The No. 1 customer: sorry, it isn't you; technology dances to a business beat, Merrill deals show
Article Abstract:
Large multinational companies are the dominant customers in the information technology industry. Corporations account for 88% of the industry's $455 billion in annual revenue, according to one estimate. The technology companies have responded by devising plans to attract big business clients rather than everyday consumers. Among the offerings are computers, software and and high-speed communications services. A big-business example is Merrill Lynch, the brokerage industry leader with 54,200 employees in 870 worldwide locations. The company now spends approximately $1.5 billion on technology, including $825 million to boost its financial information systems over five years and about $300 million to handle potential 'year 2000' computer problems. Merrill Lynch relies on a range of technology partners but the outsiders cannot solve all of its problems. Incoming AT&T Chmn and CEO C. Michael Armstrong has identified targeting multinational customers as a top priority.
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1997
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Still a long road for freer global technology trade
Article Abstract:
The pending tariff agreement on information technology products reached at the 1996 World Trade Organization meeting may be less beneficial than expected because of its extended time schedule and inability to eliminate significant obstacles to US exports. Finalization of the agreement depends on approval from additional countries, as well as negotiation of the tariff reduction schedule. The European Union has recently suggested it may ask for a slower schedule than originally planned. While the elimination of tariffs will facilitate telecommunications equipment and semiconductor exports, it does not address other trade barriers such as government procurement policies and longstanding supply arrangements. The pact will take effect only if 90% of the countries manufacturing information technology approve it. By Dec 1996, 85% of those countries had signed the agreement.
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1996
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Die, vile Orc! Never, puny human! Is there real gold in on-line fantasy games?
Article Abstract:
Fantasy on-line gaming is popular amongst technically savvy, well educated men. The large on-line game industry is growing rapidly and is expected to reach $1 billion by 2002. Corporations, Internet entrepreneurs and venture capitalists are all attempting to find ways to make money off of the growing industry. The industry has been generating revenue from on-line gaming via three different techniques, which include charging for on-line gaming time, charging for the software and charging for both. Web sites are being developed for the most popular off the shelf games, making the market for 'pay for play' games shift toward gigantic games that only exist on-line. These games with masses of players in a single virtual environment are being developed by companies such as Microsoft, Sony and Mpath Interactive.
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1997
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