virtual pet currency

①Is virtual currency and electronic currency the same concept?

Virtual currency and electronic currency are not the same concept.

Electronic money is defined as the exchange of a certain amount of cash or deposit from the issuer and obtaining data representing the same amount, by using some electronic method to transfer this data directly to the object of payment, thereby able to pay off debts. Electronic money is the traditional currency that consumers pay to the issuer of electronic money, and the issuer stores the legal currency equivalent to the traditional currency in electronic form in the electronic device held by the consumer.

Electronic money is the electronicization of legal tender, including our common bank cards, online banking, electronic cash, etc., as well as third-party payments developed in recent years, such as Alipay, Tenpay, etc. No matter what form these electronic currencies are and which institutions are circulated, their original source is the legal currency issued by the central bank.

But virtual currency is the electronic version of illegal currency, and its original issuer is not the central bank. For example, Tencent Q coins and other game coins, etc., such virtual currencies are mainly limited to circulation in a specific virtual environment. Bitcoin, which appeared later, solved the problems of decentralization and trust through blockchain technology, realized global circulation, and was sought after around the world. Electronic currency and virtual currency are collectively referred to as digital currency.

② What is G∪CS Coin?

Hello, the following is for your reference, I wish you happiness Received virtual currency. G coins can be used to buy flower seeds in the mobile phone QQ home, and can also buy mobile phone pets…

③ What is virtual property and what are the characteristics of virtual property

【Concept】 Virtual property refers to a narrow digital and non-materialized property form, which includes a series of information products such as online games, e-mails, and online paging. Including the characters formed in the virtual life for a long time, this is the virtual property that cannot be converted into the real life and the digital and non-materialized property forms in the narrow sense. It includes a series of information types such as online games, e-mails, and online paging. product. However, due to the current prevalence of online games, virtual property to a large extent refers to the property that exists in the online game space, including the level of game accounts, game currency, various equipment owned by game characters, etc. These virtual properties are subject to certain conditions. Can be converted into real property.
1. Objective immateriality. In reality, users only have the ownership or right to use a small part of the storage space on the online game or other forms of servers, and the data form recorded in these spaces only plays the role of the carrier. Virtual people and their equipment, currency, pets and other forms, and these virtual properties are obviously invisible and intangible, that is, they are virtual, in other words, they are objective and immaterial.
2. Disposability. The virtual property is made by players through hard leveling. “There is no sweat on the forehead”, and players can give these virtual properties as friendship acts or transfer them through various legal acts. This is not uncommon in reality. .
3. Limited space. The value of virtual property is reflected in a specific virtual architecture world environment, that is, a virtual environment constructed by operators using their servers. Assuming that the virtual property in this game exists in another online game, or another server, or other operators, as well as in real life, it has no value.
4. Limited time. With the end of the online game (the way of ending includes the bankruptcy of the operator or the attack of the operator’s server or the player’s voluntary abandonment), the virtual property also loses its value and meaning.
5. Limited quantity type. Equipment, pets and other virtual properties in online games are all programs written by developers. They are not an infinite number, but a limited number.
6. Can be modified. With the time and investment of players participating in online games, the relevant parameters of online game accounts change, which is the fun of online games and one of the reasons why they are rapidly popular all over the world.
7. Transactional. It is precisely because the relevant parameters of the account of the online game are changed, so it can be traded, transferred, and transferred, just like a house in real life, and the index of one ID is added to another ID through transfer.
8. Paying. This parameter is related to the money and time invested by the player. You can also increase the level by entrusting other players to level up, or you can directly purchase equipment from other players or obtain it directly from online games.
9. Metrics. Virtual property can be quantified. In reality, there are standards provided by operators, as well as self-defined standards for offline transactions. There are even many private websites that provide exchange rates between virtual currencies and real currencies.
10.��� Oneness. Those who are familiar with online game technology should know that each ID and equipment in an online game is unique, and even if it looks exactly the same equipment, its source code is different. [1]

④ What is the asking price for a virtual “pet cat”

Nowadays, many people have played the game of raising electronic pets. Now there is a new game of raising electronic pets, and the gameplay is completely different from the past. Although, this “cat” is not a “cat” in the real sense, but a small game called CryptoKitties, which is an “encrypted cat” based on Ethereum, also called “cloud raising cat”, but its popularity The degree is absolutely no less than any real cat of a precious breed.

