Betting, Gaming and Money Laundering Risks - International

online gambling money laundering risks

online gambling money laundering risks - win

Money Laundering and Gambling Industry

There were over 2000 visits last week on moneylaundering - Let's raise a quick question and start a discussion about it.
What is your perception of Money Laundering in the Online Gambling Industry? Are the requirements too tough if compared to the real risk of Money Laundering? Is it fair for the Gambling companies to follow the same requirements of the financial institution?
Shoot your thoughts!
submitted by andtimoo to moneylaundering [link] [comments]

Lost a couple thousand on an online casino this last week and after logging into my bank account to assess the damage I realized all the charges were disguised through shell corporations and front businesses and I'm wondering if I can chargeback without legal repercussion???

I wont reveal the casino directly but for context it's based in the Caribbean and is owned by some Chinese conglomerate of sorts. It ranks highly online and multiple sources claim it's safe so I didn't question it's legitimacy especially since it's a professional looking site with nice graphics and live dealers and all. It wasn't until I deposited more money than I'd like to admit in increments and finally checked my bank account in despair after losing it all that I realized the payment processing was handled by multiple third party ecommerce businesses and the like. Not only that but a few of the charges were labeled as being sent to individuals directly with common sounding almost stereotypical Chinese names instead of businesses like "Zhou Wei" or "Hui Chang" One charge in particular was labeled as a website address for an Alibaba looking site that sells "mobile signal boosters" and was identified by google as "not secure" and warned me that I shouldn't enter any personal info as it could be compromised.
So this leads me to the inevitable question: Would it be safe for me to request chargebacks and claim partial fraud or even complete ignorance and let it play out? (Which would be ideal so i can recoup) Moral judgement and gambling addiction advice aside if it is the case that this casino is disguising itself from banks and using third party fronts in what I'm assuming to be a money laundering operation, would they risk revealing themselves and countering my banks investigation? And yes technically I did in fact authorize the payments to the casino and they have my name, home address, and ip if they do choose to counter but I never agreed to have my card details covertly ran through shell corporations and front businesses especially ones deemed illegitimate by google and not only that but i was charged a 5%-15% hidden fee on every transaction by the third parties. So for example what should of been a flat $500 deposit in exchange for the equivalent in casino credit came out to $547.32 unbeknownst to me and I was charged a foreign transaction fee on top of that. I don't want to get busted for chargeback fraud but if the casino itself is fraudulent (And also operated outside the USA on some small sketchy island nation run by criminals based in china) can I get away with it, moreover would it even be getting away with anything if I'm the victim here at least in part.
edit: From Oklahoma USA
submitted by Accomplished_Bad_669 to legaladvice [link] [comments]

TikTok’s Community Guidelines and this means they dont care if they dont get in trouble for it.

