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Saudi Arabia's Tadawul All Share Index, which was closed since Sept. 28, fell the most in at least 14 years, losing 9.8 percent. Indonesia's Jakarta Composite Index dropped 10 percent to 1,648.74, the biggest loss since the 2002 terrorist attack, on the first day of trading after a four-day holiday.
China, India
China's benchmark CSI 300 Index slid 5.1 percent, its biggest one-day decline since August, after resuming trading today after a week-long holiday. The index has lost 60 percent this year, the world's second-worst performer, on concern the global credit crisis and the Chinese government's measures to tame inflation will slow economic growth.
The Bombay Stock Exchange's Sensitive Index, or Sensex, fell 5.8 percent to 11,801.70, its lowest since September 2006. ICICI Bank Ltd., India's second-biggest lender, fell 2.4 percent and Bank of China Ltd., the country's oldest financial institution, dropped 4.9 percent.
In this environment, no one wants to buy because things are spiraling downward globally,'' said Ronald Smith, chief strategist at Alfa Bank in Moscow


ideo games are more mainstream than ever, becoming a $25 billion industry that reaches into living rooms everywhere. But gaming's growth isn't just due to the Nintendo Wii's explosive popularity. Rather, it's due to the booming resurgence of casual games --games that don't require an eidetic memory for commands and a 36-hour-per-level time commitment in order to provide enjoyable experiences for audiences of any skill set. 'More people are playing games now than at any other time,' says Joseph Olin, president of the Academy of Interactive Arts and Sciences, speaking at the E for All Expo here this weekend. And adults and kids both are pondering questions such as which two games they'll buy this holiday season?Gamer Influences The pacing of games has changed dramatically over the past decade--and Olin credits the social networking boom, the prevalence of micro-entertainment on everything from cell phones to YouTube, and the changing face of how an entire generation consumes entertainment with the shift that's more and more evident in today's games. 'Five years ago we didn't have Facebook, MySpace, YouTube. [Kids'] consumption of entertainment has changed--their tolerance is shorter and shorter and shorter



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