One sold for $120,000, and within two weeks of its launch, 70,000 were traded.

The online edition of the British “Sunday Times” reported on the 10th, citing sales data from the CryptoKitties website, that since the game Since its launch 12 days ago, transactions of 70,000 CryptoKitties have been completed, with a transaction volume of more than 11 million US dollars, or about 72.82 million yuan.

News with pictures

This phenomenon has caused a lot of discussion. Some people think that this kind of electronic pet is not the first time to appear, this time it is only equipped with the concept of “blockchain”, and such a high price is just a bubble;

There are also views that from a certain In a sense, this game is the first large-scale application of blockchain in daily scenarios. The blockchain guarantees the irreplaceability of each cat and may have collectible value.

⑤ How to look at blockchain pets, is it the animal situation of virtual currency?

The recent daily transaction volume of all virtual currencies in the world is basically stable at the 3rd~5th place between bits.
You can check the transaction volume of the blockchain, which is ranked 3rd in the world at this moment, second only to Bitcoin and Ethereum.

⑥ The National Development and Reform Commission requires a comprehensive rectification of virtual currency mining behavior, what are the existing virtual currency

The National Development and Reform Commission requires a comprehensive rectification of virtual currency mining behavior, what are the existing virtual currency Woolen cloth? At present, what everyone is familiar with is Bitcoin

⑦ There are various virtual currencies on the market today, how should investors distinguish the true and false among them

Zhengran Silicon Algae mud is called mud because it is natural enough. High-quality diatom mud will have a slight earthy smell. When it encounters water, it will emit a smell similar to cement lime, without the smell of chemical products, and of course it cannot have any aroma.

⑧ After Dogecoin, Akita Inucoin, Shiba Inucoin, and Petcoin have all gone crazy. What do you think of these cryptocurrencies?

In fact, there are more More and more cryptocurrencies are showing a trend of explosive growth, which also makes more and more people optimistic. Many cryptocurrencies may be trusted by some people.

After Bitcoin has been favored by many people, more and more cryptocurrencies can appear in the market, and many people want to invest. After Dogecoin, Akita Inucoin, Shiba Inucoin, and Petcoin all went crazy. What do you think of these cryptocurrencies? For these cryptocurrencies, I have three main views:

1. I don’t think these cryptocurrencies are necessarily real.

Actually, in my opinion, I don’t think these cryptocurrencies are necessarily real, and they may also be misleading to us. And if we put too much faith in these cryptocurrencies, it is likely that we will not be able to have better investments, and it may also cause us to have more rules. I think we need to be rational about those cryptocurrencies and not be able to invest all of them.

The above is my opinion. Do you have any ideas?

⑨ The difference between the exchange of virtual items for fiat currency and the offline transactions of players selling them for cash

