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Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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Contents Jews Jews (Hebrew: יְהוּדִים, ISO 259-2: Yehudim, Israeli pronunciation: [jehuˈdim]), or the Jewish people, are an ethnoreligious group and nation, originating from the Israelites of ancient Israel and Judah. They traditionally adhere to Judaism. Jewish ethnicity, religion, and community are highly interrelated, as Judaism is an ethnic religion, though many ethnic Jews do not practice it. Religious Jews regard converts to Judaism as members of the Jewish nation, pursuant to the long-standing conversion process. The Israelites emerged from the pre-existing Canaanite peoples to establish Israel and Judah in the Southern Levant during the Iron Age. Originally, Jews referred to the inhabitants of the kingdom of Judah and were distinguished from the gentiles and the Samaritans. According to the Hebrew Bible, these inhabitants predominately originate from the tribe of Judah, who were descendants of Judah, the fourth son of Jacob. The tribe of Benjamin were another significant demographic in Judah and were considered Jews too. By the late 6th century BCE, Judaism had evolved from the Israelite religion, dubbed Yahwism (for Yahweh) by modern scholars, having a theology that religious Jews believe to be the expression of the Mosaic covenant between God and the Jewish people. After the Babylonian exile, Jews referred to followers of Judaism, descendants of the Israelites, citizens of Judea, or allies of the Judean state. Jewish migration within the Mediterranean region during the Hellenistic period, followed by population transfers, caused by events like the Jewish–Roman wars, gave rise to the Jewish diaspora, consisting of diverse Jewish communities that maintained their sense of Jewish history, identity, and culture. In the following millennia, Jewish diaspora communities coalesced into three major ethnic subdivisions according to where their ancestors settled: the Ashkenazim (Central and Eastern Europe), the Sephardim (Iberian Peninsula), and the Mizrahim (Middle East and North Africa). While these three major divisions account for most of the world's Jews, there are other smaller Jewish groups outside of the three. Prior to World War II, the global Jewish population reached a peak of 16.7 million, representing around 0.7% of the world's population at that time. During World War II, approximately six million Jews throughout Europe were systematically murdered by Nazi Germany in a genocide known as the Holocaust. Since then, the population has slowly risen again, and as of 2021[update], was estimated to be at 15.2 million by the demographer Sergio Della Pergola or less than 0.2% of the total world population in 2012.[b] Today, over 85% of Jews live in Israel or the United States. Israel, whose population is 73.9% Jewish, is the only country where Jews comprise more than 2.5% of the population. Jews have significantly influenced and contributed to the development and growth of human progress in many fields, both historically and in modern times, including in science and technology, philosophy, ethics, literature, governance, business, art, music, comedy, theatre, cinema, architecture, food, medicine, and religion. Jews founded Christianity and had an indirect but profound influence on Islam. In these ways and others, Jews have played a significant role in the development of Western culture. Name and etymology The term "Jew" is derived from the Hebrew word יְהוּדִי Yehudi, with the plural יְהוּדִים Yehudim. Endonyms in other Jewish languages include the Ladino ג׳ודיו Djudio (plural ג׳ודיוס, Djudios) and the Yiddish ייִד Yid (plural ייִדן Yidn). Though Genesis 29:35 and 49:8 connect "Judah" with the verb yada, meaning "praise", scholars generally agree that "Judah" most likely derives from the name of a Levantine geographic region dominated by gorges and ravines. The gradual ethnonymic shift from "Israelites" to "Jews", regardless of their descent from Judah, although not contained in the Torah, is made explicit in the Book of Esther (4th century BCE) of the Tanakh. Some modern scholars disagree with the conflation, based on the works of Josephus, Philo and Apostle Paul. The English word "Jew" is a derivation of Middle English Gyw, Iewe. The latter was loaned from the Old French giu, which itself evolved from the earlier juieu, which in turn derived from judieu/iudieu which through elision had dropped the letter "d" from the Medieval Latin Iudaeus, which, like the New Testament Greek term Ioudaios, meant both "Jew" and "Judean" / "of Judea". The Greek term was a loan from Aramaic *yahūdāy, corresponding to Hebrew יְהוּדִי Yehudi. Some scholars prefer translating Ioudaios as "Judean" in the Bible since it is more precise, denotes the community's origins and prevents readers from engaging in antisemitic eisegesis. Others disagree, believing that it erases the Jewish identity of Biblical characters such as Jesus. Daniel R. Schwartz distinguishes "Judean" and "Jew". Here, "Judean" refers to the inhabitants of Judea, which encompassed southern Palestine. Meanwhile, "Jew" refers to the descendants of Israelites that adhere to Judaism. Converts are included in the definition. But Shaye J.D. Cohen argues that "Judean" is inclusive of believers of the Judean God and allies of the Judean state. Another scholar, Jodi Magness, wrote the term Ioudaioi refers to a "people of Judahite/Judean ancestry who worshipped the God of Israel as their national deity and (at least nominally) lived according to his laws." The etymological equivalent is in use in other languages, e.g., يَهُودِيّ yahūdī (sg.), al-yahūd (pl.), in Arabic, "Jude" in German, "judeu" in Portuguese, "Juif" (m.)/"Juive" (f.) in French, "jøde" in Danish and Norwegian, "judío/a" in Spanish, "jood" in Dutch, "żyd" in Polish etc., but derivations of the word "Hebrew" are also in use to describe a Jew, e.g., in Italian (Ebreo), in Persian ("Ebri/Ebrani" (Persian: عبری/عبرانی)) and Russian (Еврей, Yevrey). The German word "Jude" is pronounced [ˈjuːdə], the corresponding adjective "jüdisch" [ˈjyːdɪʃ] (Jewish) is the origin of the word "Yiddish". According to The American Heritage Dictionary of the English Language, fourth edition (2000), It is widely recognized that the attributive use of the noun Jew, in phrases such as Jew lawyer or Jew ethics, is both vulgar and highly offensive. In such contexts Jewish is the only acceptable possibility. Some people, however, have become so wary of this construction that they have extended the stigma to any use of Jew as a noun, a practice that carries risks of its own. In a sentence such as There are now several Jews on the council, which is unobjectionable, the substitution of a circumlocution like Jewish people or persons of Jewish background may in itself cause offense for seeming to imply that Jew has a negative connotation when used as a noun. Identity Judaism shares some of the characteristics of a nation, an ethnicity, a religion, and a culture, making the definition of who is a Jew vary slightly depending on whether a religious or national approach to identity is used.[better source needed] Generally, in modern secular usage, Jews include three groups: people who were born to a Jewish family regardless of whether or not they follow the religion, those who have some Jewish ancestral background or lineage (sometimes including those who do not have strictly matrilineal descent), and people without any Jewish ancestral background or lineage who have formally converted to Judaism and therefore are followers of the religion. In the context of biblical and classical literature, Jews could refer to inhabitants of the Kingdom of Judah, or the broader Judean region, allies of the Judean state, or anyone that followed Judaism. Historical definitions of Jewish identity have traditionally been based on halakhic definitions of matrilineal descent, and halakhic conversions. These definitions of who is a Jew date back to the codification of the Oral Torah into the Babylonian Talmud, around 200 CE. Interpretations by Jewish sages of sections of the Tanakh – such as Deuteronomy 7:1–5, which forbade intermarriage between their Israelite ancestors and seven non-Israelite nations: "for that [i.e. giving your daughters to their sons or taking their daughters for your sons,] would turn away your children from following me, to serve other gods"[failed verification] – are used as a warning against intermarriage between Jews and gentiles. Leviticus 24:10 says that the son in a marriage between a Hebrew woman and an Egyptian man is "of the community of Israel." This is complemented by Ezra 10:2–3, where Israelites returning from Babylon vow to put aside their gentile wives and their children. A popular theory is that the rape of Jewish women in captivity brought about the law of Jewish identity being inherited through the maternal line, although scholars challenge this theory citing the Talmudic establishment of the law from the pre-exile period. Another argument is that the rabbis changed the law of patrilineal descent to matrilineal descent due to the widespread rape of Jewish women by Roman soldiers. Since the anti-religious Haskalah movement of the late 18th and 19th centuries, halakhic interpretations of Jewish identity have been challenged. According to historian Shaye J. D. Cohen, the status of the offspring of mixed marriages was determined patrilineally in the Bible. He brings two likely explanations for the change in Mishnaic times: first, the Mishnah may have been applying the same logic to mixed marriages as it had applied to other mixtures (Kil'ayim). Thus, a mixed marriage is forbidden as is the union of a horse and a donkey, and in both unions the offspring are judged matrilineally. Second, the Tannaim may have been influenced by Roman law, which dictated that when a parent could not contract a legal marriage, offspring would follow the mother. Rabbi Rivon Krygier follows a similar reasoning, arguing that Jewish descent had formerly passed through the patrilineal descent and the law of matrilineal descent had its roots in the Roman legal system. Origins The prehistory and ethnogenesis of the Jews are closely intertwined with archaeology, biology, historical textual records, mythology, and religious literature. The ethnic origin of the Jews lie in the Israelites, a confederation of Iron Age Semitic-speaking tribes that inhabited a part of Canaan during the tribal and monarchic periods. Modern Jews are named after and also descended from the southern Israelite Kingdom of Judah. Gary A. Rendsburg links the early Canaanite nomadic pastoralists confederation to the Shasu known to the Egyptians around the 15th century BCE. According to the Hebrew Bible narrative, Jewish history begins with the Biblical patriarchs such as Abraham, his son Isaac, Isaac's son Jacob, and the Biblical matriarchs Sarah, Rebecca, Leah, and Rachel, who lived in Canaan. The twelve sons of Jacob subsequently gave birth to the Twelve Tribes. Jacob and his family migrated to Ancient Egypt after being invited to live with Jacob's son Joseph by the Pharaoh himself. Jacob's descendants were later enslaved until the Exodus, led by Moses. Afterwards, the Israelites conquered Canaan under Moses' successor Joshua, and went through the period of the Biblical judges after the death of Joshua. Through the mediation of Samuel, the Israelites were subject to a king, Saul, who was succeeded by David and then Solomon, after whom the United Monarchy ended and was split into a separate Kingdom of Israel and a Kingdom of Judah. The Kingdom of Judah is described as comprising the tribes of Judah, Benjamin and partially, Levi. They later assimilated remnants of other tribes who migrated there from the northern Kingdom of Israel. In the extra-biblical record, the Israelites become visible as a people between 1200 and 1000 BCE. There is well accepted archeological evidence referring to "Israel" in the Merneptah Stele, which dates to about 1200 BCE, and in the Mesha stele from 840 BCE. It is debated whether a period like that of the Biblical judges occurred and if there ever was a United Monarchy. There is further disagreement about the earliest existence of the Kingdoms of Israel and Judah and their extent and power. Historians agree that a Kingdom of Israel existed by c. 900 BCE,: 169–95 there is a consensus that a Kingdom of Judah existed by c. 700 BCE at least, and recent excavations in Khirbet Qeiyafa have provided strong evidence for dating the Kingdom of Judah to the 10th century BCE. In 587 BCE, Nebuchadnezzar II, King of the Neo-Babylonian Empire, besieged Jerusalem, destroyed the First Temple and deported parts of the Judahite population. Scholars disagree regarding the extent to which the Bible should be accepted as a historical source for early Israelite history. Rendsburg states that there are two approximately equal groups of scholars who debate the historicity of the biblical narrative, the minimalists who largely reject it, and the maximalists who largely accept it, with the minimalists being the more vocal of the two. Some of the leading minimalists reframe the biblical account as constituting the Israelites' inspiring national myth narrative, suggesting that according to the modern archaeological and historical account, the Israelites and their culture did not overtake the region by force, but instead branched out of the Canaanite peoples and culture through the development of a distinct monolatristic—and later monotheistic—religion of Yahwism centered on Yahweh, one of the gods of the Canaanite pantheon. The growth of Yahweh-centric belief, along with a number of cultic practices, gradually gave rise to a distinct Israelite ethnic group, setting them apart from other Canaanites. According to Dever, modern archaeologists have largely discarded the search for evidence of the biblical narrative surrounding the patriarchs and the exodus. According to the maximalist position, the modern archaeological record independently points to a narrative which largely agrees with the biblical account. This narrative provides a testimony of the Israelites as a nomadic people known to the Egyptians as belonging to the Shasu. Over time these nomads left the desert and settled on the central mountain range of the land of Canaan, in simple semi-nomadic settlements in which pig bones are notably absent. This population gradually shifted from a tribal lifestyle to a monarchy. While the archaeological record of the ninth century BCE provides evidence for two monarchies, one in the south under a dynasty founded by a figure named David with its capital in Jerusalem, and one in the north under a dynasty founded by a figure named Omri with its capital in Samaria. It also points to an early monarchic period in which these regions shared material culture and religion, suggesting a common origin. Archaeological finds also provide evidence for the later cooperation of these two kingdoms in their coalition against Aram, and for their destructions by the Assyrians and later by the Babylonians. Genetic studies on Jews show that most Jews worldwide bear a common genetic heritage which originates in the Middle East, and that they share certain genetic traits with other Gentile peoples of the Fertile Crescent. The genetic composition of different Jewish groups shows that Jews share a common gene pool dating back four millennia, as a marker of their common ancestral origin. Despite their long-term separation, Jewish communities maintained their unique commonalities, propensities, and sensibilities in culture, tradition, and language. History The earliest recorded evidence of a people by the name of Israel appears in the Merneptah Stele, which dates to around 1200 BCE. The majority of scholars agree that this text refers to the Israelites, a group that inhabited the central highlands of Canaan, where archaeological evidence shows that hundreds of small settlements were constructed between the 12th and 10th centuries BCE. The Israelites differentiated themselves from neighboring peoples through various distinct characteristics including religious practices, prohibition on intermarriage, and an emphasis on genealogy and family history. In the 10th century BCE, two neighboring Israelite kingdoms—the northern Kingdom of Israel and the southern Kingdom of Judah—emerged. Since their inception, they shared ethnic, cultural, linguistic and religious characteristics despite a complicated relationship. Israel, with its capital mostly in Samaria, was larger and wealthier, and soon developed into a regional power. In contrast, Judah, with its capital in Jerusalem, was less prosperous and covered a smaller, mostly mountainous territory. However, while in Israel the royal succession was often decided by a military coup d'état, resulting in several dynasty changes, political stability in Judah was much greater, as it was ruled by the House of David for the whole four centuries of its existence. Scholars also describe Biblical Jews as a 'proto-nation', in the modern nationalist sense, comparable to classical Greeks, the Gauls and the British Celts. Around 720 BCE, Kingdom of Israel was destroyed when it was conquered by the Neo-Assyrian Empire, which came to dominate the ancient Near East. Under the Assyrian resettlement policy, a significant portion of the northern Israelite population was exiled to Mesopotamia and replaced by immigrants from the same region. During the same period, and throughout the 7th century BCE, the Kingdom of Judah, now under Assyrian vassalage, experienced a period of prosperity and witnessed a significant population growth. This prosperity continued until the Neo-Assyrian king Sennacherib devastated the region of Judah in response to a rebellion in the area, ultimately halting at Jerusalem. Later in the same century, the Assyrians were defeated by the rising Neo-Babylonian Empire, and Judah became its vassal. In 587 BCE, following a revolt in Judah, the Babylonian king Nebuchadnezzar II besieged and destroyed Jerusalem and the First Temple, putting an end to the kingdom. The majority of Jerusalem's residents, including the kingdom's elite, were exiled to Babylon. According to the Book of Ezra, the Persian Cyrus the Great ended the Babylonian exile in 538 BCE, the year after he captured Babylon. The exile ended with the return under Zerubbabel the Prince (so called because he was a descendant of the royal line of David) and Joshua the Priest (a descendant of the line of the former High Priests of the Temple) and their construction of the Second Temple circa 521–516 BCE. As part of the Persian Empire, the former Kingdom of Judah became the province of Judah (Yehud Medinata), with a smaller territory and a reduced population. Judea was under control of the Achaemenids until the fall of their empire in c. 333 BCE to Alexander the Great. After several centuries under foreign imperial rule, the Maccabean Revolt against the Seleucid Empire resulted in an independent Hasmonean kingdom, under which the Jews once again enjoyed political independence for a period spanning from 110 to 63 BCE. Under Hasmonean rule the boundaries of their kingdom were expanded to include not only the land of the historical kingdom of Judah, but also the Galilee and Transjordan. In the beginning of this process the Idumeans, who had infiltrated southern Judea after the destruction of the First Temple, were converted en masse. In 63 BCE, Judea was conquered by the Romans. From 37 BCE to 6 CE, the Romans allowed the Jews to maintain some degree of independence by installing the Herodian dynasty as vassal kings. However, Judea eventually came directly under Roman control and was incorporated into the Roman Empire as the province of Judaea. The Jewish–Roman wars, a series of failed uprisings against Roman rule during the first and second centuries CE, had profound and devastating consequences for the Jewish population of Judaea. The First Jewish–Roman War (66–73/74 CE) culminated in the destruction of Jerusalem and the Second Temple, after which the significantly diminished Jewish population was stripped of political autonomy. A few generations later, the Bar Kokhba revolt (132–136 CE) erupted in response to Roman plans to rebuild Jerusalem as a Roman colony, and, possibly, to restrictions on circumcision. Its violent suppression by the Romans led to the near-total depopulation of Judea, and the demographic and cultural center of Jewish life shifted to Galilee. Jews were subsequently banned from residing in Jerusalem and the surrounding area, and the province of Judaea was renamed Syria Palaestina. These developments effectively ended Jewish efforts to restore political sovereignty in the region for nearly two millennia. Similar upheavals impacted the Jewish communities in the empire's eastern provinces during the Diaspora Revolt (115–117 CE), leading to the near-total destruction of Jewish diaspora communities in Libya, Cyprus and Egypt, including the highly influential community in Alexandria. The destruction of the Second Temple in 70 CE brought profound changes to Judaism. With the Temple's central place in Jewish worship gone, religious practices shifted towards prayer, Torah study (including Oral Torah), and communal gatherings in synagogues. Judaism also lost much of its sectarian nature.: 69 Two of the three main sects that flourished during the late Second Temple period, namely the Sadducees and Essenes, eventually disappeared, while Pharisaic beliefs became the foundational, liturgical, and ritualistic basis of Rabbinic Judaism, which emerged as the prevailing form of Judaism since late antiquity. The Jewish diaspora existed well before the destruction of the Second Temple in 70 CE and had been ongoing for centuries, with the dispersal driven by both forced expulsions and voluntary migrations. In Mesopotamia, a testimony to the beginnings of the Jewish community can be found in Joachin's ration tablets, listing provisions allotted to the exiled Judean king and his family by Nebuchadnezzar II, and further evidence are the Al-Yahudu tablets, dated to the 6th–5th centuries BCE and related to the exiles from Judea arriving after the destruction of the First Temple, though there is ample evidence for the presence of Jews in Babylonia even from 626 BCE. In Egypt, the documents from Elephantine reveal the trials of a community founded by a Persian Jewish garrison at two fortresses on the frontier during the 5th–4th centuries BCE, and according to Josephus the Jewish community in Alexandria existed since the founding of the city in the 4th century BCE by Alexander the Great. By 200 BCE, there were well established Jewish communities both in Egypt and Mesopotamia ("Babylonia" in Jewish sources) and in the two centuries that followed, Jewish populations were also present in Asia Minor, Greece, Macedonia, Cyrene, and, beginning in the middle of the first century BCE, in the city of Rome. Later, in the first centuries CE, as a result of the Jewish-Roman Wars, a large number of Jews were taken as captives, sold into slavery, or compelled to flee from the regions affected by the wars, contributing to the formation and expansion of Jewish communities across the Roman Empire as well as in Arabia and Mesopotamia. After the Bar Kokhba revolt, the Jewish population in Judaea—now significantly reduced— made efforts to recover from the revolt's devastating effects, but never fully regained its former strength. Between the second and fourth centuries CE, the region of Galilee emerged as the primary center of Jewish life in Syria Palaestina, experiencing both demographic growth and cultural development. It was during this period that two central rabbinic texts, the Mishnah and the Jerusalem Talmud, were composed. The Romans recognized the patriarchs—rabbinic sages such as Judah ha-Nasi—as representatives of the Jewish people, granting them a certain degree of autonomy. However, as the Roman Empire gave way to the Christianized Byzantine Empire under Constantine, Jews began to face persecution by both the Church and imperial authorities, Jews came to be persecuted by the church and the authorities, and many immigrated to communities in the diaspora. By the fourth century CE, Jews are believed to have lost their demographic majority in Syria Palaestina. The long-established Jewish community of Mesopotamia, which had been living under Parthian and later Sasanian rule, beyond the confines of the Roman Empire, became an important center of Jewish study as Judea's Jewish population declined. Estimates often place the Babylonian Jewish community of the 3rd to 7th centuries at around one million, making it the largest Jewish diaspora community of that period. Under the political leadership of the exilarch, who was regarded as a royal heir of the House of David, this community had an autonomous status and served as a place of refuge for the Jews of Syria Palaestina. A number of significant Talmudic academies, such as the Nehardea, Pumbedita, and Sura academies, were established in Mesopotamia, and many important Amoraim were active there. The Babylonian Talmud, a centerpiece of Jewish religious law, was compiled in Babylonia in the 3rd to 6th centuries. Jewish diaspora communities are generally described to have coalesced into three major ethnic subdivisions according to where their ancestors settled: the Ashkenazim (initially in the Rhineland and France), the Sephardim (initially in the Iberian Peninsula), and the Mizrahim (Middle East and North Africa). Romaniote Jews, Tunisian Jews, Yemenite Jews, Egyptian Jews, Ethiopian Jews, Bukharan Jews, Mountain Jews, and other groups also predated the arrival of the Sephardic diaspora. During the same period, Jewish communities in the Middle East thrived under Islamic rule, especially in cities like Baghdad, Cairo, and Damascus. In Babylonia, from the 7th to 11th centuries the Pumbedita and Sura academies led the Arab and to an extent the entire Jewish world. The deans and students of said academies defined the Geonic period in Jewish history. Following this period were the Rishonim who lived from the 11th to 15th centuries. Like their European counterparts, Jews in the Middle East and North Africa also faced periods of persecution and discriminatory policies, with the Almohad Caliphate in North Africa and Iberia issuing forced conversion decrees, causing Jews such as Maimonides to seek safety in other regions. Despite experiencing