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In 2012, Valve announced Steam for Schools, a free function-limited version of the Steam client for schools. [144] It was part of Valve's initiative to support gamification of learning. It was released alongside free versions of Portal 2 and a standalone program called "Puzzle Maker" that allowed teachers and students to create and manipulate ...
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Cloud gaming, sometimes called gaming on demand or game streaming, is a type of online gaming that runs video games on remote servers and streams the game's output (video, sound, etc) directly to a user's device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional means of gaming, wherein a game is run ...
The purpose of value-stream mapping is to identify and remove or reduce "waste" in value streams, [2] thereby increasing the efficiency of a given value stream. Waste removal is intended to increase productivity by creating leaner operations which in turn make waste and quality problems easier to identify.
Free-to-play games that include a microtransaction model are sometimes referred to as "freemium". Another term, "pay-to-win", is sometimes used pejoratively to refer to games where purchasing items in-game can give a player an advantage over other players, particularly if the items cannot be obtained through free means. [3]
A Half-Life 2 Steam Trading Card, depicting the G-Man. Steam Trading Cards are a digital commodity issued by Valve for use on its digital distribution service, Steam.Steam Trading Cards are a non-physical analogue of conventional trading cards, which are periodically granted to Steam users for playing games, fulfilling tasks, or by random chance.
Nvidia CEO Jensen Huang has referenced sovereign AI. The CEO of a company with more than 30 global data centers explains what it means.
In supply chain management, the Kraljic matrix (or Kraljic model) is a method used to segment the purchases or suppliers of a company by dividing them into four classes, based on the complexity (or risk) of the supply market (such as monopoly situations, barriers to entry, technological innovation) and the importance of the purchases or suppliers (determined by the impact that they have on the ...