1. There's a fart about the market value of virtual goods. There are some
2. Although I don't know much about games, some people can make money by playing games, and it's not illegal or professional.
3. Usdt is TEDA currency and cannot be converted into RMB Notice on carrying out self inspection and rectification of payment services for illegal virtual currency transactions all Payment institutions within the jurisdiction shall carry out self inspection and rectification, strictly prohibit providing services for virtual currency transactions, and take effective measures to prevent payment channels from being used for virtual currency transactions
TEDA currency is a virtual currency that links cryptocurrency with legal currency US dollar. Each TEDA coin is symbolically associated with government supported legal tender. TEDA currency is a virtual currency kept in the foreign exchange reserve account and supported by legal tender. This method can effectively prevent the price fluctuation of cryptocurrency. Basically, the value of a TEDA currency is equal to US $1
on January 16, 2018, among the top 50 cryptocurrencies in global value, most of the digital virtual cryptocurrencies suffered a sharp drop in price, but the price of TEDA currency rose against the trend. The price of TEDA was $1.04, up 3.23% from the previous day, with a total market value of $1.69 billion. In addition to TEDA, most virtual currencies, including bitcoin, Ethereum, and lightcoin, have experienced sharp declines
extended information:
in 2017, the regulatory authorities issued the notice on preventing the financing risk of token issuance, which clearly pointed out that financial institutions and non bank payment institutions are not allowed to carry out business related to token issuance financing transactions. All financial institutions and non bank payment institutions shall not directly or indirectly provide procts or services such as account opening, registration, trading, clearing and settlement for token issuance and financing and "virtual currency", nor undertake insurance business related to token and "virtual currency" or include token and "virtual currency" into the scope of insurance liability
the Internet Finance Association of China issued the risk tips on preventing ICO activities in disguised form, calling on consumers and investors to recognize the essence of relevant models, enhance risk prevention awareness, invest rationally, and not blindly follow the trend of speculation. Previously, blockchain technology was once sought after by a number of listed companies and the capital market, but it also led to questions about whether it was over hyped and "stepping on the red line"
4. Q currency can be converted into RMB on the Internet
virtual currency originally refers to non real currency, which is used in games. Of course, the money in the game is real or fake
virtual currency is usually used to purchase procts and services provided by currency Issuers (i.e. service providers), which are real< The Ministry of Culture issued the notice on Further Strengthening the management of Internet cafes and online games, which pointed out that the total amount of virtual currency issued by online game business units and the purchase amount of indivial online game consumers should be strictly limited; The virtual currency issued by online game business units can not be used to purchase physical procts, but can only be used to purchase virtual procts and services provided by themselves; If consumers need to redeem the virtual currency as legal tender, the amount shall not exceed the original purchase amount; It is strictly forbidden to resell virtual currency. Those who violate the above provisions shall be punished by the people's Bank of China in accordance with Articles 32 and 46 of the law of the people's Bank of China. Thus it seems that the legitimacy of the virtual transaction is recognized, and the virtual currency gambling transaction can not be carried out. The equipment is proced by oneself, which should be regarded as labor income.
5. The key information to solve the problem is "legal tender is purchased directly or indirectly in a certain proportion". Item C is obtained by players playing games, not by money, so it does not meet the definition. Item a belongs to the prepaid recharge card of online games, which meets the definition; Item B is the virtual currency purchased directly by game users using legal tender in a certain proportion, which meets the definition; Item D is a virtual exchange tool that meets the definition. The correct answer to this question is C.
6. Right now! In those games, you can exchange gold coins for RMB in private! But this kind of transaction is only the sale agreement of netizens
the game of legal exchange is impossible! Definitely can not be listed, because there will be countless people addicted to the game to make money.