repeated waves of persecution, Ashkenazi Jews in Western Europe worked in a variety of fields, making an impact on their communities' economy and societies. In Francia, for example, figures like Isaac Judaeus and Armentarius occupied prominent social and economic positions. Francia also witnessed the development of a sophisticated tradition of biblical commentary, as exemplified by Rashi and the tosafists. In 1144, the first documented blood libel occurred in Norwich, England, marking an escalation in the pattern of discrimination and violence that Jews had already been subjected to throughout medieval Europe. During the 12th and 13th centuries, Jews faced frequent antisemitic legislation - including laws prescribing distinctive dress - alongside segregation, repeated blood libels, pogroms, and massacres such as the Rhineland Massacres (1066). The Jews of the Holy Roman Empire were designated Servi camerae regis (“servants of the imperial chamber”) by Frederick II, a status that afforded limited protection while simultaneously entangling them in the political struggles between the emperor and the German principalities and cities. Persecution intensified during the Black Death in the mid-14th century, when Jews were accused of poisoning wells and many communities were destroyed. These pressures, combined with major expulsions such as that from England in 1290, gradually pushed Ashkenazi Jewish populations eastward into Poland, Lithuania, and Russia. One of the largest Jewish communities of the Middle Ages was in the Iberian Peninsula, which for a time contained the largest Jewish population in Europe. Iberian Jewry endured discrimination under the Visigoths but saw its fortunes improve under Umayyad rule and later the Taifa kingdoms. During this period, the Jews of Muslim Spain entered a "Golden Age" marked by achievements in Hebrew poetry and literature, religious scholarship, grammar, medicine and science, with leading figures including Hasdai ibn Shaprut, Judah Halevi, Moses ibn Ezra and Solomon ibn Gabirol. Jews also rose to high office, most notably Samuel ibn Naghrillah, a scholar and poet who served as grand vizier and military commander of Granada. The Golden Age ended with the rise of the radical Almoravid and Almohad dynasties, whose persecutions drove many Jews from Iberia (including Maimonides), together with the advancing Reconquista. In 1391, widespread pogroms swept across Spain, leaving thousands dead and forcing mass conversions. The Spanish Inquisition was later established to pursue, torture and execute conversos who continued to practice Judaism in secret, while public disputations were staged to discredit Judaism. In 1492, after the Reconquista, Isabella I of Castile and Ferdinand II of Aragon decreed the expulsion of all Jews who refused conversion, sending an estimated 200,000 into exile in Portugal, Italy, North Africa, and the Ottoman Empire. In 1497, Portugal's Jews, about 30,000, were formally ordered expelled but instead were forcibly converted to retain their economic role. In 1498, some 3,500 Jews were expelled from Navarre. Many converts outwardly adopted Christianity while secretly preserving Jewish practices, becoming crypto-Jews (also known as marranos or anusim), who remained targets of the various Inquisitions for centuries. Following the expulsions from Spain and Portugal in the 1490s, Jewish exiles dispersed across the Mediterranean, Europe, and North Africa. Many settled in the Ottoman Empire—which, replacing the Iberian Peninsula, became home to the world's largest Jewish population—where new communities developed in Anatolia, the Balkans, and the Land of Israel. Cities such as Istanbul and Thessaloniki grew into major Jewish centers, while in 16th-century Safed a flourishing spiritual life took shape. There, Solomon Alkabetz, Moses Cordovero, and Isaac Luria developed influential new schools of Kabbalah, giving powerful impetus to Jewish mysticism, and Joseph Karo composed the Shulchan Aruch, which became a cornerstone of Jewish law. In the 17th century, Portuguese conversos who returned to Judaism and engaged in trade and banking helped establish Amsterdam as a prosperous Jewish center, while also forming communities in cities such as Antwerp and London. This period also witnessed waves of messianic fervor, most notably the rise of the Sabbatean movement in the 1660s, led by Sabbatai Zvi of İzmir, which reverberated throughout the Jewish world. In Eastern Europe, Poland–Lithuania became the principal center of Ashkenazi Jewry, eventually becoming home to the largest Jewish population in the world. Jewish life flourished there from in the early modern era, supported by relative stability, economic opportunity, and strong communal institutions. The mid-17th century brought devastation with the Cossack uprisings in Ukraine, which reversed migration flows and sent refugees westward, yet Poland–Lithuania remained the demographic and cultural heartland of Ashkenazic Jewry. Following the partitions of Poland, most of its Jews came under Russian rule and were confined to the "Pale of Settlement." The 18th century also witnessed new religious and intellectual currents. Hasidism, founded by Baal Shem Tov, emphasized mysticism and piety, while its opponents, the Misnagdim ("opponents") led by the Vilna Gaon, defended rabbinic scholarship and tradition. In Western Europe, during the 1760s and 1770s, the Haskalah (Jewish Enlightenment) emerged in German-speaking lands, where figures such as Moses Mendelssohn promoted secular learning, vernacular literacy, and integration into European society. Elsewhere, Jews began to be re-admitted to Western Europe, including England, where Menasseh ben Israel petitioned Oliver Cromwell for their return. In the Americas, Jews of Sephardic descent first arrived as conversos in Spanish and Portuguese colonies, where many faced trial by Inquisition tribunals for "judaizing." A more durable presence began in Dutch Brazil, where Jews openly practiced their religion and established the first synagogues in the New World, before the Portuguese reconquest forced their dispersal to Amsterdam, the Caribbean, and North America. Sephardic communities took root in Curaçao, Suriname, Jamaica, and Barbados, later joined by Ashkenazi migrants. In North America, Jews were present from the mid-17th century, with New Amsterdam hosting the first organized congregation in 1654. By the time of the American Revolution, small communities in New York, Newport, Philadelphia, Savannah, and Charleston played an active role in the struggle for independence. In the late 19th century, Jews in Western Europe gradually achieved legal emancipation, though social acceptance remained limited by persistent antisemitism and rising nationalism. In Eastern Europe, particularly within the Russian Empire's Pale of Settlement, Jews faced mounting legal restrictions and recurring pogroms. From this environment emerged Zionism, a national revival movement originating in Central and Eastern Europe that sought to re-establish a Jewish polity in the Land of Israel as a means of returning the Jewish people to their ancestral homeland and ending centuries of exile and persecution. This led to waves of Jewish migration to Ottoman-controlled Palestine. Theodor Herzl, who is considered the father of political Zionism, offered his vision of a future Jewish state in his 1896 book Der Judenstaat (The Jewish State); a year later, he presided over the First Zionist Congress. The antisemitism that inflicted Jewish communities in Europe also triggered a mass exodus of 2.8 million Jews to the United States between 1881 and 1924. Despite this, some Jews of Europe and the United States were able to make great achievements in various fields of science and culture. Among the most influential from this period are Albert Einstein in physics, Sigmund Freud in psychology, Franz Kafka in literature, and Irving Berlin in music. Many Nobel Prize winners at this time were Jewish, as is still the case. When Adolf Hitler and the Nazi Party came to power in Germany in 1933, the situation for Jews deteriorated rapidly as a direct result of Nazi policies. Many Jews fled from Europe to Mandatory Palestine, the United States, and the Soviet Union as a result of racial anti-Semitic laws, economic difficulties, and the fear of an impending war. World War II started in 1939, and by 1941, Hitler occupied almost all of Europe. Following the German invasion of the Soviet Union in 1941, the Final Solution—an extensive, organized effort with an unprecedented scope intended to annihilate the Jewish people—began, and resulted in the persecution and murder of Jews in Europe and North Africa. In Poland, three million were murdered in gas chambers in all concentration camps combined, with one million at the Auschwitz camp complex alone. The Holocaust is the name given to this genocide, in which six million Jews in total were systematically murdered. Before and during the Holocaust, enormous numbers of Jews immigrated to Mandatory Palestine. In 1944, the Jewish insurgency in Mandatory Palestine began with the aim of gaining full independence from the United Kingdom. On 14 May 1948, upon the termination of the mandate, David Ben-Gurion declared the creation of the State of Israel, a Jewish and democratic state. Immediately afterwards, all neighboring Arab states invaded, and were resisted by the newly formed Israel Defense Forces. In 1949, the war ended and Israel started building its state and absorbing waves of Aliyah, granting citizenship to Jews all over the world via the Law of Return passed in 1950. However, both the Israeli–Palestinian conflict and wider Arab–Israeli conflict continue to this day. Culture The Jewish people and the religion of Judaism are strongly interrelated. Converts to Judaism have a status within the Jewish people equal to those born into it. However, converts who go on to practice no Judaism are likely to be viewed with skepticism. Mainstream Judaism does not proselytize, and conversion is considered a difficult task. A significant portion of conversions are undertaken by children of mixed marriages, or would-be or current spouses of Jews. The Hebrew Bible, a religious interpretation of the traditions and early history of the Jews, established the first of the Abrahamic religions, which are now practiced by 54 percent of the world. Judaism guides its adherents in both practice and belief, and has been called not only a religion, but also a "way of life," which has made drawing a clear distinction between Judaism, Jewish culture, and Jewish identity rather difficult. Throughout history, in eras and places as diverse as the ancient Hellenic world, in Europe before and after The Age of Enlightenment (see Haskalah), in Islamic Spain and Portugal, in North Africa and the Middle East, India, China, or the contemporary United States and Israel, cultural phenomena have developed that are in some sense characteristically Jewish without being at all specifically religious. Some factors in this come from within Judaism, others from the interaction of Jews or specific communities of Jews with their surroundings, and still others from the inner social and cultural dynamics of the community, as opposed to from the religion itself. This phenomenon has led to considerably different Jewish cultures unique to their own communities. Hebrew is the liturgical language of Judaism (termed lashon ha-kodesh, "the holy tongue"), the language in which most of the Hebrew scriptures (Tanakh) were composed, and the daily speech of the Jewish people for centuries. By the 5th century BCE, Aramaic, a closely related tongue, joined Hebrew as the spoken language in Judea. By the 3rd century BCE, some Jews of the diaspora were speaking Greek. Others, such as in the Jewish communities of Asoristan, known to Jews as Babylonia, were speaking Hebrew and Aramaic, the languages of the Babylonian Talmud. Dialects of these same languages were also used by the Jews of Syria Palaestina at that time.[citation needed] For centuries, Jews worldwide have spoken the local or dominant languages of the regions they migrated to, often developing distinctive dialectal forms or branches that became independent languages. Yiddish is the Judaeo-German language developed by Ashkenazi Jews who migrated to Central Europe. Ladino is the Judaeo-Spanish language developed by Sephardic Jews who migrated to the Iberian Peninsula. Due to many factors, including the impact of the Holocaust on European Jewry, the Jewish exodus from Arab and Muslim countries, and widespread emigration from other Jewish communities around the world, ancient and distinct Jewish languages of several communities, including Judaeo-Georgian, Judaeo-Arabic, Judaeo-Berber, Krymchak, Judaeo-Malayalam and many others, have largely fallen out of use. For over sixteen centuries Hebrew was used almost exclusively as a liturgical language, and as the language in which most books had been written on Judaism, with a few speaking only Hebrew on the Sabbath. Hebrew was revived as a spoken language by Eliezer ben Yehuda, who arrived in Palestine in 1881. It had not been used as a mother tongue since Tannaic times. Modern Hebrew is designated as the "State language" of Israel. Despite efforts to revive Hebrew as the national language of the Jewish people, knowledge of the language is not commonly possessed by Jews worldwide and English has emerged as the lingua franca of the Jewish diaspora. Although many Jews once had sufficient knowledge of Hebrew to study the classic literature, and Jewish languages like Yiddish and Ladino were commonly used as recently as the early 20th century, most Jews lack such knowledge today and English has by and large superseded most Jewish vernaculars. The three most commonly spoken languages among Jews today are Hebrew, English, and Russian. Some Romance languages, particularly French and Spanish, are also widely used. Yiddish has been spoken by more Jews in history than any other language, but it is far less used today following the Holocaust and the adoption of Modern Hebrew by the Zionist movement and the State of Israel. In some places, the mother language of the Jewish community differs from that of the general population or the dominant group. For example, in Quebec, the Ashkenazic majority has adopted English, while the Sephardic minority uses French as its primary language. Similarly, South African Jews adopted English rather than Afrikaans. Due to both Czarist and Soviet policies, Russian has superseded Yiddish as the language of Russian Jews, but these policies have also affected neighboring communities. Today, Russian is the first language for many Jewish communities in a number of Post-Soviet states, such as Ukraine and Uzbekistan,[better source needed] as well as for Ashkenazic Jews in Azerbaijan, Georgia, and Tajikistan. Although communities in North Africa today are small and dwindling, Jews there had shifted from a multilingual group to a monolingual one (or nearly so), speaking French in Algeria, Morocco, and the city of Tunis, while most North Africans continue to use Arabic or Berber as their mother tongue.[citation needed] There is no single governing body for the Jewish community, nor a single authority with responsibility for religious doctrine. Instead, a variety of secular and religious institutions at the local, national, and international levels lead various parts of the Jewish community on a variety of issues. Today, many countries have a Chief Rabbi who serves as a representative of that country's Jewry. Although many Hasidic Jews follow a certain hereditary Hasidic dynasty, there is no one commonly accepted leader of all Hasidic Jews. Many Jews believe that the Messiah will act a unifying leader for Jews and the entire world. A number of modern scholars of nationalism support the existence of Jewish national identity in antiquity. One of them is David Goodblatt, who generally believes in the existence of nationalism before the modern period. In his view, the Bible, the parabiblical literature and the Jewish national history provide the base for a Jewish collective identity. Although many of the ancient Jews were illiterate (as were their neighbors), their national narrative was reinforced through public readings. The Hebrew language also constructed and preserved national identity. Although it was not widely spoken after the 5th century BCE, Goodblatt states: the mere presence of the language in spoken or written form could invoke the concept of a Jewish national identity. Even if one knew no Hebrew or was illiterate, one could recognize that a group of signs was in Hebrew script. ... It was the language of the Israelite ancestors, the national literature, and the national religion. As such it was inseparable from the national identity. Indeed its mere presence in visual or aural medium could invoke that identity. Anthony D. Smith, an historical sociologist considered one of the founders of the field of nationalism studies, wrote that the Jews of the late Second Temple period provide "a closer approximation to the ideal type of the nation [...] than perhaps anywhere else in the ancient world." He adds that this observation "must make us wary of pronouncing too readily against the possibility of the nation, and even a form of religious nationalism, before the onset of modernity." Agreeing with Smith, Goodblatt suggests omitting the qualifier "religious" from Smith's definition of ancient Jewish nationalism, noting that, according to Smith, a religious component in national memories and culture is common even in the modern era. This view is echoed by political scientist Tom Garvin, who writes that "something strangely like modern nationalism is documented for many peoples in medieval times and in classical times as well," citing the ancient Jews as one of several "obvious examples", alongside the classical Greeks and the Gaulish and British Celts. Fergus Millar suggests that the sources of Jewish national identity and their early nationalist movements in the first and second centuries CE included several key elements: the Bible as both a national history and legal source, the Hebrew language as a national language, a system of law, and social institutions such as schools, synagogues, and Sabbath worship. Adrian Hastings argued that Jews are the "true proto-nation", that through the model of ancient Israel found in the Hebrew Bible, provided the world with the original concept of nationhood which later influenced Christian nations. However, following Jerusalem's destruction in the first century CE, Jews ceased to be a political entity and did not resemble a traditional nation-state for almost two millennia. Despite this, they maintained their national identity through collective memory, religion and sacred texts, even without land or political power, and remained a nation rather than just an ethnic group, eventually leading to the rise of Zionism and the establishment of Israel. Steven Weitzman suggests that Jewish nationalist sentiment in antiquity was encouraged because under foreign rule (Persians, Greeks, Romans) Jews were able to claim that they were an ancient nation. This claim was based on the preservation and reverence of their scriptures, the Hebrew language, the Temple and priesthood, and other traditions of their ancestors. Doron Mendels further observes that the Hasmonean kingdom, one of the few examples of indigenous statehood at its time, significantly reinforced Jewish national consciousness. The memory of this period of independence contributed to the persistent efforts to revive Jewish sovereignty in Judea, leading to the major revolts against Roman rule in the 1st and 2nd centuries CE. Demographics Within the world's Jewish population there are distinct ethnic divisions, most of which are primarily the result of geographic branching from an originating Israelite population, and subsequent independent evolutions. An array of Jewish communities was established by Jewish settlers in various places around the Old World, often at great distances from one another, resulting in effective and often long-term isolation. During the millennia of the Jewish diaspora the communities would develop under the influence of their local environments: political, cultural, natural, and populational. Today, manifestations of these differences among the Jews can be observed in Jewish cultural expressions of each community, including Jewish linguistic diversity, culinary preferences, liturgical practices, religious interpretations, as well as degrees and sources of genetic admixture. Jews are often identified as belonging to one of two major groups: the Ashkenazim and the Sephardim. Ashkenazim are so named in reference to their geographical origins (their ancestors' culture coalesced in the Rhineland, an area historically referred to by Jews as Ashkenaz). Similarly, Sephardim (Sefarad meaning "Spain" in Hebrew) are named in reference their origins in Iberia. The diverse groups of Jews of the Middle East and North Africa are often collectively referred to as Sephardim together with Sephardim proper for liturgical reasons having to do with their prayer rites. A common term for many of these non-Spanish Jews who are sometimes still broadly grouped as Sephardim is Mizrahim (lit. 'easterners' in Hebrew). Nevertheless, Mizrahis and Sepharadim are usually ethnically distinct. Smaller groups include, but are not restricted to, Indian Jews such as the Bene Israel, Bnei Menashe, Cochin Jews, and Bene Ephraim; the Romaniotes of Greece; the Italian Jews ("Italkim" or "Bené Roma"); the Teimanim from Yemen; various African Jews, including most numerously the Beta Israel of Ethiopia; and Chinese Jews, most notably the Kaifeng Jews, as well as various other distinct but now almost extinct communities. The divisions between all these groups are approximate and their boundaries are not always clear. The Mizrahim for example, are a heterogeneous collection of North African, Central Asian, Caucasian, and Middle Eastern Jewish communities that are no closer related to each other than they are to any of the earlier mentioned Jewish groups. In modern usage, however, the Mizrahim are sometimes termed Sephardi due to similar styles of liturgy, despite independent development from Sephardim proper. Thus, among Mizrahim there are Egyptian Jews, Iraqi Jews, Lebanese Jews, Kurdish Jews, Moroccan Jews, Libyan Jews, Syrian Jews, Bukharian Jews, Mountain Jews, Georgian Jews, Iranian Jews, Afghan Jews, and various others. The Teimanim from Yemen are sometimes included, although their style of liturgy is unique and they differ in respect to the admixture found among them to that found in Mizrahim. In addition, there is a differentiation made between Sephardi migrants who established themselves in the Middle East and North Africa after the expulsion of the Jews from Spain and Portugal in the 1490s and the pre-existing Jewish communities in those regions. Ashkenazi Jews represent the bulk of modern Jewry, with at least 70 percent of Jews worldwide (and up to 90 percent prior to World War II and the Holocaust). As a result of their emigration from Europe, Ashkenazim also represent the overwhelming majority of Jews in the New World continents, in countries such as the United States, Canada, Argentina, Australia, and Brazil. In France, the immigration of Jews from Algeria (Sephardim) has led them to outnumber the Ashkenazim. Only in Israel is the Jewish population representative of all groups, a melting pot independent of each group's proportion within the overall world Jewish population. Y DNA studies tend to imply a small number of founders in an old population whose members parted and followed different migration paths. In most Jewish populations, these male line ancestors appear to have been mainly Middle Eastern. For example, Ashkenazi Jews share more common paternal lineages with other Jewish and Middle Eastern groups than with non-Jewish populations in areas where Jews lived in Eastern Europe, Germany, and the French Rhine Valley. This is consistent with Jewish traditions in placing most Jewish paternal origins in the region of the Middle East. Conversely, the maternal lineages of Jewish populations, studied by looking at mitochondrial DNA, are generally more heterogeneous. Scholars such as Harry Ostrer and Raphael Falk believe this indicates that many Jewish males found new mates from European and other communities in the places where they migrated in the diaspora after fleeing ancient Israel. In contrast, Behar has found evidence that about 40 percent of Ashkenazi Jews originate maternally from just four female founders, who were of Middle Eastern origin. The populations of Sephardi and Mizrahi Jewish communities "showed no evidence for a narrow founder effect." Subsequent studies carried out by Feder et al. confirmed the large portion of non-local maternal origin among Ashkenazi Jews. Reflecting on their findings related to the maternal origin of Ashkenazi Jews, the authors conclude "Clearly, the differences between Jews and non-Jews are far larger than those observed among the Jewish communities. Hence, differences between the Jewish communities can be overlooked when non-Jews are included in the comparisons." However, a 2025 genetic study on the Ashkenazi Jewish founder population supports the presence of a substantial Near Eastern component in the maternal lineages. Analyses of mitochondrial DNA (mtDNA) indicate that the core founder lineages, estimated at around 54, likely originated from the Near East, with these founder signatures appearing in multiple copies across the population. While later admixture introduced additional mtDNA lineages, these absorbed lineages are distinguishable from the original founders. The findings are consistent with genome-wide Identity-by-Descent and Lineage Extinction analyses, reinforcing the Near Eastern origin of the Ashkenazi maternal founders. A study showed that 7% of Ashkenazi Jews have the haplogroup G2c, which is mainly found in Pashtuns and on lower scales all major Jewish groups, Palestinians, Syrians, and Lebanese. Studies of autosomal DNA, which look at the entire DNA mixture, have become increasingly important as the technology develops. They show that Jewish populations have tended to form relatively closely related groups in independent communities, with most in a community sharing significant ancestry in common. For Jewish populations of the diaspora, the genetic composition of Ashkenazi, Sephardic, and Mizrahi Jewish populations show a predominant amount of shared Middle Eastern ancestry. According to Behar, the most parsimonious explanation for this shared Middle Eastern ancestry is that it is "consistent with the historical formulation of the Jewish people as descending from ancient Hebrew and Israelite residents of the Levant" and "the dispersion of the people of ancient Israel throughout the Old World". North African, Italian and others of Iberian origin show variable frequencies of admixture with non-Jewish historical host populations among the maternal lines. In the case of Ashkenazi and Sephardi Jews (in particular Moroccan Jews), who are closely related, the source of non-Jewish admixture is mainly Southern European, while Mizrahi Jews show evidence of admixture with other Middle Eastern populations. Behar et al. have remarked on a close relationship between Ashkenazi Jews and modern Italians. A 2001 study found that Jews were more closely related to groups of the Fertile Crescent (Kurds, Turks, and Armenians) than to their Arab neighbors, whose genetic signature was found in geographic patterns reflective of Islamic conquests. The studies also show that Sephardic Bnei Anusim (descendants of the "anusim" who were forced to convert to Catholicism), which comprise up to 19.8 percent of the population of today's Iberia (Spain and Portugal) and at least 10 percent of the population of Ibero-America (Hispanic America and Brazil), have Sephardic Jewish ancestry within the last few centuries. The Bene Israel and Cochin Jews of India, Beta Israel of Ethiopia, and a portion of the Lemba people of Southern Africa, despite more closely resembling the local populations of their native countries, have also been thought to have some more remote ancient Jewish ancestry. Views on the Lemba have changed and genetic Y-DNA analyses in the 2000s have established a partially Middle-Eastern origin for a portion of the male Lemba population but have been unable to narrow this down further. Although historically, Jews have been found all over the world, in the decades since World War II and the establishment of Israel, they have increasingly concentrated in a small number of countries. In 2021, Israel and the United States together accounted for over 85 percent of the global Jewish population, with approximately 45.3% and 39.6% of the world's Jews, respectively. More than half (51.2%) of world Jewry resides in just ten metropolitan areas. As of 2021, these ten areas were Tel Aviv, New York, Jerusalem, Haifa, Los Angeles, Miami, Philadelphia, Paris, Washington, and Chicago. The Tel Aviv metro area has the highest percent of Jews among the total population (94.8%), followed by Jerusalem (72.3%), Haifa (73.1%), and Beersheba (60.4%), the balance mostly being Israeli Arabs. Outside Israel, the highest percent of Jews in a metropolitan area was in New York (10.8%), followed by Miami (8.7%), Philadelphia (6.8%), San Francisco (5.1%), Washington (4.7%), Los Angeles (4.7%), Toronto (4.5%), and Baltimore (4.1%). As of 2010, there were nearly 14 million Jews around the world, roughly 0.2% of the world's population at the time. According to the 2007 estimates of The Jewish People Policy Planning Institute, the world's Jewish population is 13.2 million. This statistic incorporates both practicing Jews affiliated with synagogues and the Jewish community, and approximately 4.5 million unaffiliated and secular Jews.