1 thought on “kb wholesale jewelry How do virtual currencies become popular?”

  1. wholesale gf jewelry In 1998, when Oscar's best supporting actress Wupi Goldburg became the main sponsor of FLOOZ, she hoped that FLOOZ would become a new online currency supplier. However, at that time, not many people believed that online currency could become a "popular" application and became valuable and valuable things that could truly exchanged money. However, this advanced vision is confirmed.
    If not counting electronic currencies, the development of online virtual currencies can be roughly divided into three categories: the first category is the familiar game currency. In the era of stand -alone games, the protagonist accumulate currency by defeating the enemy and winning money in the gambling hall. It can only be used in their own game consoles. The second category is a dedicated currency issued by the portal or instant messaging tool service provider, which is used to purchase services on this website. The most widely used is Tencent's Q coins, which can be used to buy value -added services such as membership qualifications and QQ shows. The third type of network virtual currency, like PayPal, issued a online currency that can be used for online shopping. Consumers make an application to the company, and they can convert the money in the bank account into Bibao currency -this is equivalent to bank card payment, but the service fee is much lower, and there is no need to consider the exchange rate in international transactions. At present, companies like Bao also have E? Gold, Cyber? Cash, E? Cash, etc. There has not been such companies in China, and its currencies have not been popularized.
    The virtual currencies mentioned in this section mainly refer to the second type of network virtual currency. Such virtual currencies are not real currencies, mainly used in games. Online virtual currency is issued by online game operation companies. Game users use the issuance currency to purchase directly or indirectly according to a certain percentage. It exists outside the game program, stores the servers provided by the game company with electromagnetic mode. Planting virtual exchange tools. Online game virtual currency is used to redeem the specified scope of the distribution enterprise and online game services within the specified time, which is manifested in the form of prepaid recharge cards, prepaid amounts or dot cards for online games.
    MST
    I. As a brand new currency form, the network virtual currency plays a pivotal role in the economic activity of intangible commodity in the network. There are five forms of network virtual currencies in our common network:
    Q coins. Q coins are a kind of "network virtual currency" circulating on QQ programs and Tencent's website. With the help of it, customers can get various toll services provided by Tencent. This is the most popular online virtual currency at present. At the same time, the value -added services that Q coins can buy are the most, and it has developed into a trend of hard currency in the network.
    Popo gold coins. It is a network virtual currency used in POPO when consumed. The biggest feature is that obtaining the way is different from other online virtual currencies. Netizens can only get Popo gold coins with Popo experience value. Participate in various activities held in POPO.
    Ilina crowds. On the website of Lianzhong World, it mainly uses Lianzhong to consume. Using Lianzhong Coin can obtain membership qualifications in Lianzhong World, and you can also obtain a wealth similar to game currency. This wealth can be used in Lianzhong games. In addition, Lianzhong Coin can be used to buy Lianzhong Xiu.
    u coin. U currency is a means of online virtual currency circulating on its website platform, which is a means to pay when enjoying various paid services provided by Sina Company. Using U coins can download various small games developed by Sina, you can also make exquisite greeting cards online to friends from afar, and so on.
    g coin. It is a network virtual currency used on the 17173 network platform. You can buy 17173 game services, read electronic books, enjoy high -speed download or online antivirus, etc.
    Crazy Q coins
    In increasing statistics, there are no less than ten types of online virtual currencies in the market. Currency, and most of them can be purchased with real currency. Virtual currency can not only pay online charging services, some can also pay mobile phone text messages, and even buy physical products online. Taking Q coins as an example, more than 200 million users. Industry insiders estimate that China's domestic Internet already has the size of the virtual currency market of billions of yuan per year and increases at a rate of 15%to 20%per year.
    In view of the popularity of QQ, the use of Q coins has even exceeded Tencent's original expectations. On the Internet, Q coins can be used to buy point cards, virtual items, and even some videos and software download services. With the expansion of Tencent's business, the "Q coin" effect is increasing. Whenever a user recharge, a new "Q coin" is generated, and these virtual currencies are "consumed" by purchasing Tencent's services. After the scale is expanded, various services are integrated horizontally, and Q coins become the circulation currency of the "Tencent virtual world".
