The Revenue-Evil Curve: a different way to think about prioritizing public goods funding

Vitalik Buterin發佈於 2022-10-28更新於 2022-10-28

文章摘要

The Revenue-Evil Curve: a different way to think about prioritizing public goods funding.

The Revenue-Evil Curve: a different way to think about prioritizing public goods funding Public goods are an incredibly important topic in any large-scale ecosystem, but they are also one that is often surprisingly tricky to define. There is an economist definition of public goods - goods that are non-excludable and non-rivalrous, two technical terms that taken together mean that it's difficult to provide them through private property and market-based means. There is a layman's definition of public good: "anything that is good for the public". And there is a democracy enthusiast's definition of public good, which includes connotations of public participation in decision-making.
But more importantly, when the abstract category of non-excludable non-rivalrous public goods interacts with the real world, in almost any specific case there are all kinds of subtle edge cases that need to be treated differently. A park is a public good. But what if you add a $5 entrance fee? What if you fund it by auctioning off the right to have a statue of the winner in the park's central square? What if it's maintained by a semi-altruistic billionaire that enjoys the park for personal use, and designs the park around their personal use, but still leaves it open for anyone to visit?
This post will attempt to provide a different way of analyzing "hybrid" goods on the spectrum between private and public: the revenue-evil curve. We ask the question: what are the tradeoffs of different ways to monetize a given project, and how much good can be done by adding external subsidies to remove the pressure to monetize? This is far from a universal framework: it assumes a "mixed-economy" setting in a single monolithic "community" with a commercial market combined with subsidies from a central funder. But it can still tell us a lot about how to approach funding public goods in crypto communities, countries and many other real-world contexts today.
The traditional framework: excludability and rivalrousness
Let us start off by understanding how the usual economist lens views which projects are private vs public goods. Consider the following examples:

  • Alice owns 1000 ETH, and wants to sell it on the market.
  • Bob runs an airline, and sells tickets for a flight.
  • Charlie builds a bridge, and charges a toll to pay for it.
  • David makes and releases a podcast.
  • Eve makes and releases a song.
  • Fred invents a new and better cryptographic algorithm for making zero knowledge proofs.

We put these situations on a chart with two axes:

  • Rivalrousness: to what extent does one person enjoying the good reduce another person's ability to enjoy it?
  • Excludability: how difficult is it to prevent specific individuals, eg. those who do not pay, from enjoying the good?

Such a chart might look like this:

  • Alice's ETH is completely excludable (she has total power to choose who gets her coins), and crypto coins are rivalrous (if one person owns a particular coin, no one else owns that same coin)
  • Bob's plane tickets are excludable, but a tiny bit less rivalrous: there's a chance the plane won't be full.
  • Charlie's bridge is a bit less excludable than plain tickets, because adding a gate to verify payment of tolls takes extra effort (so Charlie can exclude but it's costly, both to him and to users), and its rivalrousness depends on whether the road is congested or not.
  • David's podcast and Eve's song are not rivalrous: one person listening to it does not interfere with another person doing the same. They're a little bit excludable, because you can make a paywall but people can circumvent the paywall.
  • And Fred's cryptographic algorithm is close to not excludable at all: it needs to be open-source for people to trust it, and if Fred tries to patent it, the target user base (open-source-loving crypto users) may well refuse to use the algorithm and even cancel him for it.

This is all a good and important analysis. Excludability tells us whether or not you can fund the project by charging a toll as a business model, and rivalrousness tells us whether exclusion is a tragic waste or if it's just an unavoidable property of the good in question that if one person gets it another does not. But if we look at some of the examples carefully, especially the digital examples, we start to see that it misses a very important issue: there are many business models available other than exclusion, and those business models have tradeoffs too.
Consider one particular case: David's podcast versus Eve's song. In practice, a huge number of podcasts are released mostly or completely freely, but songs are more often gated with licensing and copyright restrictions. To see why, we need only look at how these podcasts are funded: sponsorships. Podcasts typically find a few sponsors, and the host talks about the sponsors briefly at the start or middle of each episode. Sponsoring songs is harder: you can't suddenly start talking about how awesome Athletic Greens* are in the middle of a love song, because come on, it kills the vibe, man!
Can we get beyond focusing solely on exclusion, and talk about monetization and the harms of choosing different monetization more generally? Indeed we can, and this is exactly what the revenue/evil curve is about.
The revenue-evil curve, defined
The revenue-evil curve of a product is a two-dimensional curve that plots the answer to the following question:
How much harm would the product's creator have to inflict on their potential users and the wider community to earn $N of revenue to pay for building the product?