[citation needed] According to Sergio Della Pergola, a demographer of the Jewish population, in 2021 there were about 6.8 million Jews in Israel, 6 million in the United States, and 2.3 million in the rest of the world. Israel, the Jewish nation-state, is the only country in which Jews make up a majority of the citizens. Israel was established as an independent democratic and Jewish state on 14 May 1948. Of the 120 members in its parliament, the Knesset, as of 2016[update], 14 members of the Knesset are Arab citizens of Israel (not including the Druze), most representing Arab political parties. One of Israel's Supreme Court judges is also an Arab citizen of Israel. Between 1948 and 1958, the Jewish population rose from 800,000 to two million. Currently, Jews account for 75.4 percent of the Israeli population, or 6 million people. The early years of the State of Israel were marked by the mass immigration of Holocaust survivors in the aftermath of the Holocaust and Jews fleeing Arab lands. Israel also has a large population of Ethiopian Jews, many of whom were airlifted to Israel in the late 1980s and early 1990s. Between 1974 and 1979 nearly 227,258 immigrants arrived in Israel, about half being from the Soviet Union. This period also saw an increase in immigration to Israel from Western Europe, Latin America, and North America. A trickle of immigrants from other communities has also arrived, including Indian Jews and others, as well as some descendants of Ashkenazi Holocaust survivors who had settled in countries such as the United States, Argentina, Australia, Chile, and South Africa. Some Jews have emigrated from Israel elsewhere, because of economic problems or disillusionment with political conditions and the continuing Arab–Israeli conflict. Jewish Israeli emigrants are known as yordim. The waves of immigration to the United States and elsewhere at the turn of the 19th century, the founding of Zionism and later events, including pogroms in Imperial Russia (mostly within the Pale of Settlement in present-day Ukraine, Moldova, Belarus and eastern Poland), the massacre of European Jewry during the Holocaust, and the founding of the state of Israel, with the subsequent Jewish exodus from Arab lands, all resulted in substantial shifts in the population centers of world Jewry by the end of the 20th century. More than half of the Jews live in the Diaspora (see Population table). Currently, the largest Jewish community outside Israel, and either the largest or second-largest Jewish community in the world, is located in the United States, with 6 million to 7.5 million Jews by various estimates. Elsewhere in the Americas, there are also large Jewish populations in Canada (315,000), Argentina (180,000–300,000), and Brazil (196,000–600,000), and smaller populations in Mexico, Uruguay, Venezuela, Chile, Colombia and several other countries (see History of the Jews in Latin America). According to a 2010 Pew Research Center study, about 470,000 people of Jewish heritage live in Latin America and the Caribbean. Demographers disagree on whether the United States has a larger Jewish population than Israel, with many maintaining that Israel surpassed the United States in Jewish population during the 2000s, while others maintain that the United States still has the largest Jewish population in the world. Currently, a major national Jewish population survey is planned to ascertain whether or not Israel has overtaken the United States in Jewish population. Western Europe's largest Jewish community, and the third-largest Jewish community in the world, can be found in France, home to between 483,000 and 500,000 Jews, the majority of whom are immigrants or refugees from North African countries such as Algeria, Morocco, and Tunisia (or their descendants). The United Kingdom has a Jewish community of 292,000. In Eastern Europe, the exact figures are difficult to establish. The number of Jews in Russia varies widely according to whether a source uses census data (which requires a person to choose a single nationality among choices that include "Russian" and "Jewish") or eligibility for immigration to Israel (which requires that a person have one or more Jewish grandparents). According to the latter criteria, the heads of the Russian Jewish community assert that up to 1.5 million Russians are eligible for aliyah. In Germany, the 102,000 Jews registered with the Jewish community are a slowly declining population, despite the immigration of tens of thousands of Jews from the former Soviet Union since the fall of the Berlin Wall. Thousands of Israelis also live in Germany, either permanently or temporarily, for economic reasons. Prior to 1948, approximately 800,000 Jews were living in lands which now make up the Arab world (excluding Israel). Of these, just under two-thirds lived in the French-controlled Maghreb region, 15 to 20 percent in the Kingdom of Iraq, approximately 10 percent in the Kingdom of Egypt and approximately 7 percent in the Kingdom of Yemen. A further 200,000 lived in Pahlavi Iran and the Republic of Turkey. Today, around 26,000 Jews live in Muslim-majority countries, mainly in Turkey (14,200) and Iran (9,100), while Morocco (2,000), Tunisia (1,000), and the United Arab Emirates (500) host the largest communities in the Arab world. A small-scale exodus had begun in many countries in the early decades of the 20th century, although the only substantial aliyah came from Yemen and Syria. The exodus from Arab and Muslim countries took place primarily from 1948. The first large-scale exoduses took place in the late 1940s and early 1950s, primarily in Iraq, Yemen and Libya, with up to 90 percent of these communities leaving within a few years. The peak of the exodus from Egypt occurred in 1956. The exodus in the Maghreb countries peaked in the 1960s. Lebanon was the only Arab country to see a temporary increase in its Jewish population during this period, due to an influx of refugees from other Arab countries, although by the mid-1970s the Jewish community of Lebanon had also dwindled. In the aftermath of the exodus wave from Arab states, an additional migration of Iranian Jews peaked in the 1980s when around 80 percent of Iranian Jews left the country.[citation needed] Outside Europe, the Americas, the Middle East, and the rest of Asia, there are significant Jewish populations in Australia (112,500) and South Africa (70,000). There is also a 6,800-strong community in New Zealand. Since at least the time of the Ancient Greeks, a proportion of Jews have assimilated into the wider non-Jewish society around them, by either choice or force, ceasing to practice Judaism and losing their Jewish identity. Assimilation took place in all areas, and during all time periods, with some Jewish communities, for example the Kaifeng Jews of China, disappearing entirely. The advent of the Jewish Enlightenment of the 18th century (see Haskalah) and the subsequent emancipation of the Jewish populations of Europe and America in the 19th century, accelerated the situation, encouraging Jews to increasingly participate in, and become part of, secular society. The result has been a growing trend of assimilation, as Jews marry non-Jewish spouses and stop participating in the Jewish community. Rates of interreligious marriage vary widely: In the United States, it is just under 50 percent; in the United Kingdom, around 53 percent; in France, around 30 percent; and in Australia and Mexico, as low as 10 percent. In the United States, only about a third of children from intermarriages affiliate with Jewish religious practice. The result is that most countries in the Diaspora have steady or slightly declining religiously Jewish populations as Jews continue to assimilate into the countries in which they live.[citation needed] The Jewish people and Judaism have experienced various persecutions throughout their history. During Late Antiquity and the Early Middle Ages, the Roman Empire (in its later phases known as the Byzantine Empire) repeatedly repressed the Jewish population, first by ejecting them from their homelands during the pagan Roman era and later by officially establishing them as second-class citizens during the Christian Roman era. According to James Carroll, "Jews accounted for 10% of the total population of the Roman Empire. By that ratio, if other factors had not intervened, there would be 200 million Jews in the world today, instead of something like 13 million." Later in medieval Western Europe, further persecutions of Jews by Christians occurred, notably during the Crusades—when Jews all over Germany were massacred—and in a series of expulsions from the Kingdom of England, Germany, and France. Then there occurred the largest expulsion of all, when Spain and Portugal, after the Reconquista (the Catholic Reconquest of the Iberian Peninsula), expelled both unbaptized Sephardic Jews and the ruling Muslim Moors. In the Papal States, which existed until 1870, Jews were required to live only in specified neighborhoods called ghettos. Islam and Judaism have a complex relationship. Traditionally Jews and Christians living in Muslim lands, known as dhimmis, were allowed to practice their religions and administer their internal affairs, but they were subject to certain conditions. They had to pay the jizya (a per capita tax imposed on free adult non-Muslim males) to the Islamic state. Dhimmis had an inferior status under Islamic rule. They had several social and legal disabilities such as prohibitions against bearing arms or giving testimony in courts in cases involving Muslims. Many of the disabilities were highly symbolic. The one described by Bernard Lewis as "most degrading" was the requirement of distinctive clothing, not found in the Quran or hadith but invented in early medieval Baghdad; its enforcement was highly erratic. On the other hand, Jews rarely faced martyrdom or exile, or forced compulsion to change their religion, and they were mostly free in their choice of residence and profession. Notable exceptions include the massacre of Jews and forcible conversion of some Jews by the rulers of the Almohad dynasty in Al-Andalus in the 12th century, as well as in Islamic Persia, and the forced confinement of Moroccan Jews to walled quarters known as mellahs beginning from the 15th century and especially in the early 19th century. In modern times, it has become commonplace for standard antisemitic themes to be conflated with anti-Zionist publications and pronouncements of Islamic movements such as Hezbollah and Hamas, in the pronouncements of various agencies of the Islamic Republic of Iran, and even in the newspapers and other publications of Turkish Refah Partisi."[better source needed] Throughout history, many rulers, empires and nations have oppressed their Jewish populations or sought to eliminate them entirely. Methods employed ranged from expulsion to outright genocide; within nations, often the threat of these extreme methods was sufficient to silence dissent. The history of antisemitism includes the First Crusade which resulted in the massacre of Jews; the Spanish Inquisition (led by Tomás de Torquemada) and the Portuguese Inquisition, with their persecution and autos-da-fé against the New Christians and Marrano Jews; the Bohdan Chmielnicki Cossack massacres in Ukraine; the Pogroms backed by the Russian Tsars; as well as expulsions from Spain, Portugal, England, France, Germany, and other countries in which the Jews had settled. According to a 2008 study published in the American Journal of Human Genetics, 19.8 percent of the modern Iberian population has Sephardic Jewish ancestry, indicating that the number of conversos may have been much higher than originally thought. The persecution reached a peak in Nazi Germany's Final Solution, which led to the Holocaust and the slaughter of approximately 6 million Jews. Of the world's 16 million Jews in 1939, almost 40% were murdered in the Holocaust. The Holocaust—the state-led systematic persecution and genocide of European Jews (and certain communities of North African Jews in European controlled North Africa) and other minority groups of Europe during World War II by Germany and its collaborators—remains the most notable modern-day persecution of Jews. The persecution and genocide were accomplished in stages. Legislation to remove the Jews from civil society was enacted years before the outbreak of World War II. Concentration camps were established in which inmates were used as slave labour until they died of exhaustion or disease. Where the Third Reich conquered new territory in Eastern Europe, specialized units called Einsatzgruppen murdered Jews and political opponents in mass shootings. Jews and Roma were crammed into ghettos before being transported hundreds of kilometres by freight train to extermination camps where, if they survived the journey, the majority of them were murdered in gas chambers. Virtually every arm of Germany's bureaucracy was involved in the logistics of the mass murder, turning the country into what one Holocaust scholar has called "a genocidal nation." Throughout Jewish history, Jews have repeatedly been directly or indirectly expelled from both their original homeland, the Land of Israel, and many of the areas in which they have settled. This experience as refugees has shaped Jewish identity and religious practice in many ways, and is thus a major element of Jewish history. In summary, the pogroms in Eastern Europe, the rise of modern antisemitism, the Holocaust, as well as the rise of Arab nationalism, all served to fuel the movements and migrations of huge segments of Jewry from land to land and continent to continent until they arrived back in large numbers at their original historical homeland in Israel. In the Bible, the patriarch Abraham is described as a migrant to the land of Canaan from Ur of the Chaldees. His descendants, the Children of Israel, undertook the Exodus (meaning "departure" or "exit" in Greek) from ancient Egypt, as described in the Book of Exodus. The first movement documented in the historical record occurred with the resettlement policy of the Neo-Assyrian Empire, which mandated the deportation of conquered peoples, and it is estimated some 4,500,000 among its captive populations suffered this dislocation over three centuries of Assyrian rule. With regard to Israel, Tiglath-Pileser III claims he deported 80% of the population of Lower Galilee, some 13,520 people. Some 27,000 Israelites, 20 to 25% of the population of the Kingdom of Israel, were described as being deported by Sargon II, and were replaced by other deported populations and sent into permanent exile by Assyria, initially to the Upper Mesopotamian provinces of the Assyrian Empire. Between 10,000 and 80,000 people from the Kingdom of Judah were similarly exiled by Babylonia, but these people were then returned to Judea by Cyrus the Great of the Persian Achaemenid Empire. Many Jews were exiled again by the Roman Empire. The 2,000 year dispersion of the Jewish diaspora beginning under the Roman Empire, as Jews were spread throughout the Roman world and, driven from land to land, settled wherever they could live freely enough to practice their religion. Over the course of the diaspora the center of Jewish life moved from Babylonia to the Iberian Peninsula to Poland to the United States and, as a result of Zionism, back to Israel. There were also many expulsions of Jews during the Middle Ages and Enlightenment in Europe, including: 1290, 16,000 Jews were expelled from England, (see the Statute of Jewry); in 1396, 100,000 from France; in 1421, thousands were expelled from Austria. Many of these Jews settled in East-Central Europe, especially Poland. Following the Spanish Inquisition in 1492, the Spanish population of around 200,000 Sephardic Jews were expelled by the Spanish crown and Catholic church, followed by expulsions in 1493 in Sicily (37,000 Jews) and Portugal in 1496. The expelled Jews fled mainly to the Ottoman Empire, the Netherlands, and North Africa, others migrating to Southern Europe and the Middle East. During the 19th century, France's policies of equal citizenship regardless of religion led to the immigration of Jews (especially from Eastern and Central Europe). This contributed to the arrival of millions of Jews in the New World. Over two million Eastern European Jews arrived in the United States from 1880 to 1925. In the latest phase of migrations, the Islamic Revolution of Iran caused many Iranian Jews to flee Iran. Most found refuge in the US (particularly Los Angeles, California, and Long Island, New York) and Israel. Smaller communities of Persian Jews exist in Canada and Western Europe. Similarly, when the Soviet Union collapsed, many of the Jews in the affected territory (who had been refuseniks) were suddenly allowed to leave. This produced a wave of migration to Israel in the early 1990s. Israel is the only country with a Jewish population that is consistently growing through natural population growth, although the Jewish populations of other countries, in Europe and North America, have recently increased through immigration. In the Diaspora, in almost every country the Jewish population in general is either declining or steady, but Orthodox and Haredi Jewish communities, whose members often shun birth control for religious reasons, have experienced rapid population growth. Orthodox and Conservative Judaism discourage proselytism to non-Jews, but many Jewish groups have tried to reach out to the assimilated Jewish communities of the Diaspora in order for them to reconnect to their Jewish roots. Additionally, while in principle Reform Judaism favours seeking new members for the faith, this position has not translated into active proselytism, instead taking the form of an effort to reach out to non-Jewish spouses of intermarried couples. There is also a trend of Orthodox movements reaching out to secular Jews in order to give them a stronger Jewish identity so there is less chance of intermarriage. As a result of the efforts by these and other Jewish groups over the past 25 years, there has been a trend (known as the Baal teshuva movement) for secular Jews to become more religiously observant, though the demographic implications of the trend are unknown. Additionally, there is also a growing rate of conversion to Jews by Choice of gentiles who make the decision to head in the direction of becoming Jews. Contributions Jewish individuals have played a significant role in the development and growth of Western culture, advancing many fields of thought, science and technology, both historically and in modern times, including through discrete trends in Jewish philosophy, Jewish ethics and Jewish literature, as well as specific trends in Jewish culture, including in Jewish art, Jewish music, Jewish humor, Jewish theatre, Jewish cuisine and Jewish medicine. Jews have established various Jewish political movements, religious movements, and, through the authorship of the Hebrew Bible and parts of the New Testament, provided the foundation for Christianity and Islam. More than 20 percent of the awarded Nobel Prize have gone to individuals of Jewish descent. Philanthropic giving is a widespread core function among Jewish organizations. Notes References External links |
