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[SOURCE: https://en.wikipedia.org/w/index.php?title=Mojang_Studios&action=info] | [TOKENS: 45]
Contents Information for "Mojang Studios" Basic information Page protection Edit history Page properties This page is a member of 13 hidden categories (help): Pages transcluded onto the current version of this page (help): External tools
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[SOURCE: https://en.wikipedia.org/wiki/Incorporation_(business)] | [TOKENS: 2096]
Contents Incorporation (business) Incorporation is the formation of a new corporate body. The body may be a business corporation, a nonprofit organization, sports club or similar. The term also applied in local government to the formation of a new city or town.[citation needed] Legal benefits There are a number of legal benefits which may arise with incorporation. One significant legal benefit is the protection of personal assets against the claims of creditors and lawsuits. Sole proprietors and general partners in a partnership are personally and jointly responsible for all the legal liability (LL) of a business such as loans, accounts payable, and legal judgments. In a corporation, however, shareholders, directors and officers typically are not liable for the company's debts and obligations. They are limited in liability to the amount they have invested in the corporation. For example, if a shareholder purchased $100 in stock, no more than $100 can be lost. On the other hand, a corporation (Corp.) or a limited liability company (LLC) may hold assets such as real estate, cars, or boats. If a shareholder of a corporation is personally involved in a lawsuit or bankruptcy, these assets may be protected. A creditor of a shareholder of a Corp. or LLC cannot seize the assets of the company. However, the creditor may be able to seize ownership shares in the corporation, as they are considered a personal asset. In the United States of America, corporations can sometimes be taxed at a lower rate than individuals. Also, corporations can own shares in other corporations and receive corporate dividends 80% tax-free. There are no limits on the amount of losses a corporation may carry forward to subsequent tax years. A sole proprietorship, on the other hand, cannot claim a capital loss greater than $3,000 unless the owner has offsetting capital gains. A corporation is capable of continuing indefinitely. Its existence is not affected by the death of shareholders, directors, or officers of the corporation. Ownership in a Corp. or LLC is easily transferable to others, either in whole or in part. In the United States of America Specific incorporation requirements in the United States differ on a state by state basis. However, there are common pieces of information that states require to be included in the certificate of incorporation. A business purpose describes the incorporated tasks a company has to do or provide. The purpose can be general, indicating that the budding company has been formed to carry out "all lawful business" in the region. Alternatively, the purpose can be specific, furnishing a more detailed explanation of the products and/or services to be offered by their company.[citation needed] The chosen name should be followed with a corporate identifier such as "Corp.", "Inc.", or "Co.". A preliminary name availability search is advisable prior to the submission of the Articles of Incorporation. In the case of online incorporation, the state will have the final say with regards to the name chosen for the company. The name should not deceive or mislead consumers.[citation needed] Registered agents are people or entities responsible for receiving all legal and tax documentation on behalf of the corporation. Share per value refers to the stated minimum value and generally doesn't correspond to the actual share value. In reality, the value of a share is based on its fair market value or the amount a buyer is willing to pay. An Inc. stipulates the exact number of shares the corporation is willing to authorize. It is mandatory for every corporation to have stock. If the corporation is willing to permit both preferred as well as common shares of stock, then this should have a mention in the articles of incorporation, along with the voting rights information. Generally, preferred shares provide their shareholders with preferential payments of distributions of assets or dividends in case the company shuts down its operations. Many small business owners only issue shares of common stock.[citation needed] Some state laws are particularly corporate-friendly. For example, the transfer of ownership in a corporation incorporated in Delaware is not required to be filed or recorded.[citation needed] Legal opinion on corporations has evolved significantly throughout history, and Supreme Court cases provide a means to observe this evolution. While these cases may seem arbitrary and decontextualized when examined individually, when viewed successively and within historical context, a narrative emerges that offers an explanation for why such views are upheld. In 1816, the New Hampshire state legislature passed a bill intended to turn privately owned Dartmouth College into a publicly owned university with a board of trustees appointed by the governor. The board filed a suit challenging the constitutionality of the legislation. The suit alleged that the college enjoyed the right to contract and the government changing that contract was not allowed. Chief Justice John Marshall delivered the majority opinion and affirmed that the right to contract exists between owners of private property rather than between a government and its citizens. The case was the first in US history to raise fundamental questions about corporate entities and the protections they enjoy. It also set a precedent by extending "individual rights" to corporations. The railroad was an expensive multi-year project that greatly changed and altered both the physical and commercial landscape of the country. As with most new technological developments that have a broad impact, there are disputes about how those technologies and the businesses they support fit under the umbrella of laws that govern regulations and taxation. In 1886 one such taxation dispute arose between Santa Clara County and Southern Pacific Railroad. The railroad thought the tax code was misapplied to some of their property and assets. In deciding the case, a unanimous court ruled that governments must abide by the same tax code enforcement for individuals that it did for corporations. While not explicitly stated in the case, it was implied that this case extended equal protection rights to corporations under the 14th amendment. The booming economy the railroad corporations helped build from the late 19th into the early 20th centuries came to a screeching halt in 1929. The Great Depression, as it came to be known, helped a view of corporations emerge that put them at odds with the average worker. The election of Franklin D. Roosevelt reflected many populist sentiments. In 1933 a Florida case came before the court, again disputing taxation. In Liggett v. Lee the court ruled that there could be a corporate tax, essentially saying the structure of business was a justifiably discriminatory criterion for governments to consider when writing tax legislation. From 1940 to 1990 the percent of total GDP made up by financial service professionals increased by 300%. Along with that growth there was a growth in the profits this industry experienced as well. As the disposable income of banks and other financial institutions rose, they sought a way to use it to influence politics and policy. In response, Massachusetts passed a law limiting corporate donations strictly to issues related to their industry. The First National Bank of Boston challenged the law on First Amendment grounds and won. First National Bank of Boston v. Bellotti allowed business to use financial speech in political causes of any nature. In 2010 amidst an outpouring of frustration and blame directed at Wall Street the issue of corporate contributions came before the court again. In Citizens United v. FEC the court said there was virtually no distinction between monetary contributions and political speech, and because we do not limit political speech unless it is tantamount to bribery, corporations have the right as people to donate unlimited amounts of money to any political cause so long as it is not to a direct campaign. The articles of incorporation (also called a charter, certificate of incorporation or letters patent) are filed with the appropriate state office, listing the purpose of the corporation, its principal place of business and the number and type of shares of stock. A registration fee is due, which varies between $25 and $1,000, depending on the state. A corporate name is generally made up of three parts: "distinctive element", "descriptive element", and a legal ending. All corporations must have a distinctive element, and in most filing jurisdictions, a legal ending to their names. Some corporations choose not to have a descriptive element. In the name "Tiger Computers, Inc.", the word "Tiger" is the distinctive element; the word "Computers" is the descriptive element; and the "Inc." is the legal ending. The legal ending indicates that it is in fact a legal corporation and not just a business registration or partnership. Incorporated, limited, and corporation, or their respective abbreviations (Inc., Ltd., Corp.) are the possible legal endings in the US. Usually, there are also corporate bylaws which must be filed with the state. Bylaws outline a number of important administrative details such as when annual shareholder meetings will be held, who can vote and the manner in which shareholders will be notified if there is need for an additional "special" meeting. Corporations can only deduct net operating losses going back two years and forward 20 years. Assuming a corporation has not sold stock to the public, conducting corporate business is straightforward. Often, it amounts to recording key corporate decisions (for example, borrowing money or buying real estate) and holding an annual meeting. These formalities can often be supplanted by written agreement and do not usually need a face-to-face meeting. Europe In the UK, the process of incorporation is generally called company formation. The United Kingdom is one of the quickest locations to incorporate, with a fully electronic process and a very fast turnaround by the national registrar of companies, the Companies House. The current Companies House record is five minutes to vet and issue a certificate of incorporation for an electronic application.[citation needed] There are many different types of UK company: Asia Canada In Canada, the process of incorporation can be done either at the federal or provincial level. Companies which incorporate with the federal government will generally need to register extra-provincially in the province that they elect to do business. Similarly, a provincial corporation may need to register extra-provincially if they are to have offices outside of their home province. Incorporated Canadian companies can generally use either Corp., Corporation, Inc., Incorporated, Incorporée, Limited, Limitée, Ltd., Ltée, Société par actions de régime fédéral, and S.A.R.F in their name, but this may vary from province to province. Note that there are two government structures operating within Canada. The French system is prevalent in Quebec, while the English system is operating in the 12 other provinces and territories. See also References External links
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Mojang_Studios&action=edit] | [TOKENS: 55]
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File:GDC 2016 awards 16-20 42 56-01-7D2 0739 (cropped).jpg Summary Licensing File history Click on a date/time to view the file as it appeared at that time. File usage The following 8 pages use this file: Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file.
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[SOURCE: https://en.wikipedia.org/wiki/Video_game_developer] | [TOKENS: 4631]
Contents Video game developer A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games . A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers, designers, artists, etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games. A developer may specialize in specific game engines or specific video game consoles, or may develop for several systems (including personal computers and mobile devices). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software development work in addition to games. Most video game publishers maintain development studios (such as Electronic Arts's EA Canada, Square Enix's studios, Activision's Radical Entertainment, Nintendo EPD and Sony's Polyphony Digital and Naughty Dog). However, since publishing is still their primary activity they are generally described as "publishers" rather than "developers". Developers may be private as well. Types In the video game industry, a first-party developer is part of a company that manufactures a video game console and develops mainly for it. First-party developers may use the name of the company itself (such as Nintendo), have a specific division name (such as Sony's Polyphony Digital) or have been an independent studio before being acquired by the console manufacturer (such as Rare or Naughty Dog). Whether by purchasing an independent studio or by founding a new team, the acquisition of a first-party developer involves a huge financial investment on the part of the console manufacturer, which is wasted if the developer fails to produce a hit game on time. However, using first-party developers saves the cost of having to make royalty payments on a game's profits. Current examples of first-party studios include Nintendo EPD for Nintendo, PlayStation Studios for Sony, and Xbox Game Studios for Microsoft Gaming. Second-party developer is a colloquial term often used by gaming enthusiasts and media to describe game studios that take development contracts from platform holders and develop games exclusive to that platform, i.e. a non-owned developer making games for a first-party company. As a balance to not being able to release their game for other platforms, second-party developers are usually offered higher royalty rates than third-party developers. These studios may have exclusive publishing agreements (or other business relationships) with the platform holder, but maintain independence so that upon completion or termination of their contracts, they are able to continue developing games for other publishers if they choose to. For example, while HAL Laboratory initially began developing games on personal computers like the MSX, they became one of the earliest second-party developers for Nintendo, developing exclusively for Nintendo's consoles starting with the Famicom, though they would self-publish their mobile games. A third-party developer may also publish games, or work for a video game publisher to develop a title. Both publisher and developer have considerable input in the game's design and content. However, the publisher's wishes generally override those of the developer. Work for hire studios solely execute the publishers vision. The business arrangement between the developer and publisher is governed by a contract, which specifies a list of milestones intended to be delivered over a period of time. By updating its milestones, the publisher verifies that work is progressing quickly enough to meet its deadline and can direct the developer if the game is not meeting expectations. When each milestone is completed (and accepted), the publisher pays the developer an advance on royalties. Successful developers may maintain several teams working on different games for different publishers. Generally, however, third-party developers tend to be small, close-knit teams. Third-party game development is a volatile sector, since small developers may depend on income from a single publisher; one canceled game may devastate a small developer. Because of this, many small development companies are short-lived. A common exit strategy for a successful video game developer is to sell the company to a publisher, becoming an in-house developer. In-house development teams tend to have more freedom in game design and content than third-party developers. One reason is that since the developers are the publisher's employees, their interests align with those of the publisher; the publisher may spend less effort ensuring that the developer's decisions do not enrich the developer at the publisher's expense. Activision in 1979 became the first third-party video game developer. When four Atari, Inc. programmers left the company following its sale to Warner Communications, partially over the lack of respect that the new management gave to programmers, they used their knowledge of how Atari VCS game cartridges were programmed to create their own games for the system, founding Activision in 1979 to sell these. Atari took legal action to try to block the sale of these games, but the companies ultimately settled, with Activision agreeing to pay a portion of their sales as a license fee to Atari for developing for the console. This established the use of licensing fees as a model for third-party development that persists into the present. The licensing fee approach was further enforced by Nintendo when it decided to allow other third-party developers to make games for the Famicom console, setting a 30% licensing fee that covered game cartridge manufacturing costs and development fees. The 30% licensing fee for third-party developers has also persisted to the present, being a de facto rate used for most digital storefronts for third-party developers to offer their games on the platform. In recent years, larger publishers have acquired several third-party developers. While these development teams are now technically "in-house", they often continue to operate in an autonomous manner (with their own culture and work practices). For example, Activision acquired Raven (1997); Neversoft (1999), which merged with Infinity Ward in 2014; Z-Axis (2001); Treyarch (2001); Luxoflux (2002); Shaba (2002); Infinity Ward (2003) and Vicarious Visions (2005). All these developers continue operating much as they did before acquisition, the primary differences being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams going over budget (or missing deadlines) than third-party developers. A developer may not be the primary entity creating a piece of software, usually providing an external software tool which helps organize (or use) information for the primary software product. Such tools may be a database, Voice over IP, or add-in interface software; this is also known as middleware. Examples of this include SpeedTree and Havoc. Independents are software developers which are not owned by (or dependent on) a single publisher. Some of these developers self-publish their games, relying on the Internet and word of mouth for publicity. Without the large marketing budgets of mainstream publishers, their products may receive less recognition than those of larger publishers such as Sony, Microsoft or Nintendo. With the advent of digital distribution of inexpensive games on game consoles, it is now possible for indie game developers to forge agreements with console manufacturers for broad distribution of their games. Digital distribution services for PC games, such as Steam, have also contributed to facilitating the distribution of indie games. Other indie game developers create game software for a number of video-game publishers on several gaming platforms.[citation needed] In recent years this model has been in decline; larger publishers, such as Electronic Arts and Activision, increasingly turn to internal studios (usually former independent developers acquired for their development needs). Quality of life Video game development is usually conducted in a casual business environment, with t-shirts and sandals as common work attire. While some workers find this type of environment rewarding and pleasant professionally there has been criticism of this "uniform" potentially adding to a hostile work environment for women. The industry also requires long working hours from its employees (sometimes to an extent seen as unsustainable). Employee burnout is not uncommon. An entry-level programmer can make, on average, over $66,000 annually only if they are successful in obtaining a position in a medium to large video game company. An experienced game-development employee, depending on their expertise and experience, averaged roughly $73,000 in 2007. Indie game developers may only earn between $10,000 and $50,000 a year depending on how financially successful their titles are. In addition to being part of the software industry,[citation needed] game development is also within the entertainment industry; most sectors of the entertainment industry (such as films and television) require long working hours and dedication from their employees, such as willingness to relocate and/or required to develop games that do not appeal to their personal taste. The creative rewards of work in the entertainment business attracts labor to the industry, creating a competitive labor market that demands a high level of commitment and performance from employees. Industry communities, such as the International Game Developers Association (IGDA), are conducting increasing discussions about the problem; they are concerned that working conditions in the industry cause a significant deterioration in employees' quality of life. Some video game developers and publishers have been accused of the excessive invocation of "crunch time". "Crunch time" is the point at which the team is thought to be failing to achieve milestones needed to launch a game on schedule. The complexity of workflow, reliance on third-party deliverables, and the intangibles of artistic and aesthetic demands in video game creation create difficulty in predicting milestones. The use of crunch time is also seen to be exploitative of the younger workforce in video games, who have not had the time to establish a family and who were eager to advance within the industry by working long hours. Because crunch time tends to come from a combination of corporate practices as well as peer influence, the term "crunch culture" is often used to discuss video game development settings where crunch time may be seen as the norm rather than the exception. The use of crunch time as a workplace standard gained attention first in 2004, when Erin Hoffman exposed the use of crunch time at Electronic Arts, a situation known as the "EA Spouses" case. A similar "Rockstar Spouses" case gained further attention in 2010 over working conditions at Rockstar San Diego. Since then, there has generally been negative perception of crunch time from most of the industry as well as from its consumers and other media. Game development had generally been a predominately male workforce. In 1989, according to Variety, women constituted only 3% of the gaming industry, while a 2017 IGDA survey found that the female demographic in game development had risen to about 20%. Taking into account that a 2017 ESA survey found 41% of video game players were female, this represented a significant gender gap in game development. The male-dominated industry, most who have grown up playing video games and are part of the video game culture, can create a culture of "toxic geek masculinity" within the workplace. In addition, the conditions behind crunch time are far more discriminating towards women as this requires them to commit time exclusively to the company or to