7. 1、 The ownership of network "virtual property" is also known as "network property", which generally refers to the account number (ID) and accumulated "money", "equipment", "pets" and other "property" of Internet users and game players in online games. But these network "fictitious property" calculate private property? Is the property right of network "virtual property" protected by law? One view is that "virtual property" is obtained by players in the game, and its acquisition mode and state are determined by the rules of the game. It belongs to a part of the game content, so its ownership belongs to the operator, and the players only have the right to use it. Another point of view is that the "virtual property" is obtained by the players through their own efforts, while the operator only stores the data, so the ownership of the "virtual property" belongs to the players. The author agrees with the latter point of view, although "virtual property" is proced on the server of a specific game operator, and can only be stored on that specific server, the generation and change of "virtual property" is not controlled by the operator, but the result of the player's specific behavior when receiving the service of the operator, The type and quantity of specific virtual characters and properties are completely determined by the player's own activities. The operator only provides the service and the corresponding custody of the game time. Therefore, the ownership of "virtual property" should belong to the player, not the operator. The operator only keeps the data on the server, and has no right to modify it arbitrarily. 2、 Whether "virtual property" has property value according to the traditional point of view, the property and identity obtained by players in the game are completely virtual, just the content information in a specific game, just like the score obtained in the game, which itself has no value. But the author thinks that online games are not as simple as traditional games. In online games, players can improve their level and obtain "virtual property" through specific behaviors within the scope of game rules. These virtual identities and properties are not only recording data, but also have certain value significance. Today, the network has penetrated into all aspects of social life, people can carry out business, consumption, creation and other activities through the network, and the data generated is generally considered valuable. So the "virtual property" data generated by online games is of course valuable. Moreover, the "virtual property" of players not only has use value in the game, but also has become a tradable commodity e to the formation of demand. Virtual props and properties in the game are often auctioned on major auction websites. Operators sell virtual props and properties to players in order to open up the market, and offline transactions between players also develop rapidly, It has formed a certain scale, and even appeared the occupation of agent training level and then selling the game account to obtain income. In this way, although the "virtual property" in the game often loses its significance after the termination of the operation of the game, once it is proced, it has been independent and has a certain property value. According to Marx's economic theory, value is reflected by use value and measured by exchange value. The "helmet", "armor" and other weapons and equipment obtained by online game players through training or purchase are obtained by players who spend time, money and energy. They should be regarded as labor income and belong to the scope of private property. This kind of property has both value and use value and can be transferred. In terms of content, it is a kind of intellectual achievement, close to intellectual property rights. There are intangible property provisions in the general principles of China's civil law, so "virtual property" is also a form of property prescribed by law. 3、 The legal basis of the legal protection of "virtual property" in our country is relatively backward. In the current law of our country, only the legal income, savings, housing and other legal property of citizens are recognized, and the legitimacy of "virtual property" is not clearly defined The law of the people's Republic of China on the protection of consumers' rights and interests also does not stipulate the data of "virtual property", and the rights of players to virtual data do not belong to any of the nine consumer rights stipulated in the law of the people's Republic of China on the protection of consumers' rights and interests. Therefore, the claim of "virtual property" has fallen into an embarrassing situation. But the author does not fully agree with this view, we should look at the content of property with a dynamic perspective. With the development of economy and society, the content of property has expanded, and the means of enjoying property are more abundant. To understand property from the perspective of behavior, that is, what you have the right to do and what you have the right to obtain, and this kind of behavior can be measured by money in the end. From this point of view, property has expanded into an interest. In the colorful modern society, it is wrong to confine property to material objects. In the course of civil law, property is also divided into three types, one is static property, that is, property rights, including ownership. The second is dynamic property, which is the property in the transaction. For example, when you enter into a contract, you have to give money to others when you buy something. Property is the property in the transaction. The third kind of property is intangible property, such as intellectual property, patent, right and trademark rights. These three are the three kinds of property commonly used in the world. Should there be a kind of "virtual property" in the network now? I think we should see that it is also a kind of property, or attribute the "virtual property" to a specific intangible property, so that in the existing law, when the network "virtual property" is infringed or stolen, there is a law to follow, It will not cause the claim of property rights of "virtual property" into