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Contents Swift (programming language) Swift is a high-level general-purpose, multi-paradigm, compiled programming language created by Chris Lattner in 2010 for Apple Inc. and maintained by the open-source community. Swift compiles to machine code and uses an LLVM-based compiler. Swift was first released in June 2014 and the Swift toolchain has shipped in Xcode since Xcode version 6, released in September 2014. Apple intended Swift to support many core concepts associated with Objective-C, notably dynamic dispatch, widespread late binding, extensible programming, and similar features, but in a "safer" way, making it easier to catch software bugs; Swift has features addressing some common programming errors like null pointer dereferencing and provides syntactic sugar to help avoid the pyramid of doom. Swift supports the concept of protocol extensibility, an extensibility system that can be applied to types, structs and classes, which Apple promotes as a real change in programming paradigms they term "protocol-oriented programming" (similar to traits and type classes). Swift was introduced at Apple's 2014 Worldwide Developers Conference (WWDC). It underwent an upgrade to version 1.2 during 2014 and a major upgrade to Swift 2 at WWDC 2015. It was initially a proprietary language, but version 2.2 was made open-source software under the Apache License 2.0 on December 3, 2015, for Apple's platforms and Linux. History Development of Swift started in July 2010 by Chris Lattner, with the eventual collaboration of many other programmers at Apple. Swift was motivated by the need for a replacement for Apple's earlier programming language Objective-C, which had been largely unchanged since the early 1980s and lacked modern language features. Swift took language ideas "from Objective-C, Rust, Haskell, Ruby, Python, C#, CLU, and far too many others to list". On June 2, 2014, the Apple Worldwide Developers Conference (WWDC) application became the first publicly released app written with Swift. A beta version of the programming language was released to registered Apple developers at the conference, but the company did not promise that the final version of Swift would be source code compatible with the test version. Apple planned to make source code converters available if needed for the full release. The Swift Programming Language, a free 500-page manual, was also released at WWDC, and is available on the Apple Books Store and the official website. Swift reached the 1.0 milestone on September 9, 2014, with the Gold Master of Xcode 6.0 for iOS. Swift 1.1 was released on October 22, 2014, alongside the launch of Xcode 6.1. Swift 1.2 was released on April 8, 2015, along with Xcode 6.3. Swift 2.0 was announced at WWDC 2015, and was made available for publishing apps in the App Store on September 21, 2015. Swift 3.0 was released on September 13, 2016. Through version 3.0, the syntax of Swift went through significant evolution, with the core team making source stability a focus in later versions. Swift 4.0, released on September 19, 2017, introduced several changes to some built-in classes and structures. Code written with previous versions of Swift can be updated using the migration functionality built into Xcode. Swift 4.1 was released on March 29, 2018. In the first quarter of 2018, Swift surpassed Objective-C in measured popularity. Swift 5, released in March 2019, introduced a stable binary interface on Apple platforms, allowing the Swift runtime to be incorporated into Apple operating systems. It is source compatible with Swift 4. Swift 5.1 was officially released in September 2019. Swift 5.1 builds on the previous version of Swift 5 by extending the stable features of the language to compile-time with the introduction of module stability. The introduction of module stability makes it possible to create and share binary frameworks that will work with future releases of Swift. Swift 5.5, officially announced by Apple at the 2021 WWDC, significantly expands language support for concurrency and asynchronous code, notably introducing a unique version of the actor model. Swift 5.9, was released in September 2023 and includes a macro system, generic parameter packs, and ownership features like the new consume operator. Swift 5.10, released in March 2024, improves the language's concurrency model, allowing for full data isolation to prevent data races. Swift 6 was released in September 2024. Swift 6.1 was released in March 2025. It includes "new language enhancements to improve productivity, diagnostics improvements, package traits, and ongoing work to improve data-race safety usability and compile times." Swift won first place for Most Loved Programming Language in the Stack Overflow Developer Survey 2015 and second place in 2016. On December 3, 2015, the Swift language, supporting libraries, debugger, and package manager were open-sourced under the Apache 2.0 license with a Runtime Library Exception, and Swift.org was created to host the project. The source code is hosted on GitHub, where it is easy for anyone to get the code, build it themselves, and even create pull requests to contribute code back to the project. In December 2015, IBM announced its Swift Sandbox website, which allows developers to write Swift code in one pane and display output in another. The Swift Sandbox was deprecated in January 2018. During the WWDC 2016, Apple announced an iPad exclusive app, named Swift Playgrounds, intended to teach people how to code in Swift. The app is presented in a 3D video game-like interface which provides feedback when lines of code are placed in a certain order and executed. In January 2017, Chris Lattner announced his departure from Apple for a new position with Tesla Motors, with the Swift project lead role going to team veteran Ted Kremenek. During WWDC 2019, Apple announced SwiftUI with Xcode 11, which provides a framework for declarative UI structure design across all Apple platforms. Official downloads of the SDK and toolchain for the Ubuntu distribution of Linux have been available since Swift 2.2, with more distros added since Swift 5.2.4, CentOS and Amazon Linux. There is an unofficial SDK and native toolchain package for Android, and in October 2025 Swift's Android workgroup announced a preview release of the official Swift SDK for Android. The platforms Swift supports are Apple's operating systems (Darwin, iOS, iPadOS, macOS, tvOS, watchOS), Linux, Windows, WebAssembly, and Android. A key aspect of Swift's design is its ability to interoperate with the huge body of existing Objective-C code developed for Apple products over the previous decades, such as Cocoa and the Cocoa Touch frameworks. On Apple platforms, it links with the Objective-C runtime library, which allows C, Objective-C, C++ and Swift code to run within one program. Features Swift is a general purpose programming language that employs modern programming-language theory concepts and strives to present a simple, yet powerful syntax. Swift incorporates innovations and conventions from various programming languages, with notable inspiration from Objective-C, which it replaced as the primary development language on Apple platforms. Swift was designed to be safe and friendly to new programmers while not sacrificing speed. By default Swift manages all memory automatically and ensures variables are always initialized before use. Array accesses are checked for out-of-bounds errors and integer operations are checked for overflow. Parameter names allow creating clear APIs. Protocols define interfaces that types may adopt, while extensions allow developers to add more function to existing types. Swift enables object-oriented programming with the support for classes, subtyping, and method overriding. Optionals allow nil values to be handled explicitly and safely. Concurrent programs can be written using async/await syntax, and actors isolate shared mutable state in order to eliminate data races. Swift's syntax is similar to C-style languages. Code begins executing in the global scope by default. Alternatively, the @main attribute can be applied to a structure, class, or enumeration declaration to indicate that it contains the program's entry point. Swift's "Hello, World!" program is: The print(_:separator:terminator:) function used here is included in Swift's standard library, which is available to all programs without the need to import external modules. Statements in Swift don't have to end with a semicolon, however semicolons are required to separate multiple statements written on the same line. Single-line comments begin with // and continue until the end of the current line. Multiline comments are contained by /* and */ characters. Constants (variables which cannot be modified) are declared with the let keyword, while variables declared using the var keyword can change. Values must be initialised before they are read. Variables may infer their type based on the type of the provided initial value. If the initial value is set after the value's declaration, a type must be declared explicitly. Control flow in Swift is managed with if-else, guard, and switch statements, along with while and for-in loops. The if statements take a Boolean parameter and execute the body of the if statement if the condition is true, otherwise it executes the optional else body. if-let syntax provides syntactic sugar for checking for the existence of an optional value and unwrapping it at the same time. Functions are defined with the func keyword. Function parameters may have names which allow function calls to read like phrases. An underscore before the parameter name allows the argument label to be omitted from the call site. Tuples can be used by functions to return multiple pieces of data at once. Functions, and anonymous functions known as closures, can be assigned to properties and passed around the program like any other value. guard statements require that the given condition is true before continuing on past the guard statement, otherwise the body of the provided else clause is run. The else clause must exit control of the code block in which the guard statement appears. guard statements are useful for ensuring that certain requirements are met before continuing on with program execution. In particular they can be used to create an unwrapped version of an optional value that is guaranteed to be non-nil for the remainder of the enclosing scope. switch statements compare a value with multiple potential values and then executes an associated code block. switch statements must be made exhaustive, either by including cases for all possible values or by including a default case which is run when the provided value doesn't match any of the other cases. switch cases do not implicitly fall through, although they may explicitly do so with the fallthrough keyword. Pattern matching can be used in various ways inside switch statements. Here is an example of an integer being matched against a number of potential ranges: for-in loops iterate over a sequence of values: while loops iterate as long as the given Boolean condition evaluates to true: Swift supports closures, which are self-contained blocks of functionality that can be passed around and used in code, and can also be used as anonymous functions. Here are some examples: Closures can be assigned to variables and constants, and can be passed into other functions or closures as parameters. Single-expression closures may drop the return keyword. Swift also has a trailing closure syntax, which allows the closure to be written after the end of the function call instead of within the function's parameter list. Parentheses can be omitted altogether if the closure is the function's only parameter: Starting from version 5.3, Swift supports multiple trailing closures: Swift will provide shorthand argument names for inline closures, removing the need to explicitly name all of the closures parameters. Arguments can be referred to with the names $0, $1, $2, and so on: Closures may capture values from their surrounding scope. The closure will refer to this captured value for as long as the closure exists: The Swift standard library includes unicode-compliant String and Character types. String values can be initialized with a String literal, a sequence of characters surrounded by double quotation marks. Strings can be concatenated with the + operator: String interpolation allows for the creation of a new string from other values and expressions. Values written between parentheses preceded by a \ will be inserted into the enclosing string literal: A for-in loop can be used to iterate over the characters contained in a string: If the Foundation framework is imported, Swift invisibly bridges the String type to NSString (the String class commonly used in Objective-C). In Swift, callable objects are defined using callAsFunction. Swift supports five access control levels for symbols: open, public, internal, fileprivate, and private. Unlike many object-oriented languages, these access controls ignore inheritance hierarchies: private indicates that a symbol is accessible only in the immediate scope, fileprivate indicates it is accessible only from within the file, internal indicates it is accessible within the containing module, public indicates it is accessible from any module, and open (only for classes and their methods) indicates that the class may be subclassed outside of the module. An important feature in Swift is option types, which allow references or values to operate in a manner similar to the common pattern in C, where a pointer may either refer to a specific value or no value at all. This implies that non-optional types cannot result in a null-pointer error; the compiler can ensure this is not possible. Optional types are created with the Optional enum. To make an Integer that is nullable, one would use a declaration similar to var optionalInteger: Optional<Int>. As in C#, Swift also includes syntactic sugar for this, allowing one to indicate a variable is optional by placing a question mark after the type name, var optionalInteger: Int?. Variables or constants that are marked optional either have a value of the underlying type or are nil. Optional types wrap the base type, resulting in a different instance. String and String? are fundamentally different types, the former is of type String while the latter is an Optional that may be holding some String value. To access the value inside, assuming it is not nil, it must be unwrapped to expose the instance inside. This is performed with the ! operator: In this case, the ! operator unwraps anOptionalInstance to expose the instance inside, allowing the method call to be made on it. If anOptionalInstance is nil, a null-pointer error occurs, terminating the program. This is known as force unwrapping. Optionals may be safely unwrapped using optional chaining which first tests whether the instance is nil, and then unwrap it if it is non-null: In this case the runtime calls someMethod only if anOptionalInstance is not nil, suppressing the error. A ? must be placed after every optional property. If any of these properties are nil the entire expression evaluates as nil. The origin of the term chaining comes from the more common case where several method calls/getters are chained together. For instance: can be reduced to: Swift's use of optionals allows the compiler to use static dispatch because the unwrapping action is called on a defined instance (the wrapper), versus occurring in a runtime dispatch system. In many object-oriented languages, objects are represented internally in two parts. The object is stored as a block of data placed on the heap, while the name (or "handle") to that object is represented by a pointer. Objects are passed between methods by copying the value of the pointer, allowing the same underlying data on the heap to be accessed by anyone with a copy. In contrast, basic types like integers and floating-point values are represented directly; the handle contains the data, not a pointer to it, and that data is passed directly to methods by copying. These styles of access are termed pass-by-reference in the case of objects, and pass-by-value for basic types. Both concepts have their advantages and disadvantages. Objects are useful when the data is large, like the description of a window or the contents of a document. In these cases, access to that data is provided by copying a 32- or 64-bit value, versus copying an entire data structure. However, smaller values like integers are the same size as pointers (typically both are one word), so there is no advantage to passing a pointer, versus passing the value. Swift offers built-in support for objects using either pass-by-reference or pass-by-value semantics, the former using the class declaration and the latter using struct. Structs in Swift have almost all the same features as classes: methods, implementing protocols and using the extension mechanisms. For this reason, Apple terms all data generically as instances, versus objects or values. Structs do not support inheritance, however. The programmer is free to choose which semantics are more appropriate for each data structure in the application. Larger structures like windows would be defined as classes, allowing them to be passed around as pointers. Smaller structures, like a 2D point, can be defined as structs, which will be pass-by-value and allow direct access to their internal data with no indirection or reference counting. The performance improvement inherent to the pass-by-value concept is such that Swift uses these types for almost all common data types, including Int and Double, and types normally represented by objects, like String and Array. Using value types can result in significant performance improvements in user applications as well. Array, Dictionary, and Set all utilize copy on write so that their data are copied only if and when the program attempts to change a value in them. This means that the various accessors have what is in effect a pointer to the same data storage. So while the data is physically stored as one instance in memory, at the level of the application, these values are separate and physical separation is enforced by copy on write only if needed. Extensions add new functionality to an existing type, without the need to subclass or even have access to the original source code. Extensions can add new methods, initializers, computed properties, subscripts, and protocol conformances. An example might be to add a spell checker to the base String type, which means all instances of String in the program gain the ability to spell-check. The system is also widely used as an organizational technique, allowing related code to be gathered into library-like extensions. Extensions are declared with the extension keyword. Protocols promise that a particular type implements a set of methods or properties, meaning that other instances in the system can call those methods on any instance implementing that protocol. This is often used in modern object-oriented languages as a substitute for multiple inheritance, although the feature sets are not entirely similar. In Objective-C, and most other languages implementing the protocol concept, it is up to the programmer to ensure that the required methods are implemented in each class. Swift adds the ability to add these methods using extensions, and to use generic programming (generics) to implement them. Combined, these allow protocols to be written once and support a wide variety of instances. Also, the extension mechanism can be used to add protocol conformance to an object that does not list that protocol in its definition. For example, a protocol might be declared called Printable, which ensures that instances that conform to the protocol implement a description property and a printDetails() method requirement: This protocol can now be adopted by other types: Extensions can be used to add protocol conformance to types. Protocols themselves can also be extended to provide default implementations of their requirements. Adopters may define their own implementations, or they may use the default implementation: In Swift, like many modern languages supporting interfaces, protocols can be used as types, which means variables and methods can be defined by protocol instead of their specific type: It does not matter what concrete type of someSortOfPrintableInstance is, the compiler will ensure that it conforms to the protocol and thus this code is safe. This syntax also means that collections can be based on protocols also, like let printableArray = [any Printable]. Both extensions and protocols are used extensively in Swift's standard library; in Swift 5.9, approximately 1.2 percent of all symbols within the standard library were protocols, and another 12.3 percent were protocol requirements or default implementations. For instance, Swift uses extensions to add the Equatable protocol to many of their basic types, like Strings and Arrays, allowing them to be compared with the == operator. The Equatable protocol also defines this default implementation: This function defines a method that works on any instance conforming to Equatable, providing a not equals operator. Any instance, class or struct, automatically gains this implementation simply by conforming to Equatable. Protocols, extensions, and generics can be combined to create sophisticated APIs. For example, constraints allow types to conditionally adopt protocols or methods based on the characteristics of the adopting type. A common use case may be adding a method on collection types only when the elements contained within the collection are Equatable: Swift 5.5 introduced structured concurrency into the language. Structured concurrency uses Async/await syntax similar to Kotlin, JavaScript, and Rust. An async function is defined with the async keyword after the parameter list. When calling an async function the await keyword must be written before the function to indicate that execution will potentially suspend while calling function. While a function is suspended the program may run some other concurrent function in the same program. This syntax allows programs to clearly call out potential suspension points and avoid a version of the Pyramid of Doom caused by the previously widespread use of closure callbacks. The async let syntax allows multiple functions to run in parallel. await is again used to mark the point at which the program will suspend to wait for the completion of the async functions called earlier. Tasks and TaskGroups can be created explicitly to create a dynamic number of child tasks during runtime: Swift uses the Actor model to isolate mutable state, allowing different tasks to mutate shared state in a safe manner. Actors are declared with the actor keyword and are reference types, like classes. Only one task may access the mutable state of an actor at the same time. Actors may access and mutate their own internal state freely, but code running in separate tasks must mark each access with the await keyword to indicate that the code may suspend until other tasks finish accessing the actor's state. On Apple systems, Swift uses the same runtime as the extant Objective-C system, but requires iOS 7 or macOS 10.9 or higher. It also depends on Grand Central Dispatch. Swift and Objective-C code can be used in one program, and by extension, C and C++ also. Beginning in Swift 5.9, C++ code can be used directly from Swift code. In the case of Objective-C, Swift has considerable access to the object model, and can be used to subclass, extend and use Objective-C code to provide protocol support. The converse is not true: a Swift class cannot be subclassed in Objective-C. To aid development of such programs, and the re-use of extant code, Xcode 6 and higher offers a semi-automated system that builds and maintains a bridging header to expose Objective-C code to Swift. This takes the form of an additional header file that simply defines or imports all of the Objective-C symbols that are needed by the project's Swift code. At that point, Swift can refer to the types, functions, and variables declared in those imports as though they were written in Swift. Objective-C code can also use Swift code directly, by importing an automatically maintained header file with Objective-C declarations of the project's Swift symbols. For instance, an Objective-C file in a mixed project called "MyApp" could access Swift classes or functions with the code #import "MyApp-Swift.h". Not all symbols are available through this mechanism, however—use of Swift-specific features like generic types, non-object optional types, sophisticated enums, or even Unicode identifiers may render a symbol inaccessible from Objective-C. Swift also has limited support for attributes, metadata that is read by the development environment, and is not necessarily part of the compiled code. Like Objective-C, attributes use the @ syntax, but the currently available set is small. One example is the @IBOutlet attribute, which marks a given value in the code as an outlet, available for use within Interface Builder (IB). An outlet is a device that binds the value of the on-screen display to an object in code. On non-Apple systems, Swift does not depend on an Objective-C runtime or other Apple system libraries; a set of Swift "Corelib" implementations replace them. These include a "swift-corelibs-foundation" to stand in for the Foundation Kit, a "swift-corelibs-libdispatch" to stand in for the Grand Central Dispatch, and an "swift-corelibs-xctest" to stand in for the XCTest APIs from Xcode. As of 2019, with Xcode 11, Apple has also added a major new UI paradigm called SwiftUI. SwiftUI replaces the older Interface Builder paradigm with a new declarative development paradigm. Swift uses Automatic Reference Counting (ARC) to manage memory. Every instance of a class or closure maintains a reference count which keeps a running tally of the number of references the program is holding on to. When this count reaches 0 the instance is deallocated. This automatic deallocation removes the need for a garbage collector as instances are deallocated as soon as they are no longer needed. A strong reference cycle can occur if two instances each strongly reference each other (e.g. A references B, B references A). Since neither instances reference count can ever reach zero neither is ever deallocated, resulting in a memory leak. Swift provides the keywords weak and unowned to prevent strong reference cycles. These keywords allow an instance to be referenced without incrementing its reference count. weak references must be optional variables, since they can change and become nil. Attempting to access an unowned value that has already been deallocated results in a runtime error. A closure within a class can also create a strong reference cycle by capturing self references. Self references to be treated as weak or unowned can be indicated using a capture list. A key element of the Swift system is its ability to be cleanly debugged and run within the development environment, using a read–eval–print loop (REPL), giving it interactive properties more in common with the scripting abilities of Python than traditional system programming languages. The REPL is further enhanced with playgrounds, interactive views running within the Xcode environment or Playgrounds app that respond to code or debugger changes on-the-fly. Playgrounds allow programmers to add in Swift code along with markdown documentation. Programmers can step through code and add breakpoints using LLDB either in a console or an IDE like Xcode. Comparisons to other languages Swift is considered a C family programming language and is similar to C in various ways: It also has similarities to Objective-C: Differences from Objective-C include: Development and other implementations Because Swift can run on Linux, it is sometimes also used as a server-side language. Some web frameworks have been developed, such as IBM's Kitura (now discontinued), Perfect, Vapor, and Hummingbird. An official "Server APIs" work group has also been started by Apple, with members of the Swift developer community playing a central role. A second free implementation of Swift that targets Cocoa, Microsoft's Common Language Infrastructure (.NET Framework, now .NET), and the Java and Android platform exists as part of the Elements Compiler from RemObjects Software. Subsets of Swift have been ported to additional platforms, such as Arduino and Mac OS 9. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-gamespot12_188-0] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Sociology_of_scientific_knowledge] | [TOKENS: 1270] |
