The War Between Gamers And Cryptominers and The Scarce Global Resource That Sparked It


hroughout the week, Doug Dejarnette heads to his Houston home’s second-floor game room and there transforms himself entirely. Sometimes the 38-year-old pretrial services officer becomes a Paladin warrior, raiding dungeons in the PC-version of World of Warcraft, and, at other times, the titular character in Half-Life Alyx, battling ETs on an alien-occupied Earth through an Oculus Rift headset.

What largely makes his gaming possible is a videocassette-shaped device inside his handmade computer called a graphics processing unit (GPU), which renders the games’ animation, allowing it to appear on a screen.

Dejarnette’s Nvidia GeForce RTX 3080 is a top-of-the-line model, and it wasn’t easy to come by. When he tried to buy a new one last year, he discovered it “just impossible to find anywhere. I woke up early at the launch day to hit every website. I finally gave up and bought one off Reddit for about $1,000,” a roughly 30% markup.

There’s a worldwide shortage of new and old GPUs right now, leading to a sense of “sheer fatalism” among gamers despondent about getting the latest tech or even replacing an old part, Dejarnette says. “It’s killing us.” And it’s led to some testy finger-pointing by gamers toward another group of geeks: cryptocurrency miners.

Gamers and others observing the GPU market say the miners have wreaked havoc on the $20 billion industry, taxing it with unexpected demand while key components for GPUs—microchips—are scarcely available. The companies making the GPUs understand the situation with the miners, and as recently as Wednesday, Nvidia announced it would change some future versions of its GPUs to make them less attractive to miners. But that fix will not arrive anytime soon.

“There’s nothing out there,” says 22-year-old miner Shaneel Mohandas, considering the current availability of GPUs. The IT worker has seven GPUs running in a darkened bedroom in palm-tree-lined Durban, South Africa, each device devoted to producing cryptocurrency like bitcoin and ether.

He figures even his aging collection of GPUs could fetch two and a half times their original price. “It’s all overpriced stuff. And it’s driving the gamers crazy.” Through mining, Mohandas receives Bitcoin as a reward for creating blocks of verified transactions that are added to the blockchain and doesn’t have to pay for it.

The tussle between gamers and cryptominers over these high-tech gizmos is a helpful way to understand something much broader that’s going on in the world. There’s a profound, worldwide shortage of microchips, which has grown to be almost as essential as concrete, oil or wheat for an increasingly digitized planet. Nearly a half-trillion dollars’ worth are sold each year. They power the electronic systems within planes, automobiles, smartphones—and yes, GPUs. Moreover, they’re increasingly found in such everyday objects as toothbrushes, refrigerators and coffee pots.

“It’s become kind of an addiction,” admits miner Aniel Varma, of Orlando, Florida. “Everyone wants to build their own machine. It’s a money printer.”

As incomes grow globally, consumers generally want more and more of these types of things each year, and some have been in especially high demand during the pandemic. But many of the chips within these items are made overseas by foreign companies, such as Taiwan Semiconductor and Samsung. And those global supply chains have been pressured greatly by the pandemic, disrupted by factors like factory closures and border shutdowns

By tensions between Taiwan and mainland China, which has never recognized its right to exist as a sovereign country. World governments are concerned: President Biden, for one, pledged to find nearly $40 billion to spur greater U.S. manufacturing of semiconductors in February, the same month European Union ministers met to discuss a $60 billion package meant to do the same thing in their 27-country bloc.

As with many problems so vast, the Great Microchip Shortage is best considered in miniature—which is where those gamers and cryptominers come back in. What’s happening in their little corner of nerd-dom is happening in some form across every industry relying on microchips, producing an almost comical array of besieged businesses, unruly consumers and markets gone haywire.

“I think what you have is a perfect storm of things,” says Matthew Stafford, the bespectacled managing editor of Tom’s Hardware, an online industry bible for the IT crowd. “Global companies expect stability. And this is anything but stability.”

Nvidia and its competitors have been making GPUs for gamers throughout much of the past three decades. By lore, Nvidia’s three cofounders are said to have, basically, dreamed up the entire market over breakfast at a dirty San Jose, California, Denny’s back in 1993, figuring there would be a market for people looking to improve their PCs as video games got more advanced.

