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Virtual currency can be exchanged for legal tender

Publish: 2021-04-25 01:14:14
1.

It is illegal to issue virtual currency privately

According to Article 29 of the regulations of the people's Republic of China on the administration of RMB, no unit or indivial is allowed to print or sell token tickets to replace RMB in circulation on the market

In addition, the "emergency notice of the State Council Office for rectifying unhealthy tendencies in the instry, the State Economic and Trade Commission and the people's Bank of China on prohibiting the issuance and use of various token certificates (cards)" also strictly prohibited similar issues

extended data

virtual currency refers to non real currency. Well known virtual currencies, such as online currency of Internet company, q-coin of Tencent company, q-point and voucher of Shanda company, micro currency launched by Sina (used for micro games, Sina reading, etc.), chivalrous Yuanbao (used for chivalrous road game), silver grain (used for bixue Qingtian game), and popular digital currencies in 2013 include bitcoin, Laite coin, infinite coin, quark coin, zeta coin, etc Barbecue coins, pennies (Internet), invisible gold bars, red coins, prime coins. At present, hundreds of digital currencies are issued all over the world. Popular in the circle & quot; The legend of "bitcoin, Wright silver, infinite copper, pennies aluminum"

market formation

the Internet has led to the emergence of a new market, which is a virtual market based on cyberspace. The Internet provides a lot of communication places for consumers, and also provides business market for enterprises. Enterprises must change from proct centered to service centered to customer centered. With the development of computer artificial intelligence technology and database technology, enterprises can conveniently collect customers' information, understand customers' needs in time, change business strategies and grasp economic arteries in real time

With the rapid development of computer and network communication technology, the application of Internet technology has graally penetrated into various fields of human activities, and the unlimited business opportunities that it contains make businesses turn their eyes to e-commerce. E-commerce is penetrating into all aspects of social and economic life at a speed that people can hardly imagine

the traditional finance is also closely watching this irresistible trend of global economic integration and networking. As a result, value-added services take art as the selling point and can be regarded as commodities; The sword in the game is not a brand-new financial services business philosophy - e-finance came into being

from the historical development process, to understand e-finance, we must start from the electronic finance and e-commerce. The so-called e-financialization means that financial enterprises adopt modern communication, computer, network and other information technology means in addition to Internet technology to improve the work efficiency of traditional financial service business, rece operating costs, realize the automation of financial business processing, informatization of financial enterprise management and scientific decision-making, and provide customers with faster and more convenient services, And then enhance the financial enterprise is the behavior of market competitive advantage

e-finance is a transcendence of financial electronization. Different from the electronic finance, the main technical basis of e-finance operation is the increasingly perfect Internet technology. Due to the characteristics of global connectivity, openness, quickness and low marginal cost of Internet technology, e-finance strengthens the restructuring and innovation of financial services business based on Internet technology, so that customers are free from the restrictions of business hours and places, and enjoy all kinds of high-quality and low-cost services provided by financial enterprises anytime and anywhere

with the development of Internet, the form of money is becoming more virtual, and there is an electronic money that only exists in the form of electronic signal

reference source: Network: virtual currency

2. ... Alipay is a payment platform, the money inside is real, not virtual, which is equivalent to the money in your bank account,.

Alipay's money transfer to the bank account specific operation

landing Alipay -- cash in - enter the amount - enter the payment password - complete

PS: if there is no binding bank account, set up first. Step is
log on Alipay -- cash out -- set up bank account -- finish
3.

There is no official recognition of any virtual currency in China. There is also no legal virtual currency

virtual currency is the proct of network, and the flow of digital information in the network is beyond everyone's control. The code of cyberspace is the basis of the operation of virtual currency, investors can only operate through the front-end interface, seemingly "control" the virtual currency. The operator of the virtual currency service organization may become the actual controller of the virtual currency through the control code

bitcoin and other so-called "virtual currencies" lack a clear value basis, the market is full of speculative atmosphere, the price fluctuates violently, and investors blindly follow suit, which is easy to cause capital losses. There is no legal basis for the establishment of various so-called "currency" trading platforms in China

the establishment of all kinds of bitcoin trading places has neither been approved nor supervised. To enlarge the scale of transactions, it is necessary to provide leveraged transactions such as financing and melting coins, which has aggravated the price shocks and bubbles. The public has participated in such transactions without any legal protection. p>


extended information:

virtual currency is not issued by the monetary authority, does not have monetary attributes such as compensatory and mandatory, does not have the same legal status as currency, and cannot be used as currency in the market. In essence, the issuance and financing of virtual currency is a kind of illegal public financing without approval. It is suspected of illegal sale of token tickets, illegal fund-raising, financial fraud, pyramid schemes and other illegal and criminal activities. Investors should not be carried away by "high income"

There are many hidden risks in virtual currency, which seriously affect the financial order. Virtual money pyramid selling breaks through the limitation of traditional geographical space, and if there is a formal company facade as a cover, it can publicize the company on a large scale, and the propagation speed is amazing. If it can not be found and dealt with in time, it will cause great destructive power. In the future, the regulatory agencies can study and explore the relevant business models of virtual currency trading within the scope of controllable risk, improve the regulatory scheme, and promote the long-term regulatory mechanism

4. Do you have this? Virtual currency cannot be exchanged with real currency.
5. First of all, define what is money. Money is a kind of value and right. Money can be exchanged for other things in the market by virtue of the money it owns. Money is recognized because of the guarantee of national compulsion. However, if a thing is accepted by all as the medium of exchange within a certain range, then it can be recognized as money within this limited range. I always think that money is a kind of money The biggest possibility of Alipay is to establish its own sphere of influence, exclude the use of RMB in this sphere of influence, and build its own monetary system
secondly, confirm your question, you mean whether you can convert the game currency back to RMB, because if it exists in the form of RMB, it is called withdrawal, and it is impossible to withdraw if it is a virtual currency
back to your question, the reason why the app can't withdraw cash is that if the virtual currency inside can be reversed into RMB, it will impact the real monetary system, which is risky
I remember many online games in which the game currency purchased by RMB is used for gambling, For example, if the game currency (happy beans) can be reverse converted into RMB, what's the difference between this and changing chips in casinos, so in my impression, one of the keys for law enforcement agencies to determine whether it is gambling is whether the game currency can be reverse converted into RMB
hope to adopt, thank you!
6. The key information to solve the problem is "legal tender is purchased directly or indirectly in a certain proportion". Item C is obtained by players playing games, not by money, so it does not meet the definition. Item a belongs to the prepaid recharge card of online games, which meets the definition; Item B is the virtual currency purchased directly by game users using legal tender in a certain proportion, which meets the definition; Item D is a virtual exchange tool that meets the definition. The correct answer to this question is C.
7. Right now! In those games, you can exchange gold coins for RMB in private! But this kind of transaction is only the sale agreement of netizens
the game of legal exchange is impossible! Definitely can not be listed, because there will be countless people addicted to the game to make money.
8. 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
9. If you take a bus from the passenger transport center to Paitou, you can take No. 6 bus to Paitou town; You can also choose to take the bus to the same mountain, but it's to the intersection of Hangjin line. The above two cars can not only get on at the passenger transport center, but also at the small department store and triangle square; Also, you can take No.58 bus, which starts at the old railway station and goes to Paitou town. The latest departure time is generally
17:30 or 18:00 in winter and 18:30 in summer!
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