Contents Sociology of scientific knowledge 1800s: Martineau · Tocqueville · Marx · Spencer · Le Bon · Ward · Pareto · Tönnies · Veblen · Simmel · Durkheim · Addams · Mead · Weber · Du Bois · Mannheim · Elias The sociology of scientific knowledge (SSK) is the study of science as a social activity, especially dealing with "the social conditions and effects of science, and with the social structures and processes of scientific activity." The sociology of scientific ignorance (SSI) is complementary to the sociology of scientific knowledge. For comparison, the sociology of knowledge studies the impact of human knowledge and the prevailing ideas on societies and relations between knowledge and the social context within which it arises. Sociologists of scientific knowledge study the development of a scientific field and attempt to identify points of contingency or interpretative flexibility where ambiguities are present. Such variations may be linked to a variety of political, historical, cultural or economic factors. Crucially, the field does not set out to promote relativism or to attack the scientific project; the objective of the researcher is to explain why one interpretation rather than another succeeds due to external social and historical circumstances. The field emerged in the late 1960s and early 1970s and at first was an almost exclusively British practice. Other early centers for the development of the field were in France, Germany, and the United States (notably at Cornell University). Major theorists include Barry Barnes, David Bloor, Sal Restivo, Randall Collins, Gaston Bachelard, Harry Collins, Karin Knorr Cetina, Paul Feyerabend, Steve Fuller, Martin Kusch, Bruno Latour, Mike Mulkay, Derek J. de Solla Price, Lucy Suchman and Anselm Strauss. Programmes and schools The sociology of scientific knowledge emerged in the 1970s in self-conscious opposition to the sociology of science associated with the American Robert K. Merton, generally considered one of the seminal authors in the sociology of science. Merton's was a kind of "sociology of scientists," which left the cognitive content of science out of sociological account; SSK by contrast aimed at providing sociological explanations of scientific ideas themselves, taking its lead from aspects of the work of Ludwik Fleck, Thomas S. Kuhn, but especially from established traditions in cultural anthropology (Durkheim, Mauss) as well as the late Wittgenstein. David Bloor, one of SSK's early champions, has contrasted the so-called 'weak programme' (or 'program'—either spelling is used) which merely gives social explanations for erroneous beliefs, with what he called the 'strong programme', which considers sociological factors as influencing all beliefs. The weak programme is more of a description of an approach than an organised movement. The term is applied to historians, sociologists and philosophers of science who merely cite sociological factors as being responsible for those beliefs that went wrong. Imre Lakatos and (in some moods) Thomas S. Kuhn might be said to adhere to it. The strong programme is particularly associated with the work of two groups: the 'Edinburgh School' (David Bloor, Barry Barnes, and their colleagues at the Science Studies Unit at the University of Edinburgh) in the 1970s and '80s, and the 'Bath School' (Harry Collins and others at the University of Bath) in the same period. "Edinburgh sociologists" and "Bath sociologists" promoted, respectively, the Strong Programme and Empirical Programme of Relativism (EPOR). Also associated with SSK in the 1980s was discourse analysis as applied to science (associated with Michael Mulkay at the University of York), as well as a concern with issues of reflexivity arising from paradoxes relating to SSK's relativist stance towards science and the status of its own knowledge-claims (Steve Woolgar, Malcolm Ashmore). The sociology of scientific knowledge has major international networks through its principal associations, 4S and EASST, with recently established groups in Japan, South Korea, Taiwan, and Latin America. It has made major contributions in recent years to a critical analysis of the biosciences and informatics. The sociology of mathematical knowledge Studies of mathematical practice and quasi-empiricism in mathematics are also rightly part of the sociology of knowledge since they focus on the community of those who practice mathematics. Since Eugene Wigner raised the issue in 1960 and Hilary Putnam made it more rigorous in 1975, the question of why fields such as physics and mathematics should agree so well has been debated. Proposed solutions point out that the fundamental constituents of mathematical thought, space, form-structure, and number-proportion are also the fundamental constituents of physics. It is also worthwhile to note that physics is more than merely modeling of reality and the objective basis is upon observational demonstration. Another approach is to suggest that there is no deep problem, that the division of human scientific thinking through using words such as 'mathematics' and 'physics' is only useful in their practical everyday function to categorize and distinguish. Fundamental contributions to the sociology of mathematical knowledge have been made by Sal Restivo and David Bloor. Restivo draws upon the work of scholars such as Oswald Spengler (The Decline of the West, 1918), Raymond Louis Wilder and Leslie Alvin White, as well as contemporary sociologists of knowledge and science studies scholars. David Bloor draws upon Ludwig Wittgenstein and other contemporary thinkers. They both claim that mathematical knowledge is socially constructed and has irreducible contingent and historical factors woven into it. More recently Paul Ernest has proposed a social constructivist account of mathematical knowledge, drawing on the works of both of these sociologists. Criticism SSK has received criticism from theorists of the actor-network theory (ANT) school of science and technology studies. These theorists criticise SSK for sociological reductionism and a human centered universe. SSK, they say, relies too heavily on human actors and social rules and conventions settling scientific controversies. The debate is discussed in an article titled Epistemological Chicken. See also Disputes: Notes References Further reading External links |
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[SOURCE: https://www.reddit.com/user/Interesting_Paper_32] | [TOKENS: 1469] |
Forrgy Gal u/Interesting_Paper_32 r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions r/MinecraftCommands r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions • lightning smite command? Interesting_Paper_32 replied to to_yeet_or_be_yeeted THANK YOU TWIN Reply reply A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. lightning smite command? THANK YOU TWIN lightning smite command? r/MinecraftCommands r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions • lightning smite command? Help | Bedrock A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. pokebedrock? r/BedrockAddons r/BedrockAddons A Subreddit where Addons for Minecraft Bedrock Edition can be shared and noticed! You may request for an addon to be made or show off your awesome addons. You can also scroll through and see which addons catch you attention! You can also use this subreddit as a means of asking questions in regards to addons and addon development, etc so you can create your own! https://discord.gg/VGuupytFfb Weekly visitors Weekly contributions • pokebedrock? Addon Question/Help does anyone know where or how to get the newest verson of pokebedrock because the only one i can find is an old verson that doesnt work anymore A Subreddit where Addons for Minecraft Bedrock Edition can be shared and noticed! You may request for an addon to be made or show off your awesome addons. You can also scroll through and see which addons catch you attention! You can also use this subreddit as a means of asking questions in regards to addons and addon development, etc so you can create your own! https://discord.gg/VGuupytFfb does anyone know where or how to get the newest verson of pokebedrock because the only one i can find is an old verson that doesnt work anymore r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions r/MinecraftCommands r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions • how do i tp behind someone Interesting_Paper_32 replied to PresentationScary596 do you know how to fix this error im getting when using this command? Reply reply A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. how do i tp behind someone do you know how to fix this error im getting when using this command? how do i tp behind someone r/MinecraftCommands r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions • how do i tp behind someone Help | Bedrock A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. 3 to 1? r/MinecraftCommands r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions • 3 to 1? Help | Bedrock A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. 3 to turn on one r/MInecraftRedstone r/MInecraftRedstone Welcome to r/MInecraftRedstone, the Redstone community with a typo! Weekly visitors Weekly contributions • 3 to turn on one Bedrock so the three repeating command blocks are testing for zombies skeletons and creepers but i need it to turn on one commandblock when all mobs are dead how do i use redstone do do that? Welcome to r/MInecraftRedstone, the Redstone community with a typo! so the three repeating command blocks are testing for zombies skeletons and creepers but i need it to turn on one commandblock when all mobs are dead how do i use redstone do do that? r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions r/MinecraftCommands r/MinecraftCommands A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Weekly visitors Weekly contributions • I need a cool down for an item Interesting_Paper_32 replied to SonicBoom422 yes Reply reply A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. I need a cool down for an item yes Forrgy Gal NSFW - Adult Content 73 71 post karma, 2 comment karma Karma 7 Contributions 3 y Cake day: Oct 7, 2022 Reddit Age 8 Active in > Trophy Case This page may contain sensitive or adult content that’s not for everyone. To view it, please log in to confirm your age.By continuing, you also agree that use of this site constitutes acceptance of Reddit’s User Agreement and acknowledgement of our Privacy Policy. |
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[SOURCE: https://en.wikipedia.org/wiki/Removal_of_Sam_Altman_from_OpenAI] | [TOKENS: 3224] |
Contents Removal of Sam Altman from OpenAI On November 17, 2023, OpenAI's board of directors ousted co-founder and chief executive Sam Altman. In an official post on the company's website, it was stated that "the board no longer has confidence in his ability to continue leading OpenAI". The removal was predicated by employee concerns about his handling of artificial intelligence safety, and allegations of abusive behavior. Altman was reinstated on November 22 after pressure from employees and investors. The removal and subsequent reinstatement caused widespread reactions, including impacts felt in the financial markets and technology sector. Microsoft, a partner of OpenAI, received little notice of the removal and experienced a drop in the share price of its stock. The removal also promoted interest in investigations from regulatory agencies. Background OpenAI is an artificial intelligence firm founded in December 2015 as a non-profit entity. The for-profit division of the organization released ChatGPT in November 2022, contributing to a resurgence in generative artificial intelligence funding. The board of directors of the controlling non-profit formerly comprised chief scientist Ilya Sutskever, as well as Adam D'Angelo, chief executive of Quora, entrepreneur Tasha McCauley, and Helen Toner, strategy director for the Center for Security and Emerging Technology. As of October 2023, the company is valued at US$80 billion and was set to bring in US$1 billion in revenue. Altman has described OpenAI's relationship with Microsoft as the "best bromance in tech". OpenAI is uniquely structured, an intentional decision to avoid investor control. A board of directors controls the non-profit OpenAI, Inc. The non-profit owns and controls a for-profit company itself controlling a capped-profit company, OpenAI Global, LLC and a holding company owned by employees and other investors. The holding company is the majority owner of OpenAI Global, LLC.; Microsoft owns a minority stake in the capped-profit company. OpenAI's bylaws, enacted in January 2016, allow a majority of its board of directors to remove any director without prior warning or a formal meeting with written consent. Sam Altman is a co-founder of OpenAI and its former chief executive; Altman took over the company following co-chair Elon Musk's resignation in 2018. Under Altman, OpenAI has shifted to becoming a for-profit entity. Altman is credited with convincing Microsoft chief executive Satya Nadella with investing US$10 billion in cash and computing credits into OpenAI and leading several tender offer transactions that tripled the company's valuation. Altman testified before the United States Congress speaking critically of artificial intelligence and appeared at the 2023 AI Safety Summit. In the days leading up to his removal, Altman made several public appearances, announcing the GPT-4 Turbo platform at OpenAI's DevDay conference, attending APEC United States 2023, and speaking at an event related to Burning Man. Events leading up to the removal The resignation of LinkedIn co-founder Reid Hoffman, venture capitalist Shivon Zilis, and former Republican representative Will Hurd from the board allowed the remaining members to remove Altman. According to Kara Swisher and The Wall Street Journal, Sutskever was instrumental in Altman's removal. Disagreements over the safety of artificial intelligence divided employees prior to Altman's removal. The release of ChatGPT created divisions with OpenAI as a for-profit company without considerations for the safety of artificial intelligence and a non-profit cautious of artificial intelligence's capabilities; in a staff email sent in 2019 and obtained by The Atlantic, Altman referred to these divisions as "tribes". Prior to his removal, Altman was seeking billions from Middle Eastern sovereign wealth funds to develop an artificial intelligence chip to compete with Nvidia and courted SoftBank chairman Masayoshi Son to develop artificial intelligence hardware with former Apple designer Jony Ive. Sutskever and his allies opposed these efforts, viewing them as unjustly using the OpenAI name. Altman reduced Sutskever's role in October 2023, furthering divisions; Sutskever successfully appealed to several members of the board. Swisher and The Verge reporter Alex Heath stated that opposition to Altman's profit-driven strategy culminated in the DevDay conference in which Altman announced custom ChatGPT instances. According to Axios, the removal was driven by growing discontent and distrust with Altman. On November 22, 2023, reports emerged suggesting that Sam Altman's dismissal from OpenAI might be linked to his alleged mishandling of a significant breakthrough in the organization's secretive project codenamed Q*. According to sources within OpenAI, Q* is aimed at developing AI capabilities in logical and mathematical reasoning, and reportedly involves performing math on the level of grade-school students. Concerns about Altman's response to this development, specifically regarding the potential safety implications of the discovery, were reportedly raised to the company's board shortly before his firing. A report from The Washington Post in December stated that OpenAI's board of directors were concerned over Altman's allegedly abusive behavior; the complaints were purportedly a major factor in his removal. The Post previously reported that Altman's alleged pattern of deception and subversiveness that ostensibly resulted in his removal from Y Combinator ultimately resulted in the board's decision to remove him. Removal November 17, 2023 On November 17, 2023, at approximately noon PST, OpenAI's board of directors ousted Altman effective immediately following a "deliberative review process". The board concluded that Altman was not "consistently candid in his communications". Altman was informed of his removal five to ten minutes before it occurred on a Google Meet while watching the Las Vegas Grand Prix. Within thirty minutes, Sutskever invited OpenAI chairman and president Greg Brockman to a Google Meet to inform him of Altman's removal. According to an internal memo obtained by Axios, the removal was not due to "malfeasance", and OpenAI chief executive Emmett Shear denied accusations that the removal was due to disagreements. The board publicly announced Altman's removal thirty minutes later. Chief Technology Officer Mira Murati was immediately appointed to interim chief executive officer. Hours after Altman's removal, Brockman resigned as chairman, joined by director of research Jakub Pachocki and researchers Aleksander Mądry [pl] and Szymon Sidor. During an all-hands meeting, Sutskever defended the ouster and denied accusations of a hostile takeover. An OpenAI representative requested former board member Will Hurd's presence. Reinstatement Tiger Global Management and Sequoia Capital had attempted to reinstate Altman, according to The Information; Bloomberg News reported that Microsoft and Thrive Capital were seeking Altman's reinstatement. On November 18, The Verge reported that OpenAI's board of directors discussed reinstating Altman. The board agreed in principle to resign and to allow Altman to return, but missed the deadline. According to The Verge, Altman was ambivalent about returning and would seek significant changes to the company, including replacing the board. A list of directors had been prepared by investors in the event that the board steps down, and purportedly included former Salesforce executive Bret Taylor. According to chief strategy officer Jason Kwon, OpenAI was optimistic it could return Altman, Brockman, and other employees. On November 19, Altman and Brockman appeared at OpenAI's headquarters to negotiate, mediated by Nadella. According to Bloomberg News, Murati, Kwon, and chief operating officer Brad Lightcap were pushing for a new board of directors; it was required that the board absolve him of wrongdoing in order for Altman to be reinstated. Taylor was expected be a member of the new board and Microsoft had also attempted to gain a seat. The Wall Street Journal reported that Airbnb chief executive Brian Chesky and businesswoman Laurene Powell Jobs were also considered. Murati had intended to rehire Altman and Brockman, discussing the move with Adam D'Angelo. The Verge reported that Altman intended to return to OpenAI with support from Sutskever. The board chose to name former Twitch chief executive Emmett Shear as OpenAI's chief executive instead of reinstating Altman. Former GitHub chief executive Nat Friedman and Scale AI chief executive Alex Wang reportedly rejected executive offers from the board. Anthropic chief executive Dario Amodei refused to negotiate a deal that could have led to a merge of the two companies. In response, Microsoft appointed Altman as the chief executive of an artificial intelligence research team, joined by Brockman, Pachocki, Sidor, and Madry. Shear expressed interest in commercializing OpenAI with the board's support and stated his intentions to begin an investigation into Altman's removal. Dozens of employees announced their resignations in response to Shear's accession. The next day, a letter signed by 745 of OpenAI's 770 employees threatened mass resignations if the board does not resign; among the signatories was board member Sutskever, who defected from the board and publicly apologized for his participation in the board's previous actions. On November 21, The Verge reported that Altman was reinstated with Taylor, D'Angelo, and economist Lawrence Summers on an interim board. Taylor will chair the board. As part of the compromise deal, Altman and Brockman will not reclaim seats on the board. Altman agreed to an internal investigation into his alleged conduct, selecting two lawyers from WilmerHale to conduct the inquiry. In March 2024, the investigation determined that Altman's behavior "did not mandate removal". Taylor announced that Altman would rejoin OpenAI's board of directors with former Bill and Melinda Gates Foundation chief executive Sue Desmond-Hellmann, former Sony Corporation general counsel Nicole Seligman, and Instacart chief executive Fidji Simo. In May 2024, after OpenAI's non-disparagement agreements were exposed, Altman was accused of lying when claiming to have been unaware of the equity cancellation provision for departing employees that don't sign the agreement. Also in May, former board member Helen Toner explained the board's rationale for firing Altman in November 2023. She stated that Altman had withheld information, for example about the release of ChatGPT and his ownership of OpenAI's startup fund. She said that Altman provided "inaccurate information about the small number of formal safety processes that the company did have in place". She also alleged that two executives in OpenAI had reported to the board "psychological abuse" from Altman, and provided screenshots and documentation of "lying and being manipulative in different situations". She said that many employees feared retaliation if they didn't support Altman, and that he had already been fired from Loopt because of what the management team had called "deceptive and chaotic behavior". Aftermath The removal left OpenAI in "chaos", according to The New York Times. According to Bloomberg News, a significant number of OpenAI engineers threatened to resign if the board did not reconsider Altman's removal. According to The Information, Altman's removal risked a share sale led by Thrive Capital valuing the company at US$86 billion. A potential second tender offer for early-stage investors was also at risk. The Information later reported that Thrive Capital's tender offer will continue after Altman's reinstatement. OpenAI delayed the release of its online chatbot store as a result of Altman's removal. Shares in Microsoft fell nearly three percent following the announcement. According to CoinDesk, the value of Worldcoin, an iris biometric cryptocurrency co-founded by Altman, decreased twelve percent. After hiring Altman, Microsoft's stock price rose over two percent to an all-time high. Altman's removal benefited OpenAI's competitors, such as Anthropic, Quora, Hugging Face, Meta Platforms, and Google. The Economist wrote that the removal could slow down the artificial intelligence industry as a whole. Google DeepMind received an increase in applicants, according to The Information; Cohere and Adept engaged in an active effort to hire OpenAI employees. Several investors considered writing down their OpenAI investments to zero, impacting the company's ability to raise capital. Over one hundred companies using OpenAI contacted Anthropic, according to The Information; others reached out to Google Cloud, Cohere, and Microsoft Azure. According to The Information, Altman was planning a new artificial intelligence venture with Brockman, among other OpenAI employees. Sequoia Capital investor Alfred Lin and venture capitalist Vinod Khosla expressed interest in Altman's potential venture. Multiple OpenAI investors are considering legal action. On December 8, the Competition and Markets Authority announced it was beginning a preliminary investigation into Microsoft's relationship with OpenAI and its non-voting board observership. Hours later, Bloomberg News reported that the Federal Trade Commission was separately examining the relationship. In response, Microsoft stated that it does not hold a stake in OpenAI. In February 2024, the U.S. Securities and Exchange Commission was reportedly investigating OpenAI over whether internal company communications made by Altman were used to mislead investors, while an investigation of Altman's statements that was opened by the Southern New York U.S. Attorney's Office opened the previous November was ongoing. Reactions Altman quipped that the OpenAI board of directors should sue him should he "start going off". Former co-chair Elon Musk stated the board should be transparent in its removal. At the 2023 DealBook Summit, Musk called the turmoil "troubling" and that he had "mixed feelings" towards Altman. Allies of Altman accused board members of staging a coup and several OpenAI employees responded to a tweet Altman wrote with a heart emoji, intended to demonstrate employees who are prepared to leave. Former Google chief executive Eric Schmidt wrote that Altman was a "hero to [him]" after his removal. Microsoft executives were informed of Altman's removal a minute before the announcement was made, according to Axios, and investors were not given advance knowledge. Satya Nadella and chief technology officer Kevin Scott expressed confidence in OpenAI following his removal, though Nadella was reportedly furious, according to Bloomberg News. Y Combinator co-founder Paul Graham referred to the board's members as "misbehaving children". Third Point chief executive and Microsoft shareholder Daniel S. Loeb stated that OpenAI had "stunningly poor governance". French digital transition minister Jean-Noël Barrot stated that Altman is "welcome in France". Following the employee letter, Salesforce chief executive Marc Benioff offered to employ OpenAI employees with matching salaries, an offer extended by Microsoft. Wired editor-at-large Steven Levy compared the removal of Altman to the removal of Steve Jobs from Apple in 1985, a comparison made by The New York Times. Axios posed that the board could resign, returning OpenAI to Altman. Writing for The New York Times, Ezra Klein noted the role of OpenAI's controlling non-profit in self-regulation. Analyst Fred Havemeyer stated that Nadella "pulled off a coup of his own" in hiring Altman in The Washington Post. Altman was named as Time's CEO of the Year for 2023, owing partially to his removal. In October 2024, Nobel Prize winner Geoffrey Hinton declared that he was proud that Ilya Sutskever, a former student of his, was responsible for firing Altman. The events surrounding the firing are the subject of an upcoming film, with Andrew Garfield set to play Altman and Yura Borisov to play Sutskever. See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Orion_(constellation)#cite_note-9] | [TOKENS: 4993] |