The word "evil" here is absolutely not meant to imply that no quantity of evil is acceptable, and that if you can't fund a project without commmitting evil you should not do it at all. Many projects make hard tradeoffs that hurt their customers and community in order to ensure sustainable funding, and often the value of the project existing at all greatly outweighs these harms. But nevertheless, the goal is to highlight that there is a tragic aspect to many monetization schemes, and public goods funding can provide value by giving existing projects a financial cushion that enables them to avoid such sacrifices.
Here is a rough attempt at plotting the revenue-evil curves of our six examples above:

  • For Alice, selling her ETH at market price is actually the most compassionate thing she could do. If she sells more cheaply, she will almost certainly create an on-chain gas war, trader HFT war, or other similarly value-destructive financial conflict between everyone trying to claim her coins the fastest. Selling above market price is not even an option: no one would buy.
  • For Bob, the socially-optimal price to sell at is the highest price at which all tickets get sold out. If Bob sells below that price, tickets will sell out quickly and some people will not be able to get seats at all even if they really need them (underpricing may have a few countervailing benefits by giving opportunities to poor people, but it is far from the most efficient way to achieve that goal). Bob could also sell above market price and potentially earn a higher profit at the cost of selling fewer seats and (from the god's-eye perspective) needlessly excluding people.
  • If Charlie's bridge and the road leading to it are uncongested, charging any toll at all imposes a burden and needlessly excludes drivers. If they are congested, low tolls help by reducing congestion and high tolls needlessly exclude people.
  • David's podcast can monetize to some extent without hurting listeners much by adding advertisements from sponsors. If pressure to monetize increases, David would have to adopt more and more intrusive forms of advertising, and truly maxing out on revenue would require paywalling the podcast, a high cost to potential listeners.
  • Eve is in the same position as David, but with fewer low-harm options (perhaps selling an NFT?). Especially in Eve's case, paywalling may well require actively participating in the legal apparatus of copyright enforcement and suing infringers, which carries further harms.
  • Fred has even fewer monetization options. He could patent it, or potentially do exotic things like auction off the right to choose parameters so that hardware manufacturers that favor particular values would bid on it. All options are high-cost.

What we see here is that there are actually many kinds of "evil" on the revenue-evil curve:

  • Traditional economic deadweight loss from exclusion: if a product is priced above marginal cost, mutually beneficial transactions that could have taken place do not take place
  • Race conditions: congestion, shortages and other costs from products being too cheap.
  • "Polluting" the product in ways that make it appealing to a sponsor, but is harmful to a (maybe small maybe large) degree to listeners.
  • Engaging in offensive actions through the legal system, which increases everyone's fear and need to spend money on lawyers, and has all kinds of hard-to-predict secondary chilling effects. This is particularly severe in the case of patenting.
  • Sacrificing on principles highly valued by the users, the community and even the people working on the project itself.

In many cases, this evil is very context-dependent. Patenting is both extremely harmful and ideologically offensive within the crypto space and software more broadly, but this is less true in industries building physical goods, where most people who realistically can create a derivative work of something patented are going to be large and well-organized enough to negotiate for a license, and capital costs mean that the need for monetization is much higher and hence maintaining purity is harder. Whether or not the possibility to "exclude" even exists depends on property rights.
But by talking about committing evil for the sake of earning revenue in general terms, we gain the ability to compare these situations against each other.
What does the revenue-evil curve tell us about funding prioritization?
Now, let's get back to the key question of why we care about what is a public good and what is not: funding prioritization. If we have a limited pool of capital that is dedicated to helping a community prosper, which things should we direct funding to? The revenue-evil curve graphic gives us a simple starting point for an answer: direct funds toward those projects where the slope of the revenue-evil curve is the steepest.
We should focus on projects where each $1 of subsidies, by reducing the pressure to monetize, most greatly reduces the evil that is unfortunately required to make the project possible. This gives us roughly this ranking:

  • Top of the line are "pure" public goods, because often there aren't any ways to monetize them at all, or if there are, the economic or moral costs of trying to monetize are extremely high.
  • Second priority is "naturally" public but monetizable goods that can be funded through commercial channels by tweaking them a bit, like songs or sponsorships to a podcast.
  • Third priority is non-commodity-like private goods where social welfare is already optimized by charging a fee, but where profit margins are high or more generally there are opportunities to "pollute" the product to increase revenue, eg. by keeping accompanying software closed-source or refusing to use standards, and subsidies could be used to push such projects to make more pro-social choices on the margin.

