vices. In addition to public relations benefits, feedback on social networks enables businesses to react more quickly to complaints or to learn how to improve their products. It also enables non-profits to conduct fund-raising efforts and candidates for public office to gain a following. Online Games Massively Multiplayer Online Games (MMOs) such as World of Warcraft, Eve, and Everquest require software downloaded from the game site instead of a game console. Thousands of people can play these games simultaneously. Game software is made up of complex video and audio, and the action revolves around themes including science fiction, fantasy, sports, and real life. There are some free online games, but the more complex ones require monthly subscriptions. Gamification Gamification is the use of games and contests posted on web sites to engage and attract users. Sites that use gamification might have simple games such as choosing between options and voting for their favorite sport or TV celebrity. Web gamification is a tool that can be used to collect data about group attitudes and preferences. The data collected is sold to organizations such as marketing companies, sports leagues, and political organizations. Startup company Wayin, which is headquartered in Den- ver, Colorado, incorporates features of social networks on its site, which is geared to mobile devices. Wayin-registered users can chat with friends about sports, their Electronic Commerce favorite TV shows, and other topics, and create their own pages dedicated to top- ics of their choosing. Other sources of revenue for sites that incorporate gamification are advertising, licensing of gamification software, data collection software, and retail sales of products on their sites. Online Gambling The attraction of online gambling is the allure of winning money without leaving home. At casinos, people can play at only one table at a time. By contrast, online gamblers can play at multiple windows simultaneously. Participants gamble using money depos- ited from the