2 Parts here, second is down below. And you probably wont believe it or you already know about it and this proves it.
How TikTok is supporting our community through COVID-19
Community Guidelines
Introduction Violent extremism Hateful behavior Illegal activities and regulated goods Violent and graphic content Suicide, self-harm, and dangerous acts Harassment and bullying Adult nudity and sexual activities Minor safety Integrity and authenticity Platform security
Introduction
Last updated, December 2020
TikTok's mission is to inspire creativity and bring joy. We are building a global community where people can create and share, discover the world around them, and connect with others across the globe. As we grow, we are committed to maintaining a supportive environment for our community. Our Community Guidelines define a set of norms and common code of conduct for TikTok; they provide guidance on what is and is not allowed to make a welcoming space for everyone.
At TikTok, we prioritize safety, diversity, inclusion, and authenticity. We encourage creators to celebrate what makes them unique and viewers to engage in what inspires them; and we believe that a safe environment helps everyone express themselves openly. We deeply value the global nature of our community, and we strive to take into account the breadth of cultural norms where we operate. We also aim to cultivate an environment for genuine interactions by only allowing authentic content on TikTok.
Our Community Guidelines apply to everyone and to everything on TikTok. We proactively enforce them using a mix of technology and human moderation before content gets reported to us. We also encourage our community members to use the tools we provide on TikTok to report any content they believe violates our Community Guidelines.
We will remove any content – including video, audio, livestream, images, comments, and text – that violates our Community Guidelines. Individuals are notified of our decisions and can appeal if they believe no violation has occurred. We will suspend or ban accounts and/or devices that are involved in severe or repeated violations; we will consider information available on other platforms and offline in these decisions. When warranted, we will report the accounts to relevant legal authorities.
Our algorithms are designed with trust and safety in mind. For some content – such as spam, videos under review, or videos that could be considered upsetting or depict things that may be shocking to a general audience – we may reduce discoverability, including by redirecting search results or limiting distribution in the For You feed.
We recognize that some content that would normally be removed per our Community Guidelines could be in the public interest. Therefore, we may allow exceptions under certain circumstances, such as educational, documentary, scientific, or artistic content, satirical content, content in fictional settings, counterspeech, and content in the public interest that is newsworthy or otherwise enables individual expression on topics of social importance.
In consultation with relevant stakeholders, we update our Community Guidelines from time to time to evolve alongside new behaviors and risks, as part of our commitment to keeping TikTok a safe place for creativity and joy.
Violent extremism
We take a firm stance against enabling violence on or off TikTok. We do not allow people to use our platform to threaten or incite violence, or to promote dangerous individuals or organizations. When there is a threat to public safety or an account is used to promote or glorify off-platform violence, we may suspend or ban the account. When warranted, we will report threats to relevant legal authorities. To effectively protect our community, we may consider information available on other platforms and offline to identify violent and extremist individuals and organizations on our platform. If we find such individuals or organizations on TikTok, we will close their accounts.
Threats and incitement to violence
We consider incitement to violence as advocating for, directing, or encouraging other people to commit violence. We do not allow threats of violence or incitement to violence on our platform that may result in serious physical harm.
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Statements of intent to inflict physical injuries on an individual or a group Statements or imagery that encourage others to commit or that advocate for physical violence Conditional or aspirational statements that encourage other people to commit violence Calls to bring weapons to a location with the intent to intimidate or threaten an individual or group with violence Instructions on how to make or use weapons with an intent to incite violence Dangerous individuals and organizations
We do not allow individuals or organizations on our platform who promote or are engaged in violence. We remove such individuals and organizations, including mass murderers, serial killers and rapists, hate groups, criminal organizations, terrorist organizations, and other non-state armed groups that target civilians.
Terrorist organizations
Terrorists and terrorist organizations are non-state actors that threaten violence, use violence, and/or commit serious crimes (such as crimes against humanity) against civilian populations in pursuit of political, religious, ethnic, or ideological objectives.
Organized hate
Organized hate refers to those individuals and organizations who attack people based on protected characteristics, such as race, ethnicity, national origin, religion, caste, sexual orientation, sex, gender, gender identity, or immigration status. We consider attacks to include actions that incite violence or hatred, dehumanize individuals or groups, or embrace a hateful ideology.
Criminal organizations
Criminal organizations are transnational, national, or local groups that have engaged in serious crimes, including violent crimes (e.g., homicide, rape, robbery, assault), trafficking (e.g., human, organ, drug, weapons), kidnapping, financial crimes (e.g., extortion, blackmail, fraud, money laundering), or cybercrime.
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Content that praises, promotes, glorifies, or supports dangerous individuals and/or organizations Content that encourages participation in, or intends to recruit individuals to, dangerous organizations Content with names, symbols, logos, flags, slogans, uniforms, gestures, salutes, illustrations, portraits, songs, music, lyrics, or other objects meant to represent dangerous individuals and/or organizations
Hateful behavior
TikTok is a diverse and inclusive community that has no tolerance for discrimination. We do not permit content that contains hate speech or involves hateful behavior and we remove it from our platform. We suspend or ban accounts that engage in hate speech violations or which are associated with hate speech off the TikTok platform.
Attacks on the basis of protected attributes
We define hate speech or behavior as content that attacks, threatens, incites violence against, or otherwise dehumanizes an individual or a group on the basis of the following protected attributes:
Race Ethnicity National origin Religion Caste Sexual orientation Sex Gender Gender identity Serious disease Disability Immigration status Do not post, upload, stream, or share:
Hateful content related to an individual or group, including: claiming that they are physically, mentally, or morally inferior calling for or justifying violence against them claiming that they are criminals referring to them as animals, inanimate objects, or other non-human entities promoting or justifying exclusion, segregation, or discrimination against them Content that depicts harm inflicted upon an individual or a group on the basis of a protected attribute Slurs
Slurs are defined as derogatory terms that are intended to disparage an ethnicity, race, or any other protected attributes listed above. To minimize the spread of egregiously offensive terms, we remove all slurs from our platform, unless the terms are reappropriated, used self-referentially (e.g., in a song), or do not disparage.
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Content that uses or includes slurs Hateful ideology
Hateful ideologies are those that demonstrate clear hostility toward people because of their protected attributes. Hateful ideologies are incompatible with the inclusive and supportive community that our platform provides and we remove content that promotes them.
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Content that praises, promotes, glorifies, or supports any hateful ideology Content that contains names, symbols, logos, flags, slogans, uniforms, gestures, salutes, illustrations, portraits, songs, music, lyrics, or other objects related to a hateful ideology Content that denies well-documented and violent events have taken place affecting groups with protected attributes Claims of supremacy over a group of people with reference to other protected attributes Conspiracy theories used to justify hateful ideologies
Illegal activities and regulated goods
We work to ensure TikTok does not enable activities that violate laws or regulations. We prohibit the trade, sale, promotion, and use of certain regulated goods, as well as the depiction, promotion, or facilitation of criminal activities, including human exploitation. Content may be removed if it relates to activities or goods that are regulated or illegal in the majority of the region or world, even if the activities or goods in question are legal in the jurisdiction of posting.
Criminal activities
Criminal activities cover a wide spectrum of acts punishable by law, including theft, assault, human exploitation, counterfeiting, and other harmful behavior. To prevent such behavior from being normalized, imitated, or facilitated, we remove content that promotes or enables criminal activities.
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We do not allow the depiction, promotion, or trade of firearms, ammunition, firearm accessories, or explosive weapons. We also prohibit instructions on how to manufacture those weapons. Content as part of a museum's collection, carried by a police officer, in a military parade, or used in a safe and controlled environment such as a shooting range may be allowed.
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Content that depicts or promotes drugs, drug consumption, or encourages others to make, use, or trade drugs or other controlled substances Content that offers the purchase, sale, trade, or solicitation of drugs or other controlled substances, alcohol or tobacco products (including vaping products) Content that provides information on how to buy illegal or controlled substances Content that depicts or promotes the making of illicit alcohol products Content that depicts or promotes the misuse of legal substances, or instruction on how to make homemade substances, in an effort to become intoxicated Frauds and scams
We do not permit anyone to exploit our platform to take advantage of the trust of users and bring about financial or personal harm. We remove content that deceives people in order to gain an unlawful financial or personal advantage, including schemes to defraud individuals or steal assets.
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Content that depicts or promotes phishing Content that depicts or promotes Ponzi, multi-level marketing, or pyramid schemes Content that depicts or promotes investment schemes with promise of high returns, fixed betting, or any other types of scams Gambling
We do not allow content promoting gambling services, or that could be perceived as advertising for casinos, sports betting, or any other commercial gambling activity.
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Content that promotes casinos, sports betting, poker, lotteries, gambling-related software and apps, or other gambling services Privacy, personal data, and personally identifiable information (PII)
We do not allow content that violates the confidentiality of personal data or personally identifiable information (e.g., social security information). We remove content that depicts personal data or personally identifiable information (PII) from the platform.
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Content that contains personal data or personally identifiable information (PII)
Violent and graphic content
TikTok is a platform that celebrates creativity but not shock-value or violence. We do not allow content that is gratuitously shocking, graphic, sadistic, or gruesome or that promotes, normalizes, or glorifies extreme violence or suffering on our platform. When there is a threat to public safety, we suspend or ban the account and, when warranted, we will report it to relevant legal authorities.
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Content of humans that depicts: violent or graphic deaths or accidents dismembered, mutilated, charred, or burned human remains gore in which an open wound or injury is the core focus real-world physical violence, fighting, or torture Content of animals that depicts: the slaughter or other non-natural death of animals dismembered, mutilated, charred, or burned animal remains animal cruelty and gore
Suicide, self-harm, and dangerous acts
We care deeply about the health and well-being of the individuals that make up our community. We do not allow content depicting, promoting, normalizing, or glorifying activities that could lead to suicide, self-harm, or eating disorders. We also do not permit users to share content depicting them partaking in, or encouraging others to partake in, dangerous activities that may lead to serious injury or death.
However, we do support members of our community sharing their personal experiences with these issues in a safe way to raise awareness and find community support. We also encourage individuals who are struggling with thoughts of self-harm or suicide, or who know someone is seriously considering suicide, to immediately contact local emergency services or a suicide prevention hotline. In the event that our intervention could help a user who may be at risk of harming themselves, the TikTok team may also alert local emergency services.
Suicide
We remove content that displays suicide, suicidal ideation, or content that might encourage participation in other self-injurious behavior. We also remove content that depicts attempted suicide or content featuring a person engaging in behavior or intending to engage in behavior that is likely to lead to self-inflicted death. We prohibit any form of content that promotes, normalizes, or glorifies suicide, provides instructions for suicide, or posts that portray a suicide as heroic or honorable.
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Content that provides instructions for suicide Content that depicts, promotes, normalizes, or glorifies suicide Suicide games, dares, pacts, or hoaxes Self-harm and eating disorders
To avoid normalizing, encouraging, or triggering self-harm behavior, we do not allow imagery that depicts such behavior, regardless of the user's intention of posting it. We remove content that may encourage or normalize acts that are likely to lead to physical self-inflicted injury. Content that promotes eating habits that are likely to cause adverse health outcomes is also not allowed on the platform.
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Content that shows the potentially inappropriate use of dangerous tools, vehicles, or objects Content that depicts or promotes ingesting substances that are not meant for consumption or could lead to severe harm Dangerous games, dares, or stunts that might lead to injury
Harassment and bullying
We believe in an inclusive community and individualized expression without fear of abuse. We do not tolerate members of our community being shamed, bullied, or harassed. Abusive content or behavior can cause severe psychological distress and will be removed from our platform.
Abusive behavior
We remove all expressions of abuse, including threats or degrading statements intended to mock, humiliate, embarrass, intimidate, or hurt an individual. This prohibition extends to the use of TikTok features. To enable expression about matters of public interest, critical comments of public figures may be allowed; however, serious abusive behavior against public figures is prohibited.
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Content that insults another individual, or disparages an individual on the basis of attributes such as intellect, appearance, personality traits, or hygiene Content that encourages coordinated harassment Content that disparages victims of violent tragedies Content that uses TikTok interactive features (e.g., duet) to degrade others Content that depicts willful harm or intimidation, such as cyberstalking or trolling Content that wishes death, serious disease, or other serious harm on an individual or public figure Sexual harassment
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Content that threatens to reveal personal data or personally identifiable information (PII), including residential address, private email address, private phone number, bank statement, social security number, or passport number Threats of blackmail or hacking another individual's account Content that incites or encourages others to hack or reveal another person's account, personal data, or personally identifiable information (PII) An individual's account, personal data, or personally identifiable information for others to abuse, troll, or harass
Adult nudity and sexual activities
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Sexual exploitation
Sexual exploitation is defined as any actual or attempted abuse of a position of vulnerability, power, or trust for sexual purposes, including profiting monetarily, socially, or politically from the sexual exploitation of another. We do not permit sexually exploitative content.
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Content that depicts, solicits, promotes, normalizes, or glorifies non-consensual sexual acts or non-consensual touching, including rape and sexual assault Content that depicts, solicits, promotes, normalizes, or glorifies the sharing of non-consensual intimate imagery, including sexual images that are taken, created, or shared without consent Content that depicts, promotes, normalizes, or glorifies sexual violence Content that depicts, promotes, or glorifies sexual solicitation, including offering or asking for sexual partners, sexual chats or imagery, sexual services, premium sexual content, or sexcamming Nudity and sexual activity involving adults
Nudity and sexual activity include content that is overtly revealing of breasts, genitals, anus, or buttocks, or behaviors that mimic, imply, or display sex acts. We do not allow depictions, including digitally created or manipulated content, of nudity or sexual activity. We are mindful of content that may be offensive or culturally inappropriate in certain regions or may not be suitable for users of all ages.
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Minor safety
We are deeply committed to ensuring the safety of minors on our platform. We do not tolerate activities that perpetuate the abuse, harm, endangerment, or exploitation of minors on TikTok. Any content, including animation or digitally created or manipulated media, that depicts abuse, exploitation, or nudity of minors is a violation on our platform and will be removed when detected. When warranted, we report violative content to the National Center for Missing & Exploited Children (NCMEC) and/or other relevant legal authorities. TikTok considers a minor any person under the age of 18.
Users must meet the minimum age requirements to use TikTok, as stipulated in our Terms of Service. When underage account holders are identified, we will remove those accounts. Our platform is designed with the safety of minors in mind and some of our features are age restricted. Account holders who are under the age of 16 cannot use direct messaging or host a livestream; the age thresholds may be higher in some regions. Account holders who are under the age of 18 cannot send or receive gifts via our virtual gifting features.
Sexual exploitation of minors
Sexual exploitation of minors is defined as any abuse of a position of power or trust for sexual purposes, including profiting financially, socially, sexually, or politically from the exploitation of a minor. Child Sexual Abuse Material (CSAM) is defined as any visual depiction of sexually explicit nudity or conduct, whether captured by predatory adults, peers, or self-generated by minors. TikTok will take action on any content or accounts involving sexual interactions and advances between an adult and a minor, or between minors with a significant age difference.
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Content that shares, reshares, offers to trade or sell, or directs users off platform to obtain or distribute CSAM Content that engages with minors in a sexualized way, or otherwise sexualizes a minor (e.g., via product features like duets) Content that depicts, solicits, glorifies, or encourages child abuse imagery including nudity, sexualized minors, or sexual activity with minors Content that depicts, promotes, normalizes, or glorifies pedophilia or the sexual assault of a minor Content that revictimizes or capitalizes on minor victims of abuse by third party reshares or reenactments of assault or confessions Grooming behavior
Grooming behaviors are those in which an adult builds an emotional relationship with a minor in order to gain the minor's trust for the purposes of future or ongoing sexual contact, sexual abuse, trafficking, or other exploitation. These behaviors include: flattery, requests for contact on or off platform, requests for personal information, solicitation of minor sexual abuse material, sexual solicitations or comments, and gift-giving.
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Grooming advances Content that depicts, promotes, normalizes, or glorifies grooming behaviors Content that solicits real-world sexual contact between a minor and an adult or between minors with a significant age difference Content that displays or offers nudity to minors Any solicitation of nude imagery or sexual contact, through blackmail or other means of coercion Nudity and sexual activity involving minors
Nudity and sexual activity involving minors include content that is overtly revealing of breasts, genitals, anus, or buttocks, or behaviors that mimic, imply, or display sex acts involving minors. We do not allow the depiction, including digitally created or manipulated content, of nudity or sexual activity.
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Content that depicts or implies minor sexual activities including penetrative and non-penetrative sex, oral sex, or intimate kissing Content that depicts sexual arousal or sexual stimulation involving a minor Content that depicts a sexual fetish involving a minor Content that depicts exposed human genitalia, female nipples or areola, pubic regions, or buttocks of a minor Content that contains sexually explicit language depicting or describing a minor Content depicting a minor that contains sexually explicit song lyrics Content with sexually explicit dancing of a minor, including twerking, breast shaking, pelvic thrusting, or fondling the groin or breasts of oneself or another Content depicting a minor undressing Content depicting a minor in minimal clothing that is not situationally relevant to the location Sexualized comments, emojis, text, or other graphics used to veil or imply nudity or sexual activity of a minor Harmful activities by minors
Harmful minor activities include the possession or consumption of substances prohibited for minors, the misuse of legal substances, engagement in illegal activities, participation in activities, physical challenges, or dares that may threaten the well-being of minors. We remove any such content from our platform.
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Content that suggests, depicts, imitates, or promotes the possession or consumption of alcoholic beverages, tobacco, or drugs by a minor Content that offers instruction targeting minors on how to buy, sell, or trade alcohol, tobacco, or controlled substances Content that depicts or promotes activities that may jeopardize youth well-being, including physical challenges, dares, or stunts Physical and psychological harm of minors
Behaviors that place minors at risk of physical or psychological harm include physical abuse, neglect, endangerment, and psychological disparagement. We remove any such content from our platform.
Do not post, upload, stream, or share:
Content that depicts or promotes physical abuse, neglect, endangerment, or psychological disparagement of minors Content that depicts or promotes survivalist techniques without a warning asserting the hazards of replication Crimes against children
We do not allow users who have been convicted of crimes against children to have an account on our platform. These crimes include: sexual assault, molestation, murder, physical abuse or neglect, abduction, international parental kidnapping, trafficking, exploitation of minors for prostitution, live online sexual abuse of a minor, sexual exploitation of minors in the context of travel and tourism, attempts to obtain or distribute child sexual abuse material (CSAM), and the production, possession, or distribution of child sexual abuse material (CSAM). If we discover any such users, we ban the account. Any self-disclosed user information that states the account holder is a pedophile or minor sex offender will be taken at face value and the account may be deleted.
Integrity and authenticity
We believe that trust forms the foundation of our community. We do not allow activities that may undermine the integrity of our platform or the authenticity of our users. We remove content or accounts that involve spam or fake engagement, impersonation, misleading information that causes harm, or that violate any intellectual property rights.
Spam and fake engagement
Fake engagement includes any content or activity that seeks to artificially inflate popularity on the platform. We prohibit any attempts to manipulate the platform to increase interaction metrics.
Do not:
Share instructions on how to artificially increase views, likes, followers, shares, or comments Attempt to or engage in selling or buying views, likes, followers, shares, or comments Promote artificial traffic generation services Operate multiple TikTok accounts under false or fraudulent pretenses to distribute commercial spam Impersonation
We do not allow accounts that pose as another person or entity in a deceptive manner. When we confirm a report of impersonation, we will ask the user to revise the profile or suspend or ban the account. We do allow parody, commentary, or fan accounts, as long as the user indicates in the bio and username that it is fan, commentary, or parody and not affiliated with the subject of the account.
Do not:
Pose as another person or entity by using someone else's name, biographical details, or profile picture in a misleading manner Misinformation
Misinformation is defined as content that is inaccurate or false. While we encourage our community to have respectful conversations about subjects that matter to them, we do not permit misinformation that causes harm to individuals, our community, or the larger public regardless of intent.
Do not post, upload, stream, or share:
Misinformation that incites hate or prejudice Misinformation related to emergencies that induces panic Medical misinformation that can cause harm to an individual's physical health Content that misleads community members about elections or other civic processes Conspiratorial content that attacks a specific protected group or includes a violent call to action, or denies a violent or tragic event occurred Digital Forgeries (Synthetic Media or Manipulated Media) that mislead users by distorting the truth of events and cause harm to the subject of the video, other persons, or society Do not:
Engage in coordinated inauthentic behaviors (such as the creation of accounts) to exert influence and sway public opinion while misleading individuals and our community about the account's identity, location, or purpose Intellectual property violations
Copyright is a legal right that protects original works of authorship (e.g., music, videos) and original expression of an idea (e.g., the specific way a video or music is expressed or created), although does not protect underlying ideas or facts. A trademark is a word, symbol, slogan, design that identifies and distinguishes the source of a product or service. We encourage everyone to create and share original content. Content that infringes someone else's intellectual property rights is prohibited on our platform and will be removed if we become aware of it. The use of copyrighted work under certain circumstance, such as the fair use doctrine or other applicable laws, or the use of a trademark to reference, lawfully comment, criticize, parody, make a fan page, or review a product or service may not be considered a violation of our policies.
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Content that violates or infringes someone else's copyrights, trademarks, or other intellectual property rights
Platform security
Our policies prohibit any activities that undermine the security and reliability of the TikTok service:
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Part 2, they send you back to the TikTokers page and it goes around and around. They wont do anything unless it will get them in trouble, if they can get in trouble for it then they will step in. But only then.
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submitted by babygirlsonlydaddy to DumpZone4allBadApps [link] [comments]

