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On the subject of virtual currency

Publish: 2021-05-22 08:53:01
1. This question can be used as a topic to write a complete report. As far as the simple question of network knowledge is concerned, it can be divided into two aspects. The first aspect is the exchange of RMB into virtual currency. Subjective judgment is that it can. If there is no impact, Tencent will not be so easy to make huge profits. If we analyze GDP, it will not pose a threat to the real economy in a short time. The second aspect is the exchange of virtual currency into RMB, which is an extremely serious issue. Then from the micro perspective, in the future, the virtual economy will develop faster, and the network will not only be a platform for the promotion of the real economy, but also become a perfect self-protection economy. In other words, the threat and impact will be great, which can not be avoided. Macroscopically, it is a microcosm of society. The long economic reform will pave the way for future economic collision.
2.

China does not have the first legal virtual currency. At the end of 2013, the central bank and other five ministries and commissions issued the bitcoin risk notice, which clearly defined bitcoin as a special Internet commodity, and the public can buy and sell it freely on the premise of taking their own risks

other digital confidential currencies are also suitable, such as Laite coin, the ancestor of Shanzhai coin, Fuyuan coin for business points in jewelry instry, dog coin for small reward, etc. But although virtual currency exists legally in our country, it is illegal to cheat under the guise of virtual currency

extended data

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 transactions of online virtual currency have 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. Take 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

network problems

in addition to direct cash, virtual currency can also be purchased by SMS, internet transfer and fixed telephone recharge. These ways of purchase not only provide convenience for users, but also have many risks

such as embezzlement of telephone recharge and purchase by minors. In addition, virtual currency does not have the anti-counterfeiting technology of real currency. Computer hackers may use its security loopholes to proce counterfeit currency. Relevant personnel of the State Administration for Instry and Commerce said that virtual currency transaction is a business behavior derived from the Internet era, and there are no clear legal provisions to regulate it, and there are no items related to virtual goods transaction in the scope of instrial and commercial registration

but when the virtual property transaction graally employs people, places are fixed, transaction profits are clear, and has the nature of operation, it may involve market order and tax issues. Even game operators have no ability to control. There are a large number of "counterfeit banknote makers" in the network. Take the winger who is mainly engaged in chess and card online games as an example, the purchasing power of his online currency has shrunk by nearly 40% in one year. Many people point out that such inflation will only damage netizens and make them lose confidence in the Internet

reference source : network virtual currency

3. Network virtual currency can be roughly divided into
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. At that time, there was no "market" between players. Since the establishment of Internet portal and community, the realization of game networking, virtual currency has a "financial market", players can trade game currency. For example, the token of various physical assets on the European crowdfunding platform
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 kind of virtual currency on the Internet, such as bitcoin (BTC), Wright currency (LTC), etc. bitcoin is an electronic currency proced by open-source P2P software. Some people also translate bitcoin as "bitcoin", which is a kind of network virtual currency. It is mainly used for Internet financial investment, and can also be directly used in daily life as a new currency.
4. It's also a blank.
5. If internet currency is a general equivalent that can only be exchanged within a certain time and scope, or a spontaneous market behavior between users, even if it has the real purchasing power similar to currency, it does not necessarily cause much harm to the real economy. This is the blank area of current legislation and supervision, but some enterprises have aroused widespread concern after they set foot in this field.
6. You mean MMM mutual financial community. This is a typical pyramid selling activity under the guise of virtual currency. Mmm is a pyramid scheme with great influence in Russia in the 1990s. It has great influence in Russia. This time, it was taken to China for speculation<