One of those men, Jensen Huang, remains Nvidia’s CEO, and he has a personal fortune estimated at $14.2 billion. Nvidia, meanwhile, has a market valuation of nearly $370 billion. AMD, its closest rival, is worth close to $100 billion. (Nvidia’s stock price is up more than 67% over the past year, far outpacing the Nasdaq’s 43% gain.)

Gamers had GPUs largely to themselves until the last decade—when the crypto boom began. GPUs perform trillions of calculations each second, and their immense computing power can be applied to cryptomining, where a computer solves a series of complex equations, producing new portions of the cryptocurrencies that can be sold off for cash on easily accessible online exchanges, such as Coinbase.

Despite their advanced age and size, Nvidia and AMD have largely been caught flat-footed by the flourishing demand from cryptominers and don’t seem even now to fully understand what percentage of their sales come from miners, exacerbating the supply problem. In one recent conference call with Wall Street analysts, Nvidia executives cited vague third-party figures when discussing what portion of their GPUs currently go to cryptomining.

“They probably don’t really know,” says Bernstein analyst Stacy Rasgon. The figure might be as much as 10%, up from essentially zilch a decade ago and nearing a half-billion dollars. The situation is probably only worsening: Crypto prices have soared over 2020 and 2021, increasing the appeal to cryptomining.

The GPU makers don’t particularly want miners as top customers. They saw a similar burst in demand from miners back in 2017 and 2018, another moment of soaring crypto prices. But when that earlier bubble burst, the miners flooded aftermarkets with secondhand GPUs, depressing prices and suppressing demand for new models. The damage was evident in the figures Nvidia reported for its first fiscal quarter of 2019: nearly a third less revenue from a year prior, just $2.2 billion, a rare decrease for the company.

So Nvidia and the rest are not only dealing with a supply crunch but strong demand from a group of consumers who might vanish at any second if crypto prices plummet again. (Crypto is a mercurial world. In the past week, bitcoin has gone for as much as $51,383 a coin—and as little as $34,923.) Meaning, even if supply would improve, and the companies do better integrate mining into their forecasts, they could suddenly be left with a glut of product, weakening prices.

Considering all these factors, the companies have decided against making any big adjustments. The result is the tension between gamers and miners and the mad-dash rush for whatever GPUs are out there, often used ones from eBay or ones brokered through Reddit forums for double or triple the units’ original prices.

Locating a GPU “should be as simple as just checking Newegg”—a popular online electronics retailer—“to see if they’re in stock and then buy it, but now it’s anything but that,” says Ryan Welean, 27, a gamer in Mill Creek, Washington. Newegg has, actually, resorted lately to selling new GPUs through a lottery system to handle the crush. “It’s limited stock and high demand,” Welean says.

He has owned several GPUs since he began PC gaming a decade ago; he purchased a new Radeon RX 5700 from AMD last year, which has fueled dozens of hours of Final Fantasy to fill pandemic-induced downtime. “But recently I’ve been unlucky,” he says, grimly. “I’ve been on a waiting list with another site for the opportunity to buy a 3080 or 3090,” two Nvidia models, “and it’s taking a while.”

Justin Kelly, 42, straddles both worlds, a former gamer turned miner. Kelly first bought several GPUs to game—“friends would come over, we’d play Duke Nukem or Delta Force 2”—then put it toward mining bitcoin around 2013. He has purchased $10,000 worth of the latest Nvidia cards in the past year, good enough to produce as much as $600 worth of crypto a day.

He wishes he’d bought up more. “I would have spent more than $10,000. But in some cases, I wasn’t able to do that,” says Kelly, a Seattle IT consultant. Many of the sales had a strict one-GPU-per-order limit. “If I had gone back to, like, my August [2020] self, I should have told him to buy, like, 50 cards,” possibly flipping those Nvidia cards for several thousand dollars in profit each.

“It’s become kind of an addiction,” admits miner Aniel Varma, of Orlando, Florida. “Everyone wants to build their own machine. It’s a money printer.” Varma, 36, has managed to buy 30 Nvidia GPUs over the prior 12 months after finding someone to sell him a bot; the programmatic software can be taught to scour the web for GPU sales and snap them up as soon as a website adds them. More famously, bots have become scourges of the collectibles and sneaker worlds, making it impossible for normal buyers to purchase products fast enough.

Varma, who is also a tech consultant, has set up four computers in his house: one in the living room, foyer, guest bedroom and hallway. He mostly mines bitcoin and ether but has recently branched out to dogecoin, too, on the insistence of his young daughter. “I’m building these awesome supercomputers,” he says, proudly. “Everyone that walks in my house and sees the rigs”—miner slang for PCs—“and are just completely blown away. I’ve seen some jaw drops and some eyes popping out.”