more personal activities like raising a family. These factors established conditions within some larger development studios where female developers have found themselves discriminated in workplace hiring and promotion, as well as the target of sexual harassment. This can be coupled from similar harassment from external groups, such as during the 2014 Gamergate controversy. Major investigations into allegations of sexual harassment and misconduct that went unchecked by management, as well as discrimination by employers, have been brought up against Riot Games, Ubisoft and Activision Blizzard in the late 2010s and early 2020s, alongside smaller studios and individual developers. However, while other entertainment industries have had similar exposure through the Me Too movement and have tried to address the symptoms of these problems industry-wide, the video game industry has yet to have its Me Too-moment, even as late as 2021. There also tends to be pay-related discrimination against women in the industry. According to Gamasutra's Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game designing women had the closest equity, making 96 cents for every dollar men made in the same job, while audio professional women had the largest gap, making 68% of what men in the same position made. Increasing the representation of women in the video game industry required breaking a feedback loop of the apparent lack of female representation in the production of video games and in the content of video games. Efforts have been made to provide a strong STEM (science, technology, engineering, and mathematics) background for women at the secondary education level, but there are issues with tertiary education such as at colleges and universities, where game development programs tend to reflect the male-dominated demographics of the industry, a factor that may lead women with strong STEM backgrounds to choose other career goals. There is also a significant gap in racial minorities within the video game industry; a 2019 IGDA survey found only 2% of developers considered themselves to be of African descent and 7% Hispanic, while 81% were Caucasian; in contrast, 2018 estimates from the United States Census estimate the U.S. population to be 13% of African descent and 18% Hispanic. In a 2014 and 2015 survey of job positions and salaries, the IGDA found that people of color were both underrepresented in senior management roles as well as underpaid in comparison to white developers. Further, because video game developers typically draw from personal experiences in building game characters, this diversity gap has led to few characters of racial minority to be featured as main characters within video games. Minority developers have also been harassed from external groups due to the toxic nature of the video game culture. This racial diversity issue has similar ties to the gender one, and similar methods to result both have been suggested, such as improving grade school education, developing games that appeal beyond the white, male gamer stereotype, and identifying toxic behavior in both video game workplaces and online communities that perpetuate discrimination against gender and race. In regards to LGBT and other gender or sexual orientations, the video game industry typically shares the same demographics as with the larger population based on a 2005 IGDA survey. Those in the LGBT community do not find workplace issues with their identity, though work to improve the representation of LGBT themes within video games in the same manner as with racial minorities. However, LGBT developers have also come under the same type of harassment from external groups like women and racial minorities due to the nature of the video game culture. The industry also is recognized to have an ageism issue, discriminating against the hiring and retention of older developers. A 2016 IGDA survey found only 3% of developers were over 50 years old, while at least two-thirds were between 20 and 34; these numbers show a far lower average age compared to the U.S. national average of about 41.9 that same year. While discrimination by age in hiring practices is generally illegal, companies often target their oldest workers first during layoffs or other periods of reduction. Older developers with experience may find themselves too qualified for the types of positions that other game development companies seek given the salaries and compensations offered. Some of the larger video game developers and publishers have also engaged contract workers through agencies to help add manpower in game development in part to alleviate crunch time from employees. Contractors are brought on for a fixed period and generally work similar hours as full-time staff members, assisting across all areas of video game development, but as contractors, do not get any benefits such as paid time-off or health care from the employer; they also are typically not credited on games that they work on for this reason. The practice itself is legal and common in other engineering and technology areas, and generally it is expected that this is meant to lead into a full-time position, or otherwise the end of the contract. But more recently, its use in the video game industry has been compared to Microsoft's past use of "permatemp", contract workers that were continually renewed and treated for all purposes as employees but received no benefits. While Microsoft has waned from the practice, the video game industry has adapted it more frequently. Around 10% of the workforce in video games is estimated to be from contract labor. Similar to other tech industries, video game developers are typically not unionized. This is a result of the industry being driven more by creativity and innovation rather than production, the lack of distinction between management and employees in the white-collar area, and the pace at which the industry moves that makes union actions difficult to plan out. However, when situations related to crunch time become prevalent in the news, there have typically been followup discussions towards the potential to form a union. A survey performed by the International Game Developers Association in 2014 found that more than half of the 2,200 developers surveyed favored unionization. A similar survey of over 4,000 game developers run by the Game Developers Conference in early 2019 found that 47% of respondents felt the video game industry should unionize. In 2016, voice actors in the Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) union doing work for video games struck several major publishers, demanding better royalty payments and provisions related to the safety of their vocal performances, when their union's standard contract was up for renewal. The voice actor strike lasted for over 300 days into 2017 before a new deal was made between SAG-AFTRA and the publishers. While this had some effects on a few games within the industry, it brought to the forefront the question of whether video game developers should unionize. A grassroots movement, Game Workers Unite, was established around 2017 to discuss and debate issues related to unionization of game developers. The group came to the forefront during the March 2018 Game Developers Conference by holding a roundtable discussion with the International Game Developers Association (IGDA), the professional association for developers. Statements made by the IGDA's current executive director Jen MacLean relating to IGDA's activities had been seen by as anti-union, and Game Workers Unite desired to start a conversation to lay out the need for developers to unionize. In the wake of the sudden near-closure of Telltale Games in September 2018, the movement again called out for the industry to unionize. The movement argued that Telltale had not given any warning to its 250 employees let go, having hired additional staff as recently as a week prior, and left them without pensions or health-care options; it was further argued that the studio considered this a closure rather than layoffs, as to get around failure to notify required by the Worker Adjustment and Retraining Notification Act of 1988 preceding layoffs. The situation was argued to be "exploitive", as Telltale had been known to force its employees to frequently work under "crunch time" to deliver its games. By the end of 2018, a United Kingdom trade union, Game Workers Unite UK, an affiliate of the Game Workers Unite movement, had been legally established. Following Activision Blizzard's financial report for the previous quarter in February 2019, the company said that they would be laying off around 775 employees (about 8% of their workforce) despite having record profits for that quarter. Further calls for unionization came from this news, including the AFL–CIO writing an open letter to video game developers encouraging them to unionize. In January 2020, Game Workers Unite and the Communications Workers of America established a new campaign to push for unionization of video game developers, the Campaign to Organize Digital Employees (CODE), in January 2020. Initial efforts for CODE were aimed to determine what approach to unionization would be best suited for the video game industry. Whereas some video game employees believe they should follow the craft-based model used by SAG-AFTRA which would unionize based on job function, others feel an industry-wide union, regardless of job position, would be better. Starting in 2021, several smaller game studios in the United States began efforts to unionize. These mostly involved teams doing quality assurance rather than developers. These studios included three QA studios under Blizzard Entertainment: Raven Software, Blizzard Albany, and Proletariat; and Zenimax Media's QA team. Microsoft, which had previously acquired Zenimax and announced plans to acquire Blizzard via the acquisition of Activision Blizzard, stated it supported these unionization efforts. After this acquisition, the employees of Bethesda Game Studios, part of Zenimax under Microsoft, unionized under the Communications Workers of America (CWA) in July 2024. Over 500 employees within Blizzard Entertainment's World of Warcraft division also unionized with CWA that same month. Similarly, Blizzard's Overwatch team unionized in May 2025, Raven Software, Blizzard's story and franchise development team, and Blizzard's Diablo team separately voted for unionization in August 2025, and the Hearthstone and Warcraft Rumble teams followed with their vote in October 2025. By this point, over 2000 Blizzard employees had become unionzized. Sweden presents a unique case where nearly all parts of its labor force, including white-collar jobs such as video game development, may engage with labor unions under the Employment Protection Act often through collective bargaining agreements. Developer DICE had reached its union agreements in 2004. Paradox Interactive became one of the first major publishers to support unionization efforts in June 2020 with its own agreements to cover its Swedish employees within two labor unions Unionen and SACO. In Australia, video game developers could join other unions, but the first video game-specific union, Game Workers Unite Australia, was formed in December 2021 under Professionals Australia to become active in 2022. In Canada, in a historic move, video game workers in Edmonton unanimously voted to unionize for the first time in June 2022. In January 2023, after not being credited in The Last of Us HBO adaptation, Bruce Straley called for unionization of the video game industry. He told the Los Angeles Times: "Someone who was part of the co-creation of that world and those characters isn't getting a credit or a nickel for the work they put into it. Maybe we need unions in the video game industry to be able to protect creators." An industry-wide union, the United Video game Workers-CWA (UVA-CWA), for North American workers, was announced in March 2025 with support from the Communication Workers of America. ZU/AM, the developers of Disco Elysium , became the first video game studio in the United Kingdom, unuionizing under the Independent Workers' Union of Great Britain in October 2025. See also References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/Aktiebolag] | [TOKENS: 581]
Contents Aktiebolag Aktiebolag (Swedish pronunciation: [ˈâktsɪɛbʊˌlɑːɡ], "stock company") is the Swedish term for "limited company" or "corporation". When used in company names, it is abbreviated as "AB" (in Sweden), "Ab" (in Finland), or, rarely, "A/B" (dated), roughly equivalent to the abbreviations Corp., Ltd., and PLC. The state authority responsible for the registration of aktiebolag in Sweden is the Swedish Companies Registration Office. Sweden All aktiebolag are divided into two categories: private limited companies and public limited companies. The name of a private limited company may not contain the word publikt ("public") and the name of a public limited company may not contain the word privat or pvt. ("private"). A public limited company (publikt aktiebolag) is legally denoted as "AB (publ.)" in Sweden or "Abp" in Finland. A Swedish public limited company must have a minimum share capital of 500,000 Swedish kronor and its shares can be offered to the public on the stock market. The suffix "(publ.)" is sometimes omitted in texts of an informal nature, but according to the Swedish Companies Registration Office, "the name of a public limited company must be mentioned with the term (publ.) after the business name in the articles of association and elsewhere", unless it is clearly understood from the company’s business name that the company is a public limited company. For a private limited company in Sweden (privat aktiebolag), the minimum share capital is 25,000 Swedish kronor. The main Swedish statutes regulating limited companies are the Companies Act (Aktiebolagslagen (ABL) 2005:551) and the Limited Companies Ordinance (Aktiebolagsförordningen 2005:559). The ABL stipulates that parent companies and subsidiaries are separate legal persons and legal entities. Companies such as EA Digital Illusions CE AB, Ericsson AB, MySQL AB, Mojang AB, Spotify AB, Scania AB and Hi3G Access AB use AB in their names. Other companies have included it in their abbreviated trading name, such as Saab AB (formerly Svenska Aeroplan AB), SSAB AB (formerly Svenskt Stål AB), HIAB (Hydrauliska Industri AB), ESAB (Elektriska Svetsnings-Aktiebolaget) and LKAB (Luossavaara-Kiirunavaara Aktiebolag). Finland The term aktiebolag is also used in Finland Swedish, alongside the Finnish osakeyhtiö; the choice and ordering of terms tends to indicate the company's primary working language. References External links
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Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are shown in bold with a green bullet. See more at Help:Related changes.
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[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-Wired_UK:_Origins-6] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
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[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-Xsolla:_Code_Club-7] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
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[SOURCE: https://en.wikipedia.org/wiki/Help:IPA/Swedish] | [TOKENS: 136]
Contents Help:IPA/Swedish The chart below shows how the International Phonetic Alphabet (IPA) represents Swedish pronunciations in Wikipedia articles. For a guide to adding IPA characters to Wikipedia articles, see Template:IPA and Wikipedia:Manual of Style/Pronunciation § Entering IPA characters. The Sweden pronunciation is based primarily on Central Standard Swedish, and the Finland one on Helsinki pronunciation. Recordings and example transcriptions in this help are in Sweden Swedish, unless otherwise noted. See Swedish phonology and Swedish alphabet § Sound–spelling correspondences for a more thorough look at the sounds of Swedish. SWE FIN SWE FIN SWE FIN Notes Bibliography See also External links
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[SOURCE: https://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game] | [TOKENS: 5242]
Contents Massively multiplayer online role-playing game A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Global revenues for MMORPGs exceeded half a billion dollars in 2005, and the western world's revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion. World of Warcraft, a popular MMORPG, had over 10 million subscribers as of November 2014. World of Warcraft's total revenue was $1.04 billion US dollars in 2014. Star Wars: The Old Republic, released in 2011, became the world's "fastest-growing subscription MMO in history" after gaining more than 1 million players within the first three days of its launch. Common features Although modern MMORPGs sometimes differ dramatically from their predecessors, many of them share the same basic characteristics. These include several common features: The majority of popular MMORPGs are based on traditional fantasy themes, often occurring in an in-game universe comparable to that of Dungeons & Dragons. Some employ hybrid themes that either merge or replace fantasy elements with those of science fiction, sword and sorcery, or crime fiction. Others draw thematic material from American comic books, the occult, and other genres. These elements are often developed using similar tasks and scenarios involving quests, monsters, and loot. In nearly all MMORPGs, the development of the player's character is the primary goal. Nearly all MMORPGs feature a character progression system, in which players earn experience points for their actions and use those points to reach character "levels", which makes them better at whatever they do. Traditionally, combat with monsters and completing quests for non-player characters, either alone or in groups, are the primary ways to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs. This is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the level treadmill, or "grinding". The role-playing game Progress Quest was created as a parody of this trend. Eve Online, a space-based MMORPG, uses an alternative method of progression where users train skills in real-time rather than using experience points as a measure of progression. In some MMORPGs, there is no limit to a player's level, allowing the grinding experience to continue indefinitely. MMORPGs that use this model often glorify top ranked players by displaying their avatars on the game's website or posting their stats on a high score screen. Another common practice is to enforce a maximum reachable level for all players, often referred to as a level cap. Once reached, the definition of a player's progression changes. Instead of being awarded primarily with experience for completing quests and dungeons, the player's motivation to continue playing will be replaced with collecting money and equipment. Often, the widened range of equipment available at the maximum level will have increased aesthetic value to distinguish high ranking players in game between lower ranked players. Colloquially known as endgame gear, this set of empowered weapons and armor adds a competitive edge to both scripted boss encounters as well as player vs player combat. Player motivation to outperform others is fueled by acquiring such items and is a significant determining factor in their success or failure in combat-related situations. MMORPGs almost always have tools to facilitate communication between players. Many MMORPGs offer support for in-game guilds or clans, though these will usually form whether the game supports them or not. In addition, most MMOGs require some degree of teamwork in parts of the game. These tasks usually require players to take on roles in the group, such as protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies. MMORPGs generally have Game Moderators or Game Masters (frequently referred to as GMs or "mods"), who may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles. Relationships formed in MMORPGs can often be just as intense as relationships formed between friends or partners met outside the game, and often involve elements of collaboration and trust between players. Most MMORPGs provide different types of classes that players can choose. Among those classes, a small portion of players choose to roleplay their characters, and there are rules that provide functionality and content to those who do. Community resources such as forums and guides exist in support of this play style. For example, if a player wants to play a priest role in his MMORPG world, that player might buy a cope from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the setting and resources similar to those in the game world. Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos. Players will often complain about 'grind' (a slang term for any repetitive, time-consuming activity in an MMORPG), or talk about 'buffs' and 'nerfs' (respectively an upgrade or downgrade of a particular game mechanic). As with all such cultures, social rules exist for such things as invitations to join an adventuring party, the proper division of treasure, and how a player is expected to behave while grouped with other players. Infrastructure and Monetization Most MMORPGs are deployed using a client–server system architecture. The server software generates a persistent instance of the virtual world that runs continuously, and players connect to it via a client software. The client software may provide access to the entire playing world, or further 'expansions' may be required to be purchased to allow access to certain areas of the game. EverQuest and Guild Wars are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing "thin" clients, such as a web browser.[citation needed] Depending on the number of players and the system architecture, an MMORPG might be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another; World of Warcraft is a prominent example, with each separate server housing several thousand players. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is EVE Online, which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010) at certain times. Some games allow characters to appear on any world, but not simultaneously (such as Seal Online: Evolution or Kolossium competition in Dofus); others limit each character to the world in which it was created. World of Warcraft has experimented with "cross-realm" (i.e. cross-server) interaction in player vs player "battlegrounds", using server clusters or "battlegroups" to co-ordinate players looking to participate in structured player vs player content such as the Warsong Gulch or Alterac Valley battlegrounds. Additionally, patch 3.3, released on December 8, 2009, introduced a cross-realm "looking for group" system to help players form groups for instanced content (though not for open-world questing) from a larger pool of characters than their home server can necessarily provide. MMORPGs today use a wide range of business models, from free of charge, free with microtransactions, advertise funded, to various kinds of payment plans. Some MMORPGs require payment or a monthly subscription to play. By definition, "massively multiplayer" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development purposes. Some games, such as Guild Wars, have disposed of the 'monthly fee' model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as Flyff and MapleStory. This business model is alternately called "pay for perks" or "freemium", and games using it often describe themselves with the term "free-to-play". History MMORPG is a term coined by Richard Garriott to refer to massive multiplayer online role-playing games and their social communities. Previous to this and related coinages, these games were generally called graphical MUDs; the history of MMORPGs traces back directly through the MUD genre. Through this connection, MMORPGs can be seen to have roots in the earliest multi-user games such as Mazewar (1974) and MUD1 (1978). 