Notice that the excludability and rivalrousness framework usually outputs similar answers: focus on non-excludable and non-rivalrous goods first, excludable goods but non-rivalrous second, and excludable and partially rivalrous goods last - and excludable and rivalrous goods never (if you have capital left over, it's better to just give it out as a UBI). There is a rough approximate mapping between revenue/evil curves and excludability and rivalrousness: higher excludability means lower slope of the revenue/evil curve, and rivalrousness tells us whether the bottom of the revenue/evil curve is zero or nonzero. But the revenue/evil curve is a much more general tool, which allows us to talk about tradeoffs of monetization strategies that go far beyond exclusion.
One practical example of how this framework can be used to analyze decision-making is Wikimedia donations. I personally have never donated to Wikimedia, because I've always thought that they could and should fund themselves without relying on limited public-goods-funding capital by just adding a few advertisements, and this would be only a small cost to their user experience and neutrality. Wikipedia admins, however, disagree; they even have a wiki page listing their arguments why they disagree.
We can understand this disagreement as a dispute over revenue-evil curves: I think Wikimedia's revenue-evil curve has a low slope ("ads are not that bad"), and therefore they are low priority for my charity dollars; some other people think their revenue-evil curve has a high slope, and therefore they are high priority for their charity dollars.
Revenue-evil curves are an intellectual tool, NOT a good direct mechanism
One important conclusion that it is important NOT to take from this idea is that we should try to use revenue-evil curves directly as a way of prioritizing individual projects. There are severe constraints on our ability to do this because of limits to monitoring.
If this framework is widely used, projects would have an incentive to misrepresent their revenue-evil curves. Anyone charging a toll would have an incentive to come up with clever arguments to try to show that the world would be much better if the toll could be 20% lower, but because they're desperately under-budget, they just can't lower the toll without subsidies. Projects would have an incentive to be more evil in the short term, to attract subsidies that help them become less evil.
For these reasons, it is probably best to use the framework not as a way to allocate decisions directly, but to identify general principles for what kinds of projects to prioritize funding for. For example, the framework can be a valid way to determine how to prioritize whole industries or whole categories of goods. It can help you answer questions like: if a company is producing a public good, or is making pro-social but financially costly choices in the design of a not-quite-public good, do they deserve subsidies for that? But even here, it's better to treat revenue-evil curves as a mental tool, rather than attempting to precisely measure them and use them to make individual decisions.
Conclusions
Excludability and rivalrousness are important dimensions of a good, that have really important consequences for its ability to monetize itself, and for answering the question of how much harm can be averted by funding it out of some public pot. But especially once more complex projects enter the fray, these two dimensions quickly start to become insufficient for determining how to prioritize funding. Most things are not pure public goods: they are some hybrid in the middle, and there are many dimensions on which they could become more or less public that do not easily map to "exclusion".
Looking at the revenue-evil curve of a project gives us another way of measuring the statistic that really matters: how much harm can be averted by relieving a project of one dollar of monetization pressure? Sometimes, the gains from relieving monetization pressure are decisive: there just is no way to fund certain kinds of things through commercial channels, until you can find one single user that benefits from them enough to fund them unilaterally. Other times, commercial funding options exist, but have harmful side effects. Sometimes these effects are smaller, sometimes they are greater. Sometimes a small piece of an individual project has a clear tradeoff between pro-social choices and increasing monetization. And, still other times, projects just fund themselves, and there is no need to subsidize them - or at least, uncertainties and hidden information make it too hard to create a subsidy schedule that does more good than harm. It's always better to prioritize funding in order of greatest gains to smallest; and how far you can go depends on how much funding you have.


