RobertoOrtiz
09-09-2003, 04:20 PM
Quote:
"Why bother with the real world when the cyber-reality of video gaming — whether on a personal computer, Sony PlayStation 2, Microsoft Xbox or Nintendo GameCube — offers so much more?
If you find yourself musing about your latest "frag" or kill, or some other virtual accomplishment, you're among millions who helped video-game sales more than double during the past seven years — from $3.2 billion in 1995 to $6.9 billion last year.
But video-game manufacturers aren't the only ones benefiting.
Personal-computer sales in the second quarter grew at its highest rate since 2000. "
>>Link<< (http://www.usatoday.com/tech/techreviews/2003-09-08-game-equip-sales_x.htm)
-R
"Why bother with the real world when the cyber-reality of video gaming — whether on a personal computer, Sony PlayStation 2, Microsoft Xbox or Nintendo GameCube — offers so much more?
If you find yourself musing about your latest "frag" or kill, or some other virtual accomplishment, you're among millions who helped video-game sales more than double during the past seven years — from $3.2 billion in 1995 to $6.9 billion last year.
But video-game manufacturers aren't the only ones benefiting.
Personal-computer sales in the second quarter grew at its highest rate since 2000. "
>>Link<< (http://www.usatoday.com/tech/techreviews/2003-09-08-game-equip-sales_x.htm)
-R