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I’m a senior editor at Forbes, where I cover social media, creators and internet culture. In the past, I’ve edited across Forbes magazine and

Source: The War Between Gamers And Cryptominers—And The Scarce Global Resource That Sparked It


Solving Your Online Game Development Challenges At The Edge

The global video games market continues to grow bigger and more competitive, with billions of players who expect fast online experiences. Game development also keeps getting more resource intensive. With AWS you can focus on creating unique experiences, scale to meet new demands easily, and solve latency challenges by deploying multiplayer servers anywhere.

Below you’ll learn more about how AWS Outposts can help you deliver the next great game development and capture a new generation of demanding online players. Read on to discover:

  • Key challenges that multiplayer gaming companies encounter
  • How AWS Outposts helps
  • A use case example of reducing latency

Gaming challenges

As multiplayer game companies look for further growth opportunities, keeping a seamless customer experience is paramount. To achieve this, there are some specific key challenges to address:

Fast and smooth in-game experience

Even if game application servers are deployed in multiple AWS Regions, players in locations far from the server will not experience the same low-latency benefits.

Teams’ competing development priorities

Developers need to be able to focus on developing unique games, not porting applications to multiple internal hardware stacks or managing hardware.

Growing developer demands

As games get bigger and target more platforms, build processes require more compute and storage resources.

How does AWS Outposts help?

With AWS Outposts, game companies can benefit from:

outposts tile

Plus… Outpost validated partner solution offerings

Protect and enrich the player experience by integrating with Outposts Partner offerings, like Veritas, Pure Storage, Sisense, CyberArk, AppDynamics, ScyllaDB and Confluent, that have been validated on AWS.

gaming stat

Gaming use cases

Reduce Cloud Gaming Latency

Problem – Game servers are too far from players

You want to give players an immersive experience. But they can’t compete on a level playing field, because latency is preventing them from reacting quickly to in-game events. Players can be vocal about the problem in online communities and if play isn’t smooth and immersive your game’s success could be limited by that.

Solution – Deploy close to players on AWS Outposts

  • You choose the locations
  • Migration is easy – can be moved to Outposts quickly
  • Consistent hybrid experience
  • You can worry less about failures (AWS manages, monitors, and updates your Outposts racks)

Which type of storage do you need?

Amazon EBS

Configure an Outpost up to 55TB in storage tiers. Snapshot and restore capabilities let you increase volume size without any performance impact.

Amazon S3

Now available in an Outpost, with S3 developers can store and retrieve data in the same way they would access or use data in an AWS Region.

Discover more about AWS Outposts for multiplayer gaming

With AWS Outposts developers can deliver responsive multiplayer gaming anywhere in the world and burst through development limits and the complexity associated with existing operations. Outposts are highly suited for this use case and provide the same services, APIs, and tools as in AWS Regions. Take the next steps by reading in our in-depth eBook here.

AWS Infrastructure Solutions

AWS Infrastructure Solutions

AWS infrastructure solutions allow enterprises across all industries the opportunity to bring AWS services closer to where it’s needed, such as on-premises with AWS Outposts, in large metro areas with AWS Local Zones, or at the edge of 5G networks with AWS Wavelength. These solutions offer enterprises the capability to deliver innovative applications and immersive next-generation experiences using AWS cloud services where they need it. Millions of customers—including the fastest-growing startups, largest enterprises, and leading government agencies—are using AWS to lower costs, speed time to market, and become more dynamic. To learn more about AWS infrastructure solutions, visit



Al Jazeera English

The gaming industry’s labour force has had a year of reckoning. The video game industry is richer than the global movie and music industries combined. And it’s still growing. But a series of public scandals in recent years have revealed poor working conditions for the people making the games, as well as a culture that discriminates against women and minorities. Will calls for unionization in the industry take off? The newest episode of Start Here reveals what’s going on behind the gaming screen. Subscribe to our channel Follow us on Twitter Find us on Facebook Check our website:

How Silicon Valley Strategies Can Help Any Company Grow

Ryan Hogan built his entertainment startup around one of Silicon Valley’s most notorious startup manuals–and it’s working. He doesn’t run a tech company. He’s based in Baltimore, not the Bay Area. But Silicon Valley-style principles still helped catapult his startup to hypergrowth.