* I did not accept sponsorship money from Athletic Greens. But the podcaster Lex Fridman did. And no, I did not accept sponsorship money from Lex Fridman either. But maybe someone else did. Whatevs man, as long as we can keep getting podcasts funded so they can be free-to-listen without annoying people too much, it's all good, you know?

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什麼是 ETH 2.0

什麼是 ETH 3.0

ETH3.0 與 $eth 3.0:以深入分析以太坊的未來 介紹 在快速發展的加密貨幣和區塊鏈技術領域,ETH3.0,通常標記為 $eth 3.0,已成為一個備受關注和猜測的話題。該術語包含兩個主要概念,值得說明: 以太坊 3.0:這代表潛在的未來升級,旨在增強現有的以太坊區塊鏈的能力,特別集中於提高可擴展性和性能。ETH3.0 表情符號代幣:這個獨特的加密貨幣項目旨在利用以太坊區塊鏈創建一個以表情符號為中心的生態系統,促進加密貨幣社區的參與。 理解這些 ETH3.0 的方面不僅對加密愛好者至關重要,也對觀察數字空間中的更廣泛技術趨勢的人有所幫助。 什麼是 ETH3.0? 以太坊 3.0 以太坊 3.0 被認為是對已建立的以太坊網絡的擬議升級,自其誕生以來,它一直是許多去中心化應用程式(dApps)和智能合約的支柱。預想的增強主要集中於可擴展性——整合先進技術,如分片和零知識證明(zk-proofs)。這些技術創新旨在促進每秒交易數量的前所未有(TPS),潛在地達到數百萬筆,從而解決當前區塊鏈技術面臨的最重大限制之一。 這次改進不僅是技術性的,更是戰略性的;它旨在為以太坊網絡的普遍採用和未來的實用性做準備,因為該未來將面臨對去中心化解決方案日益增長的需求。 ETH3.0 表情符號代幣 與以太坊 3.0 不同,ETH3.0 表情符號代幣進入了一個更輕鬆和更具玩樂性的領域,通過將互聯網表情符號文化與加密貨幣動態相結合。該項目使用戶能夠在以太坊區塊鏈上購買、出售和交易表情符號,提供一個促進社區通過創造力和共同利益參與的平台。 ETH3.0 表情符號代幣旨在展示區塊鏈技術如何與數字文化交匯,創造出既有趣又具有經濟價值的使用案例。 誰是 ETH3.0 的創造者? 以太坊 3.0 對以太坊 3.0 的倡議主要由以太坊社區內的一個開發者和研究人員的聯盟推動,特別是包括 Justin Drake。他因對以太坊演變的見解和貢獻而聞名,Drake 在關於將以太坊轉變為新共識層的討論中是一個重要人物,這被稱為「Beam Chain」。 這種協作開發的方式標誌著以太坊 3.0 不是單一創造者的產品,而是集中精力促進區塊鏈技術進步的集體智慧的體現。 ETH3.0 表情符號代幣 關於 ETH3.0 表情符號代幣的創造者的詳細資料目前無法追溯。表情符號代幣的特性通常導致更分散和社區驅動的結構,這可以解釋為什麼缺乏具體的歸屬感。這與更廣泛的加密社區的精神相符,該社區的創新往往源於協作而非個人努力。 誰是 ETH3.0 的投資者? 以太坊 3.0 對以太坊 3.0 的支持主要來自以太坊基金會以及一個充滿熱情的開發者和投資者社區。這種基礎聯繫提供了相當程度的合法性,並增強了成功落實的前景,因為它利用了多年網絡運營建立的信任和可信度。 在快速變化的加密貨幣氣候中,社區支持在推動開發和採用中發揮了關鍵作用,將以太坊 3.0 置於未來區塊鏈進步的重要競爭者地位。 ETH3.0 表情符號代幣 雖然目前可用的來源並沒有明確提供支持 ETH3.0 表情符號代幣的投資機構或組織的具體信息,但這反映出表情符號代幣典型的資金模型,通常依賴於基層支持和社區參與。此類項目的投資者通常由因社區驅動的創新潛力以及在加密社區中發現的合作精神而受到激勵的個人組成。 ETH3.0 如何運作? 以太坊 3.0 以太坊 3.0 的區別特點在於其擬議的分片和零知識證明技術的實施。分片是一種將區塊鏈劃分為更小、更易管理的單元或「分片」的方法,這些分片能夠同時處理交易,而不是按序處理。這種處理的去中心化有助於避免擁堵,並確保即使在高負載下,網絡也能保持響應。 零知識證明(zk-proof)技術通過允許交易驗證而不揭示涉及的基本數據,增加了一層複雜性。這一方面不僅增強了隱私性,還提高了整個網絡的效率。還有討論將零知識以太坊虛擬機(zkEVM)納入此次升級,進一步擴大網絡的能力和實用性。 ETH3.0 表情符號代幣 ETH3.0 表情符號代幣通過利用表情符號文化的受歡迎程度而脫穎而出。它建立了一個市場,讓用戶參與表情符號交易,不僅僅是為了娛樂,也是為了潛在的經濟利益。通過整合質押、流動性供應和治理機制等特性,該項目營造了一種促進社區互動和參與的環境。 通過提供娛樂和經濟機會的獨特結合,ETH3.0 表情符號代幣旨在吸引多樣的觀眾,範圍從加密愛好者到隨便的表情符號愛好者。 ETH3.0 的時間表 以太坊 3.0 2024年11月11日:Justin Drake 暗示即將到來的 ETH 3.0 升級,重點是可擴展性改進。這一公告標誌著關於以太坊未來架構正式討論的開始。2024年11月12日:預期中的以太坊 3.0 提案將在曼谷的 Devcon 上公佈,為更廣泛的社區反饋和潛在的開發後續步驟奠定基礎。 ETH3.0 表情符號代幣 2024年3月21日:ETH3.0 表情符號代幣正式在 CoinMarketCap 上列出,標誌著其進入公眾加密領域,並增強了其基於表情符號的生態系統的可見性。 關鍵要點 總之,以太坊 3.0 代表了以太坊網絡內的重要演變,集中於通過先進技術克服可擴展性和性能的限制。其擬議的升級反映出對未來需求和可用性的主動應對。 另一方面,ETH3.0 表情符號代幣 encapsulates 加密貨幣領域中以社區為驅動文化的本質,利用表情符號文化來創建鼓勵用戶創造力和參與的平台。 理解 ETH3.0 和 $eth 3.0 的不同目的和功能對於任何對加密領域中正在進行的發展感興趣的人來說都是至關重要的。隨著這兩個倡議鋪展獨特的道路,它們共同凸顯了區塊鏈創新動態和多樣化的本質。

