| ϽӸ | [579,731] | |
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| ؿܼ | [0] | |
| ۷ι Ʈ | [2] | |
| ̵ 긮ν | [578] |
[69] 
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LIV and Let Die | |
| | Alan Shipnuck | ||
| ǻ | Avid Reader Press | ||
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Prediction Machines | |
| | Ajay Agrawal 외 | ||
| ǻ | Harvard Business Review Press | ||
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| ǻ | | ||
| Businesses Get a "Se | ||
| 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. | ||
| Video Gaming Becomes | ||
| 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. | ||