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Does digital currency belong to network virtual property

Publish: 2021-04-19 15:08:50
1. 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"

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.
2. It's hard to say that digital currency exists legally in China and is a kind of virtual property, which is protected by law in China. In the bitcoin risk notice issued by the central bank at the end of 2013, bitcoin was clearly defined as a special Internet commodity. People can buy and sell bitcoin freely at their own risk
however, there is still a lack of supervision on digital currency in China, which is legal as long as we do not engage in illegal activities. For example, bitcoin, lightcoin, token DTC, ether coin and so on.
3.

Digital assets and digital currency are not the same thing

Digital assets refer to the non monetary assets owned or controlled by enterprises or indivials in the form of electronic data and held in daily activities for sale or in the process of proction. The emergence of digital assets benefits from office automation, digital assets rely on the development of electronic payment system, its prospects are predictable

2. Digital currency

digital currency refers to the digitization of currency. Digitization doesn't mean scanning. This is just like digital signature. Digital signature does not mean scanning your signature into a digital image, or using the touchpad to obtain the signature, let alone your signature

digital currency is often mistaken for virtual currency. But virtual currency refers to non real currency. For example, when you play "Three Kingdoms" (game) or "grand Voyage", you have money, and that money is virtual. Of course, the virtual money will also have its real value

for example, if you buy her / his account from another player, you can get all the virtual assets of that player, and then it will be much easier for you to continue playing. Virtual money is not necessarily digital. For example, children play games with pebbles as virtual currency

extended data

characteristics of digital assets:

1. High price. Because these application software with special purpose is specially developed for a specific work, its cost is relatively high, and its price is not lower than the price of fixed assets of factory buildings

(2) strong attachment. Application software must be supported by computer hardware and system software in order to play its role

3. Strong interaction. Even the simplest application software also has some interactive functions, such as the error prompt to the operator, which is the most basic advantage of IT instry procts

The quantity is infinite. Digital assets as assets are scarce (because not all enterprises or indivials can create digital assets), but its supply can be unlimited. However, tangible assets are always limited e to the limitation of property and storage space

Cost decreasing. The proction cost of tangible assets is positively proportional to the proction quantity

References:

Network: digital assets

Network: digital currency



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5.

convert the candy into the digital currency ght issued by qubu, and wait for the price to rise before selling qubu was put on file for investigation by Changsha instry and Commerce Department for suspected pyramid selling, illegal fund-raising, financial fraud and other illegal activities. Interesting step set the inctive calculation formula: the user's money from selling candy = the number of candy × Candy unit price - handling charge; Daily candies = Basic candies per step × Task steps × Activity

candy can be defined as a kind of virtual currency, and no organization in China has recognized the legitimacy of virtual currency. If the platform uses virtual currency to commit fraud, pyramid selling, money raising and other illegal activities, it will be suspected of breaking the law

extended data

in the system of qubu, everyone pays one yuan & quot; Certification fee & quot; For the premise of need, users who grow directly or indirectly can increase their own bonus activity value or team activity value and rece business fees, which can increase the number of candy for growers and eventually replace candy with cash. Some doubters say that this model is actually a secret pyramid scheme

According to the price supervision and inspection of the State Administration of market supervision and the explanation of the competition bureau, pyramid selling behavior includes the following primary characteristics:

1. Pay or change the entry fee, that is, pay the participation before you can get the accrued treatment and growth offline & quot; Qualifications & quot

2. Direct or indirect growth offline, that is to say, pull people in advance, and form a hierarchy in a certain order

3. The on-line company may withdraw the treatment from the sales performance of the off-line company directly or indirectly growing, or calculate the treatment or rebate based on the number of directly or indirectly growing personnel

6. Of course, virtual property includes digital currency, which is also a kind of virtual property. All laws on virtual property apply to digital currency
some time ago, the state has begun to legislate on digital currency, including QQ currency, bitcoin, Ruitai currency and other virtual properties.
7. Network virtual property refers to online game ID, equipment, game currency and other network items with use value and exchange value. Its proction process is as follows: 1. Register a game ID on your favorite online game website. 2. Create more than one character on the game server. 3. Purchase game time from game operators in the form of game point cards (the free trial time provided by the game is very short), and manage game roles. 4. When you invest a certain amount of time, energy and financial resources, your game characters will have a certain level, a certain amount of game equipment and game currency. The network virtual property has the following characteristics:

1. The virtuality of the network virtual property

the network virtual property has the virtuality, that is to say, the virtual property has the inherent dependence on the virtual environment of the network game, and cannot exist without the network game. The dependence of virtual property on online games is manifested in a variety of characters, equipment and game currency. It is the electronic data stored in the game server, which can only be displayed through specific online games. The virtual property in this online game cannot be used in other online games. When the data on the game server disappears, so does the virtual property