1985 saw the release of a roguelike (pseudo-graphical) MUD called Island of Kesmai on CompuServe and Lucasfilm's graphical MUD Habitat. The first fully graphical multi-user RPG was Neverwinter Nights, which was delivered through America Online in 1991 and was personally championed by AOL President Steve Case. Other early proprietary graphical online RPGs include three on The Sierra Network: The Shadow of Yserbius in 1992, The Fates of Twinion in 1993, and The Ruins of Cawdor in 1995. Another milestone came in 1995 as NSFNET restrictions were lifted, opening the Internet up for game developers, which allowed for the first truly "massively"-scoped titles. Finally, MMORPGs as defined today began with Meridian 59 in 1996, innovative both in its scope and in offering first-person 3D graphics, with The Realm Online appearing nearly simultaneously. Ultima Online, released in 1997, is often credited with first popularizing the genre, though more mainstream attention was garnered by 1999's EverQuest and Asheron's Call in the West and 1996's Nexus: The Kingdom of the Winds in South Korea. The financial success of these early titles has ensured competition in the genre since that time. MMORPG titles now exist on consoles and in new settings. In 2008, the market for MMORPGs had Blizzard Entertainment's World of Warcraft dominating as the largest MMORPG, alongside other titles such as Final Fantasy XIV and Guild Wars 2, though an additional market exists for free-to-play MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in South Korea such as MapleStory, Rohan: Blood Feud, Atlantica Online and Lost Ark. Also, there are some free-to-play games, such as RuneScape and Tibia, where the game is free, but one would have to pay monthly to play the game with more features. Guild Wars and its sequel avoid some degree of competition with other MMORPGs by only requiring the initial purchase of the game to play. Development The cost of developing a competitive commercial MMORPG title often exceeded $10 million in 2003. These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network infrastructure. The front-end (or client) component of a commercial, modern MMORPG features 3D graphics. As with other modern 3D games, the front-end requires expertise with implementing 3D engines, real-time shader techniques and physics simulation. The actual visual content (areas, creatures, characters, weapons, spaceships and so forth) is developed by artists who typically begin with two-dimensional concept art, and later convert these concepts into animated 3D scenes, models and texture maps. Developing an MMOG server requires expertise with client/server architecture, network protocols, security, and database design. MMORPGs include reliable systems for a number of vital tasks. The server must be able to handle and verify a large number of connections, prevent cheating, and apply changes (bug fixes or added content) to the game. A system for recording the games data at regular intervals, without stopping the game, is also important. Maintenance requires sufficient servers and bandwidth, and a dedicated support staff. Insufficient resources for maintenance lead to lag and frustration for the players, and can severely damage the reputation of a game, especially at launch. Care must also be taken to ensure that player population remains at an acceptable level by adding or removing servers. Peer-to-peer MMORPGs could theoretically work cheaply and efficiently in regulating server load, but practical issues such as asymmetrical network bandwidth, CPU-hungry rendering engines, unreliability of individual nodes, and inherent lack of security (opening fertile new grounds for cheating) can make them a difficult proposition. The hosted infrastructure for a commercial-grade MMORPG requires the deployment of hundreds (or even thousands) of servers. Developing an affordable infrastructure for an online game requires developers to scale large numbers of players with less hardware and network investment. In addition, the development team will need to have expertise with the fundamentals of game design: world-building, lore and game mechanics, as well as what makes games fun. Though the vast majority of MMORPGs are produced by companies, many small teams of programmers and artists have contributed to the genre. As shown above, the average MMORPG development project requires enormous investments of time and money, and running the game can be a long-term commitment. As a result, non-corporate (or independent, or "indie") development of MMORPGs is less common compared to other genres. Still, many independent MMORPGs do exist, representing a wide spectrum of genres, gameplay types, and revenue systems. Some independent MMORPG projects are completely open source, while others feature proprietary content made with an open-source game engine. The WorldForge project has been active since 1998 and formed a community of independent developers who are working on creating framework for a number of open-source MMORPGs. The Multiverse Foundation has also created a platform specifically for independent MMOG developers. Trends As there are a number of wildly different titles within the genre, and since the genre develops so rapidly, it is difficult to definitively state that the genre is heading in one direction or another. Still, there are a few obvious developments. One of these developments is the raid group quest, or "raid", which is an adventure designed for large groups of players (often twenty or more). Instance dungeons, sometimes shortened to "instances", are game areas that are "copied" for individual players or groups, which keeps those in the instance separated from the rest of the game world. This reduces competition, and also reducing the amount of data that needs to be sent to and from the server, reducing lag. The Realm Online was the first MMORPG to begin to use a rudimentary form of this technique and Anarchy Online would develop it further, using instances as a key element of gameplay. Since then, instancing has become increasingly common. The "raids", as mentioned above, often involve instance dungeons. Examples of games which feature instances are World of Warcraft, The Lord of the Rings Online, EverQuest, EverQuest II, Aion, Final Fantasy XIV, Guild Wars, Rift, RuneScape, Star Trek Online, Star Wars: The Old Republic, and DC Universe Online. Increased amounts of "player-created content" is another trend. The use of intellectual property licensing common in other video game genres has also appeared in MMORPGs. 2007 saw the release of The Lord of the Rings Online, based on J. R. R. Tolkien's Middle-earth. Other licensed MMORPGs include The Matrix Online, based on the Matrix trilogy of films, Warhammer Online: Age of Reckoning, based on Games Workshop's table top game, Star Wars Galaxies, Star Wars: The Old Republic, Champions Online and Age of Conan. Additionally, several licenses from television have been optioned for MMORPGs, for example Star Trek Online and Stargate Worlds (which was later canceled). The first console-based MMORPG was Phantasy Star Online for the Dreamcast. The first console-based open-world MMORPG was Final Fantasy XI for the PlayStation 2. EverQuest Online Adventures, also on the PlayStation 2, was the first console MMORPG in North America. Although console-based MMORPGs are considered more difficult to produce, the platform is gaining more attention. With the popularization of Facebook and microtransactions came a wave of Flash and HTML5 based MMORPGs that use the free to play model. They require no download outside of a browser and usually have heavily integrated social media sharing features. Smartphones with their GPS capabilities (amongst others) enable augmented reality in games such as Ingress and Pokémon Go. The games are enhanced by location and distance based tracking, bench marking goals or facilitating trade between players. In society and culture Since the interactions between MMORPG players are real, even if the environments are virtual, psychologists and sociologists are able to use MMORPGs as tools for academic research. Sherry Turkle has found that many people have expanded their emotional range by exploring the many different roles (including gender identities) that MMORPGs allow a person to explore. Nick Yee has surveyed more than 35,000 MMORPG players over the past several years, focusing on psychological and sociological aspects of these games. Recent findings included that 15% of players become a guild-leader at one time or another, but most generally find the job tough and thankless; and that players spend a considerable amount of time (often a third of their total time investment) doing things that are external to gameplay but part of the metagame. Many players report that the emotions they feel while playing an MMORPG are very strong, to the extent that 8.7% of male and 23.2% of female players in a statistical study have had an online wedding. Other researchers have found that the enjoyment of a game is directly related to the social organization of a game, ranging from brief encounters between players to highly organized play in structured groups. In a 2008 study by Zaheer Hussain and Mark D. Griffiths, it was found that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had created a character of the opposite gender, and it is suggested that the online female persona has a number of positive social attributes. A German fMRT-study conducted by researchers of the Central Institute of Mental Health points towards impairments in social, emotional and physical aspects of the self-concept and a higher degree in avatar identification in addicted MMORPG players, compared to non-addicted and naive (nonexperienced) people. These findings generally support Davis' cognitive behavioral model of Internet addiction, which postulates that dysfunctional self-related cognitions represent central factors contributing towards the development and maintenance of MMORPG addiction. The high degree of avatar identification found by Leménager et al. in the addicted group of this study indicates that MMORPG playing may represent an attempt to compensate for impairments in self-concept. Psychotherapeutic interventions should therefore focus on the development of coping strategies for real-life situations in which addicted players tend to experience themselves as incompetent and inferior. Richard Bartle, author of Designing Virtual Worlds, classified multiplayer RPG-players into four primary psychological groups. His classifications were then expanded upon by Erwin Andreasen, who developed the concept into the thirty-question Bartle Test that helps players determine which category they are associated with. With over 650,000 test responses as of 2011, this is perhaps the largest ongoing survey of multiplayer game players. Based on Bartle and Yee's research, Jon Radoff has published an updated model of player motivation that focuses on immersion, competition, cooperation and achievement. These elements may be found not only in MMORPGs, but many other types of games and within the emerging field of gamification. There have been numerous discussions and evaluations by various scholarly institutions regarding the long-term effects of video game overuse. Many news agencies have criticized video games as promoting violent tendencies in its player base and encouraging anti-social behaviors. Ultimately this culminated in the World Health Organization classifying the overuse of video games as "Technological Addiction" in May 2019. In World of Warcraft, a temporary design glitch attracted the attention of psychologists and epidemiologists across North America, when the "Corrupted Blood" status effect began to spread unintentionally—and uncontrollably— outside of the high-level battle it was intended to be limited to and into the wider game world. The Centers for Disease Control intended to use the incident as a research model to chart both the progression of a disease, and the potential human response to large-scale epidemic infection. However, due to Blizzard Entertainment's failure to keep statistical records of the event, the 2005 Corrupted Blood Outbreak ultimately failed to produce any results. Nevertheless, the CDC has continued to express interest in the use of MMORPGs for disease research. It has been suggested by Springer University in Germany that MMORPGs encourage and provide opportunities to study and improve in economic theory by providing a controlled environment for the natural development of economic practices between players of including professions, trade, and services. Research has shown that for the positive learner, game-based interaction could reduce inhibition as well as enhance the enjoyment and motivation of second language learning, but appears to be more suitable for learners of intermediate and higher levels of proficiency than language beginners. The Division of Autism and developmental disabilities published a significant report detailing the value of MMORPGs for the treatment of individuals with autism spectrum disorder. The report suggests that individuals with autism spectrum disorder could benefit from MMORPGs by being provided a space to freely develop social skills and communication skills without the stress of face-to-face contact. This in turn opens new pathways for social therapy for individuals with developmental disabilities. Many MMORPGs feature living economies. Virtual items and currency have to be gained through play and have definite value for players. Such a virtual economy can be analyzed (using data logged by the game) and has value in economic research. More significantly, these "virtual" economies can affect the economies of the real world. One of the early researchers of MMORPGs was Edward Castronova, who demonstrated that a supply-and-demand market exists for virtual items and that it crosses over with the real world. This crossover has some requirements of the game: The idea of attaching real-world value to "virtual" items has had a profound effect on players and the game industry, and even the courts. The virtual currency selling pioneer IGE received a lawsuit from a World of Warcraft player for interfering in the economics and intended use of the game by selling WoW gold. Castronova's first study in 2002 found that a highly liquid (if illegal) currency market existed, with the value of Everquest's in-game currency exceeding that of the Japanese yen. Some people even make a living by working these virtual economies; these people are often referred to as gold farmers, and may be employed in game sweatshops. Game publishers usually prohibit the exchange of real-world money for virtual goods, but others actively promote the idea of linking (and directly profiting from) an exchange. In Second Life and Entropia Universe, the virtual economy and the real-world economy are directly linked. This means that real money can be deposited for game money and vice versa. Real-world items have also been sold for game money in Entropia, and some players of Second Life have generated revenues in excess of $100,000. Some of the issues confronting online economies include: Linking real-world and virtual economies was rare in MMORPGs as of 2008, as it is generally believed to be detrimental to gameplay. If real-world wealth can be used to obtain greater, more immediate rewards than skillful gameplay, the incentive for strategic roleplay and real game involvement is diminished. It could also easily lead to a skewed hierarchy where richer players gain better items, allowing them to take on stronger opponents and level up more quickly than less wealthy but more committed players. See also References Further reading
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[SOURCE: https://en.wikipedia.org/wiki/Shanghai] | [TOKENS: 12396]
Contents Shanghai Shanghai[a] is a direct-administered municipality and the most populous urban area in China. It has a population of 29,558,908 in the urban area as of 2025. The city is located on the Chinese shoreline on the southern estuary of the Yangtze River, with the Huangpu River bisecting the city. Shanghai is a global center for finance, business and economics, research, science and technology, manufacturing, transportation, tourism, and culture. The Port of Shanghai is the world's busiest container port. As of 2022, the Greater Shanghai metropolitan area was estimated to produce a gross metropolitan product (nominal) of nearly 13 trillion RMB ($1.9 trillion). Originally a fishing village and market town, Shanghai grew to global prominence in the 19th century due to domestic and foreign trade and its favorable port location. The city was one of five treaty ports forced to open to trade with the Europeans after the First Opium War, with the Shanghai International Settlement and French Concession subsequently established. The city became a primary commercial and financial hub of Asia in the 1930s. During the Second World War, it was the site of the Battle of Shanghai. This was followed by the Chinese Civil War with the Communists taking over the city and most of the mainland. During the Cold War, trade was mostly limited to other socialist countries in the Eastern Bloc, causing the city's global influence to decline. The reform and opening up supported by Deng Xiaoping led to extensive redevelopment by the 1990s, particularly in the Pudong New Area, spurring the return of finance and foreign investment. The city has re-emerged as a hub for international trade and finance. It is the home of the Shanghai Stock Exchange, the largest stock exchange in the Asia-Pacific by market capitalization and the Shanghai Free-Trade Zone, the first free-trade zone in mainland China. It is ranked eighth globally on the Global Financial Centres Index. Shanghai has been classified as an Alpha+ (global first-tier) city by the Globalization and World Cities Research Network. As of 2024, it is home to 13 companies of the Fortune Global 500—the fourth-highest number of any city. Shanghai is the world's second largest city by scientific outputs and home to several highly ranked universities, including Fudan, Shanghai Jiao Tong and Tongji. The Shanghai Metro, first opened in 1993, is the largest metro network in the world by route length. Shanghai has been described as a global finance and innovation hub, and it is one of the ten biggest economic hubs in the world. Featuring several architectural styles such as Art Deco and shikumen, the city contains the Lujiazui skyline, and museums and historic buildings such as the City God Temple, Yu Garden, the China Pavilion and buildings along the Bund. Shanghai is known for its cuisine, local language, and cosmopolitan culture. It ranks sixth in the list of cities with the most skyscrapers. Etymology The two Chinese characters in the city's name are 上 (shàng/zaon, "upon") and 海 (hǎi/hé, "sea"), together meaning "On the Sea". The earliest occurrence of this name is the 11th-century Song dynasty, when there was a river confluence and a town with this name in the area. Others contend that the city is referenced in historical records dating back 2150 years, and that its ancient name, "Hu", suggests it was a fishing village. In 1280 it was renamed "Shanghai", which translates to "Above the Sea". The name's interpretation was disputed, but Chinese historians concluded that during the Tang dynasty, the area of modern-day Shanghai was under sea level, so the land appeared to be "on the sea". Shanghai is officially abbreviated 沪[b] (Hù/wu) in Chinese, a contraction of 沪渎[c] (Hù Dú/wu-doq, "Harpoon Ditch"), a 4th- or 5th-century Jin name for the mouth of Suzhou Creek when it was the main conduit into the ocean. This character appears on motor vehicle license plates issued in the municipality. 申 (Shēn/sén) or 申城 (Shēnchéng/sén-zen, "Shen City") was an early name originating from Lord Chunshen, a 3rd-century BC nobleman and prime minister of the state of Chu, whose fief included modern Shanghai. 华亭[d] (Huátíng/gho-din) was another early name for Shanghai. In AD 751, Huating County was established as the first county-level administration within modern-day Shanghai by Zhao Juzhen, the governor of Wu Commandery. 