What Makes Apple so Delicious?

Written by Mike Banks Valentine

Trade shows will naturally draw those with high end interest andrepparttar technical knowledge that leads to that jargon spewed by keynote speakers. Enterprise-speak vendors display their wares and attendees at break-out sessions are full of techno-geeks seekingrepparttar 133564 latest knowledge enhancement for their narrow interest area. InternetWorld 2002 was no different.

But I've made a couple of interesting trade show discoveries. 1) Privately funded companies who are themselves small businesses are more likely to create applications for small business use, NOT applications that may promise to make them millionaires in a rapid initial public offering of vastly over-rated stock.

2) Privately funded small businesses are run by Apple Mac owners! The start-ups often bloom from existing businesses as a further development of existing privately held companies. Those small business developers offer software that works on EVERY operating system, not just one.

Windows, Linux, OS2 Warp, Sun Solaris, other Java platforms, Mac OS9 (Classic) and Mac OS X! Did I hear you say, that would work for anyone? So rule number one for small business use is affordability and flexibility -- those overpromised and underdelivered qualities listed on every news release ever written for software solutions.

This second discovery sort of slowly dawned on me while I've wandered show floors overrepparttar 133565 course ofrepparttar 133566 last year searching for valuable tools forrepparttar 133567 little guy. I find a worthwhile small business solution and there's a Mac onrepparttar 133568 booth demo display! I quickly learned to reverse that 2nd phenomenon in my favor to make it easier to find valuable small business stuff on vast convention center show floors.

I no doubt noticed those Macs because I own a couple of them myself. I'd like to makerepparttar 133569 corollary that Mac users are successful business operators who run reasonably profitable businesses. The Mac test proved effective at InternetWorld when all but a couple ofrepparttar 133570 most valuable eBiz discoveries made were being demonstrated on Macs. ALL ofrepparttar 133571 Mac's I discovered prominently displayed were demonstrating worthwhile small business tools, and each of those Mac users provided software that would run on a Mac. I may have discovered a way to avoidrepparttar 133572 frustration of finding unusable or overpriced tools at internet trade shows!

Games People Play

Written by Sam Vaknin

Games and role-playing are as ancient as Mankind. Rome's state-sponsored lethal public games may have accounted for up to one fifth of its GDP. They often lasted for months. Historical re-enactments, sports events, chess - are all manifestations of Man's insatiable desire to be someone else, somewhere else - and to learn fromrepparttar experience.

Last week, Jeff Harrow, in his influential and eponymous "Harrow Technology Report", analyzedrepparttar 133563 economics of Massively Multiplayer Online Role Playing Games (MMORPG). These are 3-D games which take place in comprehensively and minutely constructed environments - a medieval kingdom beingrepparttar 133564 favorite. "Gamers" use action figures known as avatars to represent themselves. These animated figurines walk, talk, emote, and are surprisingly versatile.

Harrow quoted this passage from Internetnews.com regarding Sony's (actually, Verant's) "EverQuest". It is a massive MMORPG with almost half a million users - each paying c. $13 a month:

"(Norrath, EverQuest's ersatz world is) ...repparttar 133565 77th largest economy inrepparttar 133566 [real] world! [It] has a gross national product per capita of $2,266, making its economy larger than eitherrepparttar 133567 Chinese or Indian economy and roughly comparable to Russia's economy".

In his above quoted paper, "Virtual Worlds: A First-Hand Account of Market and Society onrepparttar 133568 Cyberian Frontier", Professor Edward Castronova, from California State University at Fullerton, notes that:

"The nominal hourly wage (in Norrath) is about USD 3.42 per hour, andrepparttar 133569 labors ofrepparttar 133570 people produce a GNP per capita somewhere between that of Russia and Bulgaria. A unit of Norrath's currency is traded on exchange mark ets at USD 0.0107, higher thanrepparttar 133571 Yen andrepparttar 133572 Lira. The economy is characterized by extreme inequality, yet life there is quite attractive to many."

Players - in contravention ofrepparttar 133573 game's rules - also trade in EverQuest paraphernalia and characters offline. The online auction Web site, eBay, is flooded with them and people pay real money - sometimes up to a thousand dollars - for avatars and their possessions. Auxiliary and surrogate industries sprang around EverQuest and its ilk. There are, for instance, "macroing" programs that emulaterepparttar 133574 actions of a real-life player - a no-no.

Nor is EverQuestrepparttar 133575 largest. The Korean MMORPG "Lineage" boasts a staggering 2.5 million subscribers.

The economies of these immersive faux realms suffer from very real woes, though. In its May 28 issue, "The New Yorker" recountedrepparttar 133576 story of Britannia, one ofrepparttar 133577 nether kingdoms ofrepparttar 133578 Internet:

"The kingdom, which is stuck somewhere betweenrepparttar 133579 sixth andrepparttar 133580 twelfth centuries, has a single unit of currency, a gold piece that looks a little like a biscuit. A network of servers is supposed to keep track of allrepparttar 133581 gold, just as it keeps track of everything else onrepparttar 133582 island, but in late 1997 bands of counterfeiters found a bug that allowed them to reproduce gold pieces more or less at will.

The fantastic wealth they produced for themselves was, of course, entirely imaginary, and yet it led, in textbook fashion, to hyperinflation. Atrepparttar 133583 worst point inrepparttar 133584 crisis, Britannia's monetary system virtually collapsed, and players all overrepparttar 133585 kingdom were reduced to bartering."

Britannia - run by Ultima Online - has 250,000 "denizens", each charged c. $10 a month. An average Britannian spends 13 hours a week inrepparttar 133586 simulated demesne. For many, this constitutes their main social interaction. Psychologists warn againstrepparttar 133587 addictive qualities of this recreation.

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