Has the broadband equation worked both ways, with “Lineage” prompting people to sign up for broadband?
Absolutely. We have a partnership with KT (formerly Korea Telecom), which is basically the largest broadband ISP in world. If you talk with KT, they’ll tell you that a large part of their success has come from the content side, and the biggest content in Korea now is “Lineage.” Sounds like you have multiple challenges in the United States, then, given our low broadband penetration and the minor role of game rooms here. We do view the U.S. as a challenge. Korea is the No. 1 country in the world for online gaming, and for that to spill over into the United States, it will take a continuous rollout of broadband. I think everyone’s been disappointed with how slowly broadband has taken off in the United States. Once the infrastructure is in place, the question becomes what games are appropriate in different markets. There’s no question tastes are different in Korea. People play in a very team-oriented way there, partly because the phenomenon really started in game rooms, where it’s very sim
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