魔都 (Módū/mó-tu, "monster/fiend/magical city"),[e] is a contemporary nickname for Shanghai. The name was first mentioned in Mato (1924) by Japanese novelist Shōfu Muramatsu. The city has various English nicknames including the "New York of China", in reference to its status as a cosmopolitan megalopolis and financial hub, the "Pearl of the Orient", and the "Paris of the East". History The western part of modern-day Shanghai was inhabited 6,000 years ago. During the Spring and Autumn period (approximately 771 to 476 BC), it belonged to the Kingdom of Wu, which was conquered by the Kingdom of Yue, which in turn was conquered by the Kingdom of Chu. During the Warring States period (475 BC), Shanghai was part of the fief of Lord Chunshen of Chu, one of the Four Lords of the Warring States. Local legends claim he ordered the excavation of the Huangpu River, an important river in the area. Its former or poetic name, the Chunshen River, gave Shanghai its nickname of "Shēn". Fishermen living in the Shanghai area then created a fish tool called the hù, which lent its name to the outlet of Suzhou Creek north of the Old City and became a common nickname and abbreviation for the city. During the Tang and Song dynasties, Qinglong Town (青龙镇[f]) in modern Qingpu District was a major trading port. Established in 746, it developed into what was historically called a "giant town of the Southeast". The port experienced thriving trade with provinces along the Yangtze and the Chinese coast, as well as foreign countries such as Japan and Silla. By the end of the Song dynasty, the center of trading had moved downstream of the Wusong River to Shanghai. Its status was upgraded from a village to a market town in 1074; in 1172, a second sea wall was built to stabilize the ocean coastline, supplementing an earlier dike. From the Yuan dynasty in 1292 until Shanghai officially became a municipality in 1927, central Shanghai was administered as a county under Songjiang Prefecture, which had its seat in the present-day Songjiang District. Shanghai's first city wall was built in 1554 to protect the town from raids by Japanese pirates. It was 10 m (33 ft) high and 5 km (3 mi) in circumference. A City God Temple was built in 1602 during the Wanli reign. This honor was usually reserved for prefectural capitals and not normally given to a county seat like Shanghai. Scholars theorized that this reflected the town's economic importance. During the Qing dynasty, two central government policy changes caused Shanghai to become one of the most important seaports in the Yangtze Delta region. The first was in 1684, when the Kangxi Emperor reversed the 1525 prohibition on oceangoing vessels. In 1732, the Qianlong Emperor moved the customs office for Jiangsu province (江海关;[g] see Customs House, Shanghai) from Songjiang to Shanghai, and gave Shanghai exclusive control over customs collections for Jiangsu's foreign trade. Shanghai became the major trade port for the lower Yangtze region by 1735, despite being at the lowest administrative level in the political hierarchy. In the 19th century, international attention and recognition of its economic and trade potential at the Yangtze grew. British forces occupied the city during the First Opium War. The war ended in 1842 with the Treaty of Nanking, which opened Shanghai as one of the five treaty ports for international trade. The Treaty of the Bogue, the Treaty of Wanghia, and the Treaty of Whampoa, signed between 1843 and 1844, forced Chinese concession to European and American desires for visitation and trade in China. Britain, France, and the United States established a presence outside the walled city of Shanghai, which remained under the direct administration of the Chinese. The Chinese-held Old City of Shanghai fell to rebels from the Small Swords Society in 1853, but was regained by the Qing government in February 1855. In 1854, the Shanghai Municipal Council was created to manage the foreign settlements. Between 1860 and 1862, the Taiping rebels twice attacked Shanghai and destroyed the city's eastern and southern suburbs, but failed to take the city. In 1863, the British settlement south of Suzhou Creek (northern Huangpu District) and the American settlement to the north (southern Hongkou District) joined to form the Shanghai International Settlement. The French opted out of the Shanghai Municipal Council and maintained its own concession at the city's south and southwest. The First Sino-Japanese War concluded with the 1895 Treaty of Shimonoseki, which elevated Japan as another foreign power in Shanghai. Japan built the first factories in Shanghai, which were copied by other foreign powers. This international activity gave Shanghai the nickname "the Great Athens of China". In 1912, the Old City walls were dismantled as they blocked the city's expansion. In July 1921, the Chinese Communist Party was founded in the Shanghai French Concession. On 30 May 1925, the May Thirtieth Movement broke out when a worker in a Japanese-owned cotton mill was shot and killed by a Japanese foreman. Workers in the city then launched general strikes against imperialism, which became nationwide protests that gave rise to Chinese nationalism. The golden age of Shanghai began with its elevation to municipality after it was separated from Jiangsu on 7 July 1927. This new Chinese municipality was 494.69 km2 (191.0 sq mi), and included the districts of Baoshan, Yangpu, Zhabei, Nanshi, and Pudong. Headed by a Chinese mayor and municipal council, the city's government implemented the Greater Shanghai Plan to create a new city center in Jiangwan town of Yangpu district, outside the boundaries of the foreign concessions. The city became a commercial and financial hub of the Asia-Pacific region in the 1930s. During the ensuing decades, citizens of many countries immigrated to Shanghai; those who stayed for long periods⁠⁠ called themselves "Shanghailanders". In the 1920s and 1930s, almost 20,000 White Russians fled the newly established Soviet Union to reside in Shanghai. These Shanghai Russians constituted the second-largest foreign community. By 1932, Shanghai had become the world's fifth-largest city and home to 70,000 foreigners. In the 1930s, approximately 30,000 Jewish refugees from Europe arrived in the city. On 28 January 1932, Japanese military forces invaded Shanghai. More than 10,000 shops and hundreds of factories and public buildings were destroyed, leaving Zhabei district ruined. About 18,000 civilians were either killed, injured, or declared missing. A ceasefire was brokered on 5 May. In 1937, the Battle of Shanghai resulted in the occupation of the Chinese-administered parts of Shanghai outside of the International Settlement and the French Concession. People who stayed in the occupied city experienced hunger, oppression, or death. The foreign concessions were occupied by the Japanese on 8 December 1941 and remained occupied until Japan's surrender in 1945. Many Jewish people arrived in Shanghai during the Japanese occupation period. A vice-consul for Japan in Lithuania, Chiune Sugihara, issued thousands of visas to Jewish refugees escaping the Holocaust, and the Japanese government transferred many of them to Shanghai by November 1941. Other Jewish refugees traveled from Italy. The refugees from Europe were interned in the Shanghai Ghetto in Hongkou District after the Japanese attack on Pearl Harbor. After the surrender of Japan, the Chinese Army liberated the Ghetto, and most of the Jews left over the next few years. On 27 May 1949, the People's Liberation Army took control of Shanghai through the Shanghai Campaign. Under the new People's Republic of China (PRC), Shanghai was one of only three municipalities not merged into neighboring provinces (the others being Beijing and Tianjin). Most foreign firms moved their offices from Shanghai to Hong Kong, as part of a foreign divestment due to the PRC's victory. After the war, Shanghai's economy was restored. From 1949 to 1952, the city's agricultural and industrial output increased by 51.5% and 94.2%, respectively. As the industrial center of China with the most skilled industrial workers, Shanghai became a center for radical leftism during the 1950s and 1960s. During the Cultural Revolution (1966–1976), Shanghai's society was severely damaged. The majority of the workers in the Shanghai branch of the People's Bank of China were Red Guards, and they formed a group called the Anti-Economy Liaison Headquarters within the branch.: 38 The Anti-Economy Liaison Headquarters dismantled economic organizations in Shanghai, investigated bank withdrawals, and disrupted regular bank service in the city.: 38 Despite the disruptions of the Cultural Revolution, Shanghai maintained economic production with a positive annual growth rate. In 1990, Deng Xiaoping permitted Shanghai to initiate economic reforms, which reintroduced foreign capital to the city and developed the Pudong district, resulting in the birth of Lujiazui. That year, the China's central government designated Shanghai as the "Dragon Head" of the reform and opening up. In 2022 Shanghai experienced a large outbreak of COVID-19 cases and the Chinese government locked down the entire city on 5 April. This resulted in widespread food shortages across the city as food-supply chains were severely disrupted. These restrictions were lifted on 1 June. Geography Shanghai is located on the Yangtze Estuary of China's east coast, with the Yangtze River to the north, Hangzhou Bay to the south, and the East China Sea to the east. The land is formed by the Yangtze's natural deposition and modern land reclamation projects. It has sandy soil, and skyscrapers have to be built with deep concrete piles to avoid sinking into the soft ground. The provincial-level Municipality of Shanghai administers the estuary and many of its surrounding islands. It borders the provinces of Zhejiang to the south and Jiangsu to the west and north. The municipality's northernmost point is on Chongming Island, the second-largest island in mainland China after its expansion during the 20th century. Shanghai is located on an alluvial plain and the vast majority of its 6,340.5-square-kilometre (2,448.1-square-mile) land area is flat, with an average elevation of four metres (13 feet). Tidal flat ecosystems exist around the estuary, but they have been reclaimed for agricultural purposes. The city's few hills, such as She Shan, lie to the southwest; its highest point is the peak of Dajinshan Island (103 metres or 338 feet) in Hangzhou Bay. Shanghai has rivers, canals, streams, and lakes, and it is known for its rich water resources as part of the Lake Tai drainage basin. Downtown Shanghai is bisected by the Huangpu River, a man-made tributary of the Yangtze created by order of Lord Chunshen during the Warring States period. The historic center of the city was located on the west bank of the Huangpu (Puxi), near the mouth of Suzhou Creek, connecting it with Lake Tai and the Grand Canal. The central financial district, Lujiazui, was established on the east bank of the Huangpu (Pudong). Along Shanghai's eastern shore, the destruction of local wetlands due to the construction of Pudong International Airport has been partially offset by the protection and expansion of a nearby shoal, Jiuduansha, as a nature preserve. Shanghai has a humid subtropical climate (Köppen: Cfa), with an average annual temperature of 17.5 °C (63.5 °F) for downtown areas and 16.2–17.2 °C (61.2–63.0 °F) for suburbs. The city experiences four distinct seasons. Winters are temperate to cold and damp—northwesterly winds from Siberia can cause nighttime temperatures to drop below freezing. Each year, there are an average of 4.7 days with snowfall and 1.6 days with snow cover. Summers are hot and humid, and occasional downpours or thunderstorms can be expected. On average, 14.5 days exceed 35 °C (95 °F) annually. In summer and the beginning of autumn, the city is susceptible to typhoons. The most pleasant seasons are generally spring, although changeable and often rainy, and autumn, which is usually sunny and dry. With monthly percent possible sunshine ranging from 28% in June to 46% in August, the city receives 1,754 hours of bright sunshine annually.[h] According to China's seasonal division standard, from 2001 to 2025, Shanghai enters spring on 9 March, summer on 15 May, autumn on 5 October, and winter on 4 December. The average temperature for the three weeks from 19 July to 8 August is above 30 °C (86.0 °F). Extremes since 1951 have ranged from −10.1 °C (13.8 °F) on 31 January 1977 (unofficial record of −12.1 °C (10.2 °F) was set on 19 January 1893) to 40.9 °C (105.6 °F) on 21 July 2017 and 13 July 2022 at a weather station in Xujiahui. It also has 32.1 °C (89.8 °F) as the highest ever daily minimum temperature at Xujiahui on 2 August 2024. In 2025, the average temperature of Xujiahui was 19.4°C, which was 1.9°C higher than the average from 1991 to 2020. Cityscape The Bund, located by the bank of the Huangpu River, is home to a row of early 20th-century architecture, ranging in style from the neoclassical HSBC Building to the Art Deco Sassoon House (now part of the Peace Hotel). The area has been revitalized several times: the first was in 1986, with a new promenade by the Dutch architect Paulus Snoeren. The second was before the 2010 Expo, which includes restoration of the century-old Waibaidu Bridge and reconfiguration of traffic flow. Shanghai's construction boom during the 1920s and 1930s caused the city to have several Art Deco buildings. László Hudec, a Hungarian-Slovak who lived in the city between 1918 and 1947, designed Art Deco buildings such as the Park Hotel, the Grand Cinema, and the Paramount. Other prominent Art Deco-style architects are Clement Palmer and Arthur Turner, who designed the Peace Hotel, the Metropole Hotel, and the Broadway Mansions; and Austrian architect C.H. Gonda, who designed the Capitol Theatre. One common architectural element is the shikumen (石库门, "stone storage door") residence, typically two- or three-story gray brick houses with the front yard protected by a heavy wooden door in a stylistic stone arch. Each residence is connected and arranged in straight alleys, known as longtang[i] (弄堂). Shanghai also has Soviet neoclassical architecture or Stalinist architecture: most were erected between the founding of the People's Republic in 1949 and the Sino-Soviet Split in the late 1960s when Soviet personnel came to China to aid in the development of a communist state. An example of Soviet neoclassical architecture in Shanghai is the Shanghai Exhibition Center. Shanghai has [clarification needed] making it the fifth city in the world with the most skyscrapers. Some of Shanghai's skyscrapers include the Jin Mao Tower, the Shanghai World Financial Center, and the Shanghai Tower, which was completed in 2015 and is currently the tallest building in China and the third tallest in the world. The Oriental Pearl Tower, at 468 m (1,535 ft), is located nearby at the northern tip of Lujiazui. Many areas in the former foreign concessions are well-preserved. Despite rampant redevelopment, the Old City retains traditional architecture and designs, such as the Yu Garden, an elaborate Jiangnan style garden. Politics Like all governing institutions in mainland China, Shanghai has a parallel party-government system, in which the CCP Committee Secretary, officially termed the Chinese Communist Party Shanghai Municipal Committee Secretary, outranks the Mayor. The CCP committee acts as the top policy-formulation body, and typically composed of 12 members (including the secretary); it has control over the Shanghai Municipal People's Government. Political power in Shanghai has been a stepping stone to higher positions in the central government. Since Jiang Zemin became the General Secretary of the Chinese Communist Party in June 1989, several former Shanghai party secretaries and deputy party secretaries were elevated to the Politburo Standing Committee, the de facto highest decision-making body in China. Officials with ties to the Shanghai administration collectively form a powerful faction in the central government known as the Shanghai Clique, which has often been viewed as competing against the rival Youth League Faction over personnel appointments and policy decisions. Shanghai is one of the four municipalities under the direct administration of the Central People's Government, and is divided into 16 districts. These are further divided to 108 subdistricts, 106 towns and 2 townships. When the Shanghai Municipal People's Government was founded in 1949, the land area governed was 663.5 square kilometres (256.2 sq mi), largely located within the present-day Outer Ring Expressway. In 1958, ten counties were reassigned under Shanghai from Jiangsu. District reorganizations saw several counties in the suburbs become districts between 1988 and 2015, and Chongming was the last county to be retitled as a district in 2015. Shanghai also administers several enclaves in Jiangsu and Anhui provinces. Local residents hold Shanghai household registration and enjoy benefits identical to Shanghai residents. Economy The city is a global center for finance and innovation, and a national center for commerce, trade, and transportation, with the world's busiest container port—the Port of Shanghai. As of 2022, the Greater Shanghai metropolitan area, which includes Suzhou, Wuxi, Nantong, Ningbo, Jiaxing, Zhoushan, and Huzhou, was estimated to produce a gross metropolitan product (nominal) of nearly 13 trillion RMB ($1.9 trillion). As of 2020, the economy of Shanghai was estimated to be $1 trillion (PPP), ranking the most productive metro area of China and among the top ten largest metropolitan economies in the world. Shanghai's six largest industries—retail, finance, IT, real estate, machine manufacturing, and automotive manufacturing—comprise about half the city's GDP. As of 2025[update], Shanghai had a GDP of CN¥5.67 trillion ($814 billion in nominal; $1.66 trillion in PPP) that makes up 4% of China's GDP, and a GDP per capita of CN¥228,280 (US$32,840 in nominal; US$66,944 in PPP). In 2022, the average annual disposable income of Shanghai's residents was CN¥79,610 (US$11,836) per capita, while the average annual salary of people employed in urban units in Shanghai was CN¥212,476 (US$31,589), making it one of the wealthiest cities in China, but also the most expensive city in mainland China to live in according to a 2023 study by the Economist Intelligence Unit. According to Julius Baer's Global Wealth and Lifestyle Report, Shanghai was the most expensive city in the world for living a luxurious lifestyle in 2021. In 2023, the city's imports and exports reached CN¥7.73 trillion (US$1.07 trillion), accounting for 18.5% of the national total. In 2022, Shanghai was ranked fifth-highest in the number of billionaires by Forbes. Shanghai's nominal GDP was projected to reach US$1.3 trillion in 2035 (ranking first in China), making it one of the world's top 5 major cities in terms of GRP according to a study by Oxford Economics. As of August 2024, Shanghai ranked 4th in the world and 2nd in Greater China (after Beijing) by the largest number of the Fortune Global 500 companies. In the last two decades, Shanghai has been one of the fastest-developing cities in the world; it has recorded double-digit GDP growth in almost every year between 1992 and 2008, before the 2008 financial crisis. Shanghai is a global financial center, ranking third in Asia and eighth globally on the Global Financial Centres Index. Shanghai is also a large hub of the Chinese and global technology industry and home to a large startup ecosystem. As of 2021, the city was ranked as the 2nd Fintech powerhouse in the world after New York City. As of 2019[update], the Shanghai Stock Exchange had a market capitalization of US$4.02 trillion, making it the largest stock exchange in China and the fourth-largest stock exchange in the world. In 2009, the trading volume of six key commodities—including rubber, copper, and zinc—on the Shanghai Futures Exchange all ranked first globally. By the end of 2017, Shanghai had 1,491 financial institutions, of which 251 were foreign-invested. As one of the main industrial centers of China, Shanghai plays a key role in domestic manufacturing and heavy industry. Several industrial zones—including Shanghai Hongqiao Economic and Technological Development Zone, Jinqiao Export Economic Processing Zone, Minhang Economic and Technological Development Zone, and Shanghai Caohejing High-Tech Development Zone—are backbones of Shanghai's secondary sector. Shanghai is home to China's largest steelmaker Baosteel Group, China's largest shipbuilding base Hudong–Zhonghua Shipbuilding Group, and one of China's oldest shipbuilders, the Jiangnan Shipyard. In auto manufacturing, the Shanghai-based SAIC Motor is one of the three largest automotive corporations in China, and has strategic partnerships with Volkswagen and General Motors. The company ranked 84 on the Fortune Global 500 list in 2023. In 2017, the number of domestic tourists to the city increased by 7.5% to 318 million, while the number of overseas tourists increased by 2.2% to 8.73 million. In 2017, Shanghai was the highest earning tourist city in the world. According to the International Congress and Convention Association, Shanghai hosted 82 international meetings in 2018, a 34% increase from 61 in 2017. As of 2023[update], it had 57 five-star hotels, 52 four star hotels, 1,942 travel agencies, 144 rated tourist attractions, and 34 red tourist attractions. In 2023, Shanghai had 3.64 million tourists, a 4.8-fold growth compared to 2022. It generated CN¥177.12 billion (US$24.53 billion) in value, a 98.5% increase from the previous year. The number of foreign tourists reached 2.41 million, with a 5.2-fold increase. In September 2013, the city launched the Shanghai Free-Trade Zone—the first free-trade zone in mainland China. It introduced several reforms to incentivize foreign investment. The Banker reported that Shanghai attracted the highest volumes of financial sector foreign direct investment in the Asia-Pacific region in 2013. As of October 2019[update], it is the second largest free-trade zone in mainland China in terms of land area (behind Hainan Free Trade Zone [zh]) covering an area of 240.22 km2 (92.75 sq mi) and integrating four existing bonded zones—Waigaoqiao Free Trade Zone, Waigaoqiao Free Trade Logistics Park, Yangshan Free Trade Port Area, and Pudong Airport Comprehensive Free Trade Zone. Commodities entering the zone are exempt from duty and customs clearance. Demographics As of 2023[update], Shanghai had a population of 24,874,500, including 14,801,700 (59.5%) hukou holders (registered locally). As of 2022[update], 89.3% of Shanghai's population lives in urban areas, and 10.7% live in rural areas. Based on the population of its total administrative area, Shanghai is the second largest of the four municipalities of China, behind Chongqing, but is generally considered the largest Chinese city because the urban population of Chongqing is much smaller. According to the OECD, Shanghai's metropolitan area has an estimated population of 34 million. According to the Shanghai Municipal Statistics Bureau, about 157,900 residents in Shanghai are foreigners, including 28,900 Japanese, 21,900 Americans, and 20,800 Koreans. The actual number of foreign citizens in the city is probably much higher. Shanghai is also a domestic immigration city—40.3% (9.8 million) of the city's residents are from other regions of China. Shanghai has a life expectancy of 83.18 years for the city's registered population, the highest life expectancy of all cities in mainland China. This has also caused the city to experience population aging—in 2021, 17.4% (4.3 million) of the city's registered population was aged 65 or above. In 2017, the Chinese government implemented population controls for Shanghai, resulting in a population decline of 10,000 people by the end of the year. Due to its cosmopolitan history, Shanghai has a blend of religious heritage; religious buildings and institutions are scattered around the city. According to a 2012 survey, 13.1% of the city's population belongs to organized religions, including Buddhists with 10.4%, Protestants with 1.9%, Catholics with 0.7%, and other faiths with 0.1%. The remaining 86.9% of the population could be either atheists or involved in worship of nature deities and ancestors or folk religious sects. Buddhism, in its Chinese varieties, has had a presence in Shanghai since the Three Kingdoms period, during which the Longhua Temple—the largest temple in Shanghai—and the Jing'an Temple were founded. As of 2014[update], Buddhism in Shanghai had 114 temples, 1,182 clergical staff, and 453,300 registered followers. The religion also has its own college, the Shanghai Buddhist College [zh], and its own press, Shanghai Buddhological Press [zh]. Catholicism was brought into Shanghai in 1608 by Italian missionary Lazzaro Cattaneo. The Apostolic Vicariate of Shanghai was erected in 1933, and was further elevated to the Diocese of Shanghai in 1946. The St. Ignatius Cathedral in Xujiahui is the largest Catholic church in the city. Shanghai has the highest concentration of urban Catholics in China.: 38 Other forms of Christianity in Shanghai include Eastern Orthodox minorities and, since 1996, registered Christian Protestant churches. The Protestant All Saints Church in Huangpu was built in 1925 and features a Neo-Romanesque tower. Prominent Jewish families immigrated to Shanghai when the Treaty of Nanking opened the city to Western populations. During World War II, thousands of Jews emigrated to Shanghai to flee Nazi Germany. They lived in a designated area called the Shanghai Ghetto and formed a community centered on the Ohel Moishe Synagogue, (now the Shanghai Jewish Refugees Museum). In 1939, Horace Kadoorie, the head of the powerful philanthropic Sephardic Jewish family in Shanghai, founded the Shanghai Jewish Youth Association to support Jewish refugees through English education so they would be prepared to emigrate from Shanghai. Islam came into Shanghai during the Yuan dynasty. The city's first mosque, Songjiang Mosque, was built during the Zhizheng (至正) era under Emperor Huizong (reigned 1333 – 1368). Shanghai's Muslim population increased in the 19th and early 20th centuries (when the city was a treaty port), during which time many mosques—including the Xiaotaoyuan Mosque, the Huxi Mosque, and the Pudong Mosque—were built. The Shanghai Islamic Association is located in the Xiaotaoyuan Mosque in Huangpu. According to the 2010 census of China, there are an estimated 85,000 Muslims in Shanghai. Shanghai has several folk religious temples, including the City God Temple at the heart of the Old City, the Dajing Ge Pavilion dedicated to the Three Kingdoms general Guan Yu, the Confucian Temple of Shanghai, and a major Taoist center Shanghai White Cloud Temple [zh] where the Shanghai Taoist Association locates. The vernacular language spoken in the city is Shanghainese, part of the Taihu Wu subgroup of the Wu Chinese language