“…In fact, thin clients, there the local computer is primarily an input and output device and the remote computer does the majority of the processing, have seen a resurgence in use because today's networks can support bandwidthintensive, client-server interactions. 1 Thin clients were made popular in the late 1980's by the use of X-terms, but network connectivity has made them increasingly viable today [14]. Computer games have seen tremendous growth in recent years, as well, with the end of 2006 seeing gross revenue from U.S. computer game sales at $7.4 billion, 2 on par with domestic box office ticket sales.…”