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What is the virtual currency issue of online games

Publish: 2021-04-29 06:27:40
1.

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

2.

Internet currency of Internet company, QQ currency of Tencent company, q-point, voucher of Shanda company, micro currency launched by Sina (used for micro games, Sina reading, etc.), chivalrous Yuanbao (used for chivalrous road game), and silver pattern (used for bixue Qingtian game)

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

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

extended materials

strict law enforcement:

(23) enterprises engaging in online game virtual currency issuance and trading services without permission shall be investigated and dealt with by cultural administrative departments at or above the provincial level in accordance with the Interim Provisions on Internet culture management

(24) for the online game virtual currency issuing and trading service enterprises that violate the requirements of this circular, the cultural administrative department and the competent commercial department shall notify them to rectify within a time limit. Those who fail to rectify within the time limit shall be investigated and dealt with by relevant departments according to law

(25) establish a coordination mechanism for the management of virtual currency in online games, and intensify the crackdown on illegal activities such as "number theft", "private service", "plug-in", illegal profits, money laundering, etc. All departments should regularly communicate, coordinate and cooperate with each other, timely report the relevant situation, and do a good job in the management of online game virtual currency within their respective responsibilities

(26) the online game virtual currency issued by the online game operation enterprise shall not coincide with the name of the props in the game. The administrative provisions for props in online games shall be formulated separately by the cultural administrative department of the State Council in conjunction with relevant departments

source: Internet virtual currency

3. A trading platform, generally is 5173 (consignment form, charge a certain proportion of fees) or Taobao above
the seller provides the transaction currency amount of the server role name
the buyer searches for the game currency amount of the regional service limited transaction under this category to get the transaction window to complete the transaction
4. 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. Tencent is the most widely used company, which can be used to purchase membership, QQ show and other value-added services
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. Game operators need to declare the issuance of network virtual currency. When they apply for text, they can write in the issuance of virtual currency. I don't know where your company is. If you haven't handled it yourself, you won't be able to write it. Now there are many agency companies. You can ask them to handle it. They are responsible for writing materials. Beijing Golden three consulting is good. I'll recommend it to you. Please contact me for details.
8. Online game operators without game virtual currency also need to deal with text

Business Internet cultural units refer to Internet information service providers engaged in business Internet cultural activities with the approval of cultural administrative departments and telecommunications regulatory agencies, among which business Internet cultural activities refer to profit-making activities, which obtain benefits by charging Internet users or by means of e-commerce, advertising, sponsorship, etc, Activities to provide Internet cultural procts and services. Those who engage in commercial Internet cultural activities within the territory of the people's Republic of China shall apply for the establishment of commercial Internet cultural units
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9. What is the relationship between ubank and blockchain? What is the relationship between enterprises and indivial investors. It's not easy to talk about the concrete.
10.

According to the definition of the European Central Bank in 2012, "a kind of digital currency that is not legally binding, issued and controlled by developers, and accepted and used in specific virtual community members."

at the 2013 congressional hearing, Federal Reserve Chairman Ben Bernanke said that "in the past two decades, virtual currency has been regarded as an electronic currency, or a payment system technology field that has been developing."< In 2013, the financial crime enforcement network (FinCEN) of the U.S. Department of the Treasury defined it as: "virtual currency is a medium of exchange that operates like real currency in some environments, but it does not have all the attributes of real currency." It also has no legal tender status. In 2014, the European Banking authority defined it as "a digital form of value that is not issued by central banks or government departments and is not necessarily associated with legal tender, but it is accepted by natural and legal persons as a means of payment and can be transferred, stored and traded electronically

in Chinese mainland refers to the currency that runs on the Internet, and the famous virtual currency, such as Tencent Inc's Q coins and the grand company's roll, also has virtual currency in online games. Virtual currency is usually used for users to purchase virtual services on the network, such as QQ membership function of Tencent's QQ coin, online game equipment, etc. Virtual currency is usually a means of payment. For example, the Ministry of culture of the people's Republic of China defined it in 2009 as a virtual exchange tool that is issued by online game operators, directly or indirectly purchased by game users using legal tender in a certain proportion, existing outside game programs, stored in servers provided by online game operators in the form of electromagnetic records, and expressed in specific digital units

data source: virtual current from Wikipedia

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