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Software Wars Challe |
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| The Massachusetts computer and software industry is legendary. |
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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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This is Not Your Fat |
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| For the past three years, the living room has been the center of the digital gold rush. Consumers have fueled the rush as they upgraded to large-screen TVs, audio systems that promise Dolby “surround sound,” and DVD players that deliver super-crisp images. |
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The Post-PC Era is E |
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| Perhaps no other invention revolutionized the world as profoundly as the personal computer. From the clunky, bug-ridden devices that were assembled from mail-order parts by a small number of geeks in garages in the 1970s ?to the sleek machines of today, the PC has become a vital tool in the work and personal lives of nearly every American. |
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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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