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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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arnessing Co-opetiti |
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In the ‘90s, businesses became increasingly aware of the ecological component of business strategy. Many began to look beyond the simplistic view of raw competition to embrace the concept of “economic symbiosis.” In the process, complexity and speed of change redefined business alliances. The Internet, ERP, and other tools have made the “extended enterprise” a reality, and leading-edge firms began to encourage mutualism. |
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Space: The Final Eco |
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Forty to fifty years ago, space stations and commercial space travel were part and parcel of nearly everyone’s vision of the 21st century. We all remember the “Pan Am space-plane” arriving at the enormous rotating space station in the early moments of Stanley Kubrick’s 2001: A Space Odyssey. |
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물리적 ‘경제’와 ‘일’의 종말에 대 |
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디지털 경제로 인해, 메타버스를 비롯해 완전히 가상적인 것들(virtual things)만 앞으로 더욱 중요해질 것이라는 인식이 퍼져있다. 이러한 인식에서 물리적인 것들은 그 다음으로 중요한 주제가 되고 있다. 하지만 2020년대를 바라볼 때, 실제 증거는 우리에게 무엇을 말하고 있는가? |
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자본주의 붕괴의 서막 |
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| 조철선 |
ǻ | 전략시티 |
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