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How about virtual currency of gamer net

Publish: 2021-05-03 03:03:10
1.

in the era of stand-alone games, the protagonist accumulates money by knocking down the enemy, entering the gambling house to win money, etc., which can be used to buy Herbs and equipment, but only in his own game console; The special currency issued by the portal website or instant messaging service provider is used to purchase the services within the website

there are four types of virtual currency in the market:

1. Game currency developed by game operators for players to use as a trading medium in online games

2. A special virtual currency issued by the portal or instant messaging tools for use in the operating cyberspace

3. Interactive virtual currency, which can be used in the issuing entity of virtual currency and can purchase goods and services from non issuing entities

4. Based on cryptography and modern network P2P technology, a special electronic and digital network cryptocurrency is proced through complex mathematical algorithm



the instrialization of virtual money will form a virtual money market. If the emergence of the stock market is the proct of the combination of instrial capital and financial capital, then virtual currency will be the proct of the combination of service capital and financial capital. Modern service instry, especially personalized modern information service instry, will become the instrial foundation of personalized virtual currency

the personalized virtual money market is different from the stock market and derivative financial instrument market. The latter is more established for the needs of instrialization, which is also reflected in meeting the needs of the so-called modern service instry; The instrial foundation of the former is closely related to the demand of informatization

The future of the tertiary instry is different from the service instry, its development direction is the post-modern service instry, that is, the experience instry, that is, more personalized instry to meet the development needs of spirit, culture and entertainment. The stock market will make more use of information to guide the rational investment of instry and service instry, while the personalized virtual money market will make more use of information to guide the perceptual consumption of experience instry

2.

Virtual currency is not MLM

virtual currency refers to non real currency. Well known virtual currencies, such as online currency of Internet company, QQ currency of Tencent company, q-point, voucher of Shanda company, micro currency launched by Sina, chivalrous Yuanbao, silver pattern. Digital currencies include bitcoin, Wright coin, infinite coin, quark coin, zeta coin, barbecue coin, penny coin, invisible gold bar, red coin and prime currency. At present, hundreds of digital currencies are issued all over the world

< H2 > development materials:

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

the third kind of virtual currency on the Internet, such as bitcoin and Wright currency. 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

< H2 > reference: virtual currency network
3. In the future, the virtual currency of the network may be equivalent to the real currency, and even online shopping can be paid with virtual currency to obtain goods< At present, the types of virtual currency can be divided into three categories, as follows:
game currency:
game currency is the currency circulating in online games, which is used to purchase various virtual props and services in the game. In the virtual game world, players can trade game currency in the virtual "financial market"
integral gold coin
this kind of network virtual currency is used in the marketing of website business, which is a kind of "incentive measure" launched by the website in order to attract netizens and lock customers. The integral gold coin is mainly used for the consumption of various virtual goods in the website. It is used to price and purchase various virtual procts and services
Internet consumer currency
for example, PayPal coin issued by PayPal in the United States is mainly used for online shopping. It seems that the emergence of this virtual currency is to compete with real currency for territory. Consumers can turn the money in their bank account into PayPal coin when they apply to the company - which is equivalent to bank card payment, but the service charge is much lower, And exchange rates don't have to be taken into account in international transactions.
4.

In my opinion, we can start with mainstream value currencies such as BTC now. Judging from the trend of BTC in the past year, it is basically at the bottom now. Even if it is possible to fall further, it will not fall too much. Ten years of history shows that BTC is certainly valuable, and BTC will definitely appreciate in the future. After all, it is the gold of the currency circle, which is rare and has the greatest consensus. The above is just a personal statement and does not constitute an investment proposal. Investment should be cautious! Finally, I declare that if you lose money by investing in virtual currency, I will not bear any legal responsibility

5.

No. Virtual currency with good operation and investment will survive for a long time and will not go bankrupt in a few months, such as bitcoin and internet currency of Internet companies

there are various types of virtual currencies. The virtual currencies with high acceptance abroad are Facebook's f currency, online game second life's Linden currency, etc., while the representative virtual currencies in China are Tencent's Q currency, Sina's u currency, online currency, Shanda Yuanbao, etc

virtual currency is different from check and telegraphic transfer. The value that virtual currency can't realize can't be transferred by bank. At present, it can only circulate in the network world. Virtual currency is released by various network organizations, and there is no unified issuance and management standard

2. The special currency issued by the portal website or instant messaging service provider is used to purchase the services in the website the most widely used is Tencent's q-coin, which can be used to purchase value-added services such as membership and QQ show

3. Virtual currency on the Internet. For example, bitcoin, Wright currency, 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

6. Jingdong and Alipay
7. It's also the head of the instry,
8. It can be seen from the network that in a certain period of time in the future, the domestic virtual currency trade will be temporary
several major bitcoin trading platforms in China have announced that they will stop trading with virtual tendency from September 30
for indivials with virtual currencies, they usually store bitcoin in their virtual wallets for cold storage, such as coin packet network. Many indivial users store bitcoin in their wallets.
9. 1、 The ownership of network "virtual property" is also called "network property", which generally refers to the account number (ID) and accumulated "money", "equipment", "pet" and other "property" of Internet users and game players in online games

but are these "virtual properties" 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 generated from 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 specific behavior of players when they accept 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

Second, "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< Third, the legal basis of the legal protection of "virtual property" is relatively backward in China's law. In China's current law, only citizens' legitimate income, savings, housing and other legitimate property are recognized, but the legitimacy of "virtual property" is not clearly defined The data of "virtual property" is not stipulated in the consumer rights protection, and the rights of players to virtual data do not belong to any of the nine consumer rights stipulated in the consumer rights protection, which makes the claims of "virtual property" in 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< Fourth, the legal protection of "virtual property" needs to be improved.

as far as the current situation is concerned, the "virtual property" of online game players is stolen, which 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 that "virtual property" * * ", they also admit that even if the law can establish the legitimacy of" virtual property ", if there is no key operational rules, there will be some tests in the implementation.
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