    Q coins are listed alone because as their users are increasing, Q coins already have the characteristics of equivalent objects and generalization, which can not only be used to purchase Tencent's own services, but even can even be able to even be able to even be able to. In some online transactions that have nothing to do with Tencent, the seller can be accepted by the seller as a payment currency. The operation of virtual currency has become an important source of income for Tencent. According to its first quarter of the 2009 financial report, the income of Internet value -added services was 998.7 million yuan. The main revenue transaction medium was Q coins.
    Q coins have become "proxy currencies" that maintain a stable ratio with the RMB in the online game. The number of users and services are increasing, and the demand for Q coins has long been existed for a long time. Naturally, it makes it easy for users to be exchanged for RMB between users, forming a market that can be exchanged by users. Next, because the "exchange rate" of the tokens is constant and the exchange channels are quite smooth, the degree of generalization to the extent that can be directly purchased. In addition to Tencent, there are also many other Internet companies that provide similar virtual currencies that can be used for full payment, such as Shanda Coins, Baidu Coins, etc. Although these virtual currencies are not as generalized for the time being, their essence is the same.
    The impact on the economy
    As the service becomes richer and more demand, it is not only the RMB "purchase" or "exchange" into a virtual currency, but also uses it between users. Internet services earn virtual currency and reverse the "exchanges" into the trend of RMB.
    The use of Q coins can be exchanged for renminbi. It is no longer news. Generally, the ratio of Q coins to the RMB is 1: 1. To buy 1 Q coin, you need to pay 1 yuan. The increase in this trend has made the RMB and virtual currency began to be exchanged from the control of the issuer, and the purchase of realistic items directly with the virtual currency was used to affect the real economy. When a prepaid point card or account pre -deposit point (such as Q coins, Shanda coins, etc.) is recognized by users with a large number of users and as equivalent as some fields, if the issuance and price of this point card will be fully carried out by a company. If control, virtual currency will impact the legal currency and further impact the real economy.
    In modern financial systems, the issuer of the currency is generally central banks from various countries, and the central bank is responsible for managing and supervising currency operation. As an equivalent exchange for the Internet to replace real currency circulation, the network virtual currency is essentially no different from real currency. The difference is that the issuer is no longer a central bank, but a network company. If the development of virtual currencies has formed a unified market, each company can communicate with each other, or the integration of virtual currencies is unified, with the same standards and prices, then in a sense This is likely to have a threatening impact on the traditional financial system or economic operation.
    In March 2007, 14 ministries and commissions including the People's Bank of China, the Ministry of Public Security, and the Ministry of Capital Production jointly issued the "Notice on Further Strengthening the Management of Internet Cafe and Online Games" to make the issuance, use and circulation of virtual currencies correspondingly It is clear that the virtual currency issued by online game operation units cannot be used to purchase physical products, and can only be used to purchase virtual products and services provided by itself. In June 2009, the Ministry of Culture and the Ministry of Commerce issued the "Notice on Strengthening the Management of Virtual Currency Management of Online Games". This provision mainly regulates the currency of large community game companies such as Tencent and Shanda to prevent these virtual currencies from circulating and impact the country. Reality financial system.
    The integration with reality
    In addition to the online trading platform for pure transactions, online games are also reflecting the strong capabilities of its currency transactions. From QQ games, "Legend" to "World of Warcraft", "World "Paradise II", people are frequently adopted to complete various "work" in the form of currency transactions. With the increasingly improved trading system, the relationship between the virtual network world and the real society is getting closer and closer.
    In the use of virtual currency circulation, the main position is online game vouchers. According to the data of Irei consulting, the scale of my country's online game market in 2007 was 12.8 billion yuan. Compared with my country's total economic aggregate of RMB 24.6 trillion, the share of the virtual economy is small enough to be almost neglected. But under the premise of increasingly popular the Internet, virtual and reality are constantly integrating.
    It, in the case of virtual connection with reality, virtual currency has its real value. Virtual currencies are usually used to buy products and services provided by currency issuers (that is, service providers). These products and services are real. For example: use Tencent's Q coins to buy Tencent's QQ membership service.
    The virtual currency as the product of e -commerce began to play an increasingly important role. It is foreseeable that in the future life, it will definitely influence and change people's ideas and consumption habits in the future. In the future, the tertiary industry is different from the current service industry. Its development direction is the post -modern service industry, that is, the experience industry, that is, more personalized industries that meet the needs of spirit, culture, and entertainment development. Personalized virtual currency markets will guide people to experience "emotional consumption". In this context, the industrial foundation and industrial role of virtual currencies will reflect its special side.

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