family. This is different from the national language, Mandarin, which is mutually unintelligible with Wu Chinese. Modern Shanghainese derives from the indigenous Wu spoken in the former Songjiang prefecture but has been influenced by other dialects of Taihu Wu, most notably Suzhounese, and Ningbonese. Before its expansion, the language spoken in Shanghai was not as prominent as those spoken around Jiaxing and later Suzhou, and was known as "the local tongue" (本地閑話), a name which is now used in suburbs only. In the late 19th century, downtown Shanghainese (市區閑話 or simply 上海閑話) appeared, undergoing rapid changes and replacing Suzhounese as the prestige dialect of the Yangtze River Delta region. At the time, most immigration into the city came from the two adjacent provinces, Jiangsu and Zhejiang, the local dialects of which had the greatest influence on Shanghainese. After 1949, Putonghua (Standard Mandarin) also had an impact on Shanghainese because it was promoted by the government. Since the 1990s, many migrants outside of the Wu-speaking region come to Shanghai for education and jobs; they often cannot speak the local language and use Putonghua (Mandarin) as a lingua franca. Because Putonghua and English were more favored, Shanghainese began to decline, and fluency among young speakers weakened. In recent years, there have been movements within the city to promote the local language and protect it from fading out. Education and research Shanghai is an international center of research and development and as of 2025, it was ranked second globally (after Beijing) by scientific research outputs, as tracked by the Nature Index. When compared to other countries, Shanghai ranked higher than France and nearly on par with Japan, securing sixth place globally after China, the US, Germany, the United Kingdom, and Japan, according to the Nature Index for 2025. For instance, Shanghai's share of the 2024 Nature Index is 3,153.61, with a count of 6,680, while Japan's share is 3,185.39, with 5,555 counts. As of 2023, Shanghai had 68 universities and colleges, ranking first in East China region as a city with most higher education institutions. The city government's education agency is the Shanghai Municipal Education Commission. Shanghai has 15 universities listed in 147 Double First-Class Universities, ranking second nationwide among Chinese cities (after Beijing). According to the U.S. News & World Report Best Global University Ranking for 2025–26, Shanghai had the third highest concentration of universities among all major cities in the world included in the ranking, totaling 22, with three in the top 125 and six in the global top 500. In the 2025 Academic Ranking of World Universities, Shanghai had two in the top 40, three in the top 150 and nine in the top 500. Some of these universities were selected as "985 universities" or "211 universities" since the 90s by the Chinese government to build world-class universities. Shanghai has two members (Fudan University and Shanghai Jiao Tong University) in the C9 League, an alliance of elite Chinese universities offering comprehensive and leading education. These two universities are consistently ranked in the Asia top 10. As of 2025, Fudan University and Shanghai Jiao Tong University were ranked in the global top 35 research comprehensive universities based on aggregate performance from three widely observed university rankings (THE+ARWU+QS). The other two members of Project 985, Tongji University and East China Normal University, are also based in Shanghai and internationally; they were ranked they ranked 150–175th globally by the Times Higher Education World Reputation Rankings where . Shanghai University of Sport is also based in the city, which is consistently ranked the best in China among universities specialized in sports, and as of 2025, SUS was ranked #1 in Asia and #23 globally according to the "Global Ranking of Sport Science Schools and Departments" released by Shanghai Ranking. The city has many Chinese–foreign joint education institutes [zh], such as the Shanghai University–University of Technology Sydney Business School since 1994, the University of Michigan–Shanghai Jiao Tong University Joint Institute since 2006, and New York University Shanghai—the first China–U.S. joint venture university—since 2012. In 2013, the Shanghai Municipality and the Chinese Academy of Sciences founded the ShanghaiTech University in the Zhangjiang Hi-Tech Park in Pudong. The city is also a seat of the Shanghai Academy of Social Sciences, China's oldest think tank for the humanities and social sciences. By the end of 2023, the city also had a total of 49 institutions for postgraduate education, 900 secondary schools, 70 vocational schools, 664 primary schools, and 31 special education schools. Five years of primary education and four years of junior secondary education are free, with a gross enrollment ratio of over 99.9%. In 2009 and 2012, 15-year-old students from Shanghai ranked first in every subject (math, reading, and science) in the Program for International Student Assessment. The consecutive three-year senior secondary education is priced and uses the Senior High School Entrance Examination (Zhongkao) as a selection process, with a gross enrollment ratio of 98%. Shanghai High School, No. 2 High School Attached to East China Normal University, High School Affiliated to Fudan University, and High School Affiliated to Shanghai Jiao Tong University—are termed "The Four Schools" ("四校") of Shanghai and highlighted as having the best teaching quality in the city. Transport Shanghai has a public transportation system comprising metros, buses, ferries, and taxis, which can be accessed using a Shanghai Public Transport Card. Shanghai's rapid transit system, the Shanghai Metro, incorporates subway and light metro lines and extends to each core urban district as well as neighboring suburban districts. As of 2025[update], there are 19 metro lines (excluding the Shanghai maglev train and Jinshan railway), 508 stations, and 808 km (502 mi) of lines in operation, making it the longest network in the world. On 8 March 2019, it set the city's daily metro ridership record with 13.3 million. Opened in 2004, the Shanghai maglev train is the first and the fastest commercial high-speed maglev in the world, with a maximum operation speed of 430 km/h (267 mph). The first tram line in Shanghai was opened in 1908. By 1925, there were 328 tramcars and 14 routes operated by Chinese, French, and British companies collaboratively, all of which were nationalized in 1949. Since the 1960s, tram lines were either dismantled or replaced by trolleybus or motorbus lines; the last tram line was demolished in 1975. Shanghai reintroduced trams in 2010 with the rubber-tyred Zhangjiang Tram. In 2018, the steel wheeled Songjiang Tram started operating in Songjiang District. Shanghai has the world's most extensive bus network, including the world's oldest continuously operating trolleybus system, with 1,575 lines covering a total length of 8,997 km (5,590 mi) by 2019. The system is operated by multiple companies. As of 2024, 30,900 taxis were in operation in Shanghai, which carried 134 million passengers that year. Shanghai is a major hub of China's expressway network. Many national expressways pass through or end in Shanghai, including Jinghu Expressway, Hurong Expressway, Shenhai Expressway, Hushaan Expressway, Huyu Expressway, Hukun Expressway, and Shanghai Ring Expressway. There are also numerous municipal expressways prefixed with the letter S. As of 2019, Shanghai has 12 bridges and 14 tunnels crossing the Huangpu River. Bicycle lanes are common in Shanghai, separating non-motorized traffic from car traffic on most surface streets. However, bicycles and motorcycles are banned on expressways and some main roads. Cycling has increased in popularity due to the emergence of dockless, app-based bicycle-sharing systems, such as Mobike, Hello, and DiDi Bike [zh]. As of December 2018[update], bicycle-sharing systems had an average of 1.15 million daily riders within the city. Private car ownership in Shanghai is rapidly increasing: in 2019, there were 3.40 million private cars in the city, a 12.5% increase from 2018. New private cars cannot be driven without a license plate, which are sold in monthly license plate auctions. Around 9,500 license plates are auctioned each month, and the average price was about CN¥89,600 (US$12,739) in 2019. This policy was introduced to limit the growth of automobile traffic and alleviate congestion. Shanghai has four major railway stations: Shanghai railway station, Shanghai South railway station, Shanghai West railway station, and Shanghai Hongqiao railway station. Built in 1876, the Woosung railway was the first railway in Shanghai and the first railway in operation in China By 1909, Shanghai–Nanjing railway and Shanghai–Hangzhou railway were in service. As of October 2019[update], the two railways have been integrated into two main railways in China: Beijing–Shanghai railway and Shanghai–Kunming railway, respectively. Shanghai is a terminus for five high-speed railways (HSRs): Beijing–Shanghai HSR (overlaps with Shanghai–Wuhan–Chengdu passenger railway), Shanghai–Nanjing intercity railway, Shanghai–Kunming HSR, Shanghai–Nantong railway, and Shanghai–Suzhou–Huzhou HSR. Shanghai also has four commuter railways: Pudong railway (although passenger service was suspended in 2015) and Jinshan railway operated by China Railway, and Line 16 and Line 17 operated by Shanghai Metro. As of January 2022[update], four additional lines—Chongming line, Jiamin line, Airport link line and Lianggang Express line—are under construction. Shanghai is one of the largest air transportation hubs in Asia. The city has two commercial airports: Shanghai Pudong International Airport and Shanghai Hongqiao International Airport. Pudong is the primary international airport, while Hongqiao mainly operates domestic flights with limited short-haul international flights. In 2018, Pudong International Airport served 74.0 million passengers and handled 3.8 million tons of cargo, making it the ninth-busiest airport by passenger volume and third-busiest airport by cargo volume. The same year, Hongqiao International Airport served 43.6 million passengers, making it the 19th-busiest airport by passenger volume. Since its opening, the Port of Shanghai has become the largest port in China. Yangshan Port was built in 2005 because the river was unsuitable for docking large container ships. The port is connected with the mainland through the 32-kilometer (20 mi) long Donghai Bridge. In 2010, it became world's busiest container port with an annual TEU transportation of 42 million in 2018. The Port of Shanghai also handled 259 cruises and 1.89 million passengers in 2019. Although the port is run by the Shanghai International Port Group under the government of Shanghai, it administratively belongs to Shengsi County, Zhejiang. Shanghai is part of the 21st Century Maritime Silk Road that runs from the Chinese coast to the northern Italian hub of Trieste. Culture The culture of Shanghai was formed by a combination of the Wuyue culture and the "East Meets West" Haipai culture. Wuyue culture's influence is manifested in Shanghainese language—which comprises dialectal elements from Jiaxing, Suzhou, and Ningbo—and Shanghai cuisine, which was influenced by those of Jiangsu and Zhejiang. Haipai culture emerged after Shanghai became a prosperous port in the early 20th century, with foreigners from Europe, America, Japan, and India moving into the city. The culture fuses elements of Western cultures with the local Wuyue culture, and its influence extends to the city's literature, fashion, architecture, music, and cuisine. The term Haipai was coined by Beijing writers in 1920 to criticize Shanghai scholars for admiring capitalism and Western culture. In the early 21st century, Shanghai has been recognized as a new influence and inspiration for cyberpunk culture. The city is recognized by UNESCO as a "City of Design" since February 2010. Cultural curation in Shanghai has grown since 2013, with several new museums having been opened in the city. This is in part due to the city's 2018 development plans, which aim to make Shanghai "an excellent global city". The Shanghai Museum has one of the largest collections of Chinese artifacts in the world, including a large collection of ancient Chinese bronzes and ceramics. The China Art Museum is one of the largest museums in Asia and displays an animated replica of the 12th century painting Along the River During the Qingming Festival. The Shanghai Natural History Museum and the Shanghai Science and Technology Museum are natural history and science museums. There are numerous smaller, specialist museums housed in archeological and historical sites, such as the Songze Museum, the Site of the First National Congress of the Chinese Communist Party, the site of the former Provisional Government of the Republic of Korea, the Shanghai Jewish Refugees Museum, and the Shanghai Post Office Museum (located in the General Post Office Building). Benbang cuisine (本帮菜) is cooking style that originated in the 1600s, with influences from surrounding provinces. It emphasizes the use of condiments while retaining the original flavors of the raw ingredients. Sugar is an important ingredient in Benbang cuisine, especially in combination with soy sauce. Signature dishes of Benbang cuisine include Xiaolongbao, Red braised pork belly, and Shanghai hairy crab. Haipai cuisine is a Western-influenced cooking style that originated in Shanghai. It uses elements from French, British, Russian, German, and Italian cuisines and adapted them for local taste preferences and to incorporate local ingredients. Haipai cuisine dishes include Shanghai-style borscht (罗宋汤, "Russian soup"), crispy pork cutlets, and Shanghai salad, derived from Olivier salad. Both Benbang and Haipai cuisine use various seafoods including freshwater fish, shrimp, and crab. The Songjiang School (淞江派), containing the Huating School (华亭派) founded by Gu Zhengyi, was a small painting school in Shanghai during the Ming and Qing Dynasties. It was represented by Dong Qichang. The school was considered an expansion of the Wu School in Suzhou, the cultural center of the Jiangnan region at the time. The Shanghai School commenced in the 19th century, focusing on the visual content of painting through the use of bright colors, using secular objects like flowers and birds as themes. Western art was introduced to Shanghai in 1847 by Spanish missionary Joannes Ferrer (范廷佐), and the city's first Western atelier was established in 1864 inside the Tushanwan orphanage (土山湾孤儿院). During the Republic of China, artists including Zhang Daqian, Liu Haisu, Xu Beihong, Feng Zikai, and Yan Wenliang settled in Shanghai, allowing it to become the art center of China. Art forms such as photography, wood carving, sculpture, comics (Manhua), and Lianhuanhua—thrived. Sanmao was created to dramatize the chaos created by the Second Sino-Japanese War. The most comprehensive art and cultural facility in Shanghai is the China Art Museum, with 64,000 square metres (690,000 sq ft) of exhibition space. Since 2001, Shanghai has held Shanghai Fashion Week each April and October. The main venue is in Fuxing Park, and the opening and closing ceremonies are held in the Shanghai Fashion Center. The April session is also part of the one-month Shanghai International Fashion Culture Festival. Traditional Chinese opera became a popular source of public entertainment in the late 19th century. In the early 20th century, monologue and burlesque in Shanghainese appeared, absorbing elements from traditional dramas. In the 1920s, Pingtan performance art expanded from Suzhou to Shanghai; commercial radio stations expanded its popularity in the 1930s, with 103 programs every day. A Shanghai-style Beijing Opera was formed in the 1930s, led by Zhou Xinfang and Gai Jiaotian [zh]. A small troupe from Shengxian (now Shengzhou) promoted Yue opera on the Shanghainese stage. Shanghai opera was formed when local folksongs were fused with modern operas. Drama appeared in missionary schools in Shanghai in the late 19th century, mainly performed in English. Scandals in Officialdom (官场丑史), staged in 1899, was one of the earliest-recorded plays. In 1907, Uncle Tom's Cabin; or, Life Among the Lowly (黑奴吁天录) was performed at the Lyceum Theatre [zh]. Shanghai is the birthplace of Chinese cinema; China's first short film, The Difficult Couple (1913), and the country's first fictional feature film, An Orphan Rescues His Grandfather (孤儿救祖记, 1923) were both produced in the city. Shanghai's film industry grew during the early 1930s, generating stars such as Hu Die, Ruan Lingyu, Zhou Xuan, Jin Yan, and Zhao Dan. The exile of Shanghainese filmmakers and actors during the Second Sino-Japanese War and the Communist revolution contributed to the development of the Hong Kong film industry. Shanghai Television Festival, founded in 1986, is the earliest international TV festival founded in China. The Shanghai International Film Festival was founded in 1993 and is one of the nine major international film festivals in the A category. Sports Shanghai has several football teams, including two in the Chinese Super League: Shanghai Shenhua and Shanghai Port. Shanghai's top-tier basketball team, the Shanghai Sharks of the Chinese Basketball Association, developed Yao Ming before he entered the NBA. Shanghai's baseball team, the Shanghai Golden Eagles, plays in the China Baseball League. Professional athletes from Shanghai include 110 metres hurdles runner Liu Xiang, table tennis player Wang Liqin, and badminton player Wang Yihan. The Shanghai Cricket Club dates back to 1858, when the first recorded cricket match was played between a team of British Naval officers and a Shanghai 11. The Shanghai cricket team played various international matches between 1866 and 1948 as China's de facto China national cricket team. After going dormant in 1949 after the founding of the PRC, the club was re-established in 1994 by expatriates living in the city and has since grown to over 300 members. Shanghai hosts several international sports events. Since 2004, it has hosted the Chinese Grand Prix, a round of the Formula One World Championship, at the Shanghai International Circuit. The city also hosts the Shanghai Masters tennis tournament, which is part of ATP World Tour Masters 1000, as well as golf tournaments including the BMW Masters and WGC-HSBC Champions. In 2023, Shanghai hosted 118 sports events, with 190,000 participants and 1.29 million spectators, driving a consumption of CN¥3.713 billion (US$510.83 million). Environment Shanghai has an extensive public park system; by 2022, the city had 670 parks, of which 281 had free admission, and the per capita park area was 9 m2 (97 sq ft). The largest park in Shanghai is Century Park in Pudong. The People's Square park, located in the heart of downtown Shanghai, is known for its proximity to other major landmarks in the city. Fuxing Park, located in the former French Concession, features formal French-style gardens and is surrounded by high-end bars and cafes. Lu Xun Park in Hongkou is named after writer Lu Xun, whose tomb is located within the park. Zhongshan Park, in western central Shanghai, contains a monument of Chopin, the tallest statue dedicated to the composer in the world. The park features sakura and peony gardens and a 150-year-old platanus. Shanghai Botanical Garden is located 12 km (7 mi) southwest of the city center and established in 1978. In 2011, the largest botanical garden in Shanghai—Shanghai Chen Shan Botanical Garden—opened in Songjiang District. The Shanghai Disney Resort opened in 2016, featuring a castle that is the biggest among Disney's resorts. Air pollution in Shanghai is not as severe as in many other Chinese cities, but is still considered substantial by world standards. During the 2013 Eastern China smog, air pollution rates reached between 23 and 31 times the international standard. On 6 December 2013, levels of PM2.5 particulate matter in Shanghai rose above 600 micrograms per cubic meter and in the surrounding area, above 700 micrograms per cubic meter. Levels of PM2.5 in Putuo District reached 726 micrograms per cubic meter. The following month, Yang Xiong, the mayor of Shanghai, announced three measures to manage the air pollution in Shanghai: implementing the 2013 air-cleaning program, establishing a linkage mechanism with the three surrounding provinces, and improving the city's early-warning systems. That year, China's cabinet announced that a CN¥10 billion (US$1.7 billion) fund will be set up to help companies meet the new environmental standards. From 2013 to 2018, more than 3,000 treatment facilities for industrial waste gases were installed, and the city's annual smoke, nitrogen oxide, and sulfur dioxide emissions decreased by 65%, 54%, and 95%, respectively. In 2023, the Air Quality Index (AQI) of Shanghai reached a rate of 87.7%, a 0.6% increase compared to the previous year. The annual average concentration of inhalable particulate matter (PM10) was 48 microgrammes per cubic meter, while the annual average concentration of fine particulate matter was 28 microgrammes per cubic meter. A 16-year rehabilitation of Suzhou Creek, which runs through the city, was finished in 2012, clearing the creek of barges and factories and removing 1.3 million cubic meters of sludge. The government has moved almost all the factories within the city center to either the outskirts or other provinces. Shanghai once promoted the usage of liquefied petroleum gas vehicles, such as scooters and taxis, in the early 2000s; due to safety risks and lack of refuelling stations, these vehicles met limited success in the city. On 1 July 2019, Shanghai adopted a new garbage-classification system that sorts waste into categories such as residual, kitchen, recyclable, and hazardous. The wastes are collected by separate vehicles and sent to incineration plants, landfills, recycling centers, and hazardous-waste-disposal facilities, respectively. Media Media in Shanghai [zh] covers newspapers, publishers, broadcast, television, and the Internet, with some media having influence over the country. Concerning foreign publications in Shanghai, Hartmut Walravens of the IFLA Newspapers Section said that when the Japanese controlled Shanghai in the 1940s "it was very difficult to publish good papers – one either had to concentrate on emigration problems, or cooperate like the Chronicle." As of March 2020[update], newspapers publishing in Shanghai include: Newspapers formerly published in Shanghai include: The city's main broadcaster is Shanghai Media Group. International relations The city is the seat of the New Development Bank, a multilateral development bank established by the BRICS states. Shanghai is twinned with 68 cities from the following 57 countries: As of September 2020, Shanghai hosts 71 consulates general and 5 consulates, excluding Hong Kong and Macao trade offices. See also Notes References Further reading External links aDirect-administered municipalities. bSub-provincial cities as provincial capitals. cSeparate state-planning cities. 1Special economic-zone cities. 2Open coastal cities. 3Prefecture capital status established by Heilongjiang Province and not recognized by Ministry of Civil Affairs. Disputed by Oroqen Autonomous Banner, Hulunbuir, Inner Mongolia as part of it. 4Only administers islands and waters in South China Sea and have no urban core comparable to typical cities in China. 5The claimed province of Taiwan no longer have any internal division announced by Ministry of Civil Affairs of PRC, due to lack of actual jurisdiction. See Administrative divisions of Taiwan instead.
