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Video Gaming Becomes |
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The market for home video games is only 30 years old. It began in 1975, when Atari released a home version of Pong. Global industry sales of home video games totaled $28 billion in 2002, the last year for which reliable worldwide industry figures are available. In the same year, U.S. sales of computer and video game hardware and software exceeded $11 billion and probably surpassed $13 billion in 2003. |
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Businesses Get a "Se |
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Like animals, companies have always monitored changes in their environments. Historically, companies have moved slowly in response to changes. For example, if a retailer’s sales of red sweaters outpaced sales of green sweaters during the Christmas shopping season, the results would not be noticed until months later. By the time the retailer could react, the holiday season was over, and the insights might not be relevant to the following year. |
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Economics for the Co |
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| Jean Tirole |
ǻ | Princeton University Press |
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The New Environmenta |
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| Eloi Laurent |
ǻ | Polity |
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Membership in Virtua |
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Enormous increases in processing power and bandwidth are blurring the lines between the real world and the virtual one. As work, education, government, and entertainment have moved on-line, the barriers of space and time that formerly marked different parts of people’s lives have disappeared. Virtual work teams, telecommuting, long-distance learning, and electronic shopping for many have resulted in an “anything, anywhere, anytime” lifestyle, in which formerly distinct areas of people’s lives are now intertwined in cyberspace. People’s lives and their relationships with others are increasingly taking place in this electronic reality. As a result, digital technology has transformed the personal and public lives of most Americans over the past 15 years. |
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