Word: nonballet
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Video games are an unusual medium in that they carry a heavy stigma among nongamers. Not everybody likes ballet, but most nonballet fans don't accuse ballet of leading to violent crime and mental backwardness. Video games aren't so lucky. There's a sharp divide between gamers and nongamers, and the result is a market that, while large and devoted--last year video-game software and hardware brought in $27 billion--is also deeply stagnant. Its borders are sharply defined, and they're not expanding...
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