I mean it's tough to say how games will and won't change the world. I think that, uh, you know, part of it is that - part of what's made other media powerful is the extent to which they can be shared experiences and which they're contained experiences. You know, games are sort of increasingly expansive, um, experiences. But, you know, in terms of, uh, if you look at, you know, as a - as a - as a warrior nation going, uh - you know, trending away from soldiers and towards drones, and, you know, if you look at the things that people use to pilot drones, they're not unlike, uh, a controller, right, and that kind of stuff. And so sort of the ability to - you know, the kids today who, um, are playing a game, paying attention to a TV show, have music going, have a live stream going, and all of those things at once, you know, those are going to be the soldiers of the future. And, you know, they're training for that on games and other media. I don't mean like literally training, but, you know, the ability to sort of process the - that many streams of information, um, and, you know, not lose track of what's going on. So, um - and then, I think - but I think games have potential beyond that. I think, you know, as we're able to - you know, if you look at a - you know, I was talking earlier about, um, you know, what would happen if we had the ability to have, uh, you know, continuous speech recognition and exchanges between people. But you don't even necessarily need that. Look at the relationship that a game like Ico was able to create between two characters just using inverse kinematics so that, you know, you could grab the hand of, uh, you know, of Yorda and pull her along behind you or walk with her so she's not being - like that captured - that in and of itself captured a relationship. And that's built on code, right? If it weren't for that code, um, you know, it wouldn't have come across as compellingly in the way it did. Um, you know, similarly, you know, uh, you know, David Jaffe feels like I talk about this moment too much. But in God of War 1 where, you know, you use the, the grab mechanic to sort of pull your wife and daughter to you and like give your health to them and you're still like trying to balance that by like, you know, staying alive or, you know, using, you know, the artful use of mechanics to capture, um, and express emotion, um, and animation and sound and all of those things, I still think we're scratching the surface of all of that. And I - you know, to me, the expressive power and the empathic power of all of that, that's why games are exciting. And that's what I want to see more of.