You know, the games industry is in a very healthy spot, and - and we've got a pretty amazing time ahead of us. I mean, what's, uh, what's interesting is that, you know, while we were just building this technology, and, uh, you know, what was happening was that, you know, history's largest liquid marketplace was being created around us, which is The App Stores, and - and, like, you know, y-you cannot overestimate how big that is. I mean, you go, what, 15 years back. The biggest, sort of, singular audience you could address in the world was probably U.S. Prime Time television, where you - you could probably speak to, like, 100 million people, maybe a bit more if you were really energetic, right? And there was constraining by, like, 24 hours, Prime Time only, being in the few, and all this. Uh, now, with The App Stores, I was in Android App Stores, you basically have access to 2 billion people. Like, 20 times more people in a completely liquid marketplace. So, if you have something interesting for them, you can find these audiences. Um, even, sort of, more "nichey" audiences, and - and this will be 4 billion people soon, and then probably 5 billion. Then, it tapers off. You know, you can only sell - have so many, sort of, Smartphones and tablets in the world. Um, and - and what that means is that, you know, we're - we're seeing, uh, a marketplace that is, like, uh, will be, like, 40 to 50 times larger than the U.S. Prime Time television. You'll see, um, a marketplace that has never had its, like, in the history of the world, and by the way, you will never see this much growth again because there's only so many people, and - and we're in the sharpest curve of that, you know, sharpest part of that curve right now. Uh, and, uh, games are, you know, always a very important part of any ecosystem. On Mobile, it's, you know, the highest direct-monetizing, uh, type of content. Um, you know, it's always the top, sort of, 3, uh, activity people do on their ph - on their devices, up there with, like, texting and browsing and e-mail and stuff like that. So, it's - it's, you know, there's unbelievable engagement. There's unbelievable economic value, and uh, and an audience that is completely, like, you know, kind of, native gamers. I mean, they're brought up with it. Um, so, how - how is that not good? I mean, there's a lot of problems. It's very competitive, discovery, all these things that are real problems are there, uh, but it's just better than it ever has been, and - and, uh - and with - with these opportunities, with tools that are available, with a lot of people that just, you know, have a really strong intuition for how to build games. I mean, they're native in the medium. Um, you know, so much is being created right now, and it seems to get more every, kind of, quarter. Um, you know, games that are really interesting, some of them just are artistic and weird. Some artistic and weird and successful, uh, some weird and successful. I mean, like, there's no end to it, like, whether it's Kerbal Space Program or, uh, Luxuria Superbia or all of these really strange things and amazing things, um, it seems to only get more, and, uh, I don't really see a downturn in that. Maybe there's a leveling off and so on, but it's - there's no crash coming, and - and - and, so many people will be participating in this industry in the next 5 or 10 years that it's just amazing.