I. The ownership of online “virtual property” “Wealth” generally refers to the account (ID) of netizens and game players in online games and the accumulated “property” such as “currency”, “equipment” and “pets”. But do these online “virtual properties” count as private property? Is the property right of online “virtual property” protected by law? One view holds that “virtual property” is obtained by the player in the game, and its acquisition method and status are determined by the rules of the game and are part of the game content. Therefore, its ownership belongs to the operator, and the player only has the right to use it. Another point of view is that the “virtual property” is obtained by the player through his own efforts, and the operator only stores the data, so the ownership of these “virtual property” belongs to the player. The author agrees with the latter point of view. Although the “virtual property” is generated on the server of a specific game operator and can usually only be stored on the specific server, the generation and change of the “virtual property” are not controlled by the operator, but by the player. Consequences of specific actions when receiving carrier services.�The type and quantity of specific avatars and property are completely determined by the player’s own activities. The operator only provides the service of the game period and the corresponding storage work. Therefore, the ownership of “virtual property” should belong to the player, not the operator. The operator only saves these 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, identity, etc. obtained by the player in the game are completely virtual, only the content information in a specific game, like the score obtained in the game, itself does not have value. However, the author believes that online games are not as simple as traditional competitions. In online games, players can improve their level and obtain “virtual property” through specific behaviors within the scope of the game rules. These virtual identities and properties are not simply recorded data. and has a certain value. Today, when the network has penetrated into all aspects of social life, people can conduct business, consumption, creation and other activities through the network, and the data generated is generally considered to be valuable. Then the data of “virtual property” generated by online games is of course valuable. Moreover, the player’s “virtual property” not only has use value in the game, but also has become a tradable commodity due to the formation of demand. On major auction websites, virtual props and property in the game are often auctioned. Operators In order to open up the market to sell virtual props and properties to players, offline transactions between players have also developed rapidly, forming a certain scale, and even a profession of boosting level and then selling game accounts for profit. In this way, although the “virtual property” in the game often loses its meaning after the game is terminated, once it is generated, it has been independent and has a certain property value. According to Marxist economic theory, value is embodied by use value and measured by exchange value. However, weapons and equipment such as “helmets” and “battle armor” obtained by online game players through leveling or purchase are obtained by players with time, money and energy, and should be counted as labor income and belong to the scope of private property. This 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, and there are provisions on intangible property in the general principles of our civil law, so “virtual property” is also a form of property expression stipulated by law. 3. The legal basis for the legal protection of “virtual property” is lagging behind in this regard. In our country’s current laws, only the legal income, savings, houses and other legal properties of citizens are recognized, and there is no legal basis for “virtual property”. The legality of “virtual property” is clearly defined. The “Consumer Rights Protection Law” also does not provide for the data of “virtual property”, and players’ rights to virtual data do not belong to any of the nine consumer rights stipulated in the “Consumer Rights Protection Law”. , thus making the claim of “virtual property” fall into a kind of embarrassment that cannot be relied upon. But the author does not fully agree with this point of view. We should look at the content of property from a dynamic perspective. With the development of the economy and society, the content of property has expanded, and the means of enjoying property have become more abundant. Property is to be understood in terms of behavior, i.e. what you have the right to do, what you have the right to get, and that behavior can ultimately be measured in money. From this point of view, property has been expanded into a kind of equity. In the rich and colorful modern society, it is wrong to limit property to physical objects. In the “Civil Law” tutorial, property is also divided into three types, that is, one is static property, which is what is said in property rights, including ownership and so on. The second type is dynamic property, which is the property in the transaction. For example, when a contract is signed, you buy other people’s things and give them money. The property is the property in the transaction. The third type of property is intangible property, such as intellectual property rights. , patents, copyrights, and trademarks. These three are the three kinds of properties that are usually said in the world, so should there still be a kind of “virtual property” in the network now? I think it should be seen that it is also a kind of property, or the “virtual property” should be classified as one This kind of specific intangible property makes it legal under the existing laws when the online “virtual property” is violated or stolen, and will not cause the claim of the “virtual property” property rights to fall into an embarrassing situation. The author believes that “virtual property” has the following characteristics: (1) It can be modified. With the time and investment of players participating in the online game, the relevant parameters of the ID change. (2) Tradeable. It is precisely because these parameters can be modified that they can be traded, transferred, and transferred, just like trading houses in real life, making an ID through transfer.