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wholesale fashion jewelry distributors los angeles If the net currency can be used for general equivalent, or a spontaneous market behavior between the exchange only in a certain period of time and scope, even if it has the ability to buy similar currency -like reality, it may not necessarily cause much harm to the real economy. This is the blank area of current legislation and supervision, but some companies have attracted widespread attention after entering this field.
The international precedent for reference. For example, in just 5 years, the Harbao Interactive Community, which is popular in 17 countries, has been widely used. Even in e -commerce stores in some countries Choice of currency payment. Some domestic virtual currencies have been recognized by quite many netizens, and they are quite powerful in terms of circulation, the size of the company, and the reputation of the enterprise. For example, a cool coin issued by a company, users can buy it easily and quickly through fixed telephones, online banking, and Shenzhou Card, and can spend freely on the Internet; after selling goods and obtaining cool coins, merchants can also redeem the settlement with the company to achieve settlement and settlement. Essence It is precisely because of the two -way exchange of cool currency and RMB that after some companies lost the cool currency, the presentation documents presented were confirmed by the price department and were filed for a certain amount of RMB. A well -known domestic online game chess and card website launched a value -added consumption plan for users to use virtual gold coins to purchase various digital physical products. It is found that the price of buying with net currency is much more affordable than buying from the market.
Is when online games issue virtual currencies and make profits from it, it is easy to cause the virtual property depreciation of the virtual property bought by players and damage to their benefits. Inflation in the virtual world is unavoidable. Subjectively, the issuer does not have the motivation to control it. When the issuance of online currency can purchase actual assets, the "coinage tax" can be levied through excess issuance to make themselves profit. There are a large number of "counterfeit banknote manufacturers" in which they create virtual currencies through private server. With the flood of plug -ins, more and more currencies and props in the game have caused the rapid depreciation of virtual currencies. In addition, game companies cannot control the impact of the secondary trading market. Taking the winger of the main chess and card online games as an example, the purchasing power corresponding to its net currency has shrunk by nearly 40%within a year.
At present, my country's management of virtual currencies only allows real currencies to purchase virtual currencies in principle without allowing virtual currencies to convert to real currencies. However, the main business in China has exchanged game currency to RMB, formulated the "exchange rate table" of virtual currency to the RMB, and converted the actual value of various game currency. There is no essential difference between the exchange process and commercial banks. This will inevitably cause an impact on the financial system. It is estimated that the state will not take release and supervision in the short term to open this field. The original intention of issuing net currency was to deal with the difficulty of small payment, but the side effects brought far more than the benefits of solving this problem. Therefore, solving the problem of electronic payment is the fundamental method of salary at the bottom of the kettle. Prior to this, the relevant departments may strengthen supervision, restrict the purchase of products and services that can be purchased with RMB in the use of online currency, and gradually ban the business activities of online currency exchange for RMB.