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Virtual currency issue in mobile games of chess and cards

Publish: 2021-05-09 19:15:39
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. For the issuance of game currency, you need to apply for the "network culture business license" (hereinafter referred to as "Wen Wang Wen")
the materials to be submitted are:
1. Copy of the business license (the original must be provided for verification and returned after verification)
2. The transfer of articles of association must be stamped with the material certification seal of the Administration for Instry and Commerce (Note: bring the original of the company's license and official seal, and the original ID card of the file checker to the Bureau for Instry and Commerce of the place where the company is registered)
3. A of the ID card of the legal representative of the company (the original must be provided for verification when submitting materials, and returned after verification)
4. Copy of the ID card of the natural person shareholder of the company (if there are shareholders in the form of enterprise in the company's equity structure, the of the business license of the enterprise, the of the articles of association, and the of the ID card of the legal person and shareholder of the enterprise shall also be provided. If there are shareholders in the form of enterprise in the company, it shall be traced down to the ultimate natural person shareholder according to the above materials When submitting the materials, the original of the shareholder's ID card or license shall be provided for verification and returned after verification. Second class or below indirect controlling shareholders can provide a .)
5. A of the website domain name certificate (the domain name must be recorded in the name of the applicant company)
6. The webpage should be accessible normally, with user registration, guardianship of minor parents, anti addiction and other necessary sections
3. The conditions for applying for the issuance service of game virtual currency are as follows. Conditions for application of online game virtual currency issuing Enterprises: (1) "online game virtual currency issuing enterprises" refer to online game operation enterprises that issue and provide virtual currency use services“ "Online game virtual currency transaction service enterprise" refers to the enterprise that provides platform service for online game virtual currency transaction among users. The same enterprise shall not operate the above two businesses at the same time 3 "Internet game virtual currency trading service enterprise" shall meet the relevant conditions for establishing an operating Internet cultural unit and the relevant provisions of the competent department of Commerce on e-commerce (platform) services.
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. Well, my opinion is No. first of all, virtual currency in online games has no financial norms and no issuing cost. If allowed to participate in currency exchange, it is bound to disrupt the financial order (see the relationship between total social procts and money demand for details). Second, if virtual currency can be exchanged with real currency, it is bound to affect the fairness of the game, Third, virtual currency can be exchanged with real currency, which will tempt game companies to participate, which is not concive to the long-term development of game companies. Fourth, the exchange of real currency and virtual currency will lead to many legal problems (after buying with money, virtual currency will have real value. Game companies' adjustment behaviors, such as adjusting prices, issuing rewards and closing cheating accounts, will involve laws. Price adjustment will be described as "stealing money", and the issuance of rewards will be limited by the maximum amount of rewards, Sealing a cheating account is a blatant robbery. Can you be sure how much of it is legitimate income? A little price adjustment leads to many lawsuits, some rewards have to pay taxes, and cheating is rampant. But if you want to seal him up, you have to file a case for investigation. Can you play such a game? Can such a game be operated?
6. 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), Fuyuan coin (FTC) and Wright currency (LTC). 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.
7. 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.
8. 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.
9. No, the "currency" of game software is used in the game and will not flow into reality. Its attribute should be "goods" rather than money“ Charging money to play games "is like & quot; I bought two apples to eat; It's the same. It's the use of RMB to buy virtual goods or services, rather than exchange RMB for us dollars and other currencies. So you don't use the word "exchange rate" exactly. It's not a concept, so if game or software developers don't change the "exchange rate", they will never depreciate in the case of official recharge. For example, if you spend 10 yuan on QQ, you can charge 10 qq COINS. If you sell it to others, you can sell it for 7 yuan and 5 yuan. However, in the end, you will still use this Q coin in the virtual goods or services provided by Tencent, and your collection of Q coin will not have any value. So the equivalent is that you spend money directly on the purchase of Tencent's virtual goods or services. Therefore, virtual goods should be equivalent to "goods", rather than "currency". Therefore, no matter how many Q coins Tencent issues (in fact, as long as someone buys it, it can issue unlimited), it is only providing "goods", not "issuing currency". Of course, there is a virtual currency, which is not directly provided by a game or software developer. It is called "bitcoin". This virtual currency has real value. If you are interested, you can see the difference.
10. 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.
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