Contents Orion (constellation) Orion is a prominent set of stars visible during winter in the northern celestial hemisphere. It is one of the 88 modern constellations; it was among the 48 constellations listed by the 2nd-century AD/CE astronomer Ptolemy. It is named after a hunter in Greek mythology. Orion is most prominent during winter evenings in the Northern Hemisphere, as are five other constellations that have stars in the Winter Hexagon asterism. Orion's two brightest stars, Rigel (β) and Betelgeuse (α), are both among the brightest stars in the night sky; both are supergiants and slightly variable. There are a further six stars brighter than magnitude 3.0, including three making the short straight line of the Orion's Belt asterism. Orion also hosts the radiant of the annual Orionids, the strongest meteor shower associated with Halley's Comet, and the Orion Nebula, one of the brightest nebulae in the sky. Characteristics Orion is bordered by Taurus to the northwest, Eridanus to the southwest, Lepus to the south, Monoceros to the east, and Gemini to the northeast. Covering 594 square degrees, Orion ranks 26th of the 88 constellations in size. The constellation boundaries, as set by Belgian astronomer Eugène Delporte in 1930, are defined by a polygon of 26 sides. In the equatorial coordinate system, the right ascension coordinates of these borders lie between 04h 43.3m and 06h 25.5m , while the declination coordinates are between 22.87° and −10.97°. The constellation's three-letter abbreviation, as adopted by the International Astronomical Union in 1922, is "Ori". Orion is most visible in the evening sky from January to April, winter in the Northern Hemisphere, and summer in the Southern Hemisphere. In the tropics (less than about 8° from the equator), the constellation transits at the zenith. From May to July (summer in the Northern Hemisphere, winter in the Southern Hemisphere), Orion is in the daytime sky and thus invisible at most latitudes. However, for much of Antarctica in the Southern Hemisphere's winter months, the Sun is below the horizon even at midday. Stars (and thus Orion, but only the brightest stars) are then visible at twilight for a few hours around local noon, just in the brightest section of the sky low in the North where the Sun is just below the horizon. At the same time of day at the South Pole itself (Amundsen–Scott South Pole Station), Rigel is only 8° above the horizon, and the Belt sweeps just along it. In the Southern Hemisphere's summer months, when Orion is normally visible in the night sky, the constellation is actually not visible in Antarctica because the Sun does not set at that time of year south of the Antarctic Circle. In countries close to the equator (e.g. Kenya, Indonesia, Colombia, Ecuador), Orion appears overhead in December around midnight and in the February evening sky. Navigational aid Orion is very useful as an aid to locating other stars. By extending the line of the Belt southeastward, Sirius (α CMa) can be found; northwestward, Aldebaran (α Tau). A line eastward across the two shoulders indicates the direction of Procyon (α CMi). A line from Rigel through Betelgeuse points to Castor and Pollux (α Gem and β Gem). Additionally, Rigel is part of the Winter Circle asterism. Sirius and Procyon, which may be located from Orion by following imaginary lines (see map), also are points in both the Winter Triangle and the Circle. Features Orion's seven brightest stars form a distinctive hourglass-shaped asterism, or pattern, in the night sky. Four stars—Rigel, Betelgeuse, Bellatrix, and Saiph—form a large roughly rectangular shape, at the center of which lie the three stars of Orion's Belt—Alnitak, Alnilam, and Mintaka. His head is marked by an additional eighth star called Meissa, which is fairly bright to the observer. Descending from the Belt is a smaller line of three stars, Orion's Sword (the middle of which is in fact not a star but the Orion Nebula), also known as the hunter's sword. Many of the stars are luminous hot blue supergiants, with the stars of the Belt and Sword forming the Orion OB1 association. Standing out by its red hue, Betelgeuse may nevertheless be a runaway member of the same group. Orion's Belt, or The Belt of Orion, is an asterism within the constellation. It consists of three bright stars: Alnitak (Zeta Orionis), Alnilam (Epsilon Orionis), and Mintaka (Delta Orionis). Alnitak is around 800 light-years away from Earth, 100,000 times more luminous than the Sun, and shines with a magnitude of 1.8; much of its radiation is in the ultraviolet range, which the human eye cannot see. Alnilam is approximately 2,000 light-years from Earth, shines with a magnitude of 1.70, and with an ultraviolet light that is 375,000 times more luminous than the Sun. Mintaka is 915 light-years away and shines with a magnitude of 2.21. It is 90,000 times more luminous than the Sun and is a double star: the two orbit each other every 5.73 days. In the Northern Hemisphere, Orion's Belt is best visible in the night sky during the month of January at around 9:00 pm, when it is approximately around the local meridian. Just southwest of Alnitak lies Sigma Orionis, a multiple star system composed of five stars that have a combined apparent magnitude of 3.7 and lying at a distance of 1150 light-years. Southwest of Mintaka lies the quadruple star Eta Orionis. Orion's Sword contains the Orion Nebula, the Messier 43 nebula, Sh 2-279 (also known as the Running Man Nebula), and the stars Theta Orionis, Iota Orionis, and 42 Orionis. Three stars comprise a small triangle that marks the head. The apex is marked by Meissa (Lambda Orionis), a hot blue giant of spectral type O8 III and apparent magnitude 3.54, which lies some 1100 light-years distant. Phi-1 and Phi-2 Orionis make up the base. Also nearby is the young star FU Orionis. Stretching north from Betelgeuse are the stars that make up Orion's club. Mu Orionis marks the elbow, Nu and Xi mark the handle of the club, and Chi1 and Chi2 mark the end of the club. Just east of Chi1 is the Mira-type variable red giant star U Orionis. West from Bellatrix lie six stars all designated Pi Orionis (π1 Ori, π2 Ori, π3 Ori, π4 Ori, π5 Ori, and π6 Ori) which make up Orion's shield. Around 20 October each year, the Orionid meteor shower (Orionids) reaches its peak. Coming from the border with the constellation Gemini, as many as 20 meteors per hour can be seen. The shower's parent body is Halley's Comet. Hanging from Orion's Belt is his sword, consisting of the multiple stars θ1 and θ2 Orionis, called the Trapezium and the Orion Nebula (M42). This is a spectacular object that can be clearly identified with the naked eye as something other than a star. Using binoculars, its clouds of nascent stars, luminous gas, and dust can be observed. The Trapezium cluster has many newborn stars, including several brown dwarfs, all of which are at an approximate distance of 1,500 light-years. Named for the four bright stars that form a trapezoid, it is largely illuminated by the brightest stars, which are only a few hundred thousand years old. Observations by the Chandra X-ray Observatory show both the extreme temperatures of the main stars—up to 60,000 kelvins—and the star forming regions still extant in the surrounding nebula. M78 (NGC 2068) is a nebula in Orion. With an overall magnitude of 8.0, it is significantly dimmer than the Great Orion Nebula that lies to its south; however, it is at approximately the same distance, at 1600 light-years from Earth. It can easily be mistaken for a comet in the eyepiece of a telescope. M78 is associated with the variable star V351 Orionis, whose magnitude changes are visible in very short periods of time. Another fairly bright nebula in Orion is NGC 1999, also close to the Great Orion Nebula. It has an integrated magnitude of 10.5 and is 1500 light-years from Earth. The variable star V380 Orionis is embedded in NGC 1999. Another famous nebula is IC 434, the Horsehead Nebula, near Alnitak (Zeta Orionis). It contains a dark dust cloud whose shape gives the nebula its name. NGC 2174 is an emission nebula located 6400 light-years from Earth. Besides these nebulae, surveying Orion with a small telescope will reveal a wealth of interesting deep-sky objects, including M43, M78, and multiple stars including Iota Orionis and Sigma Orionis. A larger telescope may reveal objects such as the Flame Nebula (NGC 2024), as well as fainter and tighter multiple stars and nebulae. Barnard's Loop can be seen on very dark nights or using long-exposure photography. All of these nebulae are part of the larger Orion molecular cloud complex, which is located approximately 1,500 light-years away and is hundreds of light-years across. Due to its proximity, it is one of the most intense regions of stellar formation visible from Earth. The Orion molecular cloud complex forms the eastern part of an even larger structure, the Orion–Eridanus Superbubble, which is visible in X-rays and in hydrogen emissions. History and mythology The distinctive pattern of Orion is recognized in numerous cultures around the world, and many myths are associated with it. Orion is used as a symbol in the modern world. In Siberia, the Chukchi people see Orion as a hunter; an arrow he has shot is represented by Aldebaran (Alpha Tauri), with the same figure as other Western depictions. In Greek mythology, Orion was a gigantic, supernaturally strong hunter, born to Euryale, a Gorgon, and Poseidon (Neptune), god of the sea. One myth recounts Gaia's rage at Orion, who dared to say that he would kill every animal on Earth. The angry goddess tried to dispatch Orion with a scorpion. This is given as the reason that the constellations of Scorpius and Orion are never in the sky at the same time. However, Ophiuchus, the Serpent Bearer, revived Orion with an antidote. This is said to be the reason that the constellation of Ophiuchus stands midway between the Scorpion and the Hunter in the sky. The constellation is mentioned in Horace's Odes (Ode 3.27.18), Homer's Odyssey (Book 5, line 283) and Iliad, and Virgil's Aeneid (Book 1, line 535). In old Hungarian tradition, Orion is known as "Archer" (Íjász), or "Reaper" (Kaszás). In recently rediscovered myths, he is called Nimrod (Hungarian: Nimród), the greatest hunter, father of the twins Hunor and Magor. The π and o stars (on upper right) form together the reflex bow or the lifted scythe. In other Hungarian traditions, Orion's Belt is known as "Judge's stick" (Bírópálca). In Ireland and Scotland, Orion was called An Bodach, a figure from Irish folklore whose name literally means "the one with a penis [bod]" and was the husband of the Cailleach (hag). In Scandinavian tradition, Orion's Belt was known as "Frigg's Distaff" (friggerock) or "Freyja's distaff". The Finns call Orion's Belt and the stars below it "Väinämöinen's scythe" (Väinämöisen viikate). Another name for the asterism of Alnilam, Alnitak, and Mintaka is "Väinämöinen's Belt" (Väinämöisen vyö) and the stars "hanging" from the Belt as "Kaleva's sword" (Kalevanmiekka). There are claims in popular media that the Adorant from the Geißenklösterle cave, an ivory carving estimated to be 35,000 to 40,000 years old, is the first known depiction of the constellation. Scholars dismiss such interpretations, saying that perceived details such as a belt and sword derive from preexisting features in the grain structure of the ivory. The Babylonian star catalogues of the Late Bronze Age name Orion MULSIPA.ZI.AN.NA,[note 1] "The Heavenly Shepherd" or "True Shepherd of Anu" – Anu being the chief god of the heavenly realms. The Babylonian constellation is sacred to Papshukal and Ninshubur, both minor gods fulfilling the role of "messenger to the gods". Papshukal is closely associated with the figure of a walking bird on Babylonian boundary stones, and on the star map the figure of the Rooster is located below and behind the figure of the True Shepherd—both constellations represent the herald of the gods, in his bird and human forms respectively. In ancient Egypt, the stars of Orion were regarded as a god, called Sah. Because Orion rises before Sirius, the star whose heliacal rising was the basis for the Solar Egyptian calendar, Sah was closely linked with Sopdet, the goddess who personified Sirius. The god Sopdu is said to be the son of Sah and Sopdet. Sah is syncretized with Osiris, while Sopdet is syncretized with Osiris' mythological wife, Isis. In the Pyramid Texts, from the 24th and 23rd centuries BC, Sah is one of many gods whose form the dead pharaoh is said to take in the afterlife. The Armenians identified their legendary patriarch and founder Hayk with Orion. Hayk is also the name of the Orion constellation in the Armenian translation of the Bible. The Bible mentions Orion three times, naming it "Kesil" (כסיל, literally – fool). Though, this name perhaps is etymologically connected with "Kislev", the name for the ninth month of the Hebrew calendar (i.e. November–December), which, in turn, may derive from the Hebrew root K-S-L as in the words "kesel, kisla" (כֵּסֶל, כִּסְלָה, hope, positiveness), i.e. hope for winter rains.: Job 9:9 ("He is the maker of the Bear and Orion"), Job 38:31 ("Can you loosen Orion's belt?"), and Amos 5:8 ("He who made the Pleiades and Orion"). In ancient Aram, the constellation was known as Nephîlā′, the Nephilim are said to be Orion's descendants. In medieval Muslim astronomy, Orion was known as al-jabbar, "the giant". Orion's sixth brightest star, Saiph, is named from the Arabic, saif al-jabbar, meaning "sword of the giant". In China, Orion was one of the 28 lunar mansions Sieu (Xiù) (宿). It is known as Shen (參), literally meaning "three", for the stars of Orion's Belt. The Chinese character 參 (pinyin shēn) originally meant the constellation Orion (Chinese: 參宿; pinyin: shēnxiù); its Shang dynasty version, over three millennia old, contains at the top a representation of the three stars of Orion's Belt atop a man's head (the bottom portion representing the sound of the word was added later). The Rigveda refers to the constellation as Mriga (the Deer). Nataraja, "the cosmic dancer", is often interpreted as the representation of Orion. Rudra, the Rigvedic form of Shiva, is the presiding deity of Ardra nakshatra (Betelgeuse) of Hindu astrology. The Jain Symbol carved in the Udayagiri and Khandagiri Caves, India in 1st century BCE has a striking resemblance with Orion. Bugis sailors identified the three stars in Orion's Belt as tanra tellué, meaning "sign of three". The Seri people of northwestern Mexico call the three stars in Orion's Belt Hapj (a name denoting a hunter) which consists of three stars: Hap (mule deer), Haamoja (pronghorn), and Mojet (bighorn sheep). Hap is in the middle and has been shot by the hunter; its blood has dripped onto Tiburón Island. The same three stars are known in Spain and most of Latin America as "Las tres Marías" (Spanish for "The Three Marys"). In Puerto Rico, the three stars are known as the "Los Tres Reyes Magos" (Spanish for The Three Wise Men). The Ojibwa/Chippewa Native Americans call this constellation Mesabi for Big Man. To the Lakota Native Americans, Tayamnicankhu (Orion's Belt) is the spine of a bison. The great rectangle of Orion is the bison's ribs; the Pleiades star cluster in nearby Taurus is the bison's head; and Sirius in Canis Major, known as Tayamnisinte, is its tail. Another Lakota myth mentions that the bottom half of Orion, the Constellation of the Hand, represented the arm of a chief that was ripped off by the Thunder People as a punishment from the gods for his selfishness. His daughter offered to marry the person who can retrieve his arm from the sky, so the young warrior Fallen Star (whose father was a star and whose mother was human) returned his arm and married his daughter, symbolizing harmony between the gods and humanity with the help of the younger generation. The index finger is represented by Rigel; the Orion Nebula is the thumb; the Belt of Orion is the wrist; and the star Beta Eridani is the pinky finger. The seven primary stars of Orion make up the Polynesian constellation Heiheionakeiki which represents a child's string figure similar to a cat's cradle. Several precolonial Filipinos referred to the belt region in particular as "balatik" (ballista) as it resembles a trap of the same name which fires arrows by itself and is usually used for catching pigs from the bush. Spanish colonization later led to some ethnic groups referring to Orion's Belt as "Tres Marias" or "Tatlong Maria." In Māori tradition, the star Rigel (known as Puanga or Puaka) is closely connected with the celebration of Matariki. The rising of Matariki (the Pleiades) and Rigel before sunrise in midwinter marks the start of the Māori year. In Javanese culture, the constellation is often called Lintang Waluku or Bintang Bajak, referring to the shape of a paddy field plow. The imagery of the Belt and Sword has found its way into popular Western culture, for example in the form of the shoulder insignia of the 27th Infantry Division of the United States Army during both World Wars, probably owing to a pun on the name of the division's first commander, Major General John F. O'Ryan. The film distribution company Orion Pictures used the constellation as its logo. In artistic renderings, the surrounding constellations are sometimes related to Orion: he is depicted standing next to the river Eridanus with his two hunting dogs Canis Major and Canis Minor, fighting Taurus. He is sometimes depicted hunting Lepus the hare. He sometimes is depicted to have a lion's hide in his hand. There are alternative ways to visualise Orion. From the Southern Hemisphere, Orion is oriented south-upward, and the Belt and Sword are sometimes called the saucepan or pot in Australia and New Zealand. Orion's Belt is called Drie Konings (Three Kings) or the Drie Susters (Three Sisters) by Afrikaans speakers in South Africa and are referred to as les Trois Rois (the Three Kings) in Daudet's Lettres de Mon Moulin (1866). The appellation Driekoningen (the Three Kings) is also often found in 17th and 18th-century Dutch star charts and seaman's guides. The same three stars are known in Spain, Latin America, and the Philippines as "Las Tres Marías" (The Three Marys), and as "Los Tres Reyes Magos" (The Three Wise Men) in Puerto Rico. Even traditional depictions of Orion have varied greatly. Cicero drew Orion in a similar fashion to the modern depiction. The Hunter held an unidentified animal skin aloft in his right hand; his hand was represented by Omicron2 Orionis and the skin was represented by the five stars designated Pi Orionis. Saiph and Rigel represented his left and right knees, while Eta Orionis and Lambda Leporis were his left and right feet, respectively. As in the modern depiction, Mintaka, Alnilam, and Alnitak represented his Belt. His left shoulder was represented by Betelgeuse, and Mu Orionis made up his left arm. Meissa was his head, and Bellatrix his right shoulder. The depiction of Hyginus was similar to that of Cicero, though the two differed in a few important areas. Cicero's animal skin became Hyginus's shield (Omicron and Pi Orionis), and instead of an arm marked out by Mu Orionis, he holds a club (Chi Orionis). His right leg is represented by Theta Orionis and his left leg is represented by Lambda, Mu, and Epsilon Leporis. Further Western European and Arabic depictions have followed these two models. Future Orion is located on the celestial equator, but it will not always be so located due to the effects of precession of the Earth's axis. Orion lies well south of the ecliptic, and it only happens to lie on the celestial equator because the point on the ecliptic that corresponds to the June solstice is close to the border of Gemini and Taurus, to the north of Orion. Precession will eventually carry Orion further south, and by AD 14000, Orion will be far enough south that it will no longer be visible from the latitude of Great Britain. Further in the future, Orion's stars will gradually move away from the constellation due to proper motion. However, Orion's brightest stars all lie at a large distance from Earth on an astronomical scale—much farther away than Sirius, for example. Orion will still be recognizable long after most of the other constellations—composed of relatively nearby stars—have distorted into new configurations, with the exception of a few of its stars eventually exploding as supernovae, for example Betelgeuse, which is predicted to explode sometime in the next million years. See also References External links |
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תוכן עניינים 2006 שנת 2006 היא השנה השישית במאה ה-21. זוהי שנה רגילה, שאורכה 365 ימים. 1 בינואר 2006 לפי הלוח הגרגוריאני מקדים את 1 בינואר לפי הלוח היוליאני ב-13 ימים. כל התאריכים שלהלן הם לפי הלוח הגרגוריאני. אירועים בולטים בעולם ינואר פברואר מרץ אפריל מאי יוני יולי אוגוסט ספטמבר אוקטובר נובמבר דצמבר נפטרו ינואר פברואר מרץ אפריל מאי יוני יולי אוגוסט ספטמבר אוקטובר נובמבר דצמבר לוח שנה להלן לוח שנה גרגוריאני – עברי משולב עם ימים בינלאומיים. חגים ומועדים עבריים: Nothing. ראו גם קישורים חיצוניים 2001 • 2002 • 2003 • 2004 • 2005 • 2006 • 2007 • 2008 • 2009 • 2010 • 2011 |
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Contents Input/output In computing, input/output (I/O, i/o, or informally io or IO) is the communication between an information processing system, such as a computer, and the outside world, such as another computer system, peripherals, or a human operator. Inputs are the signals or data received by the system and outputs are the signals or data sent from it. The term can also be used as part of an action; to "perform I/O" is to perform an input or output operation. I/O devices are the pieces of hardware used by a human (or other system) to communicate with a computer. For instance, a keyboard or computer mouse is an input device for a computer, while monitors and printers are output devices. Devices for communication between computers, such as modems and network cards, typically perform both input and output operations. Any interaction with the system by an interactor is an input and the reaction the system responds is called the output. The designation of a device as either input or output depends on perspective. Mice and keyboards take physical movements that the human user outputs and convert them into input signals that a computer can understand; the output from these devices is the computer's input. Similarly, printers and monitors take signals that computers output as input, and they convert these signals into a representation that human users can understand. From the human user's perspective, the process of reading or seeing these representations is receiving output; this type of interaction between computers and humans is studied in the field of human–computer interaction. A further complication is that a device traditionally considered an input device, e.g., card reader, keyboard, may accept control commands to, e.g., select stacker, display keyboard lights, while a device traditionally considered as an output device may provide status data (e.g., low toner, out of paper, paper jam). In computer architecture, the combination of the CPU and main memory, to which the CPU can read or write directly using individual instructions, is considered the brain of a computer. Any transfer of information to or from the CPU/memory combo, for example by reading data from a disk drive, is considered I/O. The CPU and its supporting circuitry may provide memory-mapped I/O that is used in low-level computer programming, such as in the implementation of device drivers, or may provide access to I/O channels. An I/O algorithm is one designed to exploit locality and perform efficiently when exchanging data with a secondary storage device, such as a disk drive. Interface An I/O interface is required whenever the I/O device is driven by a processor. Typically a CPU communicates with devices via a bus. The interface must have the necessary logic to interpret the device address generated by the processor. Handshaking should be implemented by the interface using appropriate commands (like BUSY, READY, and WAIT), and the processor can communicate with an I/O device through the interface. If different data formats are being exchanged, the interface must be able to convert serial data to parallel form and vice versa. Because it would be a waste for a processor to be idle while it waits for data from an input device there must be provision for generating interrupts and the corresponding type numbers for further processing by the processor if required.[clarification needed] A computer that uses memory-mapped I/O accesses hardware by reading and writing to specific memory locations, using the same assembly language instructions that computer would normally use to access memory. An alternative method is via instruction-based I/O which requires that a CPU have specialized instructions for I/O. Both input and output devices have a data processing rate that can vary greatly. With some devices able to exchange data at very high speeds direct access to memory (DMA) without the continuous aid of a CPU is required. Higher-level operating system and programming facilities employ separate, more abstract I/O concepts and primitives. For example, most operating systems provide application programs with the concept of files. Most programming languages provide I/O facilities either as statements in the language or as functions in a standard library for the language. An alternative to special primitive functions is the I/O monad, which permits programs to just describe I/O, and the actions are carried out outside the program. This is notable because the I/O functions would introduce side-effects to any programming language, but this allows purely functional programming to be practical. The I/O facilities provided by operating systems may be record-oriented, with files containing records, or stream-oriented, with the file containing a stream of bytes. Channel I/O Channel I/O requires the use of instructions that are specifically designed to perform I/O operations. The I/O instructions address the channel or the channel and device; the channel asynchronously accesses all other required addressing and control information. This is similar to DMA, but more flexible. Port-mapped I/O Port-mapped I/O also requires the use of special I/O instructions. Typically one or more ports are assigned to the device, each with a special purpose. The port numbers are in a separate address space from that used by normal instructions. Direct memory access Direct memory access (DMA) is a means for devices to transfer large chunks of data to and from memory independently of the CPU. