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Virtual currency of offline transaction

Publish: 2021-04-30 03:26:23
1. Theoretically, it's involved, because it's money trading. But there are a few questions: how do you prove that you have done money transactions? How do you prove that you paid the seller for the account number? The most important thing is that fraud can only be regarded as a crime if it is to cheat things with property value, but cheating people is not a crime. How do you define the property value of virtual currency&# 92; r\ N Blizzard knows that it is difficult to judge, so it strictly forbids any offline transactions, and they only protect the interests of the registrants.
2. bitcoin and other virtual currency is a kind of network virtual currency generated by computer operation or issued and managed by network community, which can be used to purchase network virtual goods or physical objects. Because of its strong sense of consumption, it attracts people's attention. However, it should be noted that it is difficult to supervise the use of virtual currency in offline transactions, so some countries have found it illegal. However, virtual currency, a financial model that is so convenient for people's lives, is indeed worthy of in-depth study.
3. 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
4.

Without the so-called formal platform, virtual currency has not been legally recognized in China. There are only relatively large platforms, such as: among the top ten digital currency trading platforms that users are familiar with,

three digital currency trading platforms with an average daily trading volume of more than 10 billion are okex, fire coin pro and coin an

there are many digital currency trading platforms, more than 100 of which are still increasing. So many digital currency trading platforms make users dazzled when they choose

but in fact, although there are many digital currency trading platforms, there are few formal currency trading platforms that have done well in all aspects. The usage habits of every user who invests in digital currency procts will also affect their evaluation of the selected digital currency trading platform

extended information

in order to protect the interests of investors, the regulatory authorities have long announced the prohibition of this transaction in China - and the regulatory authorities' determination to crack down on virtual currency transactions has not changed

you know, as early as September 2017, the central bank and other seven ministries and commissions jointly issued the announcement on preventing the financing risk of token issuance, calling for the suspension of direct transactions of virtual currency. In January 2018, the leading group for the special rectification of Internet financial risks, the China Internet Finance Association, the business management department of the central bank and other departments successively issued three articles to strengthen the supervision of virtual currency again

5. Bitcoin trading is not protected by law in China, but it is not illegal
at present, there is only "Notice of the Ministry of instry and information technology of the people's Bank of China, China Banking Regulatory Commission, China Securities Regulatory Commission and China Insurance Regulatory Commission on the prevention of bitcoin risk" in China, which defines the risk situation of bitcoin, and there is no penalty problem.
6. I also generally which trading platform line? Did TOBI use it? This virtual currency is a platform of the network. If you want to know it, go and have a detailed understanding!
7.

bus line: Metro Line 7 → fan 202, the whole journey is about 22.9km

1. Take Metro Line 7 from Guangzhou south station, pass 8 stations, and reach the South Station of University Town

2. Walk about 230m to the South Station of comprehensive commercial district

3. Take fan 202, pass 7 stations, and reach the Science Center terminus of University Town

4. Walk about 190m to Guangdong Science Center

8. The gross domestic proct announced is the current price, and the growth rate is calculated with constant price. That is to calculate the growth rate after converting the GDP of 2014 and 2013 into the GDP of fixed base year price. GDP growth is the growth rate after decting the price factor.
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