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Profit model of virtual electronic currency

Publish: 2021-05-21 23:48:36
1. Currency: in essence, it is a contract between the owner and the market about the right of exchange, and it is essentially an agreement between the owners. The essence of money contract determines that money can have different forms, such as general equivalent, precious metal money, paper money, electronic money and so on. Its basic function is the measure of value and the means of circulation—— Extracted from the Internet

fiat money: it means that it does not represent real goods or goods, and the issuer has not cashed the currency into physical obligation; A currency that becomes legal currency only by government decrees. The value of fiat money comes from the owner's belief that money will maintain its purchasing power in the future. Money itself has no intrinsic value, that is to say, when the paper money comes into being, legal tender is essentially the negotiable paper money stipulated by law

the legal currency of the people's Republic of China is RMB, and the people's Bank of China is the national authority in charge of the management of RMB, which is responsible for the design, printing and issuance of RMB—— From the Internet

e-money: in fact, it is the electronization of legal money, including our common bank card, online banking, e-cash, etc; There are also third party payments developed in recent years, such as Alipay and WeChat payment. No matter what the form of these electronic money is and through which institutions it circulates, its original source is the legal money issued by the central bank

virtual currency: virtual currency refers to non real currency, and its existing state is intangible. The most important difference between virtual currency and electronic currency in narrow sense is the difference of issuers. Virtual currency is the electronization of illegal currency, and its original issuer is not the central bank. For example, game currency, q-coin, and ticket counting are mainly limited to circulation in a specific virtual environment

digital currency: digital currency which applies the latest digital network technologies such as blockchain, has the characteristics of Distributed Accounting, unique encryption technology, decentralized settlement, etc. Of course, digital tools with these characteristics must be supported by national credit if they want to become sovereign currency or legal tender

therefore, digital currency must be currency; In today's social system, money must also be sovereign money or legal tender. Secondly, digital currency must have the basic attributes and main functions of currency.
2.

The differences between e-money and virtual money are as follows:

1. Electronic money refers to using a certain amount of cash or deposit to exchange from the issuer and obtain data representing the same amount, or through the quick payment service launched by the bank and the third party to transfer the balance in the bank through some electronic ways, so that transactions can be carried out. Strictly speaking, it is a kind of currency that consumers use the bank's Internet banking service to store value and make quick payment to the issuers of electronic currency, and make consumers trade electronically through media (two-dimensional code or hardware equipment)

Virtual currency refers to non real currency. Well known virtual currencies, such as online currency of Internet company, q-coin of Tencent company, q-point and voucher of Shanda company, micro currency launched by Sina (used for micro games, Sina reading, etc.), chivalrous Yuanbao (used for chivalrous road game), silver grain (used for bixue Qingtian game), and popular digital currencies in 2013 include bitcoin, Laite coin, infinite coin, quark coin, zeta coin, etc Barbecue coins, pennies (Internet), invisible gold bars, red coins, prime coins. At present, hundreds of digital currencies are issued all over the world. Popular in the circle & quot; The legend of "bitcoin, Wright silver, infinite copper, pennies aluminum"

The detailed explanation of electronic currency is as follows:

1. Concept: it is an encrypted serial number representing cash, which can be used to represent the currency value of various amounts in reality. With the transformation from paper-based economy to digital economy, e-cash will become the mainstream

2. Features: anonymity, transaction cost saving, transmission cost saving, low holding risk, flexible and convenient payment, anti-counterfeiting and anti repetition, non traceability

There are two kinds of e-cash: one is based on the Internet and keeps the binary data representing the value of money in the hard disk of the computer terminal; One is the electronic wallet that keeps the monetary value in the IC card and can be circulated without the bank payment system

4. Definition: consumers pay traditional money to the issuers of electronic money, and the issuers store the equal value of traditional money in the electronic devices held by consumers in electronic form