Who can legally use Atari Token?

So the blockchain thing keeps coming up, but all the explanations are super vague and hand-wavey.
I looked-over those PDFs PowerDubs posted the other day. I still cannot figure out how this is even hypothetically supposed to work.
One proposed use is for a future online casino. Crypto casinos already exist, and they are shady. The largest bitcoin casino's CEO goes by the pseudonym "wetsuit". I assume he doesn't use his real name because of, you know, all the crime involved.
So what's Atari's plan? If Atari is selling a tool for transmitting money for gambling, this is a wire-fraud risk. If Americans try and use this token, Atari will have to function as a financial institute in compliance with US law. The obscure bank Atari has partnered with may or may not exist, but it won't hold up to scrutiny either way. Maybe some other countries are more lax about this, but a lot are even more strict. So who, exactly, will legally be allowed to use this token?
The other major purpose is for in-app purchases. If Atari lets users cash-out in-app currencies, this basically turns EVERY GAME into a gambling game. Game companies don't want to be fined for running money laundering operations, so they don't usually make it easy to cash-out in-app currency. "Blockchain" doesn't change this. If reputable companies don't want this, why would they work with Atari? Why would Atari even offer this?
There are other proposed uses as well. None of these ambitious plans amount to anything unless the token has some value in "fiat". Game industry workers still need to pay rent and buy groceries, wherever they live. Workers don't want to be payed in coupons they can only spend on overpriced app stores like RobotCache.
The whitepaper even says something about Atari Token helping people without internet access. Sure Jan. If Facebook couldn't figure this out with Libra, what hope does Atari have?
Again, who will legally be allowed to use this token for its proposed purpose? How does being on the blockchain actually benefit anyone?
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Star Citizen and the Economic Dream