169 人學過發佈於 2024.04.04更新於 2024.12.03

什麼是 ETH 3.0

如何購買ETH

歡迎來到HTX.com!在這裡,購買Ethereum (ETH)變得簡單而便捷。跟隨我們的逐步指南,放心開始您的加密貨幣之旅。第一步:創建您的HTX帳戶使用您的 Email、手機號碼在HTX註冊一個免費帳戶。體驗無憂的註冊過程並解鎖所有平台功能。立即註冊第二步:前往買幣頁面,選擇您的支付方式信用卡/金融卡購買:使用您的Visa或Mastercard即時購買Ethereum (ETH)。餘額購買:使用您HTX帳戶餘額中的資金進行無縫交易。第三方購買:探索諸如Google Pay或Apple Pay等流行支付方式以增加便利性。C2C購買:在HTX平台上直接與其他用戶交易。HTX 場外交易 (OTC) 購買:為大量交易者提供個性化服務和競爭性匯率。第三步:存儲您的Ethereum (ETH)購買Ethereum (ETH)後,將其存儲在您的HTX帳戶中。您也可以透過區塊鏈轉帳將其發送到其他地址或者用於交易其他加密貨幣。第四步:交易Ethereum (ETH)在HTX的現貨市場輕鬆交易Ethereum (ETH)。前往您的帳戶,選擇交易對,執行交易,並即時監控。HTX為初學者和經驗豐富的交易者提供了友好的用戶體驗。

3.6k 人學過發佈於 2024.12.10更新於 2025.03.21

如何購買ETH

相關討論

歡迎來到 HTX 社群。在這裡,您可以了解最新的平台發展動態並獲得專業的市場意見。 以下是用戶對 ETH (ETH)幣價的意見。

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