Hogan is the co-founder and CEO of Hunt a Killer, a subscription-based gaming startup that sends customers fictional murder mysteries in boxes to solve. Earlier this month, the 4-year-old company earned the No. 6 spot on this year’s Inc. 5000 list of fastest-growing companies in America, already boasting $27 million in annual revenue.

Last year, it was named one of Fast Company‘s most innovative gaming businesses of 2019. Hogan credits that success to a surprising source: The Lean Startup: How Today’s Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses, by entrepreneur and author Eric Ries.

On Tuesday, Hogan joined me on the latest episode of Inc.‘s Book Smart podcast, where we explore the books beloved by prominent entrepreneurs, founders, and notable figures across the spectrum of industry. The Lean Startup, practically a bible in Silicon Valley, helped popularize phrases like “product-market fit” and “minimum viable product” after publishing in 2011.

It’s significantly less popular in other industries, like Hogan’s entertainment world–which, he says, may have given his startup a leg up.”It does seem like an entirely different world: talking about sprints, being able to launch features, and all these other ideas that are really rooted in technology,” Hogan says. “But they translate just fine into any other business, because fundamentally, businesses are all the same.

A business is solving a problem for your customers. You need to understand what that problem is, and you need to understand how to communicate your solution.”

Note: This page will be continually updated as new episodes of Inc.‘s Book Smart podcast are released.

Source: INC

7 Drinking Games You Can Even Play In A Pandemic

Whether you’ll be spending the rest of the summer tuning into life from your childhood bedroom, seeing friends outdoors from six feet apart, or about to return to whatever the heck pandemic-era college is, there’s never been a better time to have a little extra fun with your drinking.

Unfortunately, the pandemic has squashed our ability to play classic drinking games like Slap Cup, Flip Cup, and Beer Pong, but never fear, we’ve got some workarounds. Ahead, we have a plethora of drinking games that are both quarantine-friendly and still fun. So grab a White Claw (or a Natty Light, or your mixed drink of choice, or even water), and get sipping. And, as always, please drink responsibly.

Movie Drinking Games

An easy fix for your drinking game needs. Grab some friends, throw on Netflix Party or Zoom screen share a show, and follow the rules of your favorite movie drinking game. If you’re a Bachelor fan, we highly recommend this one... if you’re willing to rewatch Peter make a neverending series of terrible life choices, that is.

Power Hour

Simple, easy, and effective. Grab a YouTube playlist and take a drink every time the song changes. You can do this over Zoom or from ten feet apart in your backyard.


A Cards Against Humanity-esque online game from Jackbox Games, Quiplash is a great game for both drinking and non-drinking purposes. To make it a drinking game, simply drink whenever you don’t win a round and if you get a “quiplash,” everybody finishes their drink. Things will get sillier throughout the game, so prepare for some giggles!

Drunk Pirate

A game literally made for online drinking, Drunk Pirate is simple. Get on Zoom, share your screen, and take turns doing what the cards say. This is best played with a bigger group of people, and if you have to skip a card because it doesn’t work virtually, everybody has to drink.

Truth Or Drink

The best way to make Truth or Dare pandemic-friendly. Skip the dares and just pull the truth out of all your friends… or make them drink!

Never Have I Ever: Zoom Edition

Give yourself a little throwback to those high school days and put up ten fingers! Go around and say “Never have I ever [insert something you’ve never done].” Everyone who has done it claps, drinks, and puts a finger down.

King’s Cup Online

The internet gods have gifted us with a King’s Cup app. Download the app, put in your game code, and start drawing cards. You’ll have to skip the actual King’s Cup since that definitely isn’t pandemic-safe, but you’ll get plenty of sips in throughout the game.

By: Hannah Rimm

Not A Toy Story: How Brian Goldner Is Transforming Hasbro

It’s Friday night and The Uncommons in Manhattan’s Greenwich Village is running at full tilt. A few dozen people—kids, college students, adults fill every corner of the meandering space that’s part café, part game shop. Seated shoulder to shoulder, they fill the room with the sounds of Magic: The Gathering, the 26-year-old collectible card game owned by Hasbro, the world’s most valuable toy company.