Star Citizen and the Economic Dream
By: Arvan Carrick
Preface
There are a few things I want to clarify before the impending wall of text, one is that nothing I say is intended to offend or demean any staff at CIG, in fact when conducting my research I found many positives, so I will attempt to be critical where appropriate, and give praise where it is due. The second thing is for you, casual viewer! “Mr. Carrick, I’m just a humble space pirate, a diligent rock miner, and a patient farmer, I just want to blow things up and live out my second life as a peaceful space trucker!” Well, my energetic and dependable friend(s), my intent is to frame economic issues across a variety of conditions that apply to you, and make a case for how they can benefit players across all professions. There are going to be items I touch on that have already been spoken about by CIG staff, I am sure many of the themes here are already being acknowledged by CIG and my intention here is not to become the quintessential “armchair dev” but to start a community discussion about the direction of Star Citizen, and perhaps be humbled by developer response(s).
Section 1: Player Driven, AI Enabled Economy
This section is going to include a lot of economic terms, and some boring details, if this bores you then let me start by saying I prefer players to have all of the power and AI to take on an enabling or more background role. I promise the next section is more interesting!
During Citizencon 2948, there was a very interesting forum on the economy that broke down a variety of plans going forward with the project. The initial pitch was that Star Citizen was going to allow unprecedented “Complete Player Freedom” for economic simulation, based on Supply and Demand Economics. However…the proceeding thirty minutes were followed by discussion on a dynamic AI system that would adjust itself based on market conditions and player interactions. I admit, it was a very thorough presentation and many of the ideas were cool from a technical standpoint. My problem with many of the videos and posts put out by CIG is the lack of free enterprise given to players in the verse. The only mentions of player to player interactions during that forum concerned bounty hunting.
Let me explain, the “Panel: By Design” video talked about a dynamic, logical environment with consistent rules, alongside player freedom complemented by an AI system that auto balances the economy. If I understand correctly (feel free to correct me) the system will automatically balance prices on a universe wide scale based on a variety of player inputs. For example, if 10,000 miners decide they want to mine iron ore, the ore they dump into the market will lose value and the effect will ripple down the production line for anything involving the base material. This is a cool concept and actually happens in real life, however in real life we do not have an AI capable of balancing prices, if we did we would all be living in a socialist Utopia.
My first criticism is going to revolve around AI pricing controls and the direction the game is currently headed. My biggest issue, is players dumping material into an NPC market, and I have a couple reasons for this. Reason one: this creates currency inflation, even if the price is adjusted by an AI, it is still a case where players are printing money. I’ll use mining as an example here: if players mine 10,000 kg of copper and transport it to a station, sell it for 10,000 UEC, they have then effectively added 10,000 UEC to the economy. I’m sure CIG is aware of inflation, there are some smart guys working this project (don’t think I didn’t watch all your videos, you’re all wonderful!)
The standard MMO fix to inflation is money sinks, however these are historically bad forms of currency stabilization, and for the casual reader, please allow me to explain why. Inflation in-game is generally a bad thing, especially when the developer plans to sell in game currency for revenue. Inflation drives up the cost of entry into the game and breaks the USD/Euro trade for UEC model. Another problem I have with AI is that they could potentially make certain professions impossible or at least incredibly inefficient. A recent example is the changes to the Widow trading system in more recent patches. The payout for Widow is no longer profitable, therefore players do not engage in its sale because the risk/reward has not been calculated properly by the game system.
The next form of money printing I want to address is the current and planned mission system. I want to start off by saying that the planned mission system as mentioned in “Panel: by Design” video is brilliant. Calculating probabilities of encounters and causing NPC interaction is a clever way to populate the void of space, and create dynamic gameplay for solo players.
However, as I previously mentioned, missions and encounters are still a form of money printing, you complete a mission and get paid. If the money sink is higher than the payout for completing the mission, players will simply not do them, meaning all missions will be adding currency to the current pool, and creating inflation. This can be mitigated somewhat by raising the prices of constant services, maintenance and tax fees levied by the game such as insurance, protection, NPC hiring costs etc. but it is ultimately a patch on the bigger problem; more currency enters the game than currency that gets destroyed. If left unchecked, inflation will not only hurt the UEC store, but cause dedicated players to begin using different stores of value instead of the games denominated currency.
Here’s the part where I’m going to make my pitch. “But Mr. Carrick, you handsome but simpleminded buffoon, how can we even prevent this reality from happening?” and here’s my answer. The player market. Now jokes aside, I know this isn’t some revolutionary concept, and I’m sure there are many at CIG planning on making various different ways for players to make and produce goods (I think!). From all the videos I watched before writing, all the forum posts and official releases that I’ve read, CIG wants AI to be in complete control of the economy, being the input/output receiver for trade across the verse. Not only does this system not solve the inflation problem, but it drives up the incentives for players to break the AI, even if you ban players for manipulating bugs in the market, they will still do it. After all, during the reign of Stalin and under pain of death, corruption and money laundering were still incredibly pervasive.
My case for a player driven market hits on several points, I’m going to use several examples from EVE online so bear with me. EVE solves its currency problems in several ways, the main one being destruction of assets. The developers in EVE encourage and set up dynamic situations, and scarce resources to create conflicts that produce the destruction of assets. This is a huge money and resource sink because of the insurance payments, one of the well-designed NPC systems. The second, the in-game currency is tied to the USD/Euro via the PLEX system, this anchors the in-game currency to stable real world currencies, whether or not this is possible without a subscription system is debatable.
However, the king of currency stabilization is the way goods work in EVE. Goods in EVE go through a massive supply chain before getting to the end user, Ore is sold to refiners who sell to producers who sell to ship builders who sell to ship buyers. This process is repeated whether the product is weapons or ships, in each step of production, value is added and currency is extracted and destroyed via trade/station taxes. The other great thing about the player driven production market, currency is not being generated, only value. What does this even mean? In this entire chain of supply, currency is not being added to the economy, only taken out; this is possible because currency is being exchanged for a good, the seller receives currency and uses it to make additional trades for other goods.
Now, why is this a good thing? Several reasons, the main one being that the AI is not even required. From an economics standpoint in a total player driven market, the AI is not even needed, the need to regulate prices is removed because the players dictate the prices, and just like in real life, people ultimately determine value through their behavior, attempts to deny this have produced many examples and real world consequences.
That being said, I think the AI encounter mentioned is an incredible idea, I want to clarify that I am singularly being critical of price fixing AI and the limiting of player ability to produce goods. Ships sales might be the one point I might concede, due to the nature of them being produced by different manufacturers, however I might suggest that Star Citizen introduce a UEC sink from allowing players to borrow licenses or blueprints for ship production, thus creating a fee that destroys currency while taking on economic input from other player generated goods.
My argument in conclusion of this section prefers using AI to limit extreme market cornering behaviors, react to certain conditions and dynamic events like piracy and security that affect trade and create underlying factors that affect profitability. Similar to the role of government in a capitalist society, the regulations and rules should create a framework for private enterprise and production to flourish, not control prices and inputs. This philosophy obviously comes with gameplay additions and drawbacks, while I will mention later on in my writings. “But Arvan, you dashing but community oriented idealist, won’t this limit the single player experience, I have no friends and I don’t want to participate in any multiplayer markets.” Well my friend, the markets will also exist inside NPC and security controlled space, profitable ventures will exist for you even if you stay a lone wolf, but conditions will shift based on the needs of real players instead of arbitrary AI pricing schemes.
Section 2: Communities, Ambition, Scarcity, and the reality of technology.
I want to focus a little more on the psychology of why people play games here, and overlay some economic conditions that reinforce them. I’m obviously going to continue to advocate for a more player driven production economy, and mention several ships, systems and promises made to backers of Star Citizen; I’m also going to mention the cost of implementing an all-powerful AI, vs the cost of empowering players.
Gameplay loops are often derived from simple psychology, there are things that people respond to, like rewards for certain behaviors; if player “x” does “y” and receives “z” congratulations you’ve created a simple loop. People react to stimulus, they react even better when risk is involved. Take this example, people love to gamble, and someone will be much happier winning $100 after spending hours in a casino, rather than slaving away at a single corporate task for the equivalent value. Risk is fun, risk makes you feel alive and gets your blood pumping, if we aren’t building a game that makes you feel good, that doesn’t expose you to (albeit fake) risk, then what are we even doing? Sure there can be safe opportunities for value generation, but something like striking out on your own in a star system, establishing a base and using it to gather and produce goods, that is an incredibly risky endeavor, but also incredibly rewarding.
This brings me to my first big point, communities determine the longevity of an online game. I know this is obvious, but really think about what that means from a gameplay loop perspective. EVE (I know, I know) has persisted, even flourished because it arguably has the strongest community out of any online game ever, many players have been playing for literal decades. Why is this?
Because there are huge rewards for players to create their own goods, establish stations, and build empires. Communities thrive when they have something to strive for, if there are no empires to be built, communities will inevitably encounter stale and non-dynamic gameplay. A community driven game should reward community initiatives like building colonies on distant planets, finding ways to produce goods and services, and becoming economic production powerhouses.
My second big point? Player vs player content is free gameplay, it’s not something that needs to be developed, no scenarios need to be constructed, no NPC’s to add, no voice lines to record, and it’s all free. The only thing developers need to do is provide the tools to make it possible. I initially forgot and wrote Star Citizen off several years ago until the Pioneer concept was released. I thought to myself “wow, this game is headed in the right direction, now corporations will be empowered to strike out, claim legal and free land, extract resources…and man, they are talking about farming, building outpost modules, and producing goods!” This was an incredible pitch, not only this but the scarcity implied by the existence of data running professions and markets by allowing players to find valuable plots of land and sell them, inviting a huge amount of emergent gameplay.
I was quite dismayed the next year when how the market for this would be handled, fixing prices and time decay were fixed to scans, which in my personal opinion, should be directly valued by the player market. Players should decide how valuable pieces of land are, and the data times associated with them. I make this argument because land and value are speculative, an AI cannot easily determine player behavior or understand why a player might want a certain parcel, perhaps players just want a nice view…but how does an AI determine what a “nice view” is? They can’t, it’s impossible…understanding why a corporation might want land is an equally daunting task, an AI can only react to current market conditions instead of foreseeing possible future outcomes.
Regulation and price fixing takes out the mystery of exploration, and while I understand the intent is for the AI to dynamically adjust these things, I am personally critical and furthermore optimistic that players can determine these values without the need for the development cost associated with such an AI. Part of the psychological feel goods we get from online games is building wealth and influence, we love building civilizations, factories, produces goods and services and competing with each other. If there is little framework for competition, only cold AI to battle with, we are robbed of the challenges and drama that free choice creates, regardless of how intuitive the bots are.
I want to round off, or perhaps summarize my arguments here by concluding that organizations should be empowered to produce physical goods, on land they develop and build with, taking part in every step of the supply chain from resources extraction to factory production and eventual sale to other players. In a universe with scarce resources, situations should be developed to encourage competition between groups of large players.
I am not a programmer, so I don’t completely understand the limitations of server meshing in regards to getting lots of players in one area at a time. Every time I look for concrete answers to this, the issue seems largely skirted around. In a game with player driven markets and community empowerment, the incentive to engage in large battles increases tenfold. So it really begs the question; is an AI driven game a response to keep players away from each other because of the technical limitations of the game? Or is it independently developed for other reasons, and are fleet battles a real possibility. I feel that this is a valid concern going forward, and I know it’s definitely a point of concern with other members of the community.
Section 3: The Value of Labor & Specialization
I’m going to touch up on some things that have been previously promised by CIG, professions talked about, ships in production & the potential for specialization here. I’ve always had the feeling that the developers didn’t quite know what they were getting into when they launched certain concepts, most notably the Endeavor. I mean just think about the raw amount of gameplay promises tied to that one modular ship. We have science, let’s just think about the broad implications of editing or producing specialized items is?
Medical gameplay, something that has been a little more fleshed out, something I think is a well-conceived idea for fixing the respawning and healing aspect of a space game. Farming, which really seals the deal on adding a production aspect of gameplay; the ability to grow plants and change your yields based on multiple conditions, a tall order. There are a few more modules, but the underlying point I’m trying to make is that interactive, specialized gameplay has been promised, and there isn’t really any way out of it.
Now, why is all this extra development a good thing? Let’s think about longevity and legitimately good crafting systems. One of the all-time favorite crafting systems of any serious online gamer, or at least in their top 5 is probably the Star Wars Galaxies crafting system. SWG included a pretty brilliant system where every material had its own value, all ore was not created equal, and the value of player construction goods was far higher than anything provided by NPC’s because players could alter stats and create a variety of different outcomes for the same item. This resulted in crafting being an entire profession, each step had variables because crafting benches, extraction equipment, tools and the end good provided was unique to the method from each player.
This allowed certain clever players to become server-wide recognizable names, you could become “the pistol guy" because you made the best blasters in the verse. There is no reason these types of ideas cannot be applied in Star Citizen, it opens up the potential for individuals and corporations to become highly specialized in particular fields of item production and modification. It’s another player driven concept that only requires the initial system to be built, everything after that is free user generated content.
This idea, which has already been touched on can be applied to farming. In several design documents, player farming is mentioned to be controlled by in-game systems that are actively managed by players such as soil type, light etc. which is a brilliant move. Leaving decisions up to players is the apex of emergent gameplay, even an unbalanced game can create dynamic scenarios when players find innovative solutions. Another great thing about these types of mechanics, is that they create currency sinks by virtue of value.
What does this mean? Say you have a box of assorted materials worth 1000 UEC and a skilled player produces a first in class item worth 100,000 UEC after spending 5 hours of labor on it. Not only has a gameplay loop, reward and player driven interaction taken place, but no additional UEC has been added to the market, only the value of highly specialized goods. This process can additionally provide a pathway for clever end users to profit from people who buy UEC from CIG, meaning specialized players become the winners in such a transaction, if the have-nots are profiting from a technically pay to win system, instead of pay to winners only interacting with cold NPC’s, everybody becomes a winner instead of just the whales.
Section 4: Organization tools & opportunities for emergent gameplay.
I think I’ve run my course on pitching my market ideas and criticisms of the current direction, this is the final portion of my writing, and I want to talk about some future ideas, throw some darts at the wall and see if any stick for further discussion. During Citizencon 2948 Chris Roberts came out with some of the key points he thought would make Star Citizen an actual game instead of just a tech demo, one of them was the importance of organization systems. I was pretty happy to see that, in fact it’s probably the most important tool for community development. Empowering organizations with the tools to engage in emergent and NPC based gameplay. Here are some ideas I love, Chris Roberts mentioned organization missions, profit sharing initiatives and an actual “guild” system. I think that’s pretty brilliant, but I want to take things a few steps further! Stonks! No really, a stock market for in game organizations that functions in a similar way to the real world equities market.
“But…Mr. Carrick, you greedy and bourgeoisie sympathizing charlatan, what good would that do, and how would you even implement such a thing” And to that I have an answer! Well, at least a rough idea. Much in the way real world companies operate, a proprietary business in the real world has one owner, if an org owner in Star Citizen wished to maintain 100% control, they wouldn’t even have to participate in the system, and they could keep all the shares of their org assigned to the organization itself (or very greedy leaders might assign themselves) if they wished. Granting organizations the ability to assign shares to members (if kept private) can have multiple functions. One function could be payouts, or dividends, let’s say the organization has been deriving profits from a variety of Star Citizen activities and has a surplus of cash, money could be dealt to shareholders on a daily, weekly or monthly basis as a flat amount of UEC per share (game would calculate the percentage.)
Shares assignment can provide a wide array of benefits to organizations and players in such a way, for corporations it provides a recruiting tool (who doesn’t love money?) and a way to compensate management or top performers by assigning more shares, or incentivizing players to stay with the company by assigning additional shares on a time or participatory basis. For the players involved, owning part of a company is exciting, it can promote teamwork and also offer compensation for group play that might not otherwise be available. It insures competition among organizations for which one can provide the best benefits to its members as well.
“Now Arvan, you’ve told me about private shares, but that’s not really a market now is it buddy.” Here’s how a market can play into things, there already exists a trade overseer in Star Citizen Lore, so why not double them as a listing exchange? Allow corporations the ability to go public! Now, why should organizations go public, and why should people buy their stocks? Well, first off…stock trading is one of those great gameplay opportunities that is a zero sum game in terms of currency value, it doesn’t add currency to the game but instead encourages players to spend it in hopes of gaining a return. Corporations that provides a 1% return on a stock price of 100 UEC could be considered a good investment if scaled. This is another emergent opportunity that doesn’t require AI to maintain, and similar to real life, commission fees on trades can provide an additional currency sink for the game. Corporations looking to raise capital through stock sale can go public and players with excess capital can attempt to grow their wealth. A dynamic market would reward corporations would could provide adequate dividends for a return, driving up the price of their stock and allowing them to sell off more shares for capital raises, this in turn allows the players who already own the stock to experience an increase in value if the corporation does well, meaning it’s in everyone’s best interest for the corporation to profit.
This is just one of the simple (ish) ideas I have been playing around with, I’m sure the team at CIG is working on a great suite of tools to make organizations effective in the future, I thought I’d share my two cents on some (feature creep!) ideas I had.
After this mighty wall of text, it’s probably quite easy to tell that I’m not a huge fan of an AI driven economy, but rather a community and player driven economic system that is slightly held in check by underlying AI systems, but mostly influenced by the players. I do not agree with NPC’s buying items for several reasons, although I do not entirely disagree with AI providing gathering style fetch quests that still make single player experiences possible without selling to the market. I’m obviously a fan of empowering players in the real sense, and not the interacting with dead robots sense. I wholeheartedly encourage people to disagree with me, point out flaws in my ideas or criticisms and provide some honest discussions on where the community is headed on these types of issues. From what I can tell, many of these things are still in flux, and even after all these years they still exist in a concept phase instead of reality. This means individuals and communities have a voice, and influence on where things are going to go, I personally hope the community agrees with me that they should be empowered to make their own decisions, produce their own goods and services to create a true player based game instead of single player with friends.

edit: as per request, I'm updated the TL;DR a little more and adding a PS because there are some rather uninformed opinions on how simulated markets work.
TL;DR:
1) The economy should be player driven, but regulated at the fringes by an AI backbone, control of production should be given to players
2) Community driven games should build their mechanics around community activities, is an 100% AI driven economy possible...is it practical?
3) Crafting should be dynamic and unique, players should have the power to become hyper specialized in certain fields to produce time-value labor
4) Stonks.

