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Which of the following is not true of the video game industry?
Transnational Corporations
Large companies that operate and have assets or production facilities in more than one country, often exerting significant economic influence across national borders.
Virtual Goods
Items that are purchased in digital form, often within online communities or video games, which have no physical existence yet hold value for the purchaser.
Traditional Sweatshops
Workplaces that have very poor, socially unacceptable working conditions and may exploit workers.
Contingent Work
Employment arrangements that are temporary or freelance in nature, often without the long-term commitments or benefits associated with full-time work.
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