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Props are not virtual currency of online games

Publish: 2021-04-23 05:13:46
1.

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

2. First, it clarifies the scope of application of virtual currency of online games for the first time, and makes a distinction between the current virtual currency of online games and the virtual props in the game, so as to adapt to the new situation of the development of online game market and solve new problems
the second is to strengthen subject management and standardize market behavior The circular stipulates that enterprises engaged in relevant services can operate only after approval. At the same time, the use scope of online game virtual currency is strictly regulated: it shall not be used to pay for, purchase physical procts or exchange for any procts and services of other enterprises, so as to prevent the possible impact of online game virtual currency on the real financial order
the third is to effectively protect the legitimate rights and interests of users and clarify corporate responsibilities. After verifying the identity of users, online game operators should provide online game virtual currency recharge and transfer records, and handle them according to the complaint handling proceres. It has made a series of regulations and put forward strict requirements for enterprises engaged in online game virtual currency issuance and trading services< The fourth is to protect the healthy growth of minors and prohibit online game virtual currency trading service enterprises from providing services to minors
fifthly, make full use of the existing management means, put forward the establishment of online game virtual currency management coordination mechanism, strengthen department communication and coordination, standardize the market order, ensure the healthy development of online game instry, prevent financial risks, prevent and crack down on the illegal and criminal acts of using online game virtual currency.
3. As long as it can be exchanged for something or money, it is illegal
there is no discussion about virtual currency or game currency. Whether it is illegal or not is not the focus here.
4. Although I don't know much about games, some people can make money by playing games, and it's not illegal or professional.
5.

Fake. It's not safe to invest in AMBC

through inquiry, AMBC international instrial group in Africa shows that it can not be inquired in China

it is reported that with the upsurge of blockchain, the most serious chaos appears in digital currency. These projects confuse the concept of blockchain with financial knowledge and monetary knowledge, and fish in troubled waters. It is difficult for ordinary people to distinguish them, which is extremely deceptive. According to the data provided by the relevant departments of the national Internet Emergency Center, 755 kinds of return to zero currency or air currency and 102 kinds of pyramid selling currency can be detected at present

extended data:

"non China mining investment fund" actual controller is Sun Peng, born in Tai'an City, Shandong Province. Sun PENGYUAN was the principal of Taian Jincheng Taishan Jasper Instry Co., Ltd. and a member of the second Taian CPPCC Committee. However, Sun Peng started to organize and plan MLM activities as early as ten years ago

According to the open judgment of Jinan Intermediate People's court in Shandong Province, Sun Peng established Taishan jade company on May 26, 2011 to engage in the research, development, design and sales of Taishan jade

in the middle of June, with the consent of Sun Peng, we modified the company's MLM model and added two-level agents, namely, county-level brand stores and municipal flagship stores. By August 20 of the same year, Sun Peng had developed more than 3000 offline agents by adopting the network pyramid selling mode, and collected more than 60 million yuan of pyramid selling funds

6. At present, in terms of dream, only Netease's official trading platform is CBG, but the trading is more complicated and needs to be reviewed
I think 5173 is a good trading platform, with good service and security. The only bad thing is that the fees are generally expensive. I hope you can adopt it
7. That is to say, the point cards and the points you buy, such as the QB recharge card or the QB that you recharge with online banking, are virtual game currencies. These virtual currencies prohibit the purchase of real goods. For example, QB can only purchase various paid services and virtual goods in the game provided by Tencent, It is not allowed to use QB and other similar virtual currencies to buy mobile phones, steamed stuffed buns and other real things. In fact, this rule is very correct. Why do you need RMB to buy things with virtual currencies? If we allow the purchase of real objects, it will have a very serious impact on the real financial order, which is equal to increasing the supply of real money. This is not a joke! It's dangerous! I strongly support this rule!! However, it should be noted that the gold coins or similar in-game money that can only be obtained by playing monsters in the game or through other ways can be regarded as game props, not virtual game coins.
8. Although buying a steam game seems to only get the seemingly meaningless and untouchable data, it's different from those junk games that make crude procts and stack game time maliciously. Those data are also the wages paid by developers to employees, the fruits of labor and finished procts established by developers' painstaking efforts, technology and wisdom, which belong to a kind of cultural heritage, Establishing these data is not without cost, and the investment of a 3A masterpiece is often hundreds of millions of dollars..
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.
10. Does the state have such a regulation? About the virtual game props, these legal systems have not been perfected
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