PS: I wanted to write a little bit about how free market simulations worth, many...colorful responses (in reddit fashion!) are very, lets say averse to some of the terms I've used in this writing. Let me preface this by saying that in a free market, it is impossible to create prolonged manipulation for personal benefit. In a video game, there are no bribes, no politicians and no regulatory capture, unless an entity can control an item in its entirety, other players will always be able to punish them for attempting to corner the market. I realize there are lots of people under the impression that free markets ruin games, however the only reason I even reference EVE in this paper at all is because as far as I know, its the only legitimate market simulated game in existence, I've seen other games attempt to justify open markets but they ultimately have way too many static elements that break the input/outputs and have to rely on a series of price controls (like black desert) which only function within a set percentage range. I'm not entirely opposed to price controls if given a wide spread.

IGN: Arvan_Carrick
Reddit: Arvan_Carrick
Contact me through reddit or through RSI.com if you have any private questions for me! I’m currently deployed so I’ll try to answer them as best as possible! If you have criticisms, please be constructive and respectful to myself and each other!
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You could find slot games with completely different themes, together with fruit-themed slots, movie-based mostly slots, fantasy slots, fairy tale slots, adventurous slots, historical slots, and lots of other slot video games one would possibly think of. You will undoubtedly find a actual money slot recreation along with your favourite theme in one of many actual money casinos from our list.
submitted by angelica1912 to u/angelica1912 [link] [comments]

Is it possible? - China designing auditable – permission blockchain payment system. Can we discuss please how??

Recently People Bank of China (PBoC) said that it will keep a balance between users’ privacy and regulator need for an audit. Meaning users who transact in digital currency will have their anonymity preserved, just as the case with cash transactions. At the same time for regulators, it will provide just enough auditable information to combat money laundering, terrorist financing, tax evasion, online gambling transactions and financing criminal activities.
This was confusing for me that how it can be achieved unless it partially uses blockchain technology and still relies on the old centralized method. This open question made me put together pieces of the puzzle to figure out how this is even possible, what are they hiding, can anyone achieve auditable - permission blockchain.
Here is what I think is happening behind the scenes. Please feel free to share your thoughts:
Disclaimer: Since little is known about China’s digital currency design, this post is an Op-Ed.
User’s security will be the main focal point for PBoC which depends on one piece of information. An information user must protect and not loose: Private key. If the user loses the private key, s/he also loses all the assets. PBoC may greatly reduce the risk by using a simple idea: use more than one key to sign a transaction. A “multi-layer” arrangement known as the ‘Threshold signature scheme’ to protect the user’s private key. For example, requiring 2 out of 3 signatures to successfully sign a transaction.
In such an arrangement, each participant gets a separate private key for each user’s public-address. These participants could be – users themselves, Institutions, and auditors (or regulators). For ease of use, a mobile app will store the user’s private key and through biometric fingerprint sign the transactions. Note this mobile app is not a wallet, but more like an encrypted messaging app.
For users, the front-end interface would more or less look like a transaction app while in reality, it triggers an encrypted message. Each time the user initiates a transaction, the initiator’s institute receives the details of the transaction (like payee address, amount) in an encrypted message. A copy of this encrypted message is also saved in a private database 1 -‘Records’ for audit reference.
This strange relationship between Institute and user: As we know that China’s digital currency will be distributed by 7-8 institutes. Most of them are established financial institutions where their customers have already been through the KYC process. Therefore, any customer (user) from these institutes will use the provided mobile app to register, get added to database 2 – ‘White-list’ (explained later) and start initiating the transaction.
Now institutes with their set of private-key decode the message. Takes the information (like amount, recipient address, etc) and finds the receivers institute. Once found, the institution sends the currency to the receiver’s institution along with an encrypted message which adds the recipient’s address. This transaction between institutions happens in a real blockchain-based transaction system much like Bitcoin.
The receiving institution will look for the encrypted message and decrypt to know the recipient’s address. Then sends a confirmation message to the payee-payer and the mobile app syncs to reflect the new amount. Such an arrangement hides the payee-payer relationship as the public ledger only shows the institutions transacting with each other.
In addition to the above system, there might also be another private database 2 – ‘White-list’ to keep a record of all public addresses along with user identity associated with it. Before the institute processes the transaction, they may check the authenticity of the user in this database like KYC verified user, etc.
Now for audibility, auditors would refer to the private database 1 – ‘Records’. Each user will have an auditor assigned who can decrypt the message. Remember, the use of a threshold signature scheme. This auditor could be the third participant in this multi-layer arrangement who holds separate private-key associated with the user.
By coordinating with the respective institute, the auditors decrypt the transactions and check compliance of the user’s financial transaction. If a user is using the digital currency for illegal purposes, the authorities will lock-up his/her address by changing user status as ‘not valid’ in the database 2 – ‘White-list’.
So finally, here we have partial use of blockchain technology. What you think. Does it make sense or there could be another way of achieving complete blockchain based auditable-permissioned payment system?
submitted by Natural_Mountain to btc [link] [comments]

PSA – Identify shady betting sites

Hi Reddit,
With all the recent drama, I thought this would be a good time to explain how betting licences work, what this means for a customer and how you can decide if the company is “shady” or not. Most importantly, what recourse you have if you’re feeling wronged. Spoiler….if they’re Curacao “regulated” you’ve got none.
I’m speaking from experience, as someone who has founded a betting company and gone through the regulatory process in the UK. This post isn’t being made to justify or defend betting. However, I hope it does make the differences between all the various betting licences clearer.
Betting is (and should be) a highly regulated activity. This is because betting companies:
There are a number of different countries (also referred to as Jurisdictions) who offer online betting licences. However, not all licences are created equal.
For example, when going through the licensing process in a “top tier” jurisdiction (e.g. UK or Gibraltar) they:
The process is long and is only the beginning. After being granted a licence you need: to meet stringent criteria to ensure you’re maintaining your licence by keeping up with your responsibilities. It’s not easy and it’s expensive.
A number of “offshore” locations look to attract betting companies by being “light touch”, to varying degrees. Ultimately, what this means for the customer, is that less people are making sure the betting company is behaving itself. This is great for the betting company but riskier for the customer.
The list below is not extensive but covers the main countries you’ll see for esports betting sites.
Top Tier
Mid Tier
Questionable Tier
Comparing UK vs Curacao
If you have a complaint about a bet, some betting companies will sign up to "dispute resolution services" that act as an arbitrator between a betting company and a customer, if the customer doesn’t feel satisfied with the company’s decision. To be granted a UK Betting Licence, it is compulsory for the company to sign up to one of these services. For Curacao regulated businesses, there is no such thing.
Generally speaking, in top-tier jurisdictions the betting company isn’t only answerable to the betting regulator; there will be a number of other organisations they will work with to ensure they deliver the best experience for the customer. These include advertising regulators, sports integrity groups and businesses to support problem gamblers. Companies like the ASA (Advertising Standards Authority) make sure marketing material from betting companies aren’t misleading. For example, trying to indicate that betting is a way out of financial difficulties, or indicating making a bet is a “right of passage” to becoming a grown-up. Note: just because our advertising needs to be socially responsible doesn’t mean we can’t have fun X-).
When dealing with a “questionable”-tier jurisdiction, having a betting licence could literally be the equivalent of simply having a business in that country. The company will be able to get away with murder as they don’t have to answer to anyone. The odds are stacked against the customer.
I’m NOT saying all mid/low tier regulated businesses are shady, however, they would have made an active decision to get regulated where they are.
Why am I bothering to tell you this?
I would like to foster a community where betting isn’t demonized because of low information. There are numerous benefits to the scene in general by working with legitimate operators (and we’re one of them). Betting is often seen as taboo and as a result people don’t understand the implications of licences.
The betting company I started is BlinkPool.com.
My co-founder and I started building BlinkPool at the end of 2015. We’ve (finally) been granted a betting licence from UK Gambling Commission and launched this year. Check out the platform here.
18+ only. Winners know when to stop. BeGambleAware.org
TL:DR;
Some betting sites are shady, some aren’t. Looking at the betting licence is a good place to start to make sure you’re safe.
Gibraltar, UK and Malta are good. Curacao and Costa Rica aren’t so great.
BlinkPool is awesome and regulated in the UK. On BlinkPool you’re betting against other users NOT against “the house”. Check it out.
submitted by j_e_s_t_er to DotA2 [link] [comments]

The Who's Who of Burning Molka: A comprehensive list of the names involved

BURNING MOLKA ARCHIVE WIKI will contain all future updates for this listing.
This post was last updated on 190915 at 6:55PM KST
This is a compiled list of all the significant figures involved in the Burning Molka scandals. It is our attempt to make an easier-to-read breakdown that focuses on the Who's Who of these cases and what they did.