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[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-Xsolla:_Code_Club-7] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
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[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-Shacknews:_Wurm_Online-10] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
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[SOURCE: https://en.wikipedia.org/wiki/King_(company)] | [TOKENS: 3584]
Contents King (company) King.com Limited is a Swedish video game developer and publisher that specialises in social games. Since 2016, it is one of 3 publishing businesses of Activision Blizzard. Headquartered in Stockholm and London, and incorporated in St. Julian's, Malta, King rose to prominence after releasing the cross-platform title Candy Crush Saga in 2012. It is considered as one of the most financially successful games utilising the freemium model. King was acquired by Activision Blizzard in February 2016 for US$5.9 billion, and operates as its own entity within that company. King is led by Todd Green, who holds the position of President. Gerhard Florin took over Melvyn Morris's role as chairman in November 2014. As of 2017, King employs 2,000 people. In October 2023, Microsoft acquired parent company Activision Blizzard, maintaining that the company will continue to operate as a separate business. While part of the larger Microsoft Gaming division, King retains its function as the publisher of games developed by themselves. History Prior to founding King, Riccardo Zacconi and Toby Rowland, the latter of whom is the only son of British businessman Tiny Rowland, had worked together on uDate.com, a dating website created by Melvyn Morris which, by 2003, was the second-largest such site in the world. Morris opted to sell the site to the leading dating website Match.com (a subsidiary of IAC) for $150 million in 2003. Zacconi and Rowland joined with Thomas Hartwig, Sebastian Knutsson, Lars Markgren and Patrik Stymne, all of whom had worked previously with Zacconi at the failed dot-com web portal Spray, to create a new company with angel investment provided by Morris, who became the company's chairman. The company was initially based out of Stockholm, Sweden, and started with the development of browser-based video games. The site, Midasplayer.com, was then launched in August of that year. Initially, Midasplayer.com was not profitable, and nearly went bankrupt until a cash infusion from Morris on Christmas Eve of 2003 helped to finance the company. By 2005, the company had been able to turn a profit. During this year, the company raised $43 million by selling a large stake to Apax Partners and Index Ventures. This investment was the last one that the company received before its initial public offering in 2014. Midasplayer.com was rebranded King.com in November 2005. King.com continued to develop games for its web portal, which it would also share to other web portals like Yahoo! Overall, King had developed about 200 games for their portal. By 2009, the company was making about $60 million annually. Rowland departed the company in 2008 to found Mangahigh, a web portal aimed for educational math games, and sold his stake back to the company for $3 million in 2011. Angel investor and former board member Klaus Hommels sold his similar stake at the same time. Around 2009, social network games on Facebook began to gain popularity, led primarily through games developed by Zynga. King.com saw a significant drop in players on their portal games as a result, and started to develop their own Facebook-based games using the games already developed on the King.com portal, with their first such game released in 2010. King.com used their web portal as a testing ground for new game ideas and determine which ones to bring to Facebook, as well as determining how to implement various microtransactions for tournament-style play into the Facebook games. Their first cross-platform web portal/Facebook game, Miner Speed, which allowed sharing of player information between platforms, was released in 2011, and was a simple match-3 tile game inspired by Bejeweled. Following this model, in October 2011, the company released Bubble Witch Saga to both platforms. Bubble Witch Saga introduced the nature of a "saga" game: instead of playing the same gameboard for as long as the player could continue to match matches, the game offered individual levels that would challenge the player to complete certain goals in a limited number of turns. These saga elements allowed for the basics of social gameplay, but did not require the time investment that then-popular titles like Zynga's Farmville required; players could play just for a few minutes each day through the saga model. The formula proved extremely successful, and January 2012, Bubble Witch Saga had over 10 million players and was one of the most-played Facebook games. By April 2012, King.com had the second largest player count, around 30 million unique users, second only to Zynga on the Facebook platform. Facebook's director of games partnerships Sean Ryan described King.com's growth on the platform as "They were not a flash in the pan – they've been around seven years. But they came out of no where in an area that was unexpected." King.com next released Candy Crush Saga in April 2012, based on the popularity of its Candy Crush web-portal game and following the saga model from Bubble Witch Saga. The game attracted more than 4 million players within a few weeks. The popularity of Bubble Witch Saga and Candy Crush Saga led King.com to start a new strategy into developing for the growing mobile game market, in a manner that would allow players to synchronise with the Facebook platform. Zacconi said that "As consumers and the industry focus more on games for mobile devices, launching a truly cross-platform Facebook game has been a top priority for King.com." A mobile version for iOS device of Bubble Witch Saga was released in July 2012, while the iOS mobile version of Candy Crush Saga was released in October 2012. Both games saw boosts in the number of unique players with the mobile introduction; King.com saw that previously-declining player counts for Bubble Witch Saga become steady with the mobile version's release, while Candy Crush Saga saw more than 5.2 million unique players on Facebook in November 2012 and which were continuing to climb. Additionally, in-game advertising, which factored into about 15% of King.com's revenues, had increased ten-fold from 2011 into 2012. Users jumped to 408 million by the end of 2013. Revenues for King.com increased from a little over $62 million in 2011 to $1.88 billion in 2013. In March 2013, on the ten-year anniversary of its founding, the company announced it was dropping the ".com" part of its branding and would continue on as just "King". In November 2014, King sued Korean company Avocado Entertainment for copying its Farm Hero Saga game in distributed game Forest Mania. In mid-2013, King.com had considered filing an initial public offering (IPO) in the United States. Zacconi had said that "The IPO is an option...We are building the company and part of that is investigating options." The company applied for IPO in September 2013. Its filing was made using allowances in the Jumpstart Our Business Startups Act to keep details of the IPO secret until it was to be offered. The IPO was backed by Bank of America, Merrill Lynch, Credit Suisse Group AG and JPMorgan Chase & Co. The IPO gained great interest, as it followed Zynga's $1 billion IPO in 2011 and Twitter's IPO earlier in the month. King completed its IPO on 26 March 2014. Priced at $22.50 a share, the middle of its projected price range, the IPO valued the company at US$7.08 billion. About $500 million was raised through the sale of 22.2 million shares. Of that, 15.3 million shares came from the company and the rest from Apax and other stakeholders. It was the largest ever IPO for a mobile/social gaming company in the US, eclipsing Zynga's 2011 offering. To celebrate the debut, Candy Crush mascots took to the New York Stock Exchange. Morris was the company's largest shareholder with approximately 35.6 million shares valued at $821 million. The company began trading under the "KING" symbol on the New York Stock Exchange. Shares of King fell 15.6% on the first day of trading, closing at $19. By June, the company's valuation had dropped by $2 billion, though otherwise was still profitable. Zacconi noted that their strategy from this point was not to find another "mega-hit" like Candy Crush Saga, but to "build a portfolio of games", carrying King's game design approach to other genres. Revenue following the IPO were over $2.6 billion in 2014, with Candy Crush Saga generating nearly half of that amount. King acquired Seattle-based mobile studio Z2Live in February 2015. In November 2015, Activision Blizzard announced its plans to acquire King for $5.9 billion. Upon announcement of the news, USA Today reported that the deal "gives Activision immediate access to the growing mobile gaming audience, the fastest-rising sector in video games". On 23 February 2016, Activision Blizzard closed its acquisition of King for a deal of $5.9 billion. Activision Blizzard as a result operates the world's largest game network, reaching around 500 million users in 196 countries. About the King acquisition, the CEO of Activision Blizzard explained that "we see great opportunities to create new ways for audiences to experience their favorite franchises, from Candy Crush to World of Warcraft to Call of Duty and more, across mobile devices, consoles and personal computers." In January 2019, Humam Sakhnini was installed as president of King, reporting directly to Zacconi. As part of a large workforce reduction announced in February 2019 across the whole of Activision Blizzard, King's Z2Live studio in Seattle was shuttered. Zacconi stepped down as CEO on 1 July 2019, remaining as chairman until August 2020, when he left the company entirely. Tjodolf Sommestad, the former chief development officer, replaced Sakhnini in February 2022. King's games portal site King.com had been rebranded to Royalgames.com, through which they offered paid-entry tournaments for a chance at cash prizes up until 2019, after which this feature was disabled for new accounts. During the first half of 2021, King had been forced to hold back on payout withdrawals by users over an investigation launched by PayPal over these withdrawals, eventually unfreezing accounts by June 2021 once the investigation was complete. King announced in October 2021 that the portal would be shuttered in December 2021 in a phased removal of the available games. Players that still had funds available on the site would be able to continue to withdraw these funds for some indefinite time after games from the site had been removed. In June 2022, King acquired the Swedish AI company Peltarion. Stockholm employees voted to form a "union club" (Swedish: Fackklubb) with Unionen, a Swedish trade union in October 2024. As of 2025, they have 217 members and meet with management to negotiate for a collective agreement. In May 2025, it was announced that Sommestad will be stepping down as president on June 1 and will be succeeded by Todd Green, the general manager of the Candy Crush franchise. In July 2025, it was reported that Microsoft had eliminated 10% of King's total workforce as part of the company's effort to cut 9,000 jobs. in November 2025, Mojang Studios and King have announced Minecraft Blast, a match-three style puzzle game such as Candy Crush Saga. Revenue model King's games, prior to June 2013, made revenue for the company through a combination of in-game advertising and microtransactions. These microtransactions allow for players to use funds to purchase in-game booster items that could be used to help clear certain levels, additional lives, and immediate access to new levels instead of having to wait for a few days. In June 2013, the company opted to remove all in-game advertising from their games, relying solely on microtransactions. The company stated that due to their "focus around delivering an uninterrupted entertainment experience for our network of loyal players across web, tablet and mobile has unfortunately led to the difficult decision of removing advertising as a core element of King's overall strategy". Advertising revenue had only made up 10% of the company's earnings in 2012, and only 1% within 2013; the company in its IPO files stated they do not anticipate any further earnings from advertising revenue. While King relies heavily on in-game purchases, it is estimated that only single-digit percentages of all players of their games have spent money on their titles. In Q4 2014, King had 356 million monthly unique users, with 8.3 million of them spending money. The 2.3% that pay spent an average of $23.42 a month within the games. King stated that their model is aimed to continue to draw existing and new players to all of their games: "If the cost to acquire players is greater than the revenue we generate over time from those players and if we cannot successfully migrate our current players to new games and new platforms as we have historically done so, our business and operating results will be harmed". The removal of in-game advertising was rolled back in 2018. Games King games offer asynchronous play, enabling users to connect to their Facebook account whilst playing on their smartphone or tablet device. This means that the user's progress is updated across all platforms, allowing the player to switch from smartphone, to tablet, to Facebook without losing their progress in the game. Bubble Witch Saga was King's first mobile game, released in July 2012 after its launch on Facebook in September 2011. Papa Pear Saga was released in March 2013 on Facebook, it is a Peggle variation. Around 2012, Pyramid Solitaire Saga was soft launched on Facebook. It was released on mobile in May 2014. In late 2012 Pet Rescue Saga was launched on Facebook, then on iOS and Android In June 2013, Candy Crush Soda Saga was soft launched on Facebook and mobile and Bubble Witch 2 Saga was widely released for Android and iOS devices. In November 2014, Candy Crush Soda Saga was widely released on Android and iOS. Alpha Betty Saga launched on Facebook in April 2015. This game is a variation of Bookworm. In 2013, King acquired the Defold game engine, developed by Ragnar Svensson and Christian Murray in 2007 as a lightweight 2D game engine. The two had offered the engine to King as well as their services as contractors to support it, and later bought the engine, using it first for the game Blossom Blast Saga. In March 2016, King released the Defold engine as a free development tool for any user, and by May 2020, it ceded control of the engine to the Defold Foundation, which made the engine open source with plans to continue to support it with additional investment from King. King announced in April 2017 that they will be developing a mobile Call of Duty game, a property owned by Activision; the game would be one of the first ones outside of the casual mobile space for the company. King's most popular game is Candy Crush Saga, a tile-matching game which was launched on King's website in March 2011. It launched on Facebook in April 2012 and quickly gained popularity. Following its success on Facebook, King launched Candy Crush Saga on mobile (iOS and Android) in November 2012. The game was downloaded over 10 million times in its first month. In January 2013, it became the number one most played game on Facebook. It had over 45 million monthly users in March 2013. By January 2014, it had over 150 million monthly users. While King continues to release other titles, the company's principle focus as of November 2017 are on its four most popular series: Candy Crush Saga, Bubble Witch Saga, Pet Rescue Saga, and Farm Heroes Saga. Controversies In January 2014, King attracted controversy after attempting to trademark the words "Candy" and "Saga" in game titles. This directly impacted Stoic's trademark request for The Banner Saga, to which King filed an opposition, calling the name "deceptively similar" to King games. Stoic said that the dispute hindered work on a planned sequel to their game. On 17 April 2014, it was reported that King has settled its disputes with Stoic Studio and Runsome Apps. Also in January 2014, game developer Matthew Cox accused King of ripping off his game Scamperghost, saying King's Pac-Avoid was a clone of it. According to Cox, he was in talks with King about licensing Scamperghost, but when the deal fell through the company released the game Pac-Avoid. Cox said Epicshadows, the developer of Pac-Avoid, told him that King had approached them to "clone the game very quickly". King removed the game from its website, but denied the cloning allegation, stating that they were removing the game "for the avoidance of doubt". References External links
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[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-Time:_Profit-14] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-Bolagsverket:_Mojang_Specifications-13] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
========================================
[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-TechRadar:_History-11] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
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[SOURCE: https://en.wikipedia.org/wiki/Gabe_Newell] | [TOKENS: 2048]
Contents Gabe Newell Gabe Logan Newell (born November 3, 1962), also known by his nickname GabeN, is an American video game developer and businessman. He is the co-founder, president and majority owner of the video game company Valve Corporation. Newell was born in Colorado and grew up in Davis, California. He attended Harvard University in the early 1980s but dropped out to join Microsoft, where he helped create the first versions of the Windows operating system. In 1996, he and Mike Harrington left Microsoft to found Valve and fund the development of their first game, Half-Life (1998). Harrington sold his stake in Valve to Newell and left in 2000. Newell led the development of Valve's digital distribution service, Steam, which launched in 2003 and controlled most of the market for downloaded PC games by 2011. As of 2021, Newell owned at least one quarter of Valve; Forbes estimated that he owned at least half as of 2025. He is also the owner of the marine research organization Inkfish, the neuroscience company Starfish Neuroscience, and the custom yacht manufacturer Oceanco. Newell has been estimated as one of the wealthiest people in the United States and the wealthiest person in the video games industry, with an estimated net worth of $11 billion as of 2025. Early life and education Newell was born on November 3, 1962, in Colorado, and attended Davis Senior High School in Davis, California. He began computer programming in high school, at a time when programming was not an established career path, and imagined he would become a doctor. He worked as a paperboy, and later a telegram messenger for Western Union. In 1980, Newell enrolled at Harvard University to study programming. Career While at Harvard, Newell visited his brother at Microsoft, which was not yet a major software developer. At the suggestion of the Microsoft executive Steve Ballmer, he dropped out of Harvard and began working at Microsoft. Newell said later that Microsoft was the best place in the world to learn to program at the time. Newell spent 13 years at Microsoft as a programmer and technical executive, and produced the first three releases of the Windows operating system. In late 1995, Doom, a 1993 first-person shooter game developed by id Software, was estimated to be installed on more computers worldwide than Microsoft's new operating system, Windows 95. Newell said: "[id] ... didn't even distribute through retail, it distributed through bulletin boards and other pre-internet mechanisms. To me, that was a lightning bolt. Microsoft was hiring 500-people sales teams and this entire company was 12 people, yet it had created the most widely distributed software in the world. There was a sea change coming." At Microsoft, Newell led development on a port of Doom for Windows 95, which is credited with helping make Windows a viable game platform. Inspired by Michael Abrash, who left Microsoft to work on the game Quake at id, Newell and another employee, Mike Harrington, left Microsoft to found the video game company Valve on August 24, 1996. Newell opted to found Valve instead of retiring as he felt working with "other really smart, motivated, socially orientated people to create product that would affect millions of other people" would be more fun. Newell and Harrington funded development of the first Valve game, the first-person shooter Half-Life (1998), which was a critical and commercial success. Harrington sold his stake in Valve to Newell in 2000. Newell gave Valve no deadline and a "virtually unlimited" budget to develop Half-Life 2 (2004), promising to fund it himself if necessary. He and Valve came close to bankruptcy during a legal battle with Vivendi Games, which ended when an intern discovered an email revealing that Vivendi was destroying evidence. During the development of Half-Life 2, Newell spent months developing Steam, a digital distribution service for games. By 2011, Steam controlled between 50% and 70% of the market for downloaded PC games and generated most of Valve's revenue. At a technology conference in Seattle that year, Newell argued that software piracy was best addressed by offering a superior option rather than pursuing anti-piracy technology. He cited Steam's success in Russia, where piracy is rife, as an example. In 2007, Newell expressed his displeasure over developing for game consoles, saying that developing processes for Sony's PlayStation 3 was a "waste of everybody's time". On stage at Sony's keynote at E3 2010, he acknowledged his criticism but discussed the open nature of the PlayStation 3 and announced a port of Portal 2, remarking that with Steamworks support it would be the best version for any console. Newell also criticized the Xbox Live service, referring to it as a "train wreck", and Windows 8, calling it a threat to the open nature