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-vita_launch2_189-0] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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Contents United States House of Representatives Minority (214) Vacant (3) The United States House of Representatives is a chamber of the bicameral United States Congress; it is the lower house, with the U.S. Senate being the upper house. Together, the House and Senate have the authority under Article One of the U.S. Constitution in enumerated matters to pass or defeat federal legislation, known as bills. Those that are also passed by the Senate are sent to the president for signature or veto. The House's exclusive powers include initiating all revenue bills, impeaching federal officers, and electing the president if no candidate receives a majority of votes in the Electoral College. Members of the House serve a fixed term of two years, with each seat up for election before the start of the next Congress. Special elections may occur in the case of a vacancy. The House's composition was established by Article One of the United States Constitution. The House is composed of representatives who, pursuant to the Uniform Congressional District Act, sit in single member congressional districts allocated to each state on the basis of population as measured by the United States census, provided that each state gets at least one representative. Since its inception in 1789, all representatives have been directly elected. Although suffrage was initially limited, it gradually widened, particularly after the ratification of the Nineteenth Amendment and the civil rights movement. Since 1913, the number of voting representatives has been at 435 pursuant to the Apportionment Act of 1911. The Reapportionment Act of 1929 capped the size of the House at 435. The number was temporarily increased from 1959 until 1963 to 437 following the admissions of Alaska and Hawaii to the Union. Five non-voting delegates represent the District of Columbia and the U.S. territories of Guam, the U.S. Virgin Islands, the Commonwealth of the Northern Mariana Islands, and American Samoa. A non-voting resident commissioner, serving a four-year term, represents the Commonwealth of Puerto Rico. As of the 2020 census, the largest delegation was California, with 52 representatives. Six states have only one representative apiece: Alaska, Delaware, North Dakota, South Dakota, Vermont, and Wyoming. The House meets in the south wing of the United States Capitol. The rules of the House generally address a two-party system, with a majority party in government, and a minority party in opposition. The presiding officer is the speaker of the House, who is elected by the members thereof. Other floor leaders are chosen by the Democratic Caucus or the Republican Conference, depending on whichever party has the most voting members. History Under the Articles of Confederation, the Congress of the Confederation was a unicameral body with equal representation for each state. A simple majority of states was required for ordinary legislative matters. A supermajority of nine states or more was required for special matters listed in the Articles, such as engaging in war, entering treaties and alliances, coining money, appropriating money, borrowing money on credit of the United States, raising armies, and appointing a commander in chief of the military. An amendment to the Articles needed only a simple majority in the Congress but required each state to ratify it to become effective. After eight years of a more limited confederal government under the Articles, James Madison, Alexander Hamilton, and other Founding Fathers initiated the Constitutional Convention, which convened in Philadelphia from May 25 to September 17, 1787, and received the Confederation Congress's sanction to "amend the Articles of Confederation". All states except Rhode Island agreed to send delegates.[citation needed] Congress's structure was a contentious issue among the founders during the convention. Edmund Randolph's Virginia Plan called for bicameral legislature with proportional representation[c] in the House and equal state representation in the Senate. The House is commonly referred to as the lower house and the Senate the upper house, although the United States Constitution does not use that terminology. Both houses' approval is necessary for the passage of legislation. The Virginia Plan drew the support of delegates from several large states, including Massachusetts, Pennsylvania, and Virginia, and called for representation based on population. The smaller states favored the New Jersey Plan, which called for a unicameral Congress with equal representation for the states. The Convention ultimately reached the Connecticut Compromise or Great Compromise, under which the House of Representatives would provide representation proportional to each state's population, and the Senate would provide equal representation amongst the states. In 1788, the Constitution was ratified, and it was implemented on March 4, 1789. Less than a month later, on April 1, 1789, the U.S. House convened for the first time in New York City, which was then the nation's capital. In 1790, the capital was moved back to Philadelphia, and the House met there from 1790 until 1800 when construction of the new national capitol in Washington, D.C. was completed. During the first half of the 19th century, the House was frequently in conflict with the U.S. Senate over regionally divisive issues, including slavery. The North was much more populous than the South, and therefore dominated the House of Representatives. The North held no such advantage in the Senate, where the equal representation of states prevailed. Regional conflict was most pronounced over the issue of slavery. One example of a provision repeatedly supported by the House but blocked by the Senate was the Wilmot Proviso, which sought to ban slavery in the land gained during the Mexican–American War. Conflict over slavery and other issues persisted until the Civil War (1861–1865), which began soon after several southern states attempted to secede from the Union. The Civil War culminated in the South's defeat and in the abolition of slavery. Since all southern senators except Andrew Johnson resigned their seats at the beginning of the war, the Senate did not hold the balance of power between North and South during the war.[citation needed] During the Reconstruction that followed, the Republican Party held large majorities, which many Americans associated with the Union's victory in the Civil War and the ending of slavery. The Reconstruction period ended in about 1877. The ensuing era, known as the Gilded Age, was marked by sharp political divisions in the electorate. The Democratic Party and Republican Party each held majorities in the House at various times. The late 19th and early 20th centuries also saw a dramatic increase in the power of the speaker of the House. The rise of the speaker's influence began in the 1890s, during the tenure of Republican Thomas Brackett Reed.[citation needed] "Czar Reed", as he was nicknamed, attempted to put into effect his view that "[t]he best system is to have one party govern and the other party watch." The leadership structure of the House also developed during approximately the same period, with the positions of majority leader and minority leader being created in 1899. While the minority leader was the head of the minority party, the majority leader remained subordinate to the speaker. The speakership reached its zenith during the term of Republican Joseph Gurney Cannon, from 1903 to 1911. The speaker's powers included chairmanship of the influential Rules Committee and the ability to appoint members of other House committees. This influence was curtailed in the "Revolution of 1910",[citation needed] a set of reforms enacted by Democrats and dissatisfied Republicans who opposed Speaker Cannon's heavy-handed tactics. This influence was restored to an extent in the 1970s to take power away from committees. The Democratic Party dominated the House of Representatives during the Franklin D. Roosevelt administration between 1933 and 1945, often winning over two-thirds of the seats. Both Democrats and Republicans were in power at times during the next decade. The Democratic Party maintained control of the House from 1955 until 1995. In the mid-1970s, members passed major reforms that strengthened the power of subcommittees at the expense of committee chairs, and allowed party leaders to nominate committee chairs. These actions were taken to undermine the seniority system, and to reduce the ability of a small number of senior members to obstruct legislation they did not favor. There was a shift from the 1990s to greater control of the legislative program by the majority party. The power of party leaders, especially the speaker, grew considerably.[citation needed] According to historian Julian E. Zelizer, the majority Democrats minimized the number of staff positions available to the minority Republicans, kept them out of decision-making, and gerrymandered their home districts. Republican Newt Gingrich argued that American democracy was being ruined by the Democrats' tactics and that the GOP had to destroy the system before it could be saved. Cooperation in governance, says Zelizer, would have to be put aside until they deposed Speaker Wright and regained power. Gingrich brought an ethics complaint which led to Wright's resignation in 1989. Gingrich gained support from the media and good government forces in his crusade to persuade Americans that the system was, in Gingrich's words, "morally, intellectually and spiritually corrupt". Gingrich followed Wright's successor, Democrat Tom Foley, as speaker after the Republican Revolution of 1994 gave his party control of the House. Gingrich attempted to pass a major legislative program, the Contract with America and made major reforms of the House, notably reducing the tenure of committee chairs to three two-year terms. Many elements of the Contract did not pass Congress, were vetoed by President Bill Clinton, or were substantially altered in negotiations with Clinton. After Republicans held control in the 1996 election, however, Clinton and the Gingrich-led House agreed on the first balanced federal budget in decades, along with a substantial tax cut. Republicans controlled the House of Representatives until the 2006 elections, when the Democrats won control and Nancy Pelosi was elected by the House as the first female speaker. Republicans regained control of the House of Representatives in 2010 elections with the largest shift of political power between the parties since the 1938 elections. Republicans held the House until Democrats retook it in the 2018 elections, which became the best midterm performance for the Democrats since 1974. In the 2022 elections, Republicans took back control of the House, winning a slim majority. Following the election of transgender representative Sarah McBride in November 2024, House speaker Mike Johnson announced that restrooms in the House would be restricted based on "biological sex", i.e. sex assignment at birth. The announcement was criticized as transphobic bullying. McBride announced she would comply with the rule but called it an "effort to distract from the real issues facing this country". Membership, qualifications, and apportionment Under Article I, Section 2 of the Constitution, seats in the House of Representatives are apportioned among the states by population, as determined by the census conducted every ten years. Each state is entitled to at least one representative, however small its population. The only constitutional rule relating to the size of the House states: "The Number of Representatives shall not exceed one for every thirty Thousand, but each State shall have at Least one Representative." Congress regularly increased the size of the House to account for population growth until it fixed the number of voting House members at 435 in 1911. In 1959, upon the admission of Alaska and Hawaii, the number was temporarily increased to 437, as one representative from each of those states was seated with no change in existing apportionment. In 1963, the number returned to 435, after the reapportionment consequent to the 1960 census.[citation needed] The Constitution does not provide for the representation of the District of Columbia or of territories. The District of Columbia and the territories of Puerto Rico, American Samoa, Guam, the Northern Mariana Islands, and the U.S. Virgin Islands are each represented by one non-voting delegate. Puerto Rico elects a resident commissioner, but other than having a four-year term, the resident commissioner's role is identical to the delegates from the other territories. The five delegates and resident commissioner may participate in debates. Before 2011, they were also allowed to vote in committees and the Committee of the Whole when their votes would not be decisive. States entitled to more than one representative are divided into single-member districts. This has been a federal statutory requirement since 1967 pursuant to the Uniform Congressional District Act. Before that law, general ticket representation was used by some states.[citation needed] States typically redraw district boundaries after each census, though they may do so at other times, such as the 2003 Texas redistricting. Each state determines its own district boundaries, either through legislation or through non-partisan panels. Malapportionment is unconstitutional and districts must be approximately equal in population (see Wesberry v. Sanders). Section 2 of the Voting Rights Act of 1965 prohibits redistricting plans that are intended to, or have the effect of, discriminating against racial or language minority voters. While malapportionment and discrimination against racial- or language minorities are illegal, federal courts have allowed state legislatures to engage in gerrymandering to benefit political parties or incumbents. In a 1984 case, Davis v. Bandemer, the Supreme Court held that districts gerrymandered for partisan ends could be struck down based on the Equal Protection Clause, but the Court did not articulate a standard for impermissible partisan gerrymandering. In 2004, the Court ruled in Vieth v. Jubelirer that due to the lack of standards for adjudicating claims of partisan gerrymandering, such claims were nonjusticiable, effectively overruling Davis. In 2019, the Court held in Rucho v. Common Cause that partisan gerrymandering claims are per se nonjusticiable and present political questions rather than legal ones. In 2015, according to calculations made by Burt Neuborne using criteria set forth by the American Political Science Association, about 40 seats (about 9% of the total) were chosen through a genuinely contested electoral process, fewer than how many would be without partisan gerrymandering. Article I, Section 2 of the Constitution sets three qualifications for representatives. Each representative must: (1) be at least twenty-five (25) years old; (2) have been a citizen of the United States for the past seven years; and (3) be (at the time of the election) an inhabitant of the state they represent. Members are not required to live in the districts they represent, but they traditionally do. The age and citizenship qualifications for representatives are less than those for senators. The constitutional requirements of Article I, Section 2 for election to Congress are the maximum requirements that can be imposed on a candidate. Therefore, Article I, Section 5, which permits each house of Congress to be the judge of the qualifications of its own members, does not permit additional qualifications.[citation needed] Likewise, a state could not establish additional qualifications. William C. C. Claiborne served in the House below the minimum age of 25. Under section 3 of the Fourteenth Amendment, a federal or state officer who takes the requisite oath to support the Constitution, but later engages in rebellion or aids the enemies of the United States, is disqualified from becoming a representative. This post–Civil War provision was intended to prevent those who sided with the Confederacy from serving. The section also provides that disqualified individuals may serve if they gain the consent of two-thirds of both houses of Congress.[citation needed] Elections for representatives are held in every even-numbered year, on Election Day, the first Tuesday after the first Monday in November. Pursuant to the Uniform Congressional District Act, representatives must be elected from single-member districts. After a census is taken (in a year ending in 0), the first year ending in 2 is the first year in which elections for U.S. House districts are based on that census. The Congress based on those districts starts its term on the following January 3.[citation needed] As there is no legislation at the federal level mandating one particular system for elections to the House, systems are set at the state level. As of 2022, first-past-the-post or plurality voting is used in 46 states, electing 412 representatives. Ranked-choice or instant-runoff voting is in two states, Alaska and Maine, electing 3 representatives. Two-round system are in two states, Georgia and Louisiana, electing 20 representatives. Elected representatives serve a two-year term, with no term limit.[citation needed] In most states, major party candidates for each district are nominated in partisan primary elections, typically held in spring to late summer. In some states, the Republican and Democratic parties choose their candidates for each district in their political conventions in spring or early summer, which often use unanimous voice votes to reflect either confidence in the incumbent or the result of bargaining in earlier private discussions. Exceptions can result in so-called floor fights—convention votes by delegates, with outcomes that can be hard to predict.[citation needed] Especially if a convention is closely divided, a losing candidate may contend further by meeting the conditions for a primary election. The courts generally do not consider ballot access rules for independent and third party candidates to be additional qualifications for holding office and no federal statutes regulate ballot access. As a result, the process to gain ballot access varies greatly from state to state, and in the case of a third party in the United States may be affected by results of previous years' elections.[citation needed] In 1967, Congress passed the Uniform Congressional District Act, which requires all representatives to be elected from single-member-districts. Following the Wesberry v. Sanders decision, Congress was motivated by fears that courts would impose at-large plurality districts on states that did not redistrict to comply with the new mandates for districts roughly equal in population. Congress also sought to prevent attempts by southern states to use such voting systems to dilute the vote of racial minorities. Several states have used multi-member districts in the past, although only two states (Hawaii and New Mexico) used multi-member districts in 1967. Louisiana is unique in that it holds an all-party primary election on the general Election Day with a subsequent runoff election between the top two finishers, regardless of party, if no candidate received a majority in the primary. The states of Washington and California use a similar, though not identical system to that used by Louisiana.[citation needed] Seats vacated during a term are filled through special elections, unless the vacancy occurs closer to the next general election date than a pre-established deadline. Article 1, Section 2 of the Constitution states that when vacancies occur, the executive—the governor of the state with the vacancy—can issue a writ of election to fill the vacancy. Historically, many territories have sent non-voting delegates to the House. While their role has fluctuated over the years, today they have many of the same privileges as voting members, have a voice in committees, and can introduce bills on the floor, but cannot vote on the ultimate passage of bills. The District of Columbia and the five inhabited U.S. territories each elect a delegate. A seventh delegate, representing the Cherokee Nation, has been formally proposed but has not yet been seated. An eighth delegate, representing the Choctaw Nation is guaranteed by treaty but has not yet been proposed. Some territories choose to also hold elections for shadow representatives. Elected shadow representatives are not members of the House and are separate individuals from their polities' official non-voting delegates. Representatives and delegates serve for two-year terms. A resident commissioner, a kind of delegate, serves for four years. A term starts on January 3 following the election in November. The U.S. Constitution requires that vacancies in the House be filled with a special election. The term of the replacement member expires on the date that the original member's would have expired.[citation needed] The Constitution permits the House to expel a member with a two-thirds vote. In the history of the United States, only six members have been expelled from the House. In 1861, three were removed for supporting the Confederate states' secession: Democrats John Bullock Clark of Missouri, John William Reid of Missouri, and Henry Cornelius Burnett of Kentucky. In 1980, Democrat Michael Myers of Pennsylvania was expelled after his criminal conviction for accepting bribes. In 2002, Democrat James Traficant of Ohio was expelled following his conviction for corruption. In 2023, Republican George Santos was expelled after he was implicated in fraud by both a federal indictment and a House Ethics Committee investigation. The House has the power to formally censure or reprimand its members. Censure or reprimand of a member requires only a simple majority, and does not remove that member from office. As of November 2021[update], 24 members have been censured. Comparison to the Senate As a check on the regional, popular, and rapidly changing politics of the House, the Senate has several distinct powers. For example, the "advice and consent" powers, such as the power to approve treaties and confirm members of the Cabinet, are a sole Senate privilege. The House has the exclusive power to initiate bills for raising revenue, to impeach officials, and to choose the president if a presidential candidate fails to get a majority of the Electoral College votes. Both House and Senate confirmation is now required to fill a vacancy if the vice presidency is vacant, according to the provisions of the Twenty-fifth Amendment. The Senate and House are further differentiated by term lengths and the number of districts represented: the Senate has longer terms of six years, fewer members (currently one hundred, with two for each state), and larger constituencies per member in all but seven delegations. Salary and benefits Since December 2014, the annual salary of each representative is $174,000, the same as it is for each member of the Senate. The speaker of the House and the majority and minority leaders earn more: $223,500 for the speaker and $193,400 for their party leaders, the same as Senate leaders. A cost-of-living-adjustment (COLA) increase takes effect annually unless Congress votes not to accept it. Congress sets members' salaries. The Twenty-seventh Amendment to the United States Constitution prohibits a change in salary, but not COLA from taking effect until after the next election of the whole House. Representatives are eligible for retirement benefits after serving for five years. Outside pay is limited to 15% of congressional pay, and certain types of income involving a fiduciary responsibility or personal endorsement are prohibited. Salaries are not for life, only during active term. Representatives use the prefix "The Honorable" before their names. A member of the House is referred to as a representative, congressman, or congresswoman. Congressman can refer to a person in the Senate or House of Representatives, and Congresswoman is an informal title. According to Daniel Wirlis, a professor at the University of California, Santa Cruz, Representative is the official title for someone in the House of Representatives. "Member of congress" can be abbreviated as "MC". Representatives are usually identified in the media and other sources by party and state, and sometimes by congressional district, or a major city or community within their district. For example, Democratic representative Nancy Pelosi, who represents California's 11th congressional district within San Francisco, may be identified as "D–California", "D–California–11" or "D–San Francisco".[citation needed] All members of Congress are automatically enrolled in the Federal Employees Retirement System, a pension system also used for federal civil servants, except the formula for calculating Congress members' pension results in a 70% higher pension than other federal employees based on the first 20 years of service. They become eligible to receive benefits after five years of service (two and one-half terms in the House). The FERS is composed of three elements: Members of Congress may retire with full benefits at age 62 after five years of service, at age 50 after 20 years of service, and at any age after 25 years of service. With an average age of 58 in 2023, the US House of Representatives is older than comparable chambers in Russia and the other G7 nations. Members of Congress are permitted to deduct up to $3,000 of living expenses per year incurred while living away from their district or home state. Before 2014, members of Congress and their staff had access to essentially the same health benefits as federal civil servants; they could voluntarily enroll in the Federal Employees Health Benefits Program (FEHBP), an employer-sponsored health insurance program, and were eligible to participate in other programs, such as the Federal Flexible Spending Account Program (FSAFEDS). Section 1312(d)(3)(D) of the Patient Protection and Affordable Care Act (ACA) provided that the only health plans that the federal government can make available to members of Congress and certain congressional staff are those created under the ACA or offered through a health care exchange. The Office of Personnel Management promulgated a final rule to comply with Section 1312(d)(3)(D). Under the rule, effective January 1, 2014, members and designated staff are no longer able to purchase FEHBP plans as active employees. If members enroll in a health plan offered through a Small Business Health Options Program (SHOP) exchange, they remain eligible for an employer contribution toward coverage, and members and designated staff eligible for retirement may enroll in a FEHBP plan upon retirement. The ACA and the final rule do not affect members' or staffers' eligibility for Medicare benefits. The ACA and the final rule also do not affect members' and staffers' eligibility for other health benefits related to federal employment, so members and staff are eligible to participate in FSAFEDS (which has three options within the program), the Federal Employees Dental and Vision Insurance Program, and the Federal Long Term Care Insurance Program. The Office of the Attending Physician at the U.S. Capitol provides members with health care for an annual fee of $650. The attending physician provides routine exams, consultations, and certain diagnostics, and may write prescriptions, although the office does not dispense them. The office does not provide vision or dental care. Members, but not their dependents, and not former members, may receive medical and emergency dental care at military treatment facilities. There is no charge for outpatient care if it is provided in the National Capital Region, but members are billed at full reimbursement rates, set by the Department of Defense, for inpatient care. Outside the National Capital Region, charges are at full reimbursement rates for both inpatient and outpatient care. House members are eligible for a Member's Representational Allowance (MRA) to support them in their official and representational duties to their district. The MRA is calculated based on three components: one for personnel, one for official office expenses and one for official or franked mail. The personnel allowance is the same for all members. The office and mail allowances vary based on the members' district's distance from Washington, D.C., the cost of office space in the member's district, and the number of non-business addresses in their district. These three components are used to calculate a single MRA that can fund any expense—even though each component is calculated individually, the franking allowance can be used to pay for personnel expenses if the member so chooses. In 2011 this allowance averaged $1.4 million per member, and ranged from $1.35 to $1.67 million. The Personnel allowance was $944,671 per member in 2010. Each member may employ no more than 18 permanent employees. Members' employees' salary is capped at $168,411 as of 2009. Before being sworn into office, each member-elect and one staffer can be paid for one round trip between their home in their congressional district and Washington, D.C., for organization caucuses. Members are allowed "a sum for travel based on the following formula: 64 times the rate per mile ... multiplied by the mileage between Washington, DC, and the furthest point in a Member's district, plus 10%." As of January 2012[update], the rate ranges from $0.41 to $1.32 per mile ($0.25 to $0.82/km) based on distance ranges between D.C. and the member's district. Officers The party with a majority of seats in the House is known as the majority party. The next-largest party is the minority party. The speaker, committee chairs, and some other officials are generally from the majority party; they have counterparts (for instance, the "ranking members" of committees) in the minority party.