⚠ TRIGGER WARNING: This will be the only warning in this post. The contents of many of these stories and notes may be triggering. If you are sensitive to straightforward mentions of criminal activity, especially regarding sexual assault/rape, do not continue. ⚠

There are two primary threads to follow in this story. One thread is Burning Sun and the general club culture of Gangnam. This includes illegal activities (drug use and dealing, gambling, entry of minors, sexual assault, illegal hidden cameras set up to film sexual abuse, tax evasion, embezzlement) and police colluding to cover up and/or participate in these activities. The other is the celebrity members of chatrooms sharing molka (illegally filmed videos, especially sexually exploitative in nature). They are intertwined as they involve some of the same people.
The ever-growing web of these stories are happening concurrently with a widespread spy-cam (molka) epidemic (hidden cameras in hotel rooms, public restrooms, etc) as well as a feminist movement (#MeToo) where awareness is being raised of the patriarchal culture of South Korea, which has facilitated sexual harassment and abuse of women as a 'norm'.
Throughout all cases, there are authority figures (police, politicians, celebrities, chaebols) committing crimes. Due to their wealth, power, and the entrenched corruption of those that could bring them justice--they get away with it.
(190503 Expansion) The two primary threads of Burning Sun and molka-sharing chatrooms have split into a few further threads through the investigations. As it stands now, there are essentially five threads.
CedarBough T. Saeji wrote an excellent piece introducing these threads and the ways they are connected within the larger cultural context of South Korea. Highly recommended reading!
KOREA EXPOSÉ - South Korea’s Corruption, Exposed by the Burning Sun
 
(see footnote in comments about all the Kims and repetitious names)

Directly involved:

Victims speaking out:

Indirect connections:

Further investigations:

People on the case:

submitted by alleybetwixt to kpop [link] [comments]

Regulation and Crypto - How do we move forward?

With the growing trend of major centralised crypto exchanges dramatically changing their terms of service to exclude customers from the US (amongst others), there is still a belief among the community that the same forces will combine together on decentralised exchanges (DEX).
There are several reasons why this isn’t going to happen on the scale that is needed, and only compliant centralised crypto exchanges will emerge victorious.
Also, this is not the first-time offshore companies and P2P platforms have tangled with regulators, so I want to recap on a few of the correlations between past lawsuits and the current situation with crypto exchanges.

Online Poker

In 2006 the US passed the SAFE Port Act which contained the Unlawful Internet Gaming Enforcement Act of 2006 (UIGEA), ultimately this prohibited the online gaming sites performing any transactions with American Financial Institutions. While many of the operators closed its doors completely to US customers, a few operators including the two then largest (PokerStars & Full Tilt) continued in defiance waiting for the bill . As with exchanges, poker sites rely heavily on centralised traffic to get the volume that the leaders are famous for. PokerStars, operating from the Isle of Man, had assured users that it could continue operating under the advice of their lawyers. Poker, at this time was debatable whether it was in the scope of the legislation of the bill, although the DOJ openly disagreed. By 2010 the Justice Department had spent years hunting down and prosecuting those involved in processing U.S. payments for PokerStars and other offshore websites. Then in early 2011, known as BLACK FRIDAY, the justice department intervened decisively, freezing funds around the world. This included 75 bank accounts associated with the gambling firms, including Swiss accounts linked to PokerStars companies. A little more than a year after Black Friday, PokerStars paid $547 million to settle the Justice Department’s civil claims , without admitting wrongdoing or liability. As part of the deal, it promised to never again take U.S. poker players’ money and to ensure that then owner, and still a fugitive, Isai Scheinberg – was no longer directly involved in running the business.
What does this have to do with exchanges you ask?
Should an exchange be seen to be operating outside of a countries law, they may be offshore and not directly answerable to that country, but if they are deemed to be turning a blind eye to money laundering, bank fraud, violating security laws etc. then the funds are NOT safu. Even without the seizures, compliant operators could be forced not to deal with funds originating from non-compliant exchanges, DEX, mixers etc. so your FIAT ramps in your jurisdiction would be effectively nullified. Given that the world currently (and for the foreseeable future) operates primarily in FIAT. The possibility of this alone would severely limit the majority interest in using these services, and resulting in little volume.

P2P File Sharing vs DEXs

As with using a DEX, P2P file sharing attempts to circumnavigate laws and regulations by leaving the transaction in the hands of the users. In many places this system falls over because as with most DEX, P2P file sharing platforms largely rely on a central site/operator to maintain the network/database such as KickAss Torrents and Napster. These operators can be prosecuted on the basis that if they are deemed capable of supervising/controlling any infringements or whether they stand to benefit financially. Napster in this case was deemed to be financially benefiting purely on the basis that they were gaining users and it could be used to serve future business models. This ruling throws questions over the culpability of operators such as IDEX and BINANCE DEX as they have more of a direct financial interest in their operations by giving listings and taking fees like a regular exchange does. The SEC has already landed charges on the ETHERDELTA founder for operating an unregistered exchange in November 2018, albeit a DEX.
Yes, there are true P2P file sharing operators and true DEXs and they both suffer from similar issues. Primarily - speed, a true DEX cannot deliver the speed required for high volume assets and high frequency trading. Secondly, as a user of a P2P system you are not absolved of the laws regarding your transactions, you can still be prosecuted even if the operator can’t. The possibility of these two points alone will also severely limit the majority interest in using these services, and yet again less volume.
Using a DEX is also not a solution for the mainstream, while P2P file sharing was very widespread and common, people were happy to take the risk for a free mp3 or movie, it mainly served a different client base to the investor community. Any serious investor (retail or institutional) coming into the crypto space will not be willing to risk a portion of their portfolio on non-complaint exchanges as regulations continue to tighten.

The Resistance

There will be many that disagree with compliance, mainly those that have been in the space the longest. Like the internet, its no longer the playground it was back in the early 90s as user numbers started dramatically increasing, yet here we are using the same basic tools discussing a new one. This doesn't mean the end of DEXs and underground trading. I do however think that these will not be the places where the next major IEOs are taking place and where the high volume assets will be traded. For the crypto space to continue to push through to the mainstream and get new money coming into the space so BTC could reach new highs, changes are going to happen. The ideology of the past will have to adapt, and lets not forget how tainted it is with scams, as with the early days of the internet. Trusted central hubs have been formed over the years, although they are not all without fault, they serve a purpose and have also had to adapt.

The Future

The next generation of exchanges will undoubtedly be taking the market share of future trading alongside with crypto-fiat services. Coinbase are one of the few major exchanges that are looking safe in the current climate of compliance. New competition will drive down the fees as well so Coinbase will have to adapt to maintain its share in the US/Europe, as with in Europe, the launch of Eterbase with integrated IBAN banking will surely shake up the industry.
Exchanges that are currently side stepping compliance such as Binance, Gate.io, Huobi, and Kraken (although on May 15, 2018, Powell said that Kraken "would probably get registered as a broker dealer and then an ATS" with the SEC), will soon find themselves under more international pressure and possibly prosecution if they operate without due diligence in regulated markets.
Trade Safu.
submitted by opeku to CryptoMarkets [link] [comments]

Identity verification solution for e-commerce project?

I am launching e-commerce project (shop of prepaid cards), you will be able to buy prepaid cards (PayPal gift card, eBay gift card, PaySafeCard...) with credit card. Because my business model is very high risk (I also have to use identity verification because of money laundering risk and to comply with know your customer requirements) credit cards merchant (processor) suggested for me to use identity verification service to reduce chargeback rate from credit cards. My question: I need advice with which service I should sign the contract, main things for my company:
  1. Price
  2. Trustable service
  3. Time of user onboarding
  4. User onboarding success rate
  5. Customer support
After 3 weeks of research, calls witUh providers, I have shortlisted 3 top identity verification solutions:
Jumio USA based company, oldest identity verification company in the market. They have really big clients like AirBNB, Uber, local and international banks, seems they are really trustable services. Jumio sales guy contacted me only after 2 weeks...🤦‍♂️ really low sales support, I guess their customer support is the same. Price is $3 per transaction/verification, minimum I have to buy 10,000 verification, so to start working with these guys I have to pay $30,000🥺 I think the price for starting company is really too high...
iDenfy Lithuania based company, startup, launched only two years ago. Sales guys contacted me during the same day, I have to say brilliant sales support💪 I hope their customer support is the same... I haven't found much information about this company online, but sales guy said that they are working with national banks, specialised banks, financial, gambling, crypto companies but honestly I haven't found any well known brand in their clients list... Their price really charmed me, their minimum package is only $300 per month and you get for that 200 identifications ($1.5 per one identification), one more fantastic thing they are charging only for approved identify verification, they don't charge even if verification was fraudulent, so that means I only have to pay if user was onboarded successfully🤯. Brilliant! What about technology strength? Only two years in the market, are they trustable?
Onfido UK based company, in the market about 7 years. Very nice sales guy, he contacted me after 5 days, I have to say sales team doing better comparing with Jumio... About customer support, sales guy said that if you pay more you will get separate account manager, fair enough... About technology, they are using/developing their face recognition system with Microsoft, that sounds really impressive. They have clients like Revolut (one of biggest startups in UK), local banks (but they can not say which one because of NDA). Price is the same as Jumio, $3 per verification / transaction, minimum package is 10,000 verifications.
Guys, I just wanted to share experience after my research, would be great to hear your experience/advice/opinion which service is the best to use for clients on-boarding (identity verification).
submitted by mamurce to OnlineBusiness [link] [comments]

Problems in Faireum Gambling Industry

Problems in the Gambling Industry
Tax Smuggling and Money Laundering

Online gambling may not usually be in sync with local tax mechanisms and include risks of money laundering.

Security

Central systems cannot provide 100% security or have high fault tolerance.

High Price

The profit model of gambling platforms brings high fees for gambling operators.

Unfair Ratios

Platforms start to play with the Random Number Generator (RNG) by changing the parameters, making bets against the players.

Negative Social Reputation

Players have strong uncertainty and suspicion against counterparts in live games.

Lack of Security and Transparency

Centralized systems rarely make their resources public and make independent research difficult.

