economics, as a general equivalent, the "price" of "equal" in money is called value in language, but it actually refers to utility. Virtual currency does not represent the "effect" of general "price", but the value itself. Therefore, under the intervention of market and policy, the virtual money instry still has the characteristics of market supply and demand of deflation and inflation
will run into the mortal enemy of human economy, & quot; Inflation & quot;
experts believe that if network operators are allowed to issue unlimited virtual currencies that can be exchanged with RMB, it is likely to replace RMB as the general equivalent of some online transactions. Once such disorderly transactions are rampant, it is bound to impact the market position of RMB and destroy China's financial order
from the point of view of behavioral economics, as a general equivalent, the "price" of "equal" in money is called value in language, but it actually refers to utility. Virtual currency does not represent the "effect" of general "price", but the value itself. Therefore, under the intervention of market and policy, the virtual money instry still has the characteristics of market supply and demand of deflation and inflation
will run into the mortal enemy of human economy, & quot; Inflation & quot;
5. Of course, a lot of online games, for example, just play when each player's money is not much, the price of the goods is correspondingly low, when the time is long, more experts, more money, in order to buy good goods, it is inevitable that someone bidding, time is long, natural things are not worth money, money is also not worth money
6. No, the "currency" of game software is used in the game and will not flow into reality. Its attribute should be "goods" rather than money“ Charging money to play games "is like & quot; I bought two apples to eat; It's the same. It's the use of RMB to buy virtual goods or services, rather than exchange RMB for us dollars and other currencies. So you don't use the word "exchange rate" exactly. It's not a concept, so if game or software developers don't change the "exchange rate", they will never depreciate in the case of official recharge. For example, if you spend 10 yuan on QQ, you can charge 10 qq COINS. If you sell it to others, you can sell it for 7 yuan and 5 yuan. However, in the end, you will still use this Q coin in the virtual goods or services provided by Tencent, and your collection of Q coin will not have any value. So the equivalent is that you spend money directly on the purchase of Tencent's virtual goods or services. Therefore, virtual goods should be equivalent to "goods", rather than "currency". Therefore, no matter how many Q coins Tencent issues (in fact, as long as someone buys it, it can issue unlimited), it is only providing "goods", not "issuing currency". Of course, there is a virtual currency, which is not directly provided by a game or software developer. It is called "bitcoin". This virtual currency has real value. If you are interested, you can see the difference.
7. Hello friend, digital currency is not recommended
8. There are several reasons for the country to issue more money:
1. Society is developing, population is growing again, and GDP is also growing, which should be reflected by sufficient growing money
2. China has a long-term import and export surplus, and enterprises earn a lot of foreign exchange abroad. This part of foreign exchange is returned to China and directly converted into RMB by banks for domestic use. China has several trillion US dollars of foreign exchange reserves, ranking first in the world, which requires printing a large number of RMB to exchange foreign exchange
3. Issuing more money can rece the interest rate, that is, the cost of money. This can promote investment, and investment growth can promote economic growth. Only economic growth can drive employment growth and raise people's income.
1. Society is developing, population is growing again, and GDP is also growing, which should be reflected by sufficient growing money
2. China has a long-term import and export surplus, and enterprises earn a lot of foreign exchange abroad. This part of foreign exchange is returned to China and directly converted into RMB by banks for domestic use. China has several trillion US dollars of foreign exchange reserves, ranking first in the world, which requires printing a large number of RMB to exchange foreign exchange
3. Issuing more money can rece the interest rate, that is, the cost of money. This can promote investment, and investment growth can promote economic growth. Only economic growth can drive employment growth and raise people's income.
9. First of all, make it clear that inflation will inevitably lead to currency devaluation and price rise, which means inflation. The two are opposite propositions. Let's look at the relationship among the real world, real currency, virtual world and virtual currency. If we use real currency of the real world to buy virtual currency of the virtual world, because these virtual currencies are not the currency circulating in the virtual world, but the currency created out of thin air through the virtual world, these currencies can be called hot money, hot money_ Network, and the purchase of virtual currency behavior can be regarded as hot money inflow, hot money inflow_ What is the meaning of hot money inflow. The direct impact of the inflow of hot money is to make the amount of money in circulation exceed the actual economic needs, which will lead to currency devaluation and inflation. I think the main idea must be like this... But“ Whether the behavior of "hot money inflow" will happen or not depends entirely on the purchase proportion. Taking world of Warcraft as an example, the ratio of real currency to virtual currency is 30:80000. If the official gold coin purchase is lower than this, all players will not buy the official gold coin at all. Instead, they will choose to sell some cards or go directly to 5173 to buy g. but if the official gold coin purchase is higher than this, Then all players will buy the official gold coins instead of selling some cards, which will cause inflation. Of course, inflation is not only related to hot money, but also to proctivity and other factors. In view of the respondents' limited understanding of economics, I will not elaborate on it. For example, the price of burlap in world of Warcraft has soared to 500 gold. As a primary raw cloth for a game, it should not be so expensive, Obviously, inflation has nothing to do with hot money, mainly because of its low proctivity. To put it bluntly, there are few people to beat and the output is low, so it is expensive.
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