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How is virtual currency formed

Publish: 2021-05-21 17:03:36
1.

The concept of bitcoin was first proposed by Nakamoto on November 1, 2008, and was officially born on January 3, 2009. According to the idea of Nakamoto, the open source software is designed and released, and the P2P network on it is constructed. Bitcoin is a virtual encrypted digital currency in the form of P2P. Point to point transmission means a decentralized payment system

bitcoin network generates new bitcoin through "mining". In essence, the so-called "mining" is to use computers to solve a complex mathematical problem to ensure the consistency of bitcoin network distributed accounting system. Bitcoin network will automatically adjust the difficulty of mathematical problems, so that the whole network will get a qualified answer about every 10 minutes. Then bitcoin network will generate a certain amount of bitcoin as block reward to reward the person who gets the answer

2.

virtual currency is the currency used for electronic circulation. Now the scope of virtual currency is very large, including q-coin, bitcoin and so on. With the development of digital currency, virtual currency is becoming more and more abundant, which may become the mainstream in the future. For example, BTC, EOS, bcbot and so on are not only virtual currencies, but also algorithms, landing projects and technologies

virtual currency is mainly issued by online game service providers to purchase game props, such as equipment, clothing, etc. But at present, the use of virtual currency has gone far beyond this category. Virtual currency can be used to buy game cards, physical objects and download services of some movies and software

extended data:

real risk

as the proct of e-commerce, virtual currency has begun to play an increasingly important role, and it is more and more connected with the real world. However, with the growth of virtual currency, the relevant laws and regulations are lagging behind, which has laid many hidden dangers

fraud

the private transaction of online virtual currency has realized the two-way circulation between virtual currency and RMB to a certain extent. The activity of these traders is to buy all kinds of virtual currencies and procts at a low price, and then sell them at a high price to earn profits. With the increase of such transactions, there are even virtual mints. In addition to the virtual currency provided by the main company, there are also some people who specialize in "virtual coin making" to obtain virtual currency by playing games and then resell it to other players

Taking Wenzhou as an example, there are about seven or eight such "virtual mints" with four or five hundred practitioners. This not only creates a bubble for the price of the virtual currency itself, but also causes trouble for the normal sale of the issuing company. It also provides a platform for selling and collecting money and money laundering for various cyber crimes. p>

impact system

in 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, each company can exchange with each other, or virtual currency is integrated and unified, and all of them are based on the same standard and price, then in a sense, virtual currency is currency, which is likely to form a threat impact on the traditional financial system or economic operation

reference: network virtual currency

3.

The main background of net currency is the difficulty of domestic micro electronic payment. Online game operators use this channel is not cheap vouchers to charge fees. Originally, only RMB was allowed to be exchanged for net currency, but reverse exchange was not allowed. However, with the development of online game instry, people spontaneously exchange various kinds of online currency, and even use online currency to buy physical procts or services that only RMB can buy, forming a purchasing power similar to currency. The boundary between virtual currency and real currency is graally blurred
in fact, in countries with developed financial environment, virtual currency has appeared for a long time, and its purpose is to make profits. For example, the virtual currency "Wangdou" first introced by beenz. Beenz has reached an agreement with MasterCard that consumers can not only save their online beans into smart cards, but also use them in traditional stores. This business model is to sell virtual net beans to some websites for 1 cent each, and then send them to netizens or let them win through various ways. These virtual currencies can be consumed as cash in online stores. In the end, beenz will buy it back from the website operator for 0.5 cents each for a profit. In 2000, there were about 750 million beenz beans in circulation, equivalent to 60 or 70 million yuan. It was also at that time that China's online currency appeared. China bonus provided virtual currency to consumers in the form of points. Points accumulated to a certain amount, can be used to exchange phone cards, network cards, T-shirts and other prizes
in online games, virtual goods such as virtual gold coins, virtual equipment, virtual animals and plants, and virtual people have great attraction for players, which promotes the consumption of these virtual goods. However, e to the backwardness of domestic electronic payment methods and security concerns, players often use cash in advance to buy the virtual currency issued by operators, Then use these vouchers to buy virtual goods online. As long as the content of the game is attractive enough, players will buy the virtual currency issued by the game operator through various channels. The development of online game instry has led to the surge of virtual currency types and circulation
in order to gather popularity, expand the number of game users, and improve the interest and loyalty of players, all game operators provide a considerable amount of free virtual currency, and players can win virtual currency through the game process. Therefore, online game operators actually have unlimited rights to issue virtual currency. If virtual money is only used to buy virtual goods, because the supply of virtual goods is artificially set, and the manufacturing time can be almost ignored, even if there are transactions between different types of virtual money, it will not have any impact on the real economy. However, if virtual currency can be used to buy real goods and services, excessive issuance will certainly cause inflation. At this time, whether the virtual currency is converted into real currency is not important
many domestic network enterprises have broken through the boundary between the virtual economy and the real economy. For example, Netease popo rewards users with money according to their online time. This virtual currency can pay for SMS. The exchange rate in this application can be calculated with the payment capacity of a short message worth 1000 yuan equal to 0.4 yuan; In addition, it can also be used as a voucher for purchasing physical goods in Netease mall. Holders of Shanda point coin can buy paid download services on the Internet. In addition to the company's paid services, q-coin can also be used to purchase other game point cards, virtual goods, and even some video and software download services
the emergence of money is an abstract unit of quantity for the convenience of exchanging different resources. If there are enough people to recognize the value of a virtual currency, it may become a substitute unit of material exchange. For example, with the popularity of QQ, Q coin has graally become a circulating equivalent exchange unit. Adam Smith, a famous economist, used barter to explain the origin of money in 1776: "the armor of Diomedes is only worth 9 cows, while the armor of glaucus is worth 100 cows. In Abyssinia, salt is a common medium of Commerce and trade; More than 200 years later, many people are exchanging various kinds of game currency for real life needs, and the Internet world has begun to dece the origin of currency again