Web: https://www.faireum.io
submitted by hussnill to ICOAnalysis [link] [comments]

Faireum Solutions

Tax Evasion and Money Laundering
Online gambling can often be out-of-sync with local tax mechanisms and contains money laundering risks.
Security
Centralized systems cannot assure 100% security nor possess a high fault tolerance.
High fees
The profit model of gambling platforms makes high fees for gambling operators.
Unfair odds
Platforms stake the odds against players by tampering with the Random Number Generator (RNG) by modifying parameters.
Negative social reputation
Players have a strong feeling of uncertainty and doubt towards counterparties in live games.
Lack of Safety and Transparency
Centralized systems rarely divulge their resources to the public, making independent research difficult.
submitted by ifeakinola to ico [link] [comments]

Faireum Solutions

Tax Evasion and Money Laundering
Online gambling can often be out-of-sync with local tax mechanisms and contains money laundering risks.
Security
Centralized systems cannot assure 100% security nor possess a high fault tolerance.
High fees
The profit model of gambling platforms makes high fees for gambling operators.
Unfair odds
Platforms stake the odds against players by tampering with the Random Number Generator (RNG) by modifying parameters.
Negative social reputation
Players have a strong feeling of uncertainty and doubt towards counterparties in live games.
Lack of Safety and Transparency
Centralized systems rarely divulge their resources to the public, making independent research difficult.
submitted by SejeSejem to faireumofficial [link] [comments]

CRYPTOCURRENCY BITCOIN

CRYPTOCURRENCY BITCOIN
Bitcoin Table of contents expand: 1. What is Bitcoin? 2. Understanding Bitcoin 3. How Bitcoin Works 4. What's a Bitcoin Worth? 5. How Bitcoin Began 6. Who Invented Bitcoin? 7. Before Satoshi 8. Why Is Satoshi Anonymous? 9. The Suspects 10. Can Satoshi's Identity Be Proven? 11. Receiving Bitcoins As Payment 12. Working For Bitcoins 13. Bitcoin From Interest Payments 14. Bitcoins From Gambling 15. Investing in Bitcoins 16. Risks of Bitcoin Investing 17. Bitcoin Regulatory Risk 18. Security Risk of Bitcoins 19. Insurance Risk 20. Risk of Bitcoin Fraud 21. Market Risk 22. Bitcoin's Tax Risk What is Bitcoin?
Bitcoin is a digital currency created in January 2009. It follows the ideas set out in a white paper by the mysterious Satoshi Nakamoto, whose true identity is yet to be verified. Bitcoin offers the promise of lower transaction fees than traditional online payment mechanisms and is operated by a decentralized authority, unlike government-issued currencies.
There are no physical bitcoins, only balances kept on a public ledger in the cloud, that – along with all Bitcoin transactions – is verified by a massive amount of computing power. Bitcoins are not issued or backed by any banks or governments, nor are individual bitcoins valuable as a commodity. Despite it not being legal tender, Bitcoin charts high on popularity, and has triggered the launch of other virtual currencies collectively referred to as Altcoins.
Understanding Bitcoin Bitcoin is a type of cryptocurrency: Balances are kept using public and private "keys," which are long strings of numbers and letters linked through the mathematical encryption algorithm that was used to create them. The public key (comparable to a bank account number) serves as the address which is published to the world and to which others may send bitcoins. The private key (comparable to an ATM PIN) is meant to be a guarded secret and only used to authorize Bitcoin transmissions. Style notes: According to the official Bitcoin Foundation, the word "Bitcoin" is capitalized in the context of referring to the entity or concept, whereas "bitcoin" is written in the lower case when referring to a quantity of the currency (e.g. "I traded 20 bitcoin") or the units themselves. The plural form can be either "bitcoin" or "bitcoins."
How Bitcoin Works Bitcoin is one of the first digital currencies to use peer-to-peer technology to facilitate instant payments. The independent individuals and companies who own the governing computing power and participate in the Bitcoin network, also known as "miners," are motivated by rewards (the release of new bitcoin) and transaction fees paid in bitcoin. These miners can be thought of as the decentralized authority enforcing the credibility of the Bitcoin network. New bitcoin is being released to the miners at a fixed, but periodically declining rate, such that the total supply of bitcoins approaches 21 million. One bitcoin is divisible to eight decimal places (100 millionths of one bitcoin), and this smallest unit is referred to as a Satoshi. If necessary, and if the participating miners accept the change, Bitcoin could eventually be made divisible to even more decimal places. Bitcoin mining is the process through which bitcoins are released to come into circulation. Basically, it involves solving a computationally difficult puzzle to discover a new block, which is added to the blockchain and receiving a reward in the form of a few bitcoins. The block reward was 50 new bitcoins in 2009; it decreases every four years. As more and more bitcoins are created, the difficulty of the mining process – that is, the amount of computing power involved – increases. The mining difficulty began at 1.0 with Bitcoin's debut back in 2009; at the end of the year, it was only 1.18. As of February 2019, the mining difficulty is over 6.06 billion. Once, an ordinary desktop computer sufficed for the mining process; now, to combat the difficulty level, miners must use faster hardware like Application-Specific Integrated Circuits (ASIC), more advanced processing units like Graphic Processing Units (GPUs), etc.
What's a Bitcoin Worth? In 2017 alone, the price of Bitcoin rose from a little under $1,000 at the beginning of the year to close to $19,000, ending the year more than 1,400% higher. Bitcoin's price is also quite dependent on the size of its mining network since the larger the network is, the more difficult – and thus more costly – it is to produce new bitcoins. As a result, the price of bitcoin has to increase as its cost of production also rises. The Bitcoin mining network's aggregate power has more than tripled over the past twelve months.
How Bitcoin Began
Aug. 18, 2008: The domain name bitcoin.org is registered. Today, at least, this domain is "WhoisGuard Protected," meaning the identity of the person who registered it is not public information.
Oct. 31, 2008: Someone using the name Satoshi Nakamoto makes an announcement on The Cryptography Mailing list at metzdowd.com: "I've been working on a new electronic cash system that's fully peer-to-peer, with no trusted third party. The paper is available at http://www.bitcoin.org/bitcoin.pdf." This link leads to the now-famous white paper published on bitcoin.org entitled "Bitcoin: A Peer-to-Peer Electronic Cash System." This paper would become the Magna Carta for how Bitcoin operates today.
Jan. 3, 2009: The first Bitcoin block is mined, Block 0. This is also known as the "genesis block" and contains the text: "The Times 03/Jan/2009 Chancellor on brink of second bailout for banks," perhaps as proof that the block was mined on or after that date, and perhaps also as relevant political commentary.
Jan. 8, 2009: The first version of the Bitcoin software is announced on The Cryptography Mailing list.
Jan. 9, 2009: Block 1 is mined, and Bitcoin mining commences in earnest.
Who Invented Bitcoin?
No one knows. Not conclusively, at any rate. Satoshi Nakamoto is the name associated with the person or group of people who released the original Bitcoin white paper in 2008 and worked on the original Bitcoin software that was released in 2009. The Bitcoin protocol requires users to enter a birthday upon signup, and we know that an individual named Satoshi Nakamoto registered and put down April 5 as a birth date. And that's about it.
Before Satoshi
Though it is tempting to believe the media's spin that Satoshi Nakamoto is a solitary, quixotic genius who created Bitcoin out of thin air, such innovations do not happen in a vacuum. All major scientific discoveries, no matter how original-seeming, were built on previously existing research. There are precursors to Bitcoin: Adam Back’s Hashcash, invented in 1997, and subsequently Wei Dai’s b-money, Nick Szabo’s bit gold and Hal Finney’s Reusable Proof of Work. The Bitcoin white paper itself cites Hashcash and b-money, as well as various other works spanning several research fields.
Why Is Satoshi Anonymous?
There are two primary motivations for keeping Bitcoin's inventor keeping his or her or their identity secret. One is privacy. As Bitcoin has gained in popularity – becoming something of a worldwide phenomenon – Satoshi Nakamoto would likely garner a lot of attention from the media and from governments.
The other reason is safety. Looking at 2009 alone, 32,489 blocks were mined; at the then-reward rate of 50 BTC per block, the total payout in 2009 was 1,624,500 BTC, which at today’s prices is over $900 million. One may conclude that only Satoshi and perhaps a few other people were mining through 2009 and that they possess a majority of that $900 million worth of BTC. Someone in possession of that much BTC could become a target of criminals, especially since bitcoins are less like stocks and more like cash, where the private keys needed to authorize spending could be printed out and literally kept under a mattress. While it's likely the inventor of Bitcoin would take precautions to make any extortion-induced transfers traceable, remaining anonymous is a good way for Satoshi to limit exposure.
The Suspects
Numerous people have been suggested as possible Satoshi Nakamoto by major media outlets. Oct. 10, 2011, The New Yorker published an article speculating that Nakamoto might be Irish cryptography student Michael Clear or economic sociologist Vili Lehdonvirta. A day later, Fast Company suggested that Nakamoto could be a group of three people – Neal King, Vladimir Oksman and Charles Bry – who together appear on a patent related to secure communications that were filed two months before bitcoin.org was registered. A Vice article published in May 2013 added more suspects to the list, including Gavin Andresen, the Bitcoin project’s lead developer; Jed McCaleb, co-founder of now-defunct Bitcoin exchange Mt. Gox; and famed Japanese mathematician Shinichi Mochizuki.
In December 2013, Techcrunch published an interview with researcher Skye Grey who claimed textual analysis of published writings shows a link between Satoshi and bit-gold creator Nick Szabo. And perhaps most famously, in March 2014, Newsweek ran a cover article claiming that Satoshi is actually an individual named Satoshi Nakamoto – a 64-year-old Japanese-American engineer living in California. The list of suspects is long, and all the individuals deny being Satoshi.
Can Satoshi's Identity Be Proven?
It would seem even early collaborators on the project don’t have verifiable proof of Satoshi’s identity. To reveal conclusively who Satoshi Nakamoto is, a definitive link would need to be made between his/her activity with Bitcoin and his/her identity. That could come in the form of linking the party behind the domain registration of bitcoin.org, email and forum accounts used by Satoshi Nakamoto, or ownership of some portion of the earliest mined bitcoins. Even though the bitcoins Satoshi likely possesses are traceable on the blockchain, it seems he/she has yet to cash them out in a way that reveals his/her identity. If Satoshi were to move his/her bitcoins to an exchange today, this might attract attention, but it seems unlikely that a well-funded and successful exchange would betray a customer's privacy.
Receiving Bitcoins As Payment
Bitcoins can be accepted as a means of payment for products sold or services provided. If you have a brick and mortar store, just display a sign saying “Bitcoin Accepted Here” and many of your customers may well take you up on it; the transactions can be handled with the requisite hardware terminal or wallet address through QR codes and touch screen apps. An online business can easily accept bitcoins by just adding this payment option to the others it offers, like credit cards, PayPal, etc. Online payments will require a Bitcoin merchant tool (an external processor like Coinbase or BitPay).
Working For Bitcoins
Those who are self-employed can get paid for a job in bitcoins. There are several websites/job boards which are dedicated to the digital currency:
Work For Bitcoin brings together work seekers and prospective employers through its websiteCoinality features jobs – freelance, part-time and full-time – that offer payment in bitcoins, as well as Dogecoin and LitecoinJobs4Bitcoins, part of reddit.comBitGigs
Bitcoin From Interest Payments
Another interesting way (literally) to earn bitcoins is by lending them out and being repaid in the currency. Lending can take three forms – direct lending to someone you know; through a website which facilitates peer-to-peer transactions, pairing borrowers and lenders; or depositing bitcoins in a virtual bank that offers a certain interest rate for Bitcoin accounts. Some such sites are Bitbond, BitLendingClub, and BTCjam. Obviously, you should do due diligence on any third-party site.
Bitcoins From Gambling
It’s possible to play at casinos that cater to Bitcoin aficionados, with options like online lotteries, jackpots, spread betting, and other games. Of course, the pros and cons and risks that apply to any sort of gambling and betting endeavors are in force here too.
Investing in Bitcoins
There are many Bitcoin supporters who believe that digital currency is the future. Those who endorse it are of the view that it facilitates a much faster, no-fee payment system for transactions across the globe. Although it is not itself any backed by any government or central bank, bitcoin can be exchanged for traditional currencies; in fact, its exchange rate against the dollar attracts potential investors and traders interested in currency plays. Indeed, one of the primary reasons for the growth of digital currencies like Bitcoin is that they can act as an alternative to national fiat money and traditional commodities like gold.
In March 2014, the IRS stated that all virtual currencies, including bitcoins, would be taxed as property rather than currency. Gains or losses from bitcoins held as capital will be realized as capital gains or losses, while bitcoins held as inventory will incur ordinary gains or losses.
Like any other asset, the principle of buying low and selling high applies to bitcoins. The most popular way of amassing the currency is through buying on a Bitcoin exchange, but there are many other ways to earn and own bitcoins. Here are a few options which Bitcoin enthusiasts can explore.
Risks of Bitcoin Investing
Though Bitcoin was not designed as a normal equity investment (no shares have been issued), some speculative investors were drawn to the digital money after it appreciated rapidly in May 2011 and again in November 2013. Thus, many people purchase bitcoin for its investment value rather than as a medium of exchange.
However, their lack of guaranteed value and digital nature means the purchase and use of bitcoins carries several inherent risks. Many investor alerts have been issued by the Securities and Exchange Commission (SEC), the Financial Industry Regulatory Authority (FINRA), the Consumer Financial Protection Bureau (CFPB), and other agencies.
The concept of a virtual currency is still novel and, compared to traditional investments, Bitcoin doesn't have much of a long-term track record or history of credibility to back it. With their increasing use, bitcoins are becoming less experimental every day, of course; still, after eight years, they (like all digital currencies) remain in a development phase, still evolving. "It is pretty much the highest-risk, highest-return investment that you can possibly make,” says Barry Silbert, CEO of Digital Currency Group, which builds and invests in Bitcoin and blockchain companies.
Bitcoin Regulatory Risk
Investing money into Bitcoin in any of its many guises is not for the risk-averse. Bitcoins are a rival to government currency and may be used for black market transactions, money laundering, illegal activities or tax evasion. As a result, governments may seek to regulate, restrict or ban the use and sale of bitcoins, and some already have. Others are coming up with various rules. For example, in 2015, the New York State Department of Financial Services finalized regulations that would require companies dealing with the buy, sell, transfer or storage of bitcoins to record the identity of customers, have a compliance officer and maintain capital reserves. The transactions worth $10,000 or more will have to be recorded and reported.
Although more agencies will follow suit, issuing rules and guidelines, the lack of uniform regulations about bitcoins (and other virtual currency) raises questions over their longevity, liquidity, and universality.
Security Risk of Bitcoins
Bitcoin exchanges are entirely digital and, as with any virtual system, are at risk from hackers, malware and operational glitches. If a thief gains access to a Bitcoin owner's computer hard drive and steals his private encryption key, he could transfer the stolen Bitcoins to another account. (Users can prevent this only if bitcoins are stored on a computer which is not connected to the internet, or else by choosing to use a paper wallet – printing out the Bitcoin private keys and addresses, and not keeping them on a computer at all.) Hackers can also target Bitcoin exchanges, gaining access to thousands of accounts and digital wallets where bitcoins are stored. One especially notorious hacking incident took place in 2014, when Mt. Gox, a Bitcoin exchange in Japan, was forced to close down after millions of dollars worth of bitcoins were stolen.
This is particularly problematic once you remember that all Bitcoin transactions are permanent and irreversible. It's like dealing with cash: Any transaction carried out with bitcoins can only be reversed if the person who has received them refunds them. There is no third party or a payment processor, as in the case of a debit or credit card – hence, no source of protection or appeal if there is a problem.
Insurance Risk
Some investments are insured through the Securities Investor Protection Corporation. Normal bank accounts are insured through the Federal Deposit Insurance Corporation (FDIC) up to a certain amount depending on the jurisdiction. Bitcoin exchanges and Bitcoin accounts are not insured by any type of federal or government program.
Risk of Bitcoin Fraud
While Bitcoin uses private key encryption to verify owners and register transactions, fraudsters and scammers may attempt to sell false bitcoins. For instance, in July 2013, the SEC brought legal action against an operator of a Bitcoin-related Ponzi scheme.
Market Risk
Like with any investment, Bitcoin values can fluctuate. Indeed, the value of the currency has seen wild swings in price over its short existence. Subject to high volume buying and selling on exchanges, it has a high sensitivity to “news." According to the CFPB, the price of bitcoins fell by 61% in a single day in 2013, while the one-day price drop in 2014 has been as big as 80%.
If fewer people begin to accept Bitcoin as a currency, these digital units may lose value and could become worthless. There is already plenty of competition, and though Bitcoin has a huge lead over the other 100-odd digital currencies that have sprung up, thanks to its brand recognition and venture capital money, a technological break-through in the form of a better virtual coin is always a threat.
Bitcoin's Tax Risk
As bitcoin is ineligible to be included in any tax-advantaged retirement accounts, there are no good, legal options to shield investments from taxation.
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Related Terms
Satoshi
The satoshi is the smallest unit of the bitcoin cryptocurrency. It is named after Satoshi Nakamoto, the creator of the protocol used in block chains and the bitcoin cryptocurrency.
Chartalism Chartalism is a non-mainstream theory of money that emphasizes the impact of government policies and activities on the value of money.
Satoshi Nakamoto The name used by the unknown creator of the protocol used in the bitcoin cryptocurrency. Satoshi Nakamoto is closely-associated with blockchain technology.
Bitcoin Mining, Explained Breaking down everything you need to know about Bitcoin Mining, from Blockchain and Block Rewards to Proof-of-Work and Mining Pools.
Understanding Bitcoin Unlimited Bitcoin Unlimited is a proposed upgrade to Bitcoin Core that allows larger block sizes. The upgrade is designed to improve transaction speed through scale.
Blockchain Explained
A guide to help you understand what blockchain is and how it can be used by industries. You've probably encountered a definition like this: “blockchain is a distributed, decentralized, public ledger." But blockchain is easier to understand than it sounds.
Top 6 Books to Learn About Bitcoin About UsAdvertiseContactPrivacy PolicyTerms of UseCareers Investopedia is part of the Dotdash publishing family.The Balance Lifewire TripSavvy The Spruceand more
By Satoshi Nakamoto
Read it once, go read other crypto stuff, read it again… keep doing this until the whole document makes sense. It’ll take a while, but you’ll get there. This is the original whitepaper introducing and explaining Bitcoin, and there’s really nothing better out there to understand on the subject.
“What is needed is an electronic payment system based on cryptographic proof instead of trust, allowing any two willing parties to transact directly with each other without the need for a trusted third party