an embarrassing situation. The author thinks that "virtual property" has the following characteristics: (1) it can be modified. With the time and investment of players participating in online games, the relevant parameters of the ID change 2) It's tradable. Just because these parameters can be modified, they can be traded, transferred, and transferred. Just like real-life housing transactions, the index of one ID can be added to another ID through transfer 3) Linked to money. This parameter is related to the investment and time of players. You can not only entrust other players to "practice" to improve the level, but also directly buy other players' equipment, and you can get it from online games 4) It can be quantified. The transaction of virtual property based on online games is not concive to the fair competition of online games. It is not the legal way to get rich advocated by our socialist countries, so it is considered illegal. But the value of online game related equipment can be quantified. Take "legend" game as an example, if a beginner wants to "practice" to level 38, he will spend thousands of yuan on Internet and game cards, and also need to pay a lot of time and energy. Therefore, it can be included in the scope of civil law protection, with actionability. Throughout the world, it has become a trend to recognize network "virtual property" in legislation and judicature. In South Korea, where online games are developed, the value of "virtual property" is clearly recognized in legislation and judicature, and it is stipulated that virtual characters and virtual goods in online games have property value independent of service providers. Service providers only provide a place for the private property of game players, and have no right to modify and delete it wantonly. It can be seen that in law, there is no essential difference between the nature of this "virtual property" and the money stored in the bank account. Taiwan, Hong Kong and other regions of our country have issued relevant laws, and there have been precedents of criminal judgments on infringement of network "virtual property". Just recently, Taiwan's relevant departments have made regulations to determine that the "virtual property" and accounts in online games belong to the "electromagnetic records" existing in the server, which can be regarded as movable property and part of private property in the crime of fraud and theft. Stealing other people's "virtual property" in online games will be regarded as a crime and can be sentenced to three years' imprisonment. 4、 The legal protection of "virtual property" needs to be improved. At present, the theft of "virtual property" of online game players is basically not up to the level of "Internet crime" stipulated in the new criminal law, and there is a blind area for the concept of "property" in the regulations on public security management and punishment. Although many experts agree to "rectify the name" of virtual property, they also admit that even if the law can establish the legitimacy of "virtual property", there are some tests in the implementation if there are no key operational rules 1 How to measure the value of "virtual property"? As mentioned earlier, "virtual property" has long existed not only in the network, but also in real money. At present, there are two main ways to proce the price of "virtual property". The first is the official price of operators. Many operators in order to improve profits and launch the sale of virtual props and property activities. For example, Sina sells virtual props and virtual property to promote its online game paradise; Ubisoft also introced a preferential scheme when acting for magic sword in North America, so that some players can get the password of some hidden races in the game. The prices of these "virtual properties" range from several yuan to several hundred yuan. However, the price of "virtual property" is made by operators completely from their own interests, and its level depends on the operation and profit status of specific games, as well as the marketing development strategy of operators. Therefore, the price determined by operators can not be used as the standard to determine the value of "virtual property". The other is offline transactions between players, including offline transactions of "virtual property" and game accounts. The offline transaction between players has the characteristics of disorder and instability, and has a strong emotional color. Take legend as an example, the offline transaction price of virtual props ranges from tens of yuan to thousands of yuan. Some players, frustrated in the game, spend thousands or even tens of thousands of yuan to buy high-level accounts to retaliate in the game. Therefore, the off-line transaction price between players can not accurately explain the value of "virtual property", nor can it be used as a standard to determine its value 2 It is difficult to collect evidence in the dispute of "virtual property" on the Internet, because under the current conditions, it is difficult for many games to judge whether the object is directly obtained by you, and this way may have some difficulties at present. First, it is difficult to obtain evidence for the fraud of "virtual property". In real life, there are deposit forms for bank deposits and invoice credentials for shopping. However, on the Internet, all electronic data are stored in the server of operators. Once lost, it is difficult to retrieve, and there is no normative legal basis. Operators may not be willing to pay a large cost to provide relevant evidence for guest rooms; Two, it is also very difficult to trace suspect online. On the Internet, most players don't need to register by real name. Even if you find an ID number, you don't know the real situation of the other side 3 It is difficult to grasp the appropriateness of the evaluation and relief of "virtual property". Players can get married in the virtual world and take "virtual property" as family property. If the two players divorce later and have disputes about how to distribute "virtual property", will the court decide how to distribute "virtual property" for both parties? Online travel
8. Go bankrupt, damned unscrupulous website