What is the origin of virtual currency
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 instryThe concept of bitcoin was first proposed by Nakamoto on November 1, 2008, and was officially born on January 3, 2009. According to the idea of Nakamoto, the open source software is designed and released, and the P2P network on it is constructed. Bitcoin is a virtual encrypted digital currency in the form of P2P. Point to point transmission means a decentralized payment system
bitcoin network generates new bitcoin through "mining". In essence, the so-called "mining" is to use computers to solve a complex mathematical problem to ensure the consistency of bitcoin network distributed accounting system. Bitcoin network will automatically adjust the difficulty of mathematical problems, so that the whole network will get a qualified answer about every 10 minutes. Then bitcoin network will generate a certain amount of bitcoin as block reward to reward the person who gets the answer
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
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.
bitcoin is actually an e-coin data coin proced by P2P batch software, which belongs to a network virtual asset so bitcoin is also called bitcoin. It is generated by a set of cipher codes through complex algorithms. This rule is not interfered by any person or organization. Anyone can download, run or participate in the manufacture of bitcoin. One of the biggest characteristics of bitcoin is that it cannot be forged< you can make money in the bitcoin market by investing time and money
when you spend time on websites, you can visit these websites every few minutes to get a small amount of bitcoin. Therefore, we can do this if we have time. If you want to earn more, you should invest money in the early stage. Bitcoin also has a special casino, so you can earn more by luck
The main background of net currency is the difficulty of domestic micro electronic payment. Online game operators use this channel is not cheap vouchers to charge fees. Originally, only RMB was allowed to be exchanged for net currency, but reverse exchange was not allowed. However, with the development of online game instry, people spontaneously exchange various kinds of online currency, and even use online currency to buy physical procts or services that only RMB can buy, forming a purchasing power similar to currency. The boundary between virtual currency and real currency is graally blurred
in fact, in countries with developed financial environment, virtual currency has appeared for a long time, and its purpose is to make profits. For example, the virtual currency "Wangdou" first introced by beenz. Beenz has reached an agreement with MasterCard that consumers can not only save their online beans into smart cards, but also use them in traditional stores. This business model is to sell virtual net beans to some websites for 1 cent each, and then send them to netizens or let them win through various ways. These virtual currencies can be consumed as cash in online stores. In the end, beenz will buy it back from the website operator for 0.5 cents each for a profit. In 2000, there were about 750 million beenz beans in circulation, equivalent to 60 or 70 million yuan. It was also at that time that China's online currency appeared. China bonus provided virtual currency to consumers in the form of points. Points accumulated to a certain amount, can be used to exchange phone cards, network cards, T-shirts and other prizes
in online games, virtual goods such as virtual gold coins, virtual equipment, virtual animals and plants, and virtual people have great attraction for players, which promotes the consumption of these virtual goods. However, e to the backwardness of domestic electronic payment methods and security concerns, players often use cash in advance to buy the virtual currency issued by operators, Then use these vouchers to buy virtual goods online. As long as the content of the game is attractive enough, players will buy the virtual currency issued by the game operator through various channels. The development of online game instry has led to the surge of virtual currency types and circulation
in order to gather popularity, expand the number of game users, and improve the interest and loyalty of players, all game operators provide a considerable amount of free virtual currency, and players can win virtual currency through the game process. Therefore, online game operators actually have unlimited rights to issue virtual currency. If virtual money is only used to buy virtual goods, because the supply of virtual goods is artificially set, and the manufacturing time can be almost ignored, even if there are transactions between different types of virtual money, it will not have any impact on the real economy. However, if virtual currency can be used to buy real goods and services, excessive issuance will certainly cause inflation. At this time, whether the virtual currency is converted into real currency is not important
many domestic network enterprises have broken through the boundary between the virtual economy and the real economy. For example, Netease popo rewards users with money according to their online time. This virtual currency can pay for SMS. The exchange rate in this application can be calculated with the payment capacity of a short message worth 1000 yuan equal to 0.4 yuan; In addition, it can also be used as a voucher for purchasing physical goods in Netease mall. Holders of Shanda point coin can buy paid download services on the Internet. In addition to the company's paid services, q-coin can also be used to purchase other game point cards, virtual goods, and even some video and software download services
the emergence of money is an abstract unit of quantity for the convenience of exchanging different resources. If there are enough people to recognize the value of a virtual currency, it may become a substitute unit of material exchange. For example, with the popularity of QQ, Q coin has graally become a circulating equivalent exchange unit. Adam Smith, a famous economist, used barter to explain the origin of money in 1776: "the armor of Diomedes is only worth 9 cows, while the armor of glaucus is worth 100 cows. In Abyssinia, salt is a common medium of Commerce and trade; More than 200 years later, many people are exchanging various kinds of game currency for real life needs, and the Internet world has begun to dece the origin of currency again
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.
Titles can provide players with a certain attribute bonus