Murder in Korea: Chinese National Killed While Trading Cryptocurrency
Wrench attacks are rising in the cryptocurrency space. Local reports state that a Chinese national was found dead in a luxury hotel in Jeju City, South Korea. The individual who was found dead was allegedly trading crypto while this happened.
The man, identified by Korean media as Mr. E, was found in his hotel room on February 24th with multiple stab wounds. Before this, an acquaintance reported that he could not contact the man, who went to the hotel to trade cryptocurrency.
Local authorities are currently investigating the case, and have already arrested four Chinese nationals that are suspected to have organized the crime. One of the perpetrators surrendered and others were arrested at other locations, including an airport and a hotel casino.
Reports indicated that besides murdering the trader, the assassin also ran away with nearly $59,000 belonging to the victim. However, it is still unclear if these funds were stolen in crypto or fiat.
No more details were shared by the local press as the local Jeju City police are currently investigating the details of the crime and the possible chain of events that led to the death of the victim.
This kind of crime linked to crypto, where attackers use violence or coercion, has been on the rise lately, with experts claiming this will become more common as crypto gets mainstream.
Another crime involving a kidnap and a crypto ransom was revealed this month when unsealed court records indicated that a family of four paid $15 million to be released in Chicago.
Read more: Grand Theft Crypto: Family Kidnapped for $15 Million Ransom in Chicago
Not even executives of crypto companies seem to be safe from these incidents. In January, Ledger co-founder David Balland was rescued after a two-day manhunt. Reports indicate the executive lost a finger that was sent along with a ransom note.
Read more: Ledger Co-Founder Kidnapped and Released After Intense Rescue Mission
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From Hollywood to Web3: the Future of Gaming Lies in IP Licensing | Opinion
Disclosure: The views and opinions expressed here belong solely to the author and do not represent the views and opinions of crypto.news’ editorial.
The web3 gaming industry has long been touted as a key driver for blockchain adoption, but web3 gaming itself needs new development ideas to remain attractive to both the existing user base and new web2 users.
You might also like: The gaming industry can finally solve its biggest problem | Opinion
One potential step for blockchain-based gaming could be the source traditional gaming once explored—movies. Taking movies to gaming used to be a powerful and time-proven formula: think about Dune, Robocop, The Matrix, Spider-Man, The Lord of the Rings… Yet, despite the explosive growth of web3, this powerful connection remains largely unexplored by both blockchain gaming projects and the film industry.
The gap between studios and game developers must be bridged once again. This time—with new frontiers for fan engagement, interactive storytelling, and next-gen gaming economies—with web3.
And this synergy is something that the movie industry needs back as well. Amid the rise of streaming and the post-COVID-19 decline in cinema-goers, the industry’s revenue model has shifted to alternative sources like merch, licensing, and integration. Bringing IP licensing to web3 gaming is a win-win-win strategy: millions of new users into the users for blockchain, revitalized interest in gaming, and an additional revenue source for movie studios.
Integration in gaming is not a novel concept—think about all the digital concerts and brand placement in Fortnite or Roblox, the game that effectively became a metaverse of its own. From Netflix opening its playable worlds in Roblox to Marvel Rivals solidifying its position in Steam’s Top 3, such titles have been extremely successful in merging cinema and gaming. Taking the traction and revenue generation just one step further is an intuitive concept, but it’s complicated by licensing.
Licensing IP is still a major roadblock
Licensing IP for games has always been a slow, costly, and opaque process. Traditional licensing is a multi-stage negotiation game: from accumulating reputation and establishing a lasting relationship to navigating the nuances of cross-jurisdictional complex contracts. Despite the obvious mutual benefits, this IP licensing still remains a bespoke procedure with extreme barriers to entry. The World Intellectual Property Organization attempts to standardize intellectual property usage, but its guidance is limited by the lack of enforcement practices. Even the well-examined and regulated jurisdictions fail to address the fringe copyright violation cases. What is to be said of developing regulations and ambiguous contract interpretations?
Putting implementation vagueness aside, even straightforward and universally understood contracts remain a bane: prolonged negotiations significantly delay the products’ time to market, and the legal and administrative fees cut into the profits for both studios and developers. Disputes over revenue sharing and rights management, capped royalty payments, advertisement — the list can go on and on.
Can blockchain help?
Theoretically speaking, blockchain can easily solve these pain points. From standardized audited smart-contract licensing to immutable and transparent revenue tracking and automated payments, monetizing intellectual property becomes simple when taken on-chain. Think about unlocking the administrative resource that is currently chained by the necessity for constant supervision—isn’t this efficiency optimization in pure form?
The problem is that while the technology is ready, the regulatory environment is lagging behind. Yes, blockchain will eventually become the readily available solution for streamlining intellectual property management, but only when the entire legal system is overhauled to support it. This also requires a global enforcement system and a set of court precedents in major jurisdictions as a foundational interpretation textbook. It is a very complex issue with numerous moving parts, so, at least in the near future, I don’t see IP licensing leaving its off-chain contractual domain. This doesn’t mean, however, that we shouldn’t get ready for the take-off: its time will certainly come.
There is another virtue that blockchain can bring to gaming besides IP management: ownership of in-game assets. Would Counter-Strike be this massively popular had it had no tradeable skins? I doubt so. This is a multimillion-dollar economy with its own high-frequency traders, market-makers, collectors, appraisals, and third-party platforms. Now, think about all the slippages and lack of liquidity. Full non-custodial ownership is the solution.