�� index is added to another ID. (3) linked to money. This parameter is related to the money and time invested by the player. You can either increase your level by entrusting other players to “level up”, or you can directly buy other players’ equipment, or you can get it from online games yourself. (4) It can be quantified. Transactions based on virtual property of online games are not conducive to the fair competition of online games, and are not a legal way to get rich as advocated by our socialist country, so they are considered illegal. But the value of online game-related equipment can still be quantified. Taking the game “Legend” as an example, if a beginner wants to “cultivate” to level 38, it will cost thousands of yuan in Internet access fees and game points, and a lot of time and effort. Therefore, it can be included in the protection category of civil law and is actionable. Throughout the world, it has become a trend to recognize online “virtual property” in legislation and judiciary. In South Korea, where online games are developed, the value of “virtual property” is clearly recognized in both legislation and judiciary, and it is stipulated that virtual characters and virtual items in online games have property value independent of service providers. The service provider only provides a place to store these private properties of game players, and has no right to modify or delete them arbitrarily. It can be seen that legally, the nature of this “virtual property” is not fundamentally different from the money stored in the bank account. my country’s Taiwan, Hong Kong and other regions have promulgated relevant laws, and there have been precedents for criminal judgments of infringing on online “virtual property”. And just recently, the relevant departments in Taiwan have made regulations to determine that “virtual property” and accounts in online games are “electromagnetic records” that exist on the server, and can be regarded as movable property in the crime of fraud and theft, and are regarded as part of private property. Stealing other people’s “virtual property” in online games will be regarded as a crime and punishable by up to 3 years in prison. 4. The legal protection of “virtual property” needs to be improved urgently. Judging from the current situation, the theft of “virtual property” of online game players basically does not reach the level of “Internet crime” stipulated in the new criminal law. There is also a blind spot for the concept of “property”. Although many experts agree to “rectify the name” of virtual property, experts also admit that even if the law can establish the legality of “virtual property”, if there is a lack of key operational rules, there are still some tests in the implementation. (1) How to measure the value of “virtual property”? As mentioned above, “virtual property” has long existed not only in the network, but also has a connection with the real currency. At this stage, there are two main ways of generating the price of “virtual property”. The first category is the official carrier price. Many operators have launched activities to sell virtual props and property in order to increase profits. For example, Sina packaged and sold virtual props and virtual properties to promote the online game “Paradise” it represents; UbiSoft also launched a preferential program when it represented “Magic Sword” in North America so that some players can obtain the passwords of certain hidden races in the game . The price of these “virtual properties” ranges from a few yuan to several hundred yuan. However, the price of the “virtual property” set by the operator is completely based on its own interests, and its level depends entirely on the operation and profit status of a specific game, as well as the operator’s marketing development strategy. Therefore, the price determined by the operator cannot be used as the standard for determining the value of “virtual property”. The other category is offline transactions between players, including offline transactions of “virtual properties” and game accounts. Offline transactions between players have the characteristics of disorder and instability, and have a strong emotional color. Taking “Legend” as an example, the offline transaction price of virtual props ranges from tens of yuan to several thousand yuan. There are also some players who spend thousands or even tens of thousands of dollars to buy higher-level accounts to get revenge in the game because they are frustrated in the game. Therefore, the offline transaction price between players cannot accurately describe the value of “virtual property”, nor can it be used as a standard for determining its value. (2) Difficulties in obtaining evidence for disputes over online “virtual property” Because under the current conditions, it is difficult for many games to determine whether the item is directly obtained by you. This method may still have some difficulties at present. First, the fraud of “virtual property” is difficult to obtain evidence. In real life, there are deposit slips for bank deposits and invoice credentials for shopping, but online, all electronic data are stored in the operator’s server. Once lost, it is difficult to retrieve , and there is no standardized legal basis, operators may not be willing to pay a large cost to provide relevant evidence for the guest room; second, it is also quite difficult to trace criminal suspects online. On the Internet, most players do not need to register with their real names. Even if a certain ID number is found, you do not know the real situation of the other party. (3) It is difficult to grasp the appropriateness of the evaluation and relief of “virtual property”. Players canIf the two players get married in the world and regard “virtual property” as family property, if the two players later get divorced and have disputes over how to distribute “virtual property”, will the court decide how to distribute “virtual property” for both parties? Online games can be played year after year. If a player with hundreds of millions of “virtual properties” dies, will the court directly incorporate these “virtual properties” into the inheritance and distribute them in the real world through inheritance procedures? Although the current legislation to protect online “virtual property” has some problems, whether in terms of technology or feasibility, it is urgent to formulate corresponding laws and regulations as soon as possible to effectively protect the virtual property rights and related rights and interests of the vast number of netizens . First of all, we should start with maintaining the legal property rights of netizens, and establish an effective management system to protect the virtual property rights of netizens. For example, a “tracking mechanism” should be established for online shopping, and the online tracking system should be improved, so that after the “virtual property” theft occurs, the relevant responsible person can be found in time, so that the responsibility can be checked. At present, the easiest and most feasible method is to use the relatively mature bank payment system. The network operator and the bank join forces. All payments are made through the bank. The legitimate rights and interests of “virtual property”.


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