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1. Introduction;
2. The hardware industry;
3. The software industry;
4. Technology, advance, and standardization;
5. Telecommunication;
6. Broadcasting;
7. Markets for information;
8. Banks and money;
9. The airline industry: social interaction;
10. Other networks; Appendix A. Normal-form games; Appendix B. Extensive-form games; Appendix C. Undercut-proof equilibria.
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