Game account, props and equipment, game coins, virtual commemorative coins and so on are the common Internet equity transaction products. It is conservatively estimated that the scale of the Internet Equity Transaction Market is about one trillion Yuan. Among them, the scale of the most representative Online Game Business Market reached to 40 billion RMB in 2014.
2014 China Game Industrial Report released by GPC shows user number of China Game Market in 2014 reach to 517 million and the actual sales earning of game market is up to 11.448 billion RMB. The fast development of game market has driven the development of virtual business of the game aftermarket. The market share of China Game Virtual Transaction has reached to 40 billion RMB in 2014.
At present, 80% online game transaction is carried out in China, while the transaction course cannot get the support from the game developers because of C2C, the traditional online game virtual transaction mode. Most buyers can not make sure the source of goods, which is easy to result in controversies. Meanwhile, in the transaction procedures of numerous platforms, the consignment of game equipment and props is by manual, which will bring complex operations, bulky customer service system and high labor cost. Companies which participate in the online game virtual transaction are difficult to offer the tax receipt of upstream cost, which will disable the accounting of cost, earnings,profit, etc. Meanwhile, tens of thousands of related companies will be in gray status, which is not good for the standardization of the whole online game transaction market.