The first mode is the most traditional selling mode, which can include things in traditional department stores and massage services. This model is realized on the Internet as e-commerce and O2O. \x1d\\x1d\ The second mode is also considered as selling "goods", but the goods are a bit special, selling the right to use digital products. Originally it was the License mode of Windows, but now it is reflected in the service fees of IaasS, PaaS and SassS. Windows and Oracle are still in the License mode, but the cloud service has gone too far to charge only the service fee. \x1d\\x1d\ The third mode is to build a platform for division. This is obvious on websites like Qidian, where the author shares the income of paid subscription with Qidian. \x1d\\x1d\ The fourth mode is the advertising mode. This model is essentially equivalent to selling traffic. And advertising itself can be divided into three generations: the first generation is small advertising on telephone poles, portal advertisements and TV advertisements are all like this; The second generation is Google-style, providing related advertisements according to keywords; The third generation is people-based, and soft-text advertisements are of this kind. \x1d\\x1d\ The fifth type is selling value-added goods. The game and the crown of QQ are all in this mode. \x1d\\x1d\ The sixth is the virtual central bank model. This is special and needs to be said more. The difference between a central bank and a general bank is that it does not make money, but it makes money. In reality, the central bank can collect seigniorage by issuing more banknotes, but for the virtual world, this is a profit model. Imagine that as long as a virtual community is large enough, its virtual currency has a high exchange value, so the circulation is the money that can be earned.