2. Technical limitation of network virtual property

network virtual property has technical limitation, which means that the attribute range of characters and equipment in online games are preset by the online game program. Although there is certain volatility in this range, it can't exceed this range. The setting of equipment attribute range is very important, The equipment that makes each attribute of the equipment maximum in its own range is rare. And what level of monsters drop what level of equipment, the probability of dropping equipment, the upgrade range and explosion probability of each kind of equipment are set in advance by the game program. Only high-level monsters drop high-level equipment. The more times the equipment is upgraded, the easier it is to explode (disappear). It is this technology limitation that makes the best equipment scarce

3. The transaction of network virtual property

transaction is a social habit that human beings have had since ancient times, and it is also an inevitable social behavior. The essence of social communication is the communication, exchange and mutual satisfaction between people. As a virtual society, online games also have this characteristic. Although there is a trading system in the game, the virtual society is connected with the real society after all. When the so-called "best" can not be measured by the value in the game or exchanged equivalently, or when the players do not have the ability to exchange equivalently in the game, It's natural to think of using the real society to make up. The network virtual property is traded in the form of commodities in the real society. Now more and more network virtual property trading websites appear, which makes the network virtual property trading present the characteristics of e-commerce and online game trading

4. The value of network virtual property

players invest financial resources, energy and intelligence in the process of the game, continuously improve the level of virtual characters by practicing and doing tasks, and obtain the corresponding equipment and game currency. The difference of financial resources and energy invested by players is directly reflected in the level and quantity of the game characters and the best equipment. Due to the imbalance of the distribution of virtual property and the need of players to redistribute virtual property, the transfer of virtual property leads to the so-called "professional players". These players spontaneously participate in the game in the form of indivials or organizations, by training the game to a high level, or after obtaining those scarce advanced equipment, These high-level roles, equipment and other network virtual property will be sold in reality in order to make profits and become a profession

however, not all virtual property can be sold at a high price in reality. The price of virtual property in reality has a lot to do with the demand. Only those online games that can attract a large number of players, the demand for the best equipment is large, and the virtual property on it can be sold at a high price in reality. This is exactly what game operators are willing to see, because only by allowing the majority of players to participate, can operators be profitable and continue to operate. On the contrary, a game without the participation of players, no matter how excellent equipment you have, no one needs it, so it can not be sold in reality. This kind of online game is also a lifeless online game, and it will close down soon because of poor management. It can be seen that the price of online virtual property in reality is directly related to the operation of online games. Only when the operation of online games is good, can the virtual property be sold at a high price in reality

5. The term of network virtual property

the term of network virtual property plays an important role in determining its legal attribute. Network virtual property is a part of specific online games, and exists on it. Online game is a kind of entertainment service project relying on the network, which is promoted to the market by independent online game service providers. As a kind of service commodity, it must exist in the service period with the changes of online game service providers' operating conditions, operating costs and market demand. This service period also determines the ration of online virtual property, The length of the term depends entirely on the operation of the game service.
8. Virtual property includes two aspects: first, the characters formed in the long-term virtual life, which can not be transformed into the virtual property in real life; second, it is a narrow sense of digital and non materialized property form, which 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
9.

Virtual property includes two aspects: first, in a broad sense, virtual property refers to the network virtual objects with property value that can be owned and controlled by people, such as e-mail, network accounts, etc“ Virtual property and other property rights that can be owned and controlled by people and have certain value can be regarded as virtual property in a broad sense.
Second, in a narrow sense, virtual property generally refers to the property existing in online games, including the level of game account, game currency, game characters, skills, etc

10. At present, the law of our country does not clearly define the property attribute of virtual property, but the judicial practice and theoretical circles in our country basically affirm the property attribute of virtual property. As a new form of property, virtual property can become property in the legal sense because of its usefulness, scarcity and tradability, which is consistent with the basic attributes of traditional property. In addition, virtual property is different from traditional property< It fully embodies the combination of virtuality and reality. Virtuality shows that it exists in the virtual space in the form of digitization. However, if virtual objects only occur in virtual space, they can not become property in the legal sense. Only when they have some connection with the real society can they be defined as virtual objects. The reason why we study the legal nature of virtual property lies in how to use legal means to better solve all kinds of disputes based on virtual property in reality, and better protect the interests of relevant stakeholders. It can be said that the purpose of solving disputes is a kind of practical need, and it is also the driving force for us to study the nature of virtual property
2. Technical limitations of virtual property. In physical concept, virtual property is the electronic data that exists on the network game server and is presented by the game programming program. It must have technical limitations
3. Term and non term. As for the carrier attached to the virtual property, the virtual property is a part of the specific online games and exists on it. The term of the network service determines the term of the virtual property. But the existence of this kind of real time limit can not deny the property attribute of virtual property, because we define virtual property in a virtual environment. In the virtual world, the virtual property enjoyed by network players is unlimited. The decline and exit of a game itself is not the end of the virtual property in the game, but only the end of a service.
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