of PC gaming. At the 2013 LinuxCon, Newell said the Linux operating system and open source development were "the future of gaming". He accused the proprietary systems of companies such as Microsoft and Apple of stifling innovation through slow certification processes. In 2009, IGN named Newell one of the top 100 game creators, writing that it was "almost impossible to gauge" Valve's influence on game design, technology and the video games industry. In December 2010, Forbes listed Newell as "A Name You Need to Know", primarily for his work on Steam and partnerships with multiple major developers. In 2013, Newell was added to the Academy of Interactive Arts & Sciences Hall of Fame and received the BAFTA Fellowship for his contributions to the video game industry. As of 2024, Newell had become less involved in Valve and was spending more time on personal projects. In 2022, with Philip Sabes, Newell co-founded the neuroscience company Starfish Neuroscience to develop neural interfaces. In May 2025, Starfish announced that their first chip will be released in late 2025. Newell is the owner of the marine research organization Inkfish, which owns several ships and submarines. In November 2022, Inkfish purchased the Hadal Exploration System, a private deep-sea exploration platform, from the undersea explorer Victor Vescovo. In August 2025, Newell acquired the privately owned yacht manufacturer Oceanco. In 2020, Newell and the Valve employee Yahn Bernier created a car racing team, the Heart of Racing, to raise funds for children's charities in Seattle and New Zealand. In the same year, Newell worked with Weta Workshop and Rocket Lab to send a gnome figure from Half-Life 2: Episode Two into space. Newell donated $1 for every person who watched the launch video in 24 hours. The money went to the pediatric intensive care unit at the Starship Children's Hospital in Auckland, New Zealand. Net worth In October 2017, Forbes listed Newell among the 100 wealthiest people in the United States, with an estimated net worth of $5.5 billion. In December 2021, Forbes estimated that Newell had a net worth of $3.9 billion and owned at least one quarter of Valve. According to Charlie Fish, the author of The History of Video Games, as of 2021 Newell was the richest person in the video game industry. In 2025, Forbes estimated that Newell owned at least half of Valve and had a net worth of $11 billion. Personal life Newell formerly suffered from Fuchs' dystrophy, a congenital disease which affects the cornea. He was cured via two cornea transplants in 2006 and 2007. On the same day he founded Valve with Harrington, Newell married Lisa Mennet. They have two sons. The birth of their first son in the late 1990s inspired the final boss of Half-Life, as the couple considered childbirth the most frightening thing they could think of at the time. As of 2019, Newell and Mennet had divorced. In 2011, Newell said his favorite video games included Super Mario 64, Doom, and a Burroughs mainframe version of the 1971 Star Trek game, which was the first game he ever played. Doom convinced him that games were the future of entertainment, and Super Mario 64 convinced him that games were art. Newell was a fan of the animated series My Little Pony: Friendship Is Magic. He also recorded a voice pack for the Valve game Dota 2, which referenced many previous statements and phrases from himself in a humorous manner. Within the gaming community, Newell has the nickname Gaben, derived from his work email address. Newell said that he tried to grow into his public image: "[Fans] hug me when they run into me. I'm not a hugging person, but that's what they want. I was with my kids the first time that happened in public, and my kids were pretty cool with it. But I wasn't. 'Dad, roll with it.' Even now, I'm learning from our customers." Newell was visiting New Zealand with friends when the COVID-19 pandemic emerged, and elected to stay in Auckland once travel restrictions were eased. As an expression of gratitude for New Zealand's hospitality, he and others arranged a free event, We Love Aotearoa, with live performances from musical artists across New Zealand. It was accompanied by VR stands for Valve games such as Half-Life: Alyx and The Lab. The event was postponed from August to December due to a lockdown induced by a second wave of COVID-19. Newell applied for permanent residency in New Zealand in October 2020, but had returned to Seattle by 2021. Newell owns several ships and has lived mostly at sea since the pandemic. References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Scrolls_(video_game)] | [TOKENS: 1527]
Contents Caller's Bane Caller's Bane (originally named Scrolls) is a strategy-based digital collectible card game developed by Mojang, which aims to combine elements from trading card games and traditional board games. Scrolls was originally conceived and developed by Jakob Porsér, who along with Mojang founder Markus Persson, intended to create a type of game that was currently missing from the market. The game is developed using the Unity game engine, allowing it to run on multiple gaming platforms. Scrolls was announced on 2 March 2011, as Mojang Studios' second game. While Mojang had claimed that they stopped development of the game in June 2015, the company revealed that they had still been working on the project, and in June 2018, released the game under its new title Caller's Bane for free. The last update was released in 2019. Gameplay The game revolves around the use of cards, or "scrolls", to work toward destroying three of the opposing player's five idols, which are static objects on either end of the battlefield. There are four different types of scrolls in Caller's Bane: creatures, structures, spells and enchantments. Creatures are played on the board and can attack to destroy enemy creatures and idols. Structures are also played on the board and, unlike creatures, are immobile. Spells have a wide range of effects, but are often played against creatures or structures. Enchantments are played on creatures and usually provide a lasting effect to that creature. Each unit (creature or structure) has three basic statistics associated with it: Attack, Countdown, and Health. Attack specifies how much damage the unit will deal (some units do not attack and instead have a "-" for that stat). Countdown specifies how many turns the unit waits before it attacks. Each time it is the player's turn, all units (with some exceptions) count down by 1. If a unit counts down to 0, then the unit will attack at the end of the turn. When the unit is finished attacking, its countdown will reset to its base countdown, which is typically 2 but can range from 1 to 6. Health is the amount of cumulative damage a unit can take before it is destroyed. As a basis for comparison, all idols in a standard match start with 10 health. Once it becomes a player's turn, the player either have 90 seconds to perform actions (in multiplayer) or unlimited time (in singleplayer). At any time during their turn, a player may move creatures to adjacent, empty spots, up to once per creature per turn. Structures cannot be moved without the help of specific spells or enchantments. A player may also, once per turn, "sacrifice" a scroll in their hand; sacrificing allows the player to either draw two new scrolls or gain a resource point. A player may play as many scrolls as their resources or hand allow. A turn is finished when the hourglass icon at the bottom left is clicked. You draw one new scroll each turn. Resource points are used towards playing scrolls: each scroll has a "cost" (1–8 resources). There are four different resources in the game: Energy, Order, Growth, and Decay; and one "super-resource", Wild, which can be used in place of any resource but has limitations on when a player can sacrifice for it. Each scroll belongs to a different resource, or faction. For example, the scroll Cannon Automaton costs 6 Energy to play. When one sacrifices a scroll for a resource, their maximum resource goes up. Thus there are two values per resource: current resource and maximum resource. A player's current resource is depleted when they play scrolls, but at the beginning of their turn their current resource is filled back up to their maximum resource. Development Markus "Notch" Persson, the creator of Minecraft and Jakob Porsér were inspired to make a new type of game missing from the market, envisioning a game which would include elements from collectible card games and traditional board games. The result "would be a strategic game with a strong foundation in tactical game play". In July 2012, Scrolls moved into a closed alpha phase, with a small portion of those who signed up given full access to the game. Additional invites were given out as the testing period expanded into an open beta phase. In June 2013, the game entered an open beta stage which allowed public purchase of the title. On 11 July 2013, it was announced that Scrolls would implement crafting. With the addition of this feature, three of the same scroll could be crafted into one scroll of a higher tier which had additional visual effects. Scrolls tier two and up would save match statistics, and in a later update tier three scrolls were made to give their owner a small gold boost when drawn in a match. In October 2013, Scrolls announced 'Judgement Mode', a mode where players draft cards into a new deck from a card pool, then play several games with those cards. After these games, the player gets to keep a number of cards proportionate to how well they did in their matches. On 10 December 2014, Mojang announced that Scrolls would be leaving its beta phase to officially release the next day. Scrolls was ported to iOS, however Apple rejected the submission for release because of the game's account system which required players to register before playing. The iOS version was ultimately cancelled once Mojang announced they would cease active development on the game in June 2015. As game development continued, upcoming features were pushed to a "test server" before being implemented into the game. This allowed the developers to gather feedback on new features and perform balancing tweaks and bug fixes before they were officially implemented into the game. The test server was accessible via the "More Options" button in the game launcher. In June 2015, Mojang announced that they would cease developing further content for the game. They also noted that all proceeds from the game will go towards maintaining servers, which they confirmed would continue running until at least 1 July 2016. In February 2018, the developers announced that the game servers would shut down on 13 February 2018, although they were planning to release the server client for the community to use. On 20 June 2018, Mojang released the title under its new name Caller's Bane as a free client configured to work with community servers. Mojang was involved in a legal disagreement with Bethesda Softworks, who claimed that the use of the name Scrolls would cause confusion with its own The Elder Scrolls series. Mojang won the interim injunction regarding the issue with the name "Scrolls" and is allowed to continue using that name for future development. In March 2012, Mojang and Bethesda reached a settlement, in which Mojang would not trademark Scrolls, but Bethesda would not contest the naming of Scrolls, so long as it would not be a competitor against their game (The Elder Scrolls). Following Mojang's acquisition by Microsoft in 2014, and Bethesda's parent company ZeniMax being acquired by Microsoft in 2020, both parties involved in the original dispute became subsidiaries of the same corporate entity. As a result, the previous legal conflict over the title Scrolls became moot. Reception Upon the release, the game received mixed to positive reviews, scoring 73 out of 100 on the review aggregator site Metacritic, and 7.3 User Score based on 46 reviews. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-Engadget:_Valve-15] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
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[SOURCE: https://en.wikipedia.org/wiki/Bellevue,_Washington] | [TOKENS: 5245]
Contents Bellevue, Washington Bellevue (/ˈbɛlvjuː/ BEL-vew) is a city in the Eastside region of King County, Washington, United States, located across Lake Washington from Seattle. It is the third-largest city in the Seattle metropolitan area, and the fifth-largest city in Washington. It has variously been characterized as a satellite city, a suburb, a boomburb, or an edge city. The population was 151,854 at the 2020 census. The city's name is derived from the French term belle vue ("beautiful view"). Bellevue is home to some of the world's largest technology companies. Before and after the 2008 recession, its downtown area has been undergoing rapid change with many high-rise projects being constructed. Downtown Bellevue is currently the second-largest city center in Washington state, with 1,300 businesses, 45,000 employees, and 10,200 residents. In a 2018 estimate, the city's median household income was among the top five cities in the state of Washington. In 2008, Bellevue was number one in CNNMoney's list of the best places to live and launch a business, and in 2010 was again ranked as the fourth-best place to live in America. In 2014, Bellevue was ranked as the second-best place to live by USA Today. More than 145 companies have been located in Bellevue; companies currently headquartered there include PACCAR Inc, T-Mobile US, and Valve. The technology company Amazon was founded in Bellevue by Jeff Bezos. History The Duwamish, whose main settlements were located in present-day Renton and Seattle, maintained a small outpost settlement called Satskal (SAH-tsah-kahl) along the Mercer Slough, south of present-day downtown Bellevue. It was from this village that an attack on the settlers of Elliott Bay was staged. The Duwamish also had a village near Factoria called 'pah-pah-DEEL'. Bellevue was first settled by European Americans in 1869 by William Meydenbauer and Aaron Mercer, who claimed homestead tracts several miles apart. Both moved away within a few years, and permanent residents did not arrive until 1879. By 1882, a community, consisting mostly of logging homesteaders, had established itself. Once the land had been logged, it was gradually cleared, largely by Japanese immigrant labor in the early 20th century, to support small-scale farming on leased land plots. By the early part of the 20th century, Bellevue had acquired a reputation as a weekend getaway destination for Seattle residents, who would arrive by ferry at Meydenbauer Bay and spend the day at nearby Wildwood Park. After the ferry landing was moved to Medina, however, tourism to Bellevue waned. To counter this decline, the Bellevue Strawberry Festival was conceived of in 1925, and by the 1930s it had grown to attract as many as 15,000 visitors. At the time, Bellevue was still a small town with around 2,000 residents. Prior to the opening of the Lake Washington Floating Bridge in 1940, Bellevue was mostly rural farmland area with little development. Although it was small, developers were pushing to change that; in the 1920s, James S. Ditty predicted that it would become a city with a population of 200,000. He envisioned plans that included the bridging of Lake Washington and an area filled with golf courses and airports. His map with these visions was published in 1928. Once the Murrow Memorial Bridge opened, access from Seattle improved, and the area began to evolve into a bedroom community. In 1942, the Bellevue Strawberry Festival was cancelled. The primary reason was that some 90 percent of the agricultural workforce in the area was of Japanese ancestry, and all of these farmers and their families had been forcibly interned in camps following the start of World War II. The fair would not be revived for another 45 years. Following the expulsion of the ethnic Japanese farming community, a large quantity of farmland became available for development. This made way for the initial development of the Bellevue downtown area. Bellevue incorporated as a third-class city on the March 31, 1953. Following the 1963 opening of a second bridge across the lake, the Evergreen Point Floating Bridge, the city began to grow more rapidly. The Crossroads community was annexed in 1964. Lake Hills was annexed in 1969. By the 1970 census, Bellevue had become the fourth most populous city in the state of Washington, behind only Seattle, Spokane, and Tacoma. Bellevue remains one of the largest cities in the state, with several high-rise structures in its core and a burgeoning business community. The city experienced a building boom during the mid-2000s, with the building of developments such as Lincoln Square and the Bravern. Bellevue Square is located in downtown Bellevue and is now one of the largest shopping centers in the region. Opened in 1946, the mall has undergone several significant phases of expansion since the 1980s.[citation needed] The city's plans include the Bel-Red Corridor Project, a large-scale planning effort to encourage the redevelopment of 900 acres (3.6 km2) in the large Bel-Red section of the city bordering the adjacent city of Redmond. The plan is similar to the redevelopment of the downtown core with superblocks of mixed-use projects from private developers.[citation needed] These include the Spring District, a mixed-use residential and commercial neighborhood which was developed on 36 acres (15 ha) of industrial land around a future light rail station. The 2 Line of Link light rail was opened from South Bellevue station to Redmond Technology station in April 2024, extension to Downtown Redmond opened in May 2025. The 2 Line is scheduled to be extended to Seattle in early 2026 over Lake Washington to join the 1 Line at Chinatown/ International District to Lynnwood City Center. Geography Bellevue lies between Lake Washington to the west and the smaller Lake Sammamish to the east. Much of Bellevue is drained by the Kelsey Creek watershed, whose source is located in the Larsen Lake and Phantom Lake green belt and whose outlet is near where Interstate 90 meets Lake Washington's eastern shore. The city is bisected by Interstate 405 running north–south, and the southern portion is crossed from west to east by Interstate 90. The State Route 520 freeway roughly delineates the upper reaches of Bellevue. According to the United States Census Bureau, the city has a total area of 37.505 square miles (97.14 km2), of which 33.468 square miles (86.68 km2) is land and 4.037 square miles (10.46 km2) is water. The city's name is derived from a French term for "beautiful view". Under favorable weather conditions, scenic vistas of the Olympic Mountains and Cascade Mountains can be viewed from hilltops (and strategically positioned high-rise buildings) within the incorporated city. South of I-90, the city continues up Cougar Mountain, at the top of which is an unincorporated King County location called Hilltop. To the west of Cougar Mountain, Bellevue includes the Coal Creek, Somerset, and Factoria neighborhoods. Bellevue is bordered by the cities of Kirkland to the north and Redmond to the northeast along the Overlake and Crossroads neighborhoods. Across the short East Channel Bridge, I-90 connects Bellevue to Mercer Island to the southwest. Issaquah is to the east, down I-90 at the south end of Lake Sammamish. The city is bordered to the west by many affluent suburbs such as Medina, Clyde Hill, Hunts Point and Yarrow Point. The south end of Bellevue is bordered by the relatively recently incorporated city of Newcastle, and the city of Renton. Neighborhoods within Bellevue include Bridle Trails, Cougar Mountain/Lakemont, Crossroads, Downtown, Eastgate/Factoria, Lake Hills, Newport, Northeast Bellevue, Northwest Bellevue, Somerset, West Bellevue, West Lake Sammamish, Wilburton/BelRed, and Woodridge. Like much of the Puget Sound lowland, Bellevue has a mild oceanic climate (Cfb). It also has frequent rain showers from October to May, with precipitation levels typically being over 2 inches (51 mm). On average, the hottest month is July, while January is the coldest. Bellevue gets an average of 32.02 inches (813 mm) of rain per year, based on data from 1981 to 2013. However, the city published an analysis of rainfall stating that 2016 saw an unusually high 47.14 inches (1,197 mm) of rainfall, and that rainfall in 2014–2016 was trending unusually high. The wet season of 2017, defined as the period from October through April, saw a similar rainfall of 47.26 inches (1,200 mm). Economy Bellevue is an economic hub of the Seattle region's Eastside and home to the headquarters of various sizes, including the U.S. operations for many international firms. Since 2005, the city has become a hub for software engineering and other technology development centers. These include PACCAR Inc, T-Mobile US, Eddie Bauer, SAP Concur, and Symetra. Bellevue hosts a number of satellite offices for large technology companies such as eBay, Meta, ByteDance, Oracle, Salesforce, Google, and Microsoft; Microsoft was at one point headquartered in Bellevue but has since moved to the neighboring community of Redmond, Washington. Celebrated video game companies Valve, Bungie, Sucker Punch Productions, and The Pokémon Company International are also based here. In 2019, Amazon and Facebook announced plans to open large engineering centers in Bellevue with plans to add several thousand employees. In 2018, Google also opened a major engineering facility in downtown Bellevue. As of 2020[update], there are several high-rise office buildings in Downtown Bellevue that are under construction or in active planning and design phases, including Bellevue 600, part of a major Amazon campus. Several high-rise residential buildings are also planned in downtown, spurred in part by future light rail service, on former retail and low-rise commercial lots. As of 2024[update], Amazon has 12,000 employees in Bellevue and has reduced its workforce in Seattle. By the late 2010s, Microsoft had become the largest employer in Bellevue, where it had several offices to supplement its headquarters campus in Redmond. The company's workforce in the city peaked at 9,300 in 2021 and later declined as it consolidated offices at its headquarters and vacated its leased offices pace in Downtown Bellevue and Eastgate. Other technology companies, including ByteDance and The Pokémon Company International, have since expanded their office leases in Downtown Bellevue. From 2021 to 2025, approximately 3.9 million square feet (360,000 m2) of office space was added in Bellevue to accommodate the growing demand that had shifted from Seattle. One of the major factors is the Seattle head tax, which charges employers based on their number of employees. According to the city's 2024 Annual Comprehensive Financial Report, the largest employers in the city are: The city has numerous thriving commercial districts, with four major shopping centers: Bellevue Square in the downtown area, Factoria Mall to the south, Crossroads Mall to the east, and the Overlake Shopping District in the north. Demographics As of 2018, one in three Bellevue residents was born outside the United States, most likely due to the prevalence of multinational technology companies in the city. Around 23% of Bellevue's well-educated workforce are in engineering or science-related industries. About half of its residents identify as a person of color or ethnic minority. According to a 2018 estimate, the median income for a household in the city was $113,698. In a 2020 survey of Centers for Disease Control data, Bellevue was ranked first among small U.S. cities with the highest percentage of physically active adults, with 86 percent reporting that they exercise. In 2006, Bellevue was rated one of the 25 safest cities in America, based on the per-capita incidence of violent crime. As of the 2020 census, there were 151,854 people, 60,953 households, and 39,419 families residing in the city. The population density was 4,538.2 inhabitants per square mile (1,752.2/km2). There were 64,688 housing units. The racial makeup of the city was 44.7% White, 2.6% African American, 0.4% Native American, 40.6% Asian, 0.2% Pacific Islander, 3.4% from some other races and 8.1% from two or more races. Hispanic or Latino residents of any race were 7.3% of the population.