This non-custodial digital ownership can extend past the limits of a single game or a platform. Imagine a world where skins, weapons, avatars, in-game progress, or even entire game worlds can be transferred seamlessly from one game to another. This may become a reality sooner than you think, with Epic Games CEO touting Unreal Engine 6 as a potential way to connect Fortnite, Roblox, and Minecraft into one interoperable metaverse. Take the Marvel Universe games. Unite them through web3 ownership. What you get is a universe akin to Marvel’s cinematic blockbuster, the Infinity War.
Synergy is the only solution
GameFi can revitalize gaming, and IP licensing can attract new audiences, tired of the same repetitive gaming franchises and yearning for a new but recognizable plot and gaming experience. IP licensing on web3 can do both. It is a rare symbiosis opportunity, currently ignored by all stakeholders—the movie industry, the gaming industry, and blockchain.
Prepare to expect more partnerships between gaming developers and film studios as they explore shared IP opportunities, especially when more legal precedents will trace out the basic game rules in this field. Furthermore, as crypto regains its widespread acceptance and popularity, the stigma of crypto partnerships, once established by FTX, is gradually fading. Trump memecoins onboarded millions of non-crypto people to the digital assets sphere—and movies can do the same. Finally, the growing recognition of blockchain by mass audiences means that blockchain will likely appear in movies as tangential mentions or even a plot-centering concept—think Ready Player One remade in 2025.
Read more: Building the next-gen creator economy with AI agents | Opinion
Author: Kin Wai Lau
Kin Wai Lau is the CEO of ZKcandy, the first mobile-gaming-focused Layer-2 ZKsync chain resulting from a collaboration between Matter Labs (inventors of zkSync) and iCandy Interactive Ltd. In addition to that role, he is also the executive chairman of iCandy, the largest game developer in Australia and Southeast Asia, featuring a portfolio of 300+ mobile games and world-class award-winning AAA titles such as The Last of Us, Diablo III, and others. Kin Wai is an entrepreneur at the forefront of web3 gaming and other tech ventures.
Crypto crime: Chinese man killed in South Korea during crypto trade
Police in Jeju, South Korea, are investigating the murder of a Chinese national believed to have been killed during a cryptocurrency transaction.
Jeju West Police Station announced that four Chinese nationals—two women and two men, including one in his 60s — are under investigation for the killing of a man in his 30s at a luxury hotel in Jeju City on February 24, according to local news outlets.
The suspects allegedly fled with 85 million won ($63,500) belonging to the victim, according to local media.
The case came to light when an acquaintance of the victim reported him missing after he failed to return from a cryptocurrency deal. Police arrived at the hotel room around 5:10 p.m. and found the victim dead with multiple stab wounds.
Shortly after, one suspect, a woman in her 30s, surrendered at a police station in Seogwipo. Authorities then apprehended two other suspects at Jeju International Airport as they attempted to leave the country. The fourth suspect, a man in his 60s, was arrested at a hotel casino.
Police are now focusing on whether the suspects planned the attack in advance or if it was a dispute that escalated into violence.
According to initial statements, the woman who turned herself in may have played a central role in the crime. Investigators are analyzing phone records, security footage, and transaction history to determine the exact sequence of events.
Authorities confirmed that all four suspects entered South Korea on tourist visas and had no prior records of illegal activity in the country. However, police are also looking into whether they were part of a larger network involved in cryptocurrency-related crimes.
Given the rising number of fraud and violent cases linked to digital asset transactions, law enforcement agencies in Jeju have increased monitoring of such activities.
Matrix AI Network Soziale Daten
In den letzten 24 Stunden betrug der Stimmungswert in den sozialen Medien für Matrix AI Network 4, und die Stimmung in den sozialen Medien in Bezug auf den Preistrend von Matrix AI Network war Bullisch. Der Gesamt-Social-Media-Score von Matrix AI Network war 799, was den 373 unter allen Kryptowährungen einnimmt.
Laut LunarCrush wurden Kryptowährungen in den letzten 24 Stunden insgesamt 1,058,120 in den sozialen Medien erwähnt, wobei Matrix AI Network mit einem Häufigkeitsverhältnis von 0% erwähnt wurde und unter allen Kryptowährungen den Rang 373 einnimmt.
In den letzten 24 Stunden gab es insgesamt 108 einzigartige Nutzer, die über Matrix AI Network diskutierten, mit insgesamt Matrix AI Network Erwähnungen von 35. Im Vergleich zum vorangegangenen 24-Stunden-Zeitraum hat sich jedoch die Zahl der einzelnen Nutzer Rückgang um 0% und die Gesamtzahl der Erwähnungen Anstieg um 25% verändert.
Auf Twitter gab es in den letzten 24 Stunden insgesamt 1 Tweets, in denen Matrix AI Network erwähnt wurde. Davon sind Bulllisch für Matrix AI Network, 0% Bärisch für Matrix AI Network, und 0% sind neutral für Matrix AI Network.
Auf Reddit gab es in den letzten 24 Stunden 0 Beiträge, in denen Matrix AI Network erwähnt wurde. Im Vergleich zum vorherigen 24-Stunden-Zeitraum hat sich die Anzahl der Erwähnungen Rückgang um 0% erhöht.
Übersicht über alle sozialen Aspekte
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