MMM company has set up a large number of branches in major Russian cities to sell shares and purchase MMM shares. In 1994, it also said that as long as it invested $100 in MMM company, it could recover $500 in half a year, and the year-end return rate was as high as 400%. Lured by strong publicity and high returns, people ignore the risks. And believe that as long as the purchase of MMM shares can make a fortune. Mmm shares were snapped up. Since then, the original stock with a face value of 1000 rubles printed with the portrait of mavroji has gone to the society, setting off a wave of stock speculation in Russia

by June 1994, mmm's share price had increased by 36.5 times compared with its face value, reaching rub 37500. In only half a year, mmm has absorbed hundreds of billions of rubles by virtue of its "pyramid" investment return scheme for MMM shares. It has set up agencies in more than 60 cities. Its trading turnover accounts for half of the trading turnover in Russia, and the daily income from selling shares reaches 40 billion rubles

there are great risks in this pyramid type speculation. On July 22, 1994, the Russian government, which has always been ambiguous about mmm, suddenly declared publicly that the government was skeptical of the 400% annual rate of return promised by mmm, and the government did not guarantee the safety of its investment in mmm. So far, the investors realized that the attractive promise was just a kind of deception. Their confidence wavered, they stopped investing and demanded payment. The pyramid collapsed completely. Those shareholders who participated in the investment later lost all their money and became the biggest victims of fraud.
7. Virtual property refers to the narrow sense of digital, non materialized form of property, including online games, e-mail, network paging and a series of information procts. Including the character image formed in the long-term virtual life, which can not be converted to the virtual property in real life and the narrow sense of digital and non materialized property form, it includes a series of information procts such as online games, e-mail, network paging, etc. However, e to the prevalence of online games, virtual property to a large extent refers to the property existing in the online game space, including the level of game account, game currency, various equipment owned by game characters, etc. these virtual property can be converted into real property under certain conditions< Background:
in Chinese dictionaries, the word "virtual" has two meanings: one is "inconsistent or not necessarily consistent with facts and hypotheses"; The second is "fiction". Therefore, according to the understanding of the Chinese dictionary, "virtual" things only exist in human assumptions or assumptions (that is, in thought, or in the meaning of language or words), but they do not exist in the objective material world, so the network virtual property can be understood as "fictitious, not actual property"
in translation, many people often refer to "virtual" as "virtual" in English. In fact, according to the Oxford Dictionary, "virtual" has two meanings: first, although it is not true; Second, because the performance or effect is as true, it can be regarded as (or can act as) true. The former is subordinate (foil), the latter is the main (conclusion). The former translation of "Xu" only translated the meaning of subordination (not true), but lost the main meaning of the word (i.e. expressed as true). Therefore, the translation can be understood as "non real, but as real property"
research significance:
more importantly, with the rapid development of the game instry, the virtual property transaction has graally broken through the network virtual space and turned to the real social space. The transaction between virtual property and real property is increasingly popular. The performance is as follows:
1. There is an offline trading mechanism for virtual goods in the game. Not only is it popular to trade virtual goods such as "network currency", "treasure" and "weapon" with real money among game participants, but operators also sell virtual props and properties to players in order to open up the market. Offline trading develops rapidly and forms a certain scale
2. Virtual property has become a real commodity with real price. According to estimates, in South Korea, around online games, the annual cash transactions reached 300 billion won. In Taiwan, virtual treasures in popular online games such as "paradise", "Jinyong heroes online", "fairyland legend" are very popular in the real market. See Yu Zhigang: on the legal nature and criminal law protection of virtual property in online games, political and legal forum, No. 6, 2003, P. 123. According to the report of China's game instry in 2004 issued by the State Administration of press and publication, the sales volume of China's online game instry in 2004 has exceeded 3.6 billion yuan. Zhou Lu: the relief way of network virtual property dispute, Legal Daily, August 17, 2005, 10th edition
3. The fixed exchange method between virtual property and real currency has existed. Some online games begin to try a new mechanism: the mechanism of property transition from virtual to real between game program and participants. For example, the game project enteropia developed by Swedish game company mind ark is just like this. The game mode is that players exchange real currency into virtual currency through operators, then use virtual currency to engage in business activities in the virtual community of the game, and then exchange the virtual currency into real currency through mind ark. In China, such websites also exist.
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