In an age of Fortnite, League of Legends and stadium-filling esports tournaments, the chatter seems to come from another time. Players arm themselves with decks of 60 cards, each one featuring a deadly fantasy creature or a fiendish spell, with 20,000 unique cards up for grabs. It’s easy to learn but infinitely deep. More importantly for Hasbro CEO Brian Goldner, it has a rabid, and profitable, following. In total, some 38 million people have played Magic since its release in 1993, and in 2017, the game accounted for an estimated $500 million in sales, according to KeyBanc Capital Markets.

“We’ve always been a management team that’s taken the longer view,” says the 56-year-old Goldner, who joined the Pawtucket, Rhode Island-based company in 2000 as the head of toys and games, and took over as CEO in 2008. “Any moves we make in the future, it’s with an eye to where the consumer and audience is going to be in three to five years, not three to five weeks.”

Goldner has built his career both by carefully stewarding old franchises like Magic and Dungeons & Dragons and by turning toys like My Little Pony and Transformers into television and movie stars. Goldner calls it the “brand blueprint” strategy: Nurture your own brands, build audiences around them and push them onto riskier, but more lucrative, platforms.

He sold off Hasbro’s factories, pushing all of that messy, low-margin manufacturing work onto third parties. Revenue hit a record $5.2 billion in 2017, the year before Toys “R” Us died and Hasbro saw a 12% drop in revenue. Even in that annus horribilis Hasbro managed to eke out a profit of $220 million on revenue of $4.6 billion. That same year, its archrival Mattel lost $531 million on revenue of $4.5 billion. Under his leadership, Hasbro shares have returned twice that of the S&P 500, hitting a record high in July. In all, Goldner’s performance has been good enough to earn him the 96th spot in our first ever ranking of America’s most innovative corporate leaders.

He is not resting on his laurels. Goldner made a huge move, spending $4 billion in late August to buy Entertainment One. The Toronto-based film and TV production company is known mostly for owning Peppa Pig and PJ Masks, cartoon favorites of the preschool set. The two properties pull in almost $2.5 billion of retail sales and are a nice addition to Hasbro’s My Little Pony and Play-Doh. Better yet, Peppa Pig and PJ Masks are not only beloved stories, they also represent the potential for future Hasbro toy sales. As Goldner can attest after his flopping with movies based on Battleship and Jem and the Holograms, it’s much easier to start with a great story than with a great toy.

Back when Goldner joined the company, stories weren’t Hasbro’s business. They manufactured toys, and revenue was increasingly reliant on outside ideas, like licensing Pokémon, and tethered to a holiday shopping season that left managers holding their breath until Thanksgiving, when sales began to pick up steam.

“People were asking, ‘Why is that essential?’ and ‘Does that add more volatility?’ ” Goldner says. “You actually have more volatility when you’re relying on other people to provide you all the entertainment for your portfolio.”

Goldner, after being named COO, tapped Transformers as a place to prove it. The line of miniature cars that can be converted into bipedal robots had been a huge hit with kids since the mid-1980s, thanks in part to a popular television cartoon. Goldner turned his sights to a much bigger screen. Attach characters like Optimus Prime to a Hollywood blockbuster and things could really soar.

Steven Spielberg got it. A fan of the toys, the billionaire director signed on to produce the movie, and would spend planning meetings carefully positioning the action figures on a table and taking shots with his phone as they talked. The film was directed by Michael Bay and debuted in 2007, with Goldner and Spielberg as executive producers. It did $710 million in global ticket sales and increased Transformers toy sales by a factor of five. Goldner was named CEO the following year.

The son of an electronic engineer and teacher turned investor, the Long Island native is a boundlessly energetic self-labeled geek who can flip conversations seamlessly between everything from building radios to canoeing. He is no stranger to adversity. Just as things were starting to click at Hasbro, he was diagnosed with prostate cancer, which he revealed to investors he’d been treated for in 2014. A year later, his adult son died of an opioid overdose.

By buying Entertainment One, he’s just taken on a hefty new challenge. Hasbro shares plummeted when the deal was announced, some saying he overpaid for two preschool properties and others focused on the risks of owning a media company outright, rather than hiring one to tell your stories. Entertainment One’s content library, worth $2 billion, also comes with adult-skewing properties that don’t lend themselves to selling more toys, such as TV shows Criminal Minds and Sharp Objects.

