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Old 06-01-2009, 09:32 AM   #1
AquaPython
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dare i ask , why a bear "tat" ?
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Old 06-01-2009, 10:06 AM   #2
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Why Not?? Lol
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Old 06-01-2009, 10:16 AM   #3
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sweet pics
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Old 06-01-2009, 12:49 PM   #4
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dare i ask , why a bear "tat" ?

You don't remember naming him Grizzly Adams after his annual Christmas face bush?
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Old 06-01-2009, 02:20 PM   #5
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lol of course - there was a lot of possibilities as to why, thats why i was curious as to which one.
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Old 06-01-2009, 02:45 PM   #6
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Oooooh Gameworks!!! My son loves that place too............. He's 10.
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Old 06-01-2009, 02:48 PM   #7
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are you suggesting video games are for kids ?
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Old 06-01-2009, 03:13 PM   #8
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are you suggesting video games are for kids ?
No Mickey....... I'm suggesting that cotton candy is for adults.
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Old 06-01-2009, 04:06 PM   #9
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who the fuck is mickey?

from the ESA (www.esa.GOV)
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Industry Facts

America's entertainment software industry creates a wide array of computer and video games to meet the demands and tastes of audiences as diverse as our nation's population. Today's gamers include millions of Americans of all ages and backgrounds. In fact, almost two-thirds of all American households play games. This vast audience is fueling the growth of this multi-billion dollar industry and bringing jobs to communities across the nation. Below is a list of the top 10 entertainment software industry facts:
  1. U.S. computer and video game software sales grew six percent in 2007 to $9.5 billion – more than tripling industry software sales since 1996.
  2. Sixty-five percent of American households play computer or video games.
  3. The average game player is 35 years old and has been playing games for 13 years.
  4. The average age of the most frequent game purchaser is 40 years old.
  5. Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent).
  6. In 2008, 26 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999.
  7. Thirty-six percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
  8. Eighty-five percent of all games sold in 2007 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. For more information on game ratings, please see www.esrb.org.
  9. Ninety-four percent of game players under the age of 18 report that their parents are present when they purchase or rent games.
  10. Sixty-three percent of parents believe games are a positive part of their children’s lives.
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