Will the IBM Brand Guarantee Lenovo Success in PC Markets?

Acquisition of Big Blue's personal computer division by Chinese company causes quite a stir

4 min read

15 December 2004--In 1994, Michael Pecht, an expert on the Chinese electronics industry at the University of Maryland in College Park, visited a factory owned by the Chinese technology company Lenovo Group Ltd., then known as Legend, near the humid, southern city of Shenzhen. Inside the plant, which was surrounded by farmland, Pecht saw a lean, efficient production line churning out personal computers. All the equipment, from places like Japan and Europe, was new. A half-dozen employees could be hired for the price of one laborer in the United States. "They were starting from a clean slate," says Pecht, an IEEE fellow.

Little did Pecht--or the rest of the world--know that Lenovo, 10 years later, would be in a position to buy out the PC division of IBM Corp. If the combined businesses produce as they did in 2003, they will sell 11.9 million PC units, generating approximately US $12 billion annual revenues--making Lenovo the third-largest PC business in the world, behind Dell Computer Corp., Round Rock, Texas, and Hewlett-Packard Co., Palo Alto, Calif.

Keep Reading ↓Show less

This article is for IEEE members only. Join IEEE to access our full archive.

Join the world’s largest professional organization devoted to engineering and applied sciences and get access to all of Spectrum’s articles, podcasts, and special reports. Learn more →

If you're already an IEEE member, please sign in to continue reading.

Membership includes:

  • Get unlimited access to IEEE Spectrum content
  • Follow your favorite topics to create a personalized feed of IEEE Spectrum content
  • Save Spectrum articles to read later
  • Network with other technology professionals
  • Establish a professional profile
  • Create a group to share and collaborate on projects
  • Discover IEEE events and activities
  • Join and participate in discussions

The Spectacular Collapse of CryptoKitties, the First Big Blockchain Game

A cautionary tale of NFTs, Ethereum, and cryptocurrency security

8 min read
Vertical
Mountains and cresting waves made of cartoon cats and large green coins.
Frank Stockton
Pink

On 4 September 2018, someone known only as Rabono bought an angry cartoon cat named Dragon for 600 ether—an amount of Ethereum cryptocurrency worth about US $170,000 at the time, or $745,000 at the cryptocurrency’s value in July 2022.

It was by far the highest transaction yet for a nonfungible token (NFT), the then-new concept of a unique digital asset. And it was a headline-grabbing opportunity for CryptoKitties, the world’s first blockchain gaming hit. But the sky-high transaction obscured a more difficult truth: CryptoKitties was dying, and it had been for some time.

Keep Reading ↓Show less
{"imageShortcodeIds":[]}