Virtual currency is a virtual commodity
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
virtual currency is a kind of currency that has value but can't be directly exchanged for real goods Therefore, virtual currency is not a commodity.
if we do not include the electronic currency of the banking system, the network virtual currency can be roughly divided into
the first category is the 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
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.
virtual property refers to the narrow sense of digital and non materialized property forms, including a series of information procts such as online games, e-mail, network paging, etc. 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.
was first proposed by Nakamoto in 2009. According to Nakamoto's ideas, open source software was designed and released, and P2P network was built on it. Bitcoin is a kind of P2P digital currency. Point to point transmission means a decentralized payment system. The decentralized nature and algorithm of P2P can ensure that it is impossible to artificially manipulate the value of bitcoin through mass proction. The design based on cryptography can make bitcoin only be transferred or paid by the real owner. This also ensures the anonymity of money ownership and circulation transactions. The biggest difference between bitcoin and other virtual currencies is that the total amount of bitcoin is very limited and it has a strong scarcity. The monetary system used to have no more than 10.5 million in four years, after which the total number will be permanently limited to 21 million
compared with fiat money, bitcoin does not have a centralized issuer, but is generated by the calculation of network nodes. Anyone can participate in the manufacture of bitcoin, and it can circulate all over the world. It can be bought and sold on any computer connected to the Internet. No matter where they are, anyone can dig, buy, sell or collect bitcoin, And in the transaction process, foreigners can not identify the user's identity information
bitcoin is a kind of network virtual currency with limited quantity, but it can be used to cash out: it can be converted into the currency of most countries. You can use bitcoin to buy some virtual items, such as clothes, hats, equipment, etc. in online games. As long as someone accepts it, you can also use bitcoin to buy real-life items.
As early as 2013, the central bank and other five ministries and commissions issued a document clearly defining bitcoin as a specific virtual commodity. According to relevant regulations, financial institutions and Payment institutions are not allowed to carry out the exchange services between bitcoin and RMB or foreign currency
in view of this, on August 30, China Internet Finance Association took the lead in issuing risk tips for ICO (i.e., the first issue of token, the raising of bitcoin, Ethereum and other general digital currencies in blockchain projects). On September 4, the central bank and other seven departments issued a document calling for the suspension of all kinds of token issuance and financing. On September 13, the China Internet Finance Association issued a reminder on the virtual currency trading platform and market risk. On the evening of September 15, huocoin confirmed that it had officially received the notice and guidance from the regulatory authorities, requiring it to clean up and rectify the virtual currency transactions
are non substantive things, but they still belong to the category of traded goods
virtual goods are goods that have no physical nature and cannot be selected for logistics transportation by default when they are published online. Virtual goods or virtual social services that can be traded by virtual currency or real currency
commodities include physical commodities and virtual commodities, and virtual commodities include digital commodities and non digital commodities. Virtual goods refer to the digital procts and services in the e-commerce market (especially the digital procts and services that can be used by downloading or online). They have no physical nature. They are the virtual goods or virtual social services that can be bought and sold by virtual currency or real currency. Virtual commodities mainly include computer software, stock market and financial information, news, books, magazines, music videos, TV programs, search, virtual virtual virtual machine, virtual cloud disk, virtual CD-ROM drive, APP virtual applications, virtual commodities, some procts and online services in online games
virtual goods are goods that have no physical nature and cannot be selected for logistics transportation by default when they are published online. Virtual goods or virtual social services that can be traded by virtual currency or real currency
virtual goods refer to the digital procts and services in the e-commerce market (especially the digital procts and services that can be used by download or online), which have no physical nature. They are the virtual goods or virtual social services that can be traded by virtual currency or real currency and cannot be selected for Logistics transportation by default when they are published online. Virtual commodities mainly include computer software, stock market and financial information, news, books, magazines, music videos, TV programs, search, online games and online services< The physical characteristics of virtual commodities are as follows: (1) virtual commodities are not easy to be destroyed 2) Virtual commodity is the most typical experience proct with high content of knowledge. It provides useful knowledge and information to consumers. Its form is invisible and cannot be observed and touched 3) The content can be changed 4) It is reprocible and its marginal cost is almost zero 5) It has the advantage of speed
the economic characteristics of virtual goods: (1) virtual procts are generally procts with high sunk cost and low marginal cost 2) Non exclusive 3) It is easy to be customized and personalized, which leads to economies of scope in virtual proct market 4) Timeliness 5) It has network externality (its value depends on the number of users using virtual goods)
types
at present, virtual commodities mainly include the following categories:
1. Online game cards, online game equipment, QQ number, QQ currency, etc
2. Mobile / Unicom / telecom / PHS recharge card
3. IP card / Internet phone / software serial number
4. Online shop decoration / image storage space, etc
5. E-books, network software (such as Android mobile phone software, Skype language list software, etc.)
6. Auxiliary forum function procts, etc.
7. Website procts (including domain name, virtual space, website, search service, etc.)
standard editing
the key strategy is to popularize virtual commodity knowledge, promote virtual commodity consumption concept, and improve the transparency of virtual commodity sales. In sales, we should fully explain the virtual nature of virtual goods, that is, its non authenticity, objectively evaluate the function of virtual goods, and guide consumers to set their consumption expectations at an appropriate and reasonable level. For the country and society, it is necessary and urgent to build the norms of virtual commodity market and introce a series of laws, regulations and systems to guide the healthy development of this kind of market.
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