[citation needed] The Constitution provides that the House may choose its own speaker.[non-primary source needed] Although not explicitly required by the Constitution, every speaker has been a member of the House. The Constitution does not specify the duties and powers of the speaker, which are instead regulated by the rules and customs of the House. Speakers have a role both as a leader of the House and the leader of their party, which need not be the majority party; theoretically, a member of the minority party could be elected as speaker with the support of a fraction of members of the majority party. Under the Presidential Succession Act (1947), the speaker is second in the line of presidential succession after the vice president.[citation needed] The speaker is the presiding officer of the House, but does not preside over every debate. Instead, they delegate the responsibility of presiding to other members in most cases. The presiding officer sits in a chair in the front of the House chamber. The powers of the presiding officer are extensive; one important power is that of controlling the order in which members of the House speak. No member may make a speech or a motion unless they have first been recognized by the presiding officer. The presiding officer may rule on a "point of order", a member's objection that a rule has been breached. The decision is subject to appeal to the whole House.[citation needed] Speakers serve as chairs of their party's steering committee, which is responsible for assigning party members to other House committees. The speaker chooses the chairs of standing committees, appoints most of the members of the Rules Committee, appoints all members of conference committees, and determines which committees consider bills.[citation needed] Each party elects a floor leader, who is known as the majority leader or minority leader. The minority leader heads their party in the House, and the majority leader is their party's second-highest-ranking official in the House of Representatives, behind the speaker. Each party elects a Whip, who works to ensure that the party's members vote as the party leadership desires. After the whips, the next ranking official in the House party's leadership is the party conference chair, styled as the Republican conference chair and Democratic caucus chair.[citation needed] After the conference chair, there are differences between each party's subsequent leadership ranks. After the Democratic caucus chair is the campaign committee chair (Democratic Congressional Campaign Committee), then the co-chairs of the Steering Committee. For the Republicans it is the chair of the House Republican Policy Committee, followed by the campaign committee chairman, styled as the National Republican Congressional Committee.[citation needed] The chairs of House committees, particularly influential standing committees such as Appropriations, Ways and Means, and Rules, are powerful but not officially part of the House leadership hierarchy. Until the post of majority leader was created, the chair of Ways and Means was the de facto majority leader.[citation needed] When the presidency and Senate are controlled by a different party from the one controlling the House, the speaker can become the de facto "leader of the opposition". Some notable examples include Tip O'Neill in the 1980s, Newt Gingrich in the 1990s, John Boehner in the early 2010s, and Nancy Pelosi in the late 2000s and again in the late 2010s and early 2020s. Since the speaker is a partisan officer with substantial power to control the business of the House, the position is often used for partisan advantage.[citation needed] In the instance when the presidency and both Houses of Congress are controlled by one party, the speaker normally takes a low profile and defers to the president. For that situation the House minority leader can play the role of a de facto "leader of the opposition", often more so than the Senate minority leader, due to the more partisan nature of the House and the greater role of leadership.[citation needed] The House is also served by several officials who are not members. The House's chief such officer is the clerk, who maintains public records and prepares documents. The clerk also presides over the House at the beginning of each new Congress pending the election of a speaker. Another officer is the chief administrative officer, responsible for the day-to-day administrative support to the House of Representatives. This includes everything from payroll to food service. The position of chief administrative officer (CAO) was created by the 104th Congress following the 1994 midterm elections, replacing the positions of doorkeeper and director of non-legislative and financial services, created by the previous Congress to administer the non-partisan functions of the House. The CAO also assumed some of the responsibilities of the House Information Services, which previously had been controlled directly by the Committee on House Administration, then headed by Representative Charlie Rose of North Carolina, along with the House "Folding Room".[citation needed] The chaplain leads the House in prayer at the opening of the day. The sergeant at arms is the House's chief law enforcement officer and maintains order and security on House premises. Police work is handled by the United States Capitol Police, which is supervised by the Capitol Police Board. The House Sergeant at Arms is a member of the Board and serves as its chair in even-numbered years (the Senate Sergeant at Arms serves as its chair in odd-numbered years). Procedure Like the Senate, the House of Representatives meets in the United States Capitol in Washington, D.C. At one end of the chamber of the House is a rostrum from which the speaker, Speaker pro tempore, or (when in Committee of the Whole House) the chair presides. The lower tiers of the rostrum are used by clerks and other officials. A table in front of the rostrum is used by the official reporters. Members' seats are arranged in the chamber in a semicircular pattern facing the rostrum and are divided by a wide central aisle. By tradition, Democrats sit on the left of the center aisle. Republicans sit on the right, facing the presiding officer's chair. Sittings are normally held on weekdays. Meetings on Saturdays and Sundays are rare. Sittings of the House are generally open to the public. Visitors must obtain a House Gallery pass from a congressional office. Sittings are broadcast live on television and have been streamed live on C-SPAN since March 1979, and on HouseLive, the official streaming service operated by the Clerk, since the early 2010s.[citation needed] The procedure of the House depends on the rules, and a variety of customs, precedents, and traditions. In many cases, the House waives some of its stricter rules, including time limits on debates, by unanimous consent. A member may block a unanimous consent agreement, but objections are rare. The presiding officer, the speaker of the House enforces the rules of the House, and may warn members who deviate from them. The speaker uses a gavel to maintain order. Legislation to be considered by the House is placed in a box called the hopper. In one of its first resolutions, the U.S. House of Representatives established the Office of the Sergeant at Arms. In an American tradition adopted from English custom in 1789 by the first speaker of the House, Frederick Muhlenberg of Pennsylvania, the Mace of the United States House of Representatives is used to open all sessions of the House. It is also used during the inaugural ceremonies for all presidents of the United States. For daily sessions of the House, the sergeant at arms carries the mace ahead of the speaker in procession to the rostrum. It is placed on a green marble pedestal to the speaker's right. When the House is in committee, the mace is moved to a pedestal next to the desk of the Sergeant at Arms. The Constitution provides that a majority of the House constitutes a quorum to do business. Under the rules and customs of the House, a quorum is always assumed present unless a quorum call explicitly demonstrates otherwise. House rules prevent a member from making a point of order that a quorum is not present unless a question is being voted on. The presiding officer does not accept a point of order of no quorum during general debate, or when a question is not before the House. During debates, a member may speak only if called upon by the presiding officer. The presiding officer decides which members to recognize, and can therefore control the course of debate. All speeches must be addressed to the presiding officer, using the words "Mr. Speaker" or "Madam Speaker". Only the presiding officer may be directly addressed in speeches. Other members must be referred to in the third person. In most cases, members do not refer to each other only by name, but also by state, using forms such as "the gentleman from Virginia", "the distinguished gentlewoman from California", or "my distinguished friend from Alabama".[citation needed] There are 448 permanent seats on the House Floor and four tables, two on each side. These tables are occupied by members of the committee that have brought a bill to the floor for consideration and by the party leadership. Members address the House from microphones at any table or "the well", the area immediately in front of the rostrum. Under the U.S. Constitution, the House of Representatives determines the rules according to which it passes legislation. Any of the rules can be changed with each new Congress, but in practice each new session amends a standing set of rules built up over the history of the body in an early resolution published for public inspection. Before legislation reaches the floor of the House, the Rules Committee normally passes a rule to govern debate on that measure, which then must be passed by the full House before it becomes effective. For instance, the committee determines if amendments to the bill are permitted. An "open rule" permits all germane amendments, but a "closed rule" restricts or even prohibits amendment. Debate on a bill is generally restricted to one hour, equally divided between the majority and minority parties. Each side is led during the debate by a "floor manager", who allocates debate time to members who wish to speak. On contentious matters, many members may wish to speak; thus, a member may receive as little as one minute, or even thirty seconds, to make their point. When debate concludes, the motion is put to a vote. In many cases, the House votes by voice vote; the presiding officer puts the question, and members respond either "yea!" or "aye!" (in favor of the motion) or "nay!" or "no!" (against the motion). The presiding officer then announces the result of the voice vote. A member may challenge the presiding officer's assessment and "request the yeas and nays" or "request a recorded vote". The request may be granted only if it is seconded by one-fifth of the members present. Traditionally, members of Congress second requests for recorded votes as a matter of courtesy. Some votes are always recorded, such as those on the annual budget. A recorded vote may be taken in one of three different ways. One is electronically. Members use a personal identification card to record their votes at 46 voting stations in the chamber. Votes are usually held in this way. A second mode of recorded vote is by teller. Members hand in colored cards to indicate their votes: green for "yea", red for "nay", and orange for "present", i.e., to abstain. Teller votes are normally held only when electronic voting breaks down. The House may conduct a roll call vote. The Clerk reads the list of members of the House, each of whom announces their vote when their name is called. This procedure is only used rarely, and usually for ceremonial occasions, such as for the election of a speaker, because of the time consumed by calling over four hundred names. Voting traditionally lasts for, at most, fifteen minutes, but it may be extended if the leadership needs to "whip" more members into alignment. The 2003 vote on the prescription drug benefit was open for three hours, from 3:00 to 6:00 a.m., to receive four additional votes, three of which were necessary to pass the legislation. The 2005 vote on the Central American Free Trade Agreement was open for one hour, from 11:00 p.m. to midnight. An October 2005 vote on facilitating refinery construction was kept open for forty minutes. Presiding officers may vote like other members. They may not vote twice in the event of a tie. A tie vote defeats the motion. Committees and caucuses The House uses committees and their subcommittees for a variety of purposes, including the review of bills and the oversight of the executive branch. The appointment of committee members is formally made by the whole House, but the choice of members is actually made by the political parties. Generally, each party honors the preferences of individual members, giving priority on the basis of seniority. Historically, membership on committees has been in rough proportion to the party's strength in the House, with two exceptions: on the Rules Committee, the majority party fills nine of the thirteen seats; and on the Ethics Committee, each party has an equal number of seats. When party control in the House is closely divided, extra seats on committees are sometimes allocated to the majority party. In the 109th Congress, for example, the Republicans controlled about 53% of the House, but had 54% of the Appropriations Committee members, 55% of the members on the Energy and Commerce Committee, and 58% of the members on the Judiciary Committee.[citation needed] The largest committee of the House is the Committee of the Whole, which, as its name suggests, consists of all members of the House. The Committee meets in the House chamber. It may consider and amend bills, but may not grant them final passage. Generally, the debate procedures of the Committee of the Whole are more flexible than those of the House itself. One advantage of the Committee of the Whole, is its ability to include otherwise non-voting members of Congress.[citation needed] Most committee work is performed by twenty standing committees, each of which has jurisdiction over a specific set of issues, such as Agriculture or Foreign Affairs. Each standing committee considers, amends, and reports bills that fall under its jurisdiction. Committees have extensive powers with regard to bills; they may block legislation from reaching the floor of the House. Standing committees also oversee the departments and agencies of the executive branch. In discharging their duties, standing committees have the power to hold hearings and to subpoena witnesses and evidence.[citation needed] The House has one permanent committee that is not a standing committee, the Permanent Select Committee on Intelligence. The House may occasionally establish temporary or advisory committees, such as the Select Committee on Energy Independence and Global Warming. This latter committee, created in the 110th Congress and reauthorized for the 111th, has no jurisdiction over legislation and must be chartered anew at the start of every Congress. The House also appoints members to serve on joint committees, which include members of the Senate and House. Some joint committees oversee independent government bodies; for instance, the Joint Committee on the Library oversees the Library of Congress. Other joint committees serve to make advisory reports; for example, there exists a Joint Committee on Taxation. Bills and nominees are not referred to joint committees. Hence, the power of joint committees is considerably lower than those of standing committees.[citation needed] Each House committee and subcommittee is led by a chairman, always a member of the majority party. From 1910 to the 1970s, committee chairs were powerful. Woodrow Wilson in his classic study, suggested: Power is nowhere concentrated; it is rather deliberately and of set policy scattered amongst many small chiefs. It is divided up, as it were, into forty-seven seigniories, in each of which a Standing Committee is the court-baron and its chairman lord-proprietor. These petty barons, some of them not a little powerful, but none of them within the reach of the full powers of rule, may at will exercise almost despotic sway within their own shires, and may sometimes threaten to convulse even the realm itself. From 1910 to 1975, committee and subcommittee chairmanship was determined purely by seniority. Members of Congress sometimes had to wait 30 years to get one, but their chairship was independent of party leadership. In 1975, the rules were changed to permit party caucuses to elect chairs, shifting power upward to the party leaders. In 1995, Republicans under Newt Gingrich set a limit of three two-year terms for committee chairs. The chair's powers are extensive. They control the committee/subcommittee agenda, and may prevent the committee from dealing with a bill. The senior member of the minority party is known as the Ranking Member. In some committees like Appropriations, partisan disputes are few.[citation needed] Legislative functions Most bills may be introduced in either House of Congress. However, the Constitution states, "All Bills for raising Revenue shall originate in the House of Representatives." Because of the Origination Clause, the Senate cannot initiate bills imposing taxes. This provision barring the Senate from introducing revenue bills is based on the practice of the British Parliament, in which only the House of Commons may originate such measures. Congressional tradition holds that the House of Representatives originates appropriation bills.[citation needed] Although it cannot originate revenue bills, the Senate retains the power to amend or reject them. Woodrow Wilson wrote the following about appropriations bills: [T]he constitutional prerogative of the House has been held to apply to all the general appropriations bills, and the Senate's right to amend these has been allowed the widest possible scope. The upper house may add to them what it pleases; may go altogether outside of their original provisions and tack to them entirely new features of legislation, altering not only the amounts but even the objects of expenditure, and making out of the materials sent them by the popular chamber measures of an almost totally new character. The approval of the Senate and the House of Representatives is required for a bill to become law. Both Houses must pass the same version of the bill. If there are differences, they may be resolved by a conference committee, which includes members of both bodies. The president may veto a bill passed by the House and Senate. If they do, the bill does not become law unless each House, by a two-thirds vote, votes to override the veto. The House and Senate cannot override a pocket veto. Checks and balances The Constitution provides that the Senate's "advice and consent" is necessary for the president to make appointments and to ratify treaties. Thus, with its potential to frustrate presidential appointments, the Senate is more powerful than the House.[citation needed] The Constitution empowers the House of Representatives to impeach federal officials for "Treason, Bribery, or other high Crimes and Misdemeanors" and empowers the Senate to try such impeachments. The House may approve "articles of impeachment" by a simple majority vote. A two-thirds vote is required for conviction in the Senate. A convicted official is automatically removed from office and may be disqualified from holding future office under the United States. No further punishment is permitted during the impeachment proceedings; however, the party may face criminal penalties in a normal court of law.[citation needed] In U.S. history, the House of Representatives has impeached seventeen officials, seven of whom were convicted. Another, Richard Nixon, resigned after the House Judiciary Committee passed articles of impeachment but before a formal impeachment vote by the full House. Only three U.S. presidents have ever been impeached: Andrew Johnson in 1868, Bill Clinton in 1998, and Donald Trump in 2019 and in 2021. The trials of Johnson, Clinton, and Trump all ended in acquittal. In Johnson's case, the Senate fell one vote short of the two-thirds majority required for conviction. Under the Twelfth Amendment, the House has the power to elect the president if no presidential candidate receives a majority of votes in the Electoral College. The Twelfth Amendment requires the House to choose from the three candidates with the highest numbers of electoral votes. The Constitution provides that "the votes shall be taken by states, the representation from each state having one vote". It is rare for no presidential candidate to receive a majority of electoral votes. In U.S. history, the House has only had to choose a president twice. In the 1800 election, which was held before adoption of the Twelfth Amendment, it elected Thomas Jefferson over Aaron Burr. In the 1824 election, it elected John Quincy Adams over Andrew Jackson and William H. Crawford. If no vice presidential candidate receives a majority of the electoral votes, the Senate elects the vice president from the two candidates with the highest numbers of electoral votes.[citation needed] Historical composition This chart shows the historical composition of the United States House of Representatives, from the 1st Congress to the present day. Latest election results and party standings Balance of power as of February 2, 2026[update] Notes See also References External links 38°53′20″N 77°0′32″W / 38.88889°N 77.00889°W / 38.88889; -77.00889 |
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Contents BlooP and FlooP BlooP and FlooP (Bounded loop and Free loop) are simple programming languages designed by Douglas Hofstadter to illustrate a point in his book Gödel, Escher, Bach. BlooP is a Turing-incomplete programming language whose main control flow structure is a bounded loop (i.e. recursion is not permitted[citation needed]). All programs in the language must terminate, and this language can only express primitive recursive functions. FlooP is identical to BlooP except that it supports unbounded loops; it is a Turing-complete language and can express all computable functions. For example, it can express the Ackermann function, which (not being primitive recursive) cannot be written in BlooP. Borrowing from standard terminology in mathematical logic, Hofstadter calls FlooP's unbounded loops MU-loops. Like all Turing-complete programming languages, FlooP suffers from the halting problem: programs might not terminate, and it is not possible, in general, to decide which programs do. BlooP and FlooP can be regarded as models of computation, and have sometimes been used in teaching computability. BlooP examples The only variables are OUTPUT (the return value of the procedure) and CELL(i) (an unbounded sequence of natural-number variables, indexed by constants, as in the Unlimited Register Machine). The only operators are ⇐ (assignment), + (addition), × (multiplication), < (less-than), > (greater-than) and = (equals). Each program uses only a finite number of cells, but the numbers in the cells can be arbitrarily large. Data structures such as lists or stacks can be handled by interpreting the number in a cell in specific ways, that is, by Gödel numbering the possible structures. Control flow constructs include bounded loops, conditional statements, ABORT jumps out of loops, and QUIT jumps out of blocks. BlooP does not permit recursion, unrestricted jumps, or anything else that would have the same effect as the unbounded loops of FlooP. Named procedures can be defined, but these can call only previously defined procedures. This is not a built-in operation and (being defined on natural numbers) never gives a negative result (e.g. 2 − 3 := 0). Note that OUTPUT starts at 0, like all the CELLs, and therefore requires no initialization. FlooP example The example below, which implements the Ackermann function, relies on simulating a stack using Gödel numbering: that is, on previously defined numerical functions PUSH, POP, and TOP satisfying PUSH