3. With the development of the Internet, while providing a large number of free services to the majority of Internet users, according to the company's profit needs and the diversified needs of users, various websites have launched charging services. This also promoted the emergence of virtual currency
in order to provide better services, many portal websites and online game operators have been providing virtual currency for use for a long time. According to incomplete statistics, there are no less than 10 kinds of network virtual currency (referred to as network currency) currently in circulation, such as Q currency, network currency, cool currency, Warcraft currency, Paradise currency, Shanda (game area) coupon, etc. Take Q coin as an example, there are more than 200 million users. Instry insiders estimate that the domestic Internet has a virtual money market scale of several billion yuan per year, and is growing at a rate of 15% - 20%
in a market economy, demand stimulates innovation, which in turn stimulates demand. The increasing popularity of virtual currency is completed in the needs of users and the innovation of enterprises. At present, there are many kinds of virtual currency in China's network market, among which Tencent, relying on its huge QQ users, has timely launched QQ currency with the maturity of instant messaging market
it is undeniable that virtual currency makes us feel the convenience of purchasing network services, which is the inevitable proct of the development of network economy. But at present, the network virtual currency has quietly changed into a huge trading market
Lyndon larush, a famous American economist, once predicted that from 2050, the virtual currency of the Internet will be officially recognized to some extent and become a mobile currency. With such a large market and bright prospects, many companies are eager to try and intend to occupy this market. Now it seems that the network, PayPal (PayPal) and Tencent are in the leading position
at the present stage, most e-money is based on the existing real money (cash or deposit), which has the function of "value measurement" and "value preservation", and the precondition that e-money and real money can exchange at a ratio of 1
: 1 is established
as a means of payment, most e-money can not be separated from cash or deposit. It is transmitted and transferred by electronic means to pay off creditor's rights and debts and realize settlement. Therefore, the function and influence of e-money at present is essentially the relationship between e-money, cash and deposit
at present, there are four types of popular electronic currency in China
1. Stored value card electronic currency. Generally, it appears in the form of magnetic card or IC card. Besides commercial banks, it is also issued by telecommunication departments (ordinary telephone card, IC telephone card), IC enterprises (network card), commercial retail enterprises (various consumption cards), government organs (internal consumption IC card) and schools (Campus IC card). After the issuer receives the customer's funds in advance, it issues the equivalent stored value card, which makes the stored value card a new "deposit account" independent of the bank deposit. At the same time, the stored value card in the customer consumption to dect the way to pay fees, which is equivalent to the deposit account payment currency. At present, the deposits in the stored value cards are not included in the central bank's reserve requirements. Therefore, the stored value cards can rece the demand for cash and current savings
2. Credit card applied electronic currency. It refers to the credit card or quasi credit card issued by commercial banks, credit card companies and other issuers. The loan can be consumed within the credit limit specified by the issuer, and then the repayment can be made at the specified time. The widespread use of credit cards can expand consumer credit and affect money supply
3. They are mainly debit cards, electronic checks, etc., which are used to withdraw cash, transfer settlement and transfer funds from bank deposits in an electronic way. The widespread use of this kind of electronic payment method can rece the cost of consumers to and from the bank, rece the balance of cash demand, and speed up the circulation of money
4. Cash analog electronic currency. There are mainly two kinds: one is e-cash which is based on the Internet environment and keeps the binary data representing the value of money in the hard disk of the computer terminal; One is the electronic wallet that keeps the monetary value in the IC card and can be circulated without the bank payment system. This kind of e-money has the characteristics of anonymity of cash, can be used for payment between indivials, and can change hands many times. It is developed for the purpose of replacing entity cash. The expanding use of this kind of electronic currency can affect the currency issuing mechanism, rece the seigniorage income of the central bank, and rece the scale of assets and liabilities of the central bank
4. It's not a concept. Virtual money includes electronic money
1. Network virtual currency can be roughly divided into two 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 uses these virtual game data to buy Herbs and equipment, or in some special games as a scoring unit to increase the fun of the game, which is an embodiment of the player level. But it can only be used in your own game console. At that time, there was no "market" between players. Since the establishment of Internet portal and community and the realization of game networking, there has been a "financial market" for virtual currency, where players can trade game currency
the second type is the special currency issued by the portal website or instant messaging service provider, which is used to purchase the services in 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 category refers to bitcoin, Ruitai coin, Laite coin, Weimeng coin and other digital cryptocurrencies
2. Electronic money refers to the exchange of a certain amount of cash or deposit from the issuer and the acquisition of data representing the same amount. By using some electronic methods, the data can be directly transferred to the payment object, so as to pay off the debt.
5. The differences between e-money and virtual money are as follows:

1. Electronic money refers to using a certain amount of cash or deposit to exchange from the issuer and obtain data representing the same amount, or through the quick payment service launched by the bank and the third party to transfer the balance in the bank through some electronic ways, so that transactions can be carried out. Strictly speaking, it is a kind of currency that consumers use the bank's Internet banking service to store value and make quick payment to the issuers of electronic currency, and make consumers trade electronically through media (two-dimensional code or hardware equipment)

2. Virtual currency refers to non real currency. Well known virtual currencies, such as online currency of Internet company, q-coin of Tencent company, q-point and voucher of Shanda company, micro currency launched by Sina (used for micro games, Sina reading, etc.), chivalrous Yuanbao (used for chivalrous road game), silver grain (used for bixue Qingtian game), and popular digital currencies in 2013 include bitcoin, Laite coin, infinite coin, quark coin, zeta coin, etc Barbecue coins, pennies (Internet), invisible gold bars, red coins, prime coins. At present, hundreds of digital currencies are issued all over the world. Popular in the circle & quot; The legend of "bitcoin, Wright silver, infinite copper, pennies aluminum".
6. The state does not recognize any virtual currency
the people's Bank of China has issued special documents. It claims that it does not recognize the monetary attribute of any virtual currency and cannot be regarded as currency circulation
it can only be used as an investment proct, and the risk is borne by the investor.
7. Specially went to look at the fire coin market chart, at present, the highest to about 8000, the lowest to 500. The difference is really big enough.
8.

It is mainly divided into three parts:

  1. the profit mode of B2B mode

    B2B should be the best e-commerce business mode in China at present. B2B mode is mainly through the Internet platform to gather a large number of enterprises and businesses, forming a big sea of business information. Buyers and sellers choose trading partners on the platform, and complete the transaction through online electronic payment

    e-commerce among enterprises is the most worthy of attention and discussion among the three modes of e-commerce, because it has the most development potential. At present, there are two types of e-commerce mode in China. One is that large enterprises build their own B2B e-commerce websites to carry out e-commerce. Enterprises rece costs and increase sales through e-commerce, such as online purchasing and online distribution launched by Haier and Lenovo

    the main profit ways: advertising, search, trading, value-added services, offline services, business cooperation

  2. the profit way of B2C mode

    B2C mode is the earliest e-commerce mode in China. B2C means that enterprises provide consumers with a new shopping environment through the Internet - online stores, and consumers shop online through the Internet Pay online. Because this mode saves the time and space of customers and enterprises, and greatly improves the transaction efficiency, especially for busy office workers, this mode can save valuable time

    main profit models: Sales of procts in the instry, sales of derivatives, proct leasing, auction, sales platform, franchise, membership, online services, information publishing, advertising for enterprises, and consulting services for manufacturers in the instry, At present, the operation mode of C2C e-commerce enterprises is to build an auction platform for both buyers and sellers, collect transaction fees in proportion, or provide a platform for indivials to open shops on it, and charge fees in the way of membership. The three basic elements of retail e-commerce are information flow, logistics and capital flow. C2C has been basically solved. At present, the real difficulty lies in transaction credit and risk control. The Internet has broken through the geographical limitations, turning the world into a huge "stall", and the virtual nature of the Internet determines that the transaction risk of C2C is more difficult to control. At this time, the provider of the trade market must be in the dominant position, and a set of reasonable trading mechanism must be established, which is concive to the online transaction

