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In the history of video games, the sixth generation era (in rare occasions called the 128-bit era; see "bits and system power" below) is the era of computer and video games, video game consoles, and handheld gaming devices available at the turn of the 21st century, starting on November 27, 1998. Platforms in the sixth generation include consoles from…
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| Subject | Predicate | Object | Confidence | Src |
|---|---|---|---|---|
| Microsoft's Xbox Live became industry standard in this | instance of | Services | 0.80 | text |
| and future | instance of | Services | 0.80 | text |
| generations | instance of | Services | 0.80 | text |
| a disk or cartridge | instance of | as well as the ability to download games directly from the internet rather than to purchase physical media | 0.80 | text |
| Final Fantasy X | instance of | Sony Computer Entertainment secured licensing for key games | 0.80 | text |
| Grand Theft Auto III | instance of | Sony Computer Entertainment secured licensing for key games | 0.80 | text |
| and Metal Gear Solid 2 | instance of | Sony Computer Entertainment secured licensing for key games | 0.80 | text |
| sex | instance of | content in gaming | 0.80 | text |
| crime | instance of | content in gaming | 0.80 | text |
| violence | instance of | content in gaming | 0.80 | text |
| profanity | instance of | content in gaming | 0.80 | text |
| and drug use as well as topics of debate such as religion | instance of | content in gaming | 0.80 | text |
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