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A South African perspective on the tax implications of virtual asset accumulation and transactions stemming from persistent virtual worlds

机译:南非对持续存在的虚拟世界中虚拟资产积累和交易的税收影响的观点

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摘要

Massively multiplayer online role-playing games are growing in popularity with millions of people participating in these persistent online environments on a daily basis. Accompanying the ever-increasing subscription numbers is an increase in real money trade transactions stemming from these game worlds. The research question to be addressed in this thesis is whether transactions stemming from virtual worlds have real-world taxation consequences. The goal of this research is to determine the taxability of virtual assets obtained in structured as well as unstructured virtual environments and to attempt to establish the differences between capital and revenue receipts in these virtual realms, taking into account the nature of a receipt. The general deduction formula is applied to establish the deductibility of expenditure incurred whilst participating in these virtual environments. Sundry matters such as Value-Added Tax, donations tax, the withholding tax on gambling gains and tax avoidance will also be addressed. The methodology adopted for the research could best be described as interpretative, aimed at analysing and interpreting the relationship between real world taxes and persistent virtual worlds and the transactions that stem from participation therein. The research is based purely on documentary evidence. After applying relevant tax legislation to virtual economies it became evident that merely because virtual assets only exist in virtual reality does not necessarily preclude them real world tax consequences. It was concluded, however, that it is not practical for the South African Revenue Service to monitor all virtual world transactions or for participant taxpayers to calculate the real world value of each and every asset acquired in-world. As a result, it was concluded that real world tax consequences should only be applied in situations where participants actually convert their virtual assets into real world currency.
机译:大型多人在线角色扮演游戏日益普及,每天有数百万人参与这些持久的在线环境。伴随着订阅数量的不断增加,源自这些游戏世界的真实货币交易也有所增加。本文要研究的研究问题是虚拟世界产生的交易是否会产生现实世界的税收后果。这项研究的目的是确定在结构化和非结构化虚拟环境中获得的虚拟资产的应纳税额,并尝试考虑这些收入的性质来确定这些虚拟领域中资本收入与收入收入之间的差异。一般扣除公式适用于确定参与这些虚拟环境时发生的支出的可扣除性。还将处理各种杂项,例如增值税,捐赠税,赌博收益的预扣税和避税。这项研究采用的方法最好是解释性的,旨在分析和解释现实世界税收与持久性虚拟世界之间的关系以及参与其中产生的交易。该研究纯粹基于文献证据。在将有关税收法规应用于虚拟经济体之后,很明显的是,仅因为虚拟资产仅存在于虚拟现实中,并不一定排除了它们在现实世界中产生的税收后果。但是,得出的结论是,南非税务局监视所有虚拟世界交易或参与纳税人计算世界上获得的每一项资产的真实价值都是不现实的。结果,得出的结论是,仅在参与者实际将其虚拟资产转换为现实世界货币的情况下,才应适用现实世界的税收后果。

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    Haupt Alexander;

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  • 年度 2012
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  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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