    1. extended data:

      according to the analysis of the current situation of China's e-commerce development, in recent years, China's e-commerce transaction scale has maintained a rapid growth, with an average annual growth rate of 2-3 times of GDP (7% - 9%). China has become the world's largest online retail market with more transactions than the United States, and online shopping has become an important force in promoting the development of China's e-commerce market. With the rapid development of e-commerce, China's e-commerce enterprises, such as Ali, Jingdong and Suning, are also rising rapidly, which not only brings about changes in social life style and thinking mode, but also has a huge impact on traditional retail enterprises

      according to the data from cross-border e-commerce, Chinese people's "shopping" has extended to at least 68 countries, and cross-border e-commerce shopping ("overseas shopping") has become a part of more people's lives. Statistics show that the United States is the most popular place for Chinese consumers, accounting for more than 20%; Japan, Germany and South Korea accounted for more than 10%. With the help of fruits and cosmetics, Thailand Haitao, an unknown company, came in fifth

      with the rapid development of mobile shopping market, the expansion of typical e-commerce enterprises to the third and fourth tier cities and even the rural market, and the layout of international strategy, China's online shopping market will still maintain a compound growth of about 30% in the next few years

      according to the analysis of the current situation of e-commerce development in China, the number of online shopping users has nearly doubled from 242 million to 467 million from 2012 to 2016; E-commerce transaction volume increased from 8.1 trillion yuan to 26.1 trillion yuan, with an average annual growth of 34%; The volume of online retail transactions increased from 1.31 trillion yuan to 5.16 trillion yuan, with an average annual growth of 40%. The contribution rate to the added value of total retail sales of social consumer goods increased from 17% to 30%; Direct and indirect employment increased from 15 million to 37 million. In 2016, e-commerce generated an increase in consumption, which led to an increase in manufacturing, wholesale and logistics, generating more than 200 billion yuan in tax revenue

      from the perspective of consumer groups, in 2016, the number of online ecation users in China reached 138 million, with a growth rate of 25%. The number of internet medical users reached 195 million, with an annual growth rate of 28%; The number of online takeout users reached 209 million, with an average annual growth of 83.7%. The number of online car Hailing users reached 225 million, with a growth rate of 41.7%. The number of Internet users of online travel booking is 299 million, with an annual growth rate of 15.3%. In terms of market scale, in 2016, the transaction volume of o2o in China's local life services reached 729.1 billion yuan, up 64.2% year on year

      the rapid development of e-commerce instry will have spillover effect on related instrial chain. With the continuous popularization of e-commerce, it will directly drive the development of logistics, finance, it and other service instries, and create more employment opportunities. In the fields of e-commerce transaction service, business process outsourcing service and information technology outsourcing service, a large number of e-commerce service providers have emerged, and e-commerce service instry has sprung up

