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I founded Atari in my garage in Santa Clara while at Stanford. When I was in school, I took a lot of business classes. I was really fascinated by economics. You end up having to be a marketeer, finance maven and a little bit of a technologist in order to get a business going.

Everyone who's ever taken a shower has an idea. It's the person who gets out of the shower, dries off and does something about it who makes a difference.

The ultimate inspiration is the deadline.

One of the big concerns I have is that most of the HR departments in a lot of companies are hiring away from creativity and they don't know it. For instance, they are requiring everybody to have a college degree. The most creative people I know couldn't deal with college.

Creativity is every company's first driver. It's where everything starts, where energy and forward motion originate. Without that first charge of creativity, nothing else can take place.

Sometimes when you hire people who have to pass a Mr. Congeniality test, you end up losing some of the non-conformists who will give you different views and perspectives.

Today, companies have to radically revolutionize themselves every few years just to stay relevant. That's because technology and the Internet have transformed the business landscape forever. The fast-paced digital age has accelerated the need for companies to become agile.

I basically look at PR as something you do if there's an object in mind. But my ego doesn't need it.

I never, ever, saw the evil Steve Jobs. He was always the most well-mannered and respectful guy I knew. And we got to be pretty good friends. He didn't suffer fools gladly. I guess he didn't think I was a fool.

I think 'Something Ventured' is a nice piece because it celebrates venture capital in a unique and powerful way.

Radical innovation is difficult to fund. It seems scary. And the really radical things seem even more scary.

In the early days of the video game business, everybody played. The question is, what happened? My theory - and I think it's pretty well borne out - is that in the '80s, games got gory, and that lost the women. And then they got complex, and that lost the casual gamer.

We didn't do a square ball in 'Pong' because we thought it was cool. We did it because that was all we could do.

Women were very, very good at 'Pong'. It was part of the dating scene. The number of people who told me they met their wife or husband playing 'Pong' was huge. They were shoulder to shoulder, talking and playing. It was body contact and verbal contact.

I've always thought legal addictions are a great way to create a business. Starbucks is a wonderful example.

Atari showed that young people could start big companies. Without that example it would have been harder for Jobs and Bill Gates, and people who came after them, to do what they did.

When I was running Atari, violence against humanoid figures was not allowed. We'd let you shoot at a tank... but we drew the line at shooting at people, with blood splattering everywhere.

These days when you say 'videogame', people think of immersive games that take over your life and require three thumbs to control. My goal is to create games that almost retreat into the background. I'm interested in bringing them back to their role as a social facilitator, the way party games help people to interact.

The subtle generational cues that make one thing cool and another uncool aren't always obvious to a parent. My children are my dinner-table sounding board. I've come up with some wonderful ideas that they universally dismissed as 'lame.'

Young adults love to play games and they're thirsty for social interaction, but a lot of bar and restaurant experiences are quite unsatisfactory on the social level. What young people need is a place that has the feel of an unhosted party where they find themselves interacting with like-minded strangers.

I believe there are Steve Jobses all around us. Really, what is happening is that they're being edited out of importance.

Every company needs to have a skunkworks, to try things that have a high probability of failing. You try to minimize failure, but at the same time, if you're not willing to try things that are inherently risky, you're not going to make progress.

The game business reinvents itself every five years.

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