下面为大家整理一篇优秀的assignment代写范文- Virtual money,供大家参考学习,这篇论文讨论了虚拟货币。虚拟货币是信息化时代的产物,随着网络经济的发展而壮大,在网络经济活动中的作用越来越凸现出来。在互联网的发展中,虚拟货币很好地解决了小额支付的困境,便利了网络交易,但由于其自身的特性,其流通范围超出了网络企业的控制,具有了法定货币的部分职能。
Virtual currency is a new thing in the network economy. Its emergence has freed Internet users from the dilemma of trading virtual products. However, various problems have been exposed in the development of virtual currency, which must be highly valued by people. This paper first reveals the causes of virtual currency from the perspective of monetary history, and makes a complete definition of it, so as to explore the impact of virtual currency on the real economy and the existing problems.
Virtual currency is a product of the information age. With the development of network economy, it grows stronger and plays a more and more prominent role in network economic activities. Virtual currency solves the difficulty of small payments and facilitates online transactions. However, due to its own characteristics, its circulation scope is beyond the control of network enterprises and it has some functions of legal currency. Virtual currency this feature could bring huge influence to the real economy further development, and within the scope of our country and the world for the work of virtual currency legislation lagged behind the economic practice, and academic circles to the problem of related research is still in the primary stage of exploration, so further study of virtual currency issues related to contribute to China's leading information technology revolution, enhance the national competitiveness.
From the perspective of the global market, more and more Internet enterprises have issued their own virtual currency. One of the most famous Linden Dollar is the virtual currency in the online game Second Life. Linden Dollar can be exchanged with the us Dollar in both directions and has a floating exchange rate. Second Life has been developing continuously, and its huge economic potential has attracted the attention of many traditional industries. Switzerland has set up an embassy in Second Life, where some of the world's top 500 companies have moved in. Second Life connects the virtual world and the real world through the two-way exchange of linden coin and dollar. This phenomenon has even attracted the attention of WEF. Scholars worry that when the virtual economy and the real economy gradually integrate, a series of legal, social and moral problems will be caused. It can be seen that the virtual economy is growing and is closely linked with the real economy through exchange rate and increasingly significant influence.
At present, the famous domestic virtual currencies include tencent's Q currency, netease POPO currency, sina's U currency and so on, among which Q currency has the biggest influence. Qcoins are issued at the official price of 1:1 to the RMB and exchanged with the RMB in a one-way way to purchase various virtual products produced by tencent and even anti-virus software of other companies. While virtual currency brings convenience to consumers, it also brings huge benefits to Internet companies. For example, Internet value-added services accounted for 67.1 percent of tencent's total revenue in the middle of 2008, up 94 percent year on year, which can be inferred from the huge circulation of qcoin. At the present stage, the domestic virtual currency is issued and circulated by various network companies and cannot be exchanged with each other, which brings a lot of inconvenience to consumers and is not conducive to the development of network economy. The future development of virtual currency is bound to be unified. Baidu has tried to break down this barrier with relevant enterprises, trying to establish a circulation chain from RMB to various virtual currencies to baidu currency to virtual products. And baidu currency gradually became the general equivalent, and then created the virtual currency "central bank."
From the perspective of the development of network economy, virtual currency meets the demand of small amount payment, timely operation and information security of network economy. From the perspective of network enterprises, virtual currency satisfies the demand of network enterprises to attract customers and gain profits. Virtual currency plays an increasingly important role in the development of network enterprises. From the perspective of virtual product consumers, one is to meet the needs of consumers for a convenient and safe payment method to buy virtual products. Second, it follows the law of currency development. The continuous change of currency form from commodity currency, metal currency to paper money follows the law of decreasing transaction costs, which is also the historical process of people seeking to minimize transaction costs. The creation of virtual currency is in line with the law of the development of money, which reflects the desire of people to seek a cheaper medium of exchange after paper money and electronic money.
The initial virtual currency was completely generated and used in the virtual world of the Internet. It has no connection with the real economy and has no impact on the real economy and the circulation of RMB.
The high-energy virtual currency is different from the high-energy currency in the real world. High-energy virtual currency refers to the virtual currency purchased by the real legal currency and used for small payments, which has the characteristics of strong liquidity and wide circulation range, such as Q currency and baidu currency. The high-energy virtual currency here is still the virtual currency of the initial stage, only the rudiment of the currency. It is one-way exchange with legal currency, with means of payment, price scale and conditional means of storage. But its circulation is only limited to the website or game, and it cannot be freely circulated in the real sense. Because of its close connection with the real economy, it is the focus of this paper.
Hybrid virtual currency is a combination of the above two types of virtual currencies. At present, most virtual network currencies have the characteristics of the above two currencies. For example, in online games, players can either get rewards through various activities or buy prepaid CARDS with French COINS. Almost all online games and professional websites now use this hybrid virtual currency.
Virtual currency is a unity of value and value. Its essential attribute is commodity, which is independent from the field of virtual products and issued by non-financial institutions. It ACTS as a general equivalent form of exchange of virtual products and has certain monetary nature. Virtual currency is naturally endowed with the attribute of similar currency when it performs the function of value scale and means of circulation, especially when this function is enlarged to a certain extent. This attribute is incomplete and incomplete. At the moment, virtual money is more like money than real money, compared with electronic money.
At present, the development of our country's virtual currency has entered the erroneous zone of no government. Rules for virtual currency circulation are set by the publisher. Due to the limitation of enterprises' own ability, it is impossible for Internet enterprises to maintain the stability of the value of virtual currency and promote economic prosperity with the guarantee of strong financial resources like national governments.
As a result of marketing strategy, online enterprises will generally increase the issuance of virtual currency. There is no direct harm to companies themselves, but it threatens the otherwise stable official exchange rate between the virtual currency and the renminbi. When the supply of virtual currency exceeds the demand, the real depreciation will occur, causing losses to consumers and network enterprises.
The development of domestic third-party payment platforms provides a foundation for the construction of secondary trading market of virtual currency. Internet users take virtual currency to the secondary market for exchange or sale. At this time, the circulation of virtual currency exceeds the control of the publisher, making users have more flexible ways to obtain virtual currency. Users can buy from publishers and rely on third-party trading platforms to trade with other users. Through the third-party trading platform, the virtual currency has realized two-way exchange with the RMB.
Virtual currency has caused many problems in circulation. First of all, if users acquire virtual currency at a relatively low price through abnormal channels to purchase various virtual products provided by issuing enterprises, it will inevitably affect the normal operation of issuing enterprises. Second, it may become a tool for illegal crimes such as money laundering. In addition, the exchange between the virtual currency and the RMB has led to the increasing theft of citizens' virtual wealth by illegal elements, with adverse effects. Finally, the active transactions of virtual currency in the secondary market and other payment fields will impact China's real economy to a certain extent.
The borderless nature of the Internet can make virtual currency holders and publishers not in the same country. Second Life, for example, has many Chinese players. International hot money can make use of the anonymity, virtuality and borderless nature of virtual currency circulation to transform hot money into virtual currency and flow out of China. The borderless nature of the network makes speculative capital more powerful and easily leads to bubble economy.
Under the assumption of q-coins, international hot money can buy q-coins outside China, and exchange q-coins into RMB through a third-party trading platform within China, thus bringing international hot money into China. When the international hot money exits, it can buy Q currency with RMB in China, and then exchange it back into foreign currency through the foreign third party trading platform, so as to make the international hot money exit safely.
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