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Bubbles and Crashes |
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| | Brent Goldfarb 外 |
| ǻ | Stanford University Press |
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Founder Brand |
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| | Dave Gerhardt |
| ǻ | Lioncrest Publishing |
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The Aftermath |
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| | Philip Bump |
| ǻ | Viking |
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The On-Line Generati |
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| It뭩 no secret that the Millennials ?the 70 million Americans born since 1982 ?are a powerful force in the economy. These young consumers have more disposable income than any previous generation in history. One of every three high-school seniors carries a credit card, and today뭩 teenagers and college students enjoy a combined spending power of $375 billion, according to data from Alloy Media and Marketing, as reported in BusinessWeek. |
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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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