[citation needed] 20.0% of residents were under the age of 18, 4.9% were under 5 years of age, and 14.6% were 65 and older.[citation needed] As of the 2010 census, there were 122,363 people, 50,355 households, and 32,145 families residing in the city. The population density was 3,827.7 inhabitants per square mile (1,477.9/km2). There were 55,551 housing units at an average density of 1,737.6 per square mile (670.9/km2). The racial makeup of the city was 62.6% White, 2.2% African American, 0.4% Native American, 27.6% Asian, 0.2% Pacific Islander, 3.1% from other races, and 3.9% from two or more races. Hispanic or Latino residents of any race were 7.0% of the population. There were 50,355 households, of which 30.0% had children under the age of 18 living with them, 52.9% were married couples living together, 7.6% had a female householder with no husband present, 3.3% had a male householder with no wife present, and 36.2% were non-families. 28.1% of all households were made up of individuals, and 8.4% had someone living alone who was 65 years of age or older. The average household size was 2.41 and the average family size was 2.97. The median age in the city was 38.5 years. 21.2% of residents were under the age of 18; 7.6% were between the ages of 18 and 24; 30.8% were from 25 to 44; 26.5% were from 45 to 64; and 13.9% were 65 years of age or older. The gender makeup of the city was 50.1% male and 49.9% female. Arts and culture Bellevue is the site of the annual Bellevue Arts and Crafts Fair (originally Pacific Northwest Arts and Crafts Fair), held since 1947 during the last weekend in July. The biennial Bellevue Sculpture Exhibition draws thousands of visitors to the Downtown Park to view up to 46 three-dimensional artworks from artists around the country. In celebration of its strawberry farming history, Bellevue holds an annual Strawberry Festival on the fourth weekend in June at Crossroads Park. The festival initially began in 1925, and continued to 1942 when many Bellevue's strawberry farmers were incarcerated as part of the Japanese Internment. In 1987 the festival was resumed as a one evening event, and in 2003 it was expanded back to a multi-day festival. Bellevue is host to the Northwest Ukrainian International Festival, founded in 2017 and one of the largest Ukrainian culture festivals in the United States. Since the Russian invasion of Ukraine in early 2022, the Grand Kyiv Ballet has been based at the International Ballet Academy in Bellevue. The Bellevue Arts Museum first opened in 1975, then moved to Bellevue Square in 1983. In 2001, the museum moved into its own building, designed by Steven Holl. The museum subsequently ran into financial difficulties and was closed to the public in 2003. After a lengthy fundraising campaign, a remodel, and a new mission to become a national center for the fine art of craft and design, the museum reopened on June 18, 2005, with an exhibition of teapots. The Bellevue Arts Museum closed in September 2024 due to a lack of funding following the COVID-19 pandemic, which cancelled many of its events. It went into receivership and is planned to be either sold or merged with another organization. The Rosalie Whyel Museum of Doll Art, now closed, contained one of the largest doll collections in the world – more than a thousand dolls – displayed on two floors of a Victorian-style building, which is now the site of the KidsQuest Children's Museum. Near Interstate 405 is Meydenbauer Center, a convention center that brings corporate meetings and charity events to the downtown area. Meydenbauer also includes a 410-seat theater which attracts operas, ballets, and orchestral performances. The city government has planned to build a performing arts center, tentatively named the Tateuchi Center (named for philanthropist Ina Tateuchi), since the 1980s. It would include a 2,000-seat concert hall, offices, and creative spaces at a site in Downtown Bellevue. The $200 million project is partially funded with private donations and grants from the city and county governments. Since the 2010s, Bellevue has become a hub for Chinese cuisine, especially regional cuisines, with the opening of restaurants in downtown and the eastern neighborhoods of the city. T&T Supermarket, a Canadian chain that focuses on Chinese grocery goods, opened their first U.S. location in Factoria in 2024. Since the 1970s, the city has taken an active role in ensuring that its commercial development does not overwhelm its natural land and water resources. Today, the Bellevue Parks and Community Services Department manages more than 2,500 acres (10 km2) of parks and open spaces, including the Downtown Park and the Bellevue Botanical Garden, as well as several playgrounds, beach parks, and trails. More than 5,500 Bellevue residents participate in volunteer activities through this department annually. Bellevue was home to the American Basketball Association team, the Bellevue Blackhawks. The Blackhawks in 2005, despite being ranked 13th in the league, made it to the championship game in front of 15,000 fans in Little Rock, Arkansas. The team has been inactive since 2006. The city has a small baseball stadium, Bannerwood Park, that has a listed capacity of 700 spectators. The Seattle Redhawks of the Western Athletic Conference, an NCAA Division I baseball team, have played their home games in Bellevue since 2010. Government and politics Bellevue has a council-manager form of government with seven non-partisan council members elected at large for staggered four-year terms. The City Council selects a Mayor from among its members (not by popular vote), who serves as council chair for two years but has no veto power. As of 2026[update], the mayor is Mo Malakoutian and the deputy mayor is Dave Hamilton. The mayor administrates council meetings, helps set the issues on the council's meeting agendas, and serves as the city's most visible spokesperson. Operational authority is held by the city manager, who administers the city's day-to-day activities. The city manager is also elected by the seven members of the council instead of by popular vote. Politically, the city leans strongly Democratic,[citation needed] much like the Seattle/King County area as a whole.[citation needed] Of the 61,742 residents who cast ballots in the 2016 U.S. presidential election, 66.11% voted for Hillary Clinton, compared to 24.58% for Donald Trump.[failed verification] Education The vast majority of the city is served by the Bellevue School District. There are four main public high schools – Bellevue High School, Interlake High School, Newport High School, and Sammamish High School – as well as two choice lottery high schools, International School and Big Picture School. Newsweek's 2015 ranking of U.S. public high schools placed Interlake at #359 and Newport at #391, with both schools noted for equitably helping low-income students meet average scores on standardized tests. Portions of Bellevue also lie within the boundaries of Lake Washington School District, Renton School District and Issaquah School District. At the higher education level the city is home to Bellevue College, part of the Washington Community and Technical Colleges system. Bellevue is home to Open Window School, an independent school serving gifted students from kindergarten through eighth grade. The Jewish Day School of Metropolitan Seattle is located in Bellevue, serving students from Pre-Kindergarten to Grade 8. At the elementary level, Bellevue is home to several Montessori schools,[citation needed] the Eastside's only Waldorf education at Three Cedars School, as well as Bellevue Christian School. The Seattle Japanese School, a Japanese weekend supplementary school, holds its classes in Bellevue. Infrastructure Bellevue lies on Interstate 405, the main bypass route for north–south traffic east of Seattle, between its junctions with east–west freeways Interstate 90 and State Route 520. The freeways are connected to Seattle via floating bridges over Lake Washington. Downtown Bellevue has wide streets with few mid-block connections and an incomplete sidewalk network; it has been labeled as "pedestrian unfriendly" and hostile to cycling. The city government adopted plans to improve pedestrian and bicycle connections in 2009 and built the first downtown bicycle lane (including some protected sections) in 2018. The city had 42,000 on-street parking spaces in a 2013 inventory; plans to introduce fees for on-street parking spaces in some neighborhoods were announced in 2025. Bellevue is the main Eastside hub for both the local transit authority, King County Metro, and Sound Transit, the regional transit system. The Bellevue Transit Center, which serves both Metro and Sound buses, is located in the heart of the downtown business district and is connected to Interstate 405 by NE 6th St. and a direct-access Texas T HOV ramp. Local buses run into Kirkland, Redmond, Issaquah, Renton, and the University District; regional buses go to Bothell, Lynnwood, Everett, Seattle, Renton, Kent and Auburn, among other cities. An electric microtransit shuttle service operated by Circuit, Inc. began operating in August 2023; the app-based service is funded by the city's hotel room tax and fare-free for passengers. The 2 Line of Sound Transit's Link light rail system is planned to run from Seattle through Mercer Island and Bellevue before ending in Redmond. The $3.7 billion project was approved by voters in 2008 as part of the Sound Transit 2 ballot measure. It began construction in 2016 and was scheduled to begin service in 2023, but was later delayed to 2024 due to construction issues. The first section, from South Bellevue station to Redmond Technology station in Overlake, opened on April 27, 2024. The Bellevue City Council lobbied Sound Transit, the regional transit authority, to construct its light rail line underground through Bellevue's rapidly growing downtown. The city government promised to devote between $104 million and $150 million toward a potential tunnel in the form of cash, services, free access to rights-of-way and one-time tax revenues that result from the East Link project. In November 2011, the city council signed an agreement with Sound Transit. Tunnel construction started in early 2016 while the remainder of downtown Bellevue construction began in mid-2017. Bellevue was also served by a railroad, a Burlington Northern branch line known as the Woodinville Subdivision, which included the historic Wilburton Trestle. The line is now disused, though part of the track bed at Wilburton Station will be reused by Sound Transit's light-rail construction. Construction of Eastrail, a rail trail on the abandoned Woodinville Subdivision right of way through Bellevue, is planned to be completed in 2023. Some sections of the railroad in Bellevue were demolished in 2008 to make way for the expansion of I-405 and will require the construction of additional structures to supplement the existing right of way. The city once had an operating airfield named Bellevue Airfield, which shut down in 1983. Notable people Sister cities Bellevue has the following sister cities: See also References External links
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File:Maria Skolgata 83.png Summary Licensing File history Click on a date/time to view the file as it appeared at that time. File usage The following 2 pages use this file: Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file.
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Contents 4J Studios 4J Studios Limited is a British video game developer based in Dundee. It has a second office located in Edinburgh (previously in East Linton). Founded in April 2005 by VIS Entertainment alumni Chris van der Kuyl, Paddy Burns and Frank Arnot, the company is best known for porting Mojang Studios' Minecraft to consoles and handheld platforms. History 4J Studios was founded by Chris van der Kuyl, Paddy Burns and Frank Arnot on 19 April 2005, twelve days after van der Kuyl's previous video game venture, VIS Entertainment, entered into administration. All three were previously employed by that company, with van der Kuyl as president and chief executive officer. In November 2012, co-founder and studio director Arnot announced that he had left 4J Studios to establish Stormcloud Games with co-workers Andy West and Pat McGovern. In March 2018, 4J Studios invested a "six-figure sum" in Puny Astronaut, a Dundee-based developer founded by Abertay University alumni. 4J Studios' van der Kuyl and Burns subsequently joined that company's board of directors, with van der Kuyl also becoming the chairman. 4J Studios then opened an investment fund, Chroma Ventures, in March 2021, which absorbed the Puny Astronaut stake and invested in several other studios. In October 2022, 4J Studios announced its intent to start publishing games, starting with Puny Astronaut's Skye Tales in 2023. In October 2024, Curve Games picked up the publishing rights for Skye Tales and 4J's own Manic Mechanics. In May 2024, 4J Studios revealed a trailer of its next project, the Elements Engine, a proprietary 3D voxel sandbox game engine built from the ground up with world size and performance in mind. In September 2024, 4J Studios announced their new video game, Reforj, a voxel-based sandbox video game built on the Elements Engine. The development team includes the Minecraft YouTuber Joseph Garrett (better known as Stampy). Public playtests began in April 2025. Games References External links
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[SOURCE: https://en.wikipedia.org/wiki/ZeniMax_Media] | [TOKENS: 1466]
Contents ZeniMax Media ZeniMax Media Inc. is an American video game holding company based in Rockville, Maryland. The company was founded in 1999 by Christopher Weaver and Robert A. Altman as the parent company for Weaver's video game publisher Bethesda Softworks. The company additionally owns the development studios Bethesda Game Studios (The Elder Scrolls, Fallout, and Starfield), id Software (Doom, Quake, and Rage), Arkane Studios (Dishonored, Prey, and Redfall), MachineGames (Wolfenstein), and ZeniMax Online Studios (The Elder Scrolls Online). Microsoft acquired ZeniMax Media for $8.1 billion in March 2021 and operates it under the Microsoft Gaming division. History Christopher Weaver, the founder of the video game publisher Bethesda Softworks, and Robert A. Altman, a lawyer, founded ZeniMax Media in 1999. The name is a portmanteau of "zenith" and "maximum". The company was established to succeed Media Technology Limited as the parent company of Bethesda Softworks. Weaver brought Altman onboard as the chief executive officer, contributing his stock in Bethesda Softworks so that ZeniMax Media would be able to obtain funding. Weaver served as the chief technology officer from 1999 to 2002, when he moved into a non-executive role. Later that year, he filed a lawsuit against ZeniMax, alleging breach of contract and claiming he was owed US$1.2 million in severance pay. By February 2007, Weaver only held a 33% stake in the company, which by 2020 had been reduced to "a pittance of the stock". Among the original board members were Harry E. Sloan, Les Moonves, and Robert Trump. In 2000, SBS Broadcasting Group, operated by Sloan, acquired a 12.5% stake in ZeniMax as part of a partnership between the two companies. Among the partnerships between the companies, ZeniMax's subsidiary e-Nexus Studios developed entertainment portals and websites for SBS. In the same year, Terry McAuliffe, George Mitchell, Dean Devlin, and Jon Feltheimer joined ZeniMax as advisors. The company acquired the Fallout franchise from Interplay Entertainment in 2004. In August 2007, ZeniMax announced the formation of the studio ZeniMax Online Studios, led by Matt Firor. In October, after ProSiebenSat.1 Media purchased SBS Broadcasting Group and inherited its stake in ZeniMax Media, now 9% of the shares, ProSiebenSat.1 Media announced it would intensify its relationship with ZeniMax. The company launched SevenGames.com, the international edition of its German-language game platform, in December and worked with ZeniMax to develop online games. In the same year, Providence Equity Partners bought a 25% stake in ZeniMax for $300 million. ZeniMax had 200 employees in October 2007. It acquired the Prey and Rage franchise in 2009. After Providence Equity Partners invested another $150 million for an undisclosed stake in 2010, the company grew to 400 employees by January 2011. ZeniMax subsequently announced a partnership with the University of Southern California School of Cinematic Arts to support its Interactive Media Division with a comprehensive educational program of guest lectures and internships. In May 2014, ZeniMax sent a letter to Facebook and its Oculus VR subsidiary, asserting that any contributions John Carmack made to the Oculus Rift project were the intellectual property of ZeniMax, stating that "ZeniMax provided necessary VR technology and other valuable assistance to Palmer Luckey and other Oculus employees in 2012 and 2013 to make the Oculus Rift a viable VR product, superior to other VR market offerings." The company filed a lawsuit against Oculus VR later that month. In June, Oculus VR filed a response to the lawsuit, stating that ZeniMax was falsely claiming ownership to take advantage of its acquisition by Facebook. Oculus VR also claimed that the Oculus Rift did not share any code or technology with ZeniMax's. A jury ruled in favor of ZeniMax in February 2017. They found that, while Oculus VR had not misappropriated ZeniMax's trade secrets, it had violated ZeniMax's copyrights and trademarks in addition to a non-disclosure agreement. ZeniMax was awarded $500 million. In the meantime, ProSiebenSat.1 Media had sold its stake in ZeniMax back to the company for €30 million. In September 2020, Microsoft announced it had entered into an agreement to acquire ZeniMax and its subsidiaries for $7.5 billion. For Providence Equity Partners, the deal represented a six-time return on investment. Altman had considered selling ZeniMax for several years and at one point was close to a deal with rival Electronic Arts. Prior the deal's closure, he died on February 3, 2021, aged 73, at a Baltimore hospital. The U.S. Securities and Exchange Commission and the European Commission greenlit the acquisition in March 2021. A preliminary injunction to block the acquisition was being sought in a class-action lawsuit that ZeniMax faced over Fallout 4, with the plaintiffs arguing that Microsoft could shield ZeniMax's assets from damages should it be found liable after the acquisition. Microsoft announced the completion of the acquisition on March 9, 2021. The final cost of the transaction was $8.1 billion. ZeniMax's board of directors was consequently dissolved. 300 QA testers, a majority at ZeniMax Studios voted to unionize as ZeniMax Workers United-CWA in January 2023. This follows the unionization efforts of QA testers at Activision Blizzard which was also acquired by Microsoft. In 2024, Microsoft signed a labor-neutrality agreement with CWA union, agreeing not to interfere with unionization efforts in any ZeniMax Media subsidiaries. In May 2024, Microsoft announced the impending closures of the ZeniMax studios Arkane Austin, Alpha Dog Games, and Tango Gameworks, as well as Roundhouse Studios' absorption into ZeniMax Online Studios. In July 2024, over 200 Bethesda Game Studios employees unionized with CWA. The wall-to-wall unit was recognized by Microsoft, and includes artists, engineers, programmers, and designers. In August 2024, Krafton agreed to buy Tango Gameworks, preventing its closure. Studios ZeniMax Halifax Ltd. (trade name: Alpha Dog Games) was a Canadian mobile video game developer based in Halifax, Nova Scotia. The company was acquired by ZeniMax Media in October 2019. ZeniMax Media was acquired by Microsoft in March 2021 and became part of Microsoft Gaming. As a result, Alpha Dog Games was owned by Microsoft since 2021, and it was an indirect mobile gaming extension of the Xbox brand. The studio was closed in May 2024 and Mighty Doom was sunset on August 7. Games from the company included Wraithborne,MonstroCity: Rampage and Ninja Golf. References External links
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