4. Bitcoin and other virtual currency is a kind of network virtual currency generated by computer operation or issued and managed by network community, which can be used to purchase network virtual goods or physical objects. Because of its strong sense of consumption, it attracts people's attention. However, it should be noted that it is difficult to supervise the use of virtual currency in offline transactions, so some countries have found it illegal. However, virtual currency, a financial model that is so convenient for people's lives, is indeed worthy of in-depth study.
5. Virtual currency can be divided into game currency and network token
game currency is mainly circulated by game companies and professional gamers through online tasks and ground sales
network token: it is a kind of virtual currency equivalent to normal currency that can circulate on the network. Such as the common Q coin. This is mainly to facilitate users in a variety of consumer activities on the network. In the early stage, free quantitative distribution is used to guide consumers to a virtual consumption habit. In the later stage, special sales channels are set up.
6.

The essence of money is the general equivalent. In the process of the continuous development and evolution of human history, it has gone through the stage of physical money, the stage of substitute money, and then entered the stage of credit money. In primitive society, people exchanged livestock, salt, shells and other hard to get goods as general equivalents

in the long history, the emergence of metal currency makes the economic life achieve unprecedented prosperity. However, e to the inconvenience of carrying metal money, paper money became the mainstream form of money. With the rapid development of modern information technology, e-money has come into our life

if the evolution process from physical money to value symbol paper money is the first qualitative leap in the history of money development, then the evolution process from paper money to electronic money is the second qualitative leap in the history of money development

from the perspective of money form, physical money itself is a commodity in addition to performing monetary functions; Paper money is a symbolic tool of value for commodity exchange and a credit currency; Electronic currency is the proct of highly developed Internet economy and continuous progress of bank payment and settlement technology. It not only has the function of traditional currency, but also can continuously improve digital currency

At the same time, the virtual money market based on electronic information is also booming. By the end of 2014, the number of Internet users in China had reached 632 million, including 517 million registered users in the online game market and 114.48 billion yuan of sales revenue, an actual increase of 37.7% over the previous year

a huge virtual space based on the Internet has been formally formed. As a kind of virtual currency with intrinsic value, convenient online trading behavior, low transaction cost, and service providers' issuance, it emerges as the times require

first of all, from the functional analysis. Virtual currency is a kind of transaction medium in the Internet virtual space, which has the function of value scale, but the value scale of virtual currency is different from that of legal currency

using virtual currency to purchase virtual procts and services can only be within the scope specified and allowed by the issuer of virtual currency (Internet operator), and the size of this scope depends on the number of virtual procts and services. If the virtual procts and services provided by the website are large enough, the scope of virtual currency will be large

the currency value of virtual currency depends on the pricing of virtual currency by issuers. When no currency can communicate between virtual cyberspace and reality, the pricing of procts and services is still based on real RMB. That is to say, when issuers of virtual currency price their own virtual currency, they should first convert the price of virtual currency based on RMB

7.

Titles can provide players with a certain attribute bonus

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