9. It is mainly divided into three parts:
B2B mode of profit
B2B should be the best e-commerce business mode in China at present. B2B mode is mainly through the Internet platform to gather a large number of enterprises and businesses, forming a big sea of business information. Buyers and sellers choose trading partners on the platform, and complete the transaction through online electronic payment. Among the three modes of e-commerce, e-commerce among enterprises is the most worthy of attention and discussion, because it has the most development potential. At present, there are two types of e-commerce mode in China. One is that large enterprises build their own B2B e-commerce websites to carry out e-commerce. Enterprises rece costs and increase sales through e-commerce, such as online purchasing and online distribution launched by Haier and Lenovo. The other is the third-party e-commerce platform. There are more than 30 million small and medium-sized enterprises in China. Due to the limitations of their own conditions, there are only more than 2 million websites. Third party e-commerce platform is divided into two types: comprehensive platform. It refers to e-commerce websites that can serve multiple instries and fields, such as Alibaba, Wangsheng Shangbao, Huicong, global resources, Chinese suppliers, etc; Instry vertical platform. Specify the e-commerce website located in a specific professional field. Such as China chemical network, China medicine network, China clothing network, China Textile Network, electromechanical home, etc
the main profit-making ways: advertising, search, trading, value-added services, offline services, business cooperation
3.2 the profit-making way of B2C mode
B2C mode is the earliest e-commerce mode in China, marked by the formal operation of 8848 online mall. B2C means that enterprises provide consumers with a new shopping environment through the Internet - online store, where consumers shop online and pay online. Because this mode saves the time and space of customers and enterprises, and greatly improves the transaction efficiency, especially for busy office workers, this mode can save valuable time. At first, the characteristics of goods sold on the Internet are also very obvious, which are only limited to some special goods, such as books, audio-visual procts, digital procts, flowers, toys and so on. These procts have lower requirements for the sensory experience of the buyer, such as seeing, listening, touching and smelling. But mobile phone sales cash and clothing, audio equipment, perfume, computer, mobile phone and other procts have begun to sell online. The payment method of B2C e-commerce is mainly combined cash on delivery with online payment, while most enterprises choose logistics outsourcing to save operating costs. Main profit models: Sales of procts in the instry, sales of derivatives, proct leasing, auction, sales platform, franchise, membership, online services, information publishing, advertising for enterprises, and consulting services for manufacturers in the instry, At present, the C2C mode is mainly adopted by eBay, eBay, Taobao, paipai and other companies. C2C e-commerce mode is an indivial to indivial online transaction behavior. At present, the operation mode of C2C e-commerce enterprises is to build an auction platform for buyers and sellers, collect transaction fees in proportion, or provide a platform to facilitate indivials to open shops on it, and charge fees in the way of membership. The three basic elements of retail e-commerce are information flow, logistics and capital flow. C2C has been basically solved. At present, the real difficulty lies in transaction credit and risk control. The Internet has broken through the geographical limitations, turning the world into a huge "stall", and the virtual nature of the Internet determines that the transaction risk of C2C is more difficult to control. At this time, the provider of the trade market must be in the dominant position, and a set of reasonable trading mechanism must be established, which is concive to the online transaction. The rapid development of eBay in the United States, in addition to PayPal, is inseparable from the perfect credit system of American society. In C2C transactions in the United States, PayPal not only plays the role of acquiring merchant, but also plays the role of bank. This al role makes PayPal gather a lot of funds from buyers and sellers, and master the transaction and credit status of both parties. This year, the payment tools and compensation system of Alipay and "Fu Tong" launched by e-commerce websites in China have improved the trust crisis to a large extent. However, C2C market still needs a long time to cultivate these breakthroughs.
10.

"E-commerce profit model case" includes the following contents: it is divided into 7 chapters and 27 sections. It discusses the concept and content of e-commerce profit model, and puts forward the "1 + 5" profit model of e-commerce. This is the paradigm of analyzing e-commerce profit model, and discusses a variety of e-commerce profit models. Such as C2C mode - Taobao mode, how to open a shop on Taobao; 828 mode -- various online wholesale market modes. Such as agricultural procts wholesale market, daily instrial procts trading market mode, means of proction trading market mode, online auction mode, art mode; For example, B2C online shopping, discusses the "four networks in one" mode under the condition of the Internet of things, online tourism - Ctrip case, online air ticket case, online catering, online leisure, online drugstore and Jingdong Mall mode; Such as online securities mode, online futures mode, online insurance mode; Such as e-commerce payment mode, card based payment mode, online payment mode, telephone payment mode, ATM payment mode, offline payment mode and virtual currency transaction; Such as e-commerce logistics mode, self built logistics mode and third party logistics mode; Such as e-commerce laws, regulations, standards and models

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