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online gambling money laundering risks video

How does money laundering work? - Delena D. Spann - YouTube Wire Transaction Red Flags & Anti-Money Laundering - YouTube Money Laundering 101 💰 How Criminals Use Bitcoin To Hide ... Anti-Money-Laundering, Counterterrorism Financing and ... What is Customer risk assessment in AML/KYC  How to perform Customer risk assessment in Bank/FI SGC 2020: AI for Anti-Money Laundering in Online Gambling ... CID chief: Money laundering suspects also involved in ... Illegal online gambling under the spotlight Meet the scammers breaking hearts and stealing billions ...

Managing money laundering risks continues to be a challenge for the gaming industry. Increasing and changing regulations, along with new gaming products further add to compliance challenges. For this reason, technology like Alessa gives casinos the ability to monitor patrons and their transactions. To learn more about how Alessa can assist with your compliance activities, The most straightforward answer is by taking the right steps to prevent money laundering. Following the Gambling Commission’s advice and making sure you comply with all relevant legislation – such as POCA and the Money Laundering Regulations – is the simplest way to go about this. Advice . It is essential that everyone in the gambling industry is familiar with the legislation, capable Throughout the past decade the problem has evolved into the online space and through various strategies criminals are still able to launder vast amounts of money successfully on online gambling sites. Throughout this article, we dive into this problem and explain what money laundering is, why casinos are easy targets, and how the problem is being mitigated. domestic implementation of anti-money laundering / combating the financing of terrorism (AML/CFT) measures. Data in the report was derived from members of the FATF, APG, other FSRBs and open sources. Online gaming and illegal gambling are beyond the scope of this study. Online Gambling and Money Laundering Risks: the Evidence . A Summary of Relevant Crime Risks KEY RISKS 1. Fraud 1. Against the Customer 2. Against the Card Issuer 3. Against the on-line Gambling Firm/State Monopoly 2. Money-laundering 1. Of the proceeds of on-line gambling frauds 2. Of the proceeds of other crimes which generate 1. Cash 2. Non-cash 3. The financing of terrorism and WMD Money laundering through online gambling is extremely similar to the standard process. If anything, it is harder to detect because using the money to have a few bets gives a convincing veneer of This article examines the recent updates in the anti-money laundering landscape of the gambling sector and anticipates what changes are on the horizon. In November 2020, the Gambling Commission released a compliance and enforcement report expressing concerns that some licensees’ money laundering and terrorism risk assessments, policies, procedures and controls were inadequate. In October, three online gambling providers were examined by the Gambling Commission. As a result, two of the gaming providers have new terms and conditions imposed on their licenses. All three operators needed to improve their anti-money laundering policies and procedures, and the actions of the Personal Management License (“PML”) holders Money laundering risks in each of the gambling sectors; Risk based approach, culture and governance; Assessing and mitigating money laundering risks; Practical AML in operation including customer due diligence and transaction monitoring; High value customer and politically exposed person risk and mitigation ; Request a copy of the full syllabus here (on the ICA website) ICT can also arrange in Recent developments and enforcement action taken within the gambling sector have highlighted the need for operators to carry out a robust assessment…

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How does money laundering work? - Delena D. Spann - YouTube

As money laundering risks increase, stronger controls are necessary. However, all categories of risk — whether low, medium or high — must be identified and mitigated by the application of ... Four Corners takes you inside the world of online scamming, as reporter Sean Rubinsztein-Dunlop meets teenagers running romance scams out of internet cafes i... Online Gambling came under the spotlight at the recently held National Gambling Conference. This as revenue generated by the legal gambling industry is increasingly being eroded by online and ... Charitos Charitou, fourth-year PhD student, Computer Science Department at City, University of London. #SGConline #SGC2020 Signup to our email list:http://complianceprep.com/youtubeGet started with our 100% Guaranteed to pass CAMS Prep Course:http://complianceprep.com/cams-prep-c... Bukit Aman CID director Comm Datuk Huzir Mohamed told reporters on Wednesday (Oct 21) that two money laundering suspects, Addy Kanna and Goh Leong Yeong, als... View full lesson: http://ed.ted.com/lessons/how-does-money-laundering-work-delena-d-spannMoney laundering is the term for any process that “cleans” illegally... How are criminals using bitcoin to launder money? How is money laundering with bitcoin different from traditional money laundering methods? Anti-Money-Laundering, Counterterrorism Financing and Financial Crime: The Critical Role of Financial Institutions and How It Affects YouTalk by Hue Dang ’92...

online gambling money laundering risks

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