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The text focuses on materiality and material culture, which subsumes the "things" we have, hold, use, and exchange in the course of our lives. Consider the existence of virtual worlds-Fortnite, Minecraft, Worlds of Warcraft, even Bitcoins-that are distinctly non-physical, non-material, and yet each one has within it a very real kind of materiality. It is possible to purchase special credits or things as part of a virtual world or game, and Bitcoin, the invention of an anonymous individual, has gradually become a means by which physical objects can in fact be purchased. How can we evaluate these "things" as material culture? What might some of the implications for future archaeologists be who "excavate" a virtual space?
Earned Income Credit
A refundable tax credit for low- to moderate-income working individuals and families, particularly those with children, aimed at reducing poverty and incentivizing work.
Earned Income Credit
A repayable tax incentive aimed at individuals and families of low to moderate income who are employed, especially those with children.
EIC Formula
The calculation method used to determine the Earned Income Credit, a refundable tax credit for low to moderate-income working individuals and families.
Earned Income
Income derived from active participation in a business, including wages, salaries, tips, and net earnings from self-employment.
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