There is reason for skepticism. In 2009, Hasbro invested $300 million in Hub, a children’s TV network that was a joint venture with Discovery Communications, and has little to show for it today. A push to make G.I. Joe into a movie star made for decent box-office sales but didn’t move the needle on sales of the action figures. Other films just tanked. And the company has suffered repeated black eyes with efforts to further exploit Monopoly, arguably it’s most iconic property, including a recent attempt to create a socialist-themed version of the canonical board game of capitalism.

But then there’s Magic, which Goldner’s team has rejuvenated in conjunction with Wizards of the Coast, the Hasbro subsidiary based outside of Seattle that also oversees Dungeons & Dragons. The card game had its best year in 2018, fueled by an expansion into digital that began with Magic: The Gathering Arena, a free-to-play video game that some feared would cannibalize the core tabletop product. So far, those fears have proved unfounded. Still not officially launched and lacking a mobile version, its soft launch has significantly boosted its audience on Amazon’s game streaming platform, Twitch, and viewership is up 120% year over year.

KeyBanc Capital Markets analyst Brett Andress estimates Arena pulls in $75 per user. He expects the free version will have almost four million players by year-end, a promising step toward bringing lapsed players back to the game. An animated Netflix spinoff series from Joe and Anthony Russo, the duo behind the Avengers: Endgame, is in the works.

The Transformers films are also thriving, with two sequels pulling in $1 billion each worldwide. A television series, My Little Pony: Friendship Is Magic, became a massive hit among children and, surprisingly, older viewers, known as “bronies.”

The rise of social media helped Hasbro turn the game Pie Face, a 1960s throwback, into what market researcher NPD says was Hasbro’s bestselling toy in the U.S. in 2016, due to viral videos, like one of a grandfather and grandson having laughing fits, which drew 205 million views on Facebook.

These new efforts are funded in part by a 2014 coup that saw Hasbro steal the license to produce Disney Princess toys from Mattel. Euromonitor estimates the rights brought in $441 million for Mattel in 2014. Despite the new emphasis on owning its own intellectual property, Hasbro hasn’t abandoned the licensing game. Third-party partnerships, including Disney’s Marvel and Star Wars franchises, make up 21.5% of Hasbro’s revenue.

And things are far from perfect in the toy industry, which NPD reckons generates $90.4 billion in annual sales. Not only is Toys “R” Us a shell of its former self—the struggling retailer remained an important sales channel even in the era of Amazon—but the threat of Chinese tariffs is making 2020 look uncertain. Hasbro currently outsources about two-thirds of its manufacturing to companies in China.

So the move into media could prove prescient. The streaming wars are picking up and players like Netflix, Hulu and Disney+ are all on the hunt for fresh properties. Goldner says the acquisition will help Hasbro create content out of its smaller properties, while bigger brands will still get the Hollywood touch, including Transformers films, which are produced by Paramount under a five-year deal signed in 2017.

Stephanie Wissink at Jefferies estimates the acquisition could boost Hasbro revenue by more than $1 billion and operating income by more than $200 million.

“People are looking for high quality content that has great story and canon and characters,” Goldner told Forbes the day after it was announced. “We of course have that in spades.”

Get Forbes’ daily top headlines straight to your inbox for news on the world’s most important entrepreneurs and superstars, expert career advice, and success secrets.

I’m the reporter for the Games section of I previously served as a freelance writer for sites like IGN, Polygon, Red Bull eSports, Kill Screen, Playboy and PC Gamer. I also manage a YouTube gaming channel under the name strummerdood. I graduated with a BA in journalism from Rowan University and interned at Philadelphia Magazine. You can follow me on Twitter @mattryanperez.

Source: Not A Toy Story: How Brian Goldner Is Transforming Hasbro

Hasbro released a new version of the game “Monopoly” that parodies socialism. The game went viral on Twitter and quickly sold out on Amazon. NBC News’ Dasha Burns decided to play the game and reports on the new riff on the classic. » Subscribe to NBC News: » Watch more NBC video: NBC News Digital is a collection of innovative and powerful news brands that deliver compelling, diverse and engaging news stories. NBC News Digital features,,, Nightly News, Meet the Press, Dateline, and the existing apps and digital extensions of these respective properties. We deliver the best in breaking news, live video coverage, original journalism and segments from your favorite NBC News Shows. Connect with NBC News Online! NBC News App: Breaking News Alerts:… Visit NBCNews.Com: Find NBC News on Facebook: Follow NBC News on Twitter: Follow NBC News on Instagram: Playing Hasbro’s New Monopoly Edition: Socialism | NBC News Now
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