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The network of virtual currency

Publish: 2021-05-23 16:09:37
1.

in the era of stand-alone games, the protagonist accumulates money by knocking down the enemy, entering the gambling house to win money, etc., which can be used to buy Herbs and equipment, but only in his own game console; The special currency issued by the portal website or instant messaging service provider is used to purchase the services within the website

there are four types of virtual currency in the market:

1. Game currency developed by game operators for players to use as a trading medium in online games

2. A special virtual currency issued by the portal or instant messaging tools for use in the operating cyberspace

3. Interactive virtual currency, which can be used in the issuing entity of virtual currency and can purchase goods and services from non issuing entities

4. Based on cryptography and modern network P2P technology, a special electronic and digital network cryptocurrency is proced through complex mathematical algorithm



the instrialization of virtual money will form a virtual money market. If the emergence of the stock market is the proct of the combination of instrial capital and financial capital, then virtual currency will be the proct of the combination of service capital and financial capital. Modern service instry, especially personalized modern information service instry, will become the instrial foundation of personalized virtual currency

the personalized virtual money market is different from the stock market and derivative financial instrument market. The latter is more established for the needs of instrialization, which is also reflected in meeting the needs of the so-called modern service instry; The instrial foundation of the former is closely related to the demand of informatization

The future of the tertiary instry is different from the service instry, its development direction is the post-modern service instry, that is, the experience instry, that is, more personalized instry to meet the development needs of spirit, culture and entertainment. The stock market will make more use of information to guide the rational investment of instry and service instry, while the personalized virtual money market will make more use of information to guide the perceptual consumption of experience instry

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. Commodity is the proct of labor for exchange. Basic attribute value: the value of commodity is the undifferentiated human labor condensed in commodity. Use value: that is, the property that goods can meet people's needs

virtual currency and goods in the network are labor procts used for exchange in the virtual world, but they can not be used as goods in real life. However, if the goods in online games are exchanged with q-coin and q-coin is exchanged with real money in real life, then the goods in online games condense human labor and have value, It's a commodity.
4. In the future, the virtual currency of the network may be equivalent to the real currency, and even online shopping can be paid with virtual currency to obtain goods< At present, the types of virtual currency can be divided into three categories, as follows:
game currency:
game currency is the currency circulating in online games, which is used to purchase various virtual props and services in the game. In the virtual game world, players can trade game currency in the virtual "financial market"
integral gold coin
this kind of network virtual currency is used in the marketing of website business, which is a kind of "incentive measure" launched by the website in order to attract netizens and lock customers. The integral gold coin is mainly used for the consumption of various virtual goods in the website. It is used to price and purchase various virtual procts and services
Internet consumer currency
for example, PayPal coin issued by PayPal in the United States is mainly used for online shopping. It seems that the emergence of this virtual currency is to compete with real currency for territory. Consumers can turn the money in their bank account into PayPal coin when they apply to the company - which is equivalent to bank card payment, but the service charge is much lower, And exchange rates don't have to be taken into account in international transactions.
5.

In a narrow sense, virtual currency refers to the substitute currency circulating in the network virtual world. In addition to the virtual currencies issued by major online game companies with various names, Tencent Q currency is also widely used. At present, the network transaction of the virtual world has greatly exceeded people's imagination, and has formed a huge online transaction market of proction, supply and marketing. Moreover, a group of professional workers specialized in "coin printing" came into being; There are also special exchange shops for various game currencies

6. 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.
7. It's a new project, just one
8. As long as it is not the currency system of the country, the other is a kind of harm to the existing system.

you said that the network has no advantage except convenient for you.

unofficial virtual currency. First, it is not safe. All players' interests will be damaged after closing the door.
Second, it may break the real financial order. Third, it will create channels for lawless people to launder money.

however, network discovery is inevitable However, there will be virtual currency.

so we have to manage it
9. You can use USB flash disk
but the space is more than 200g
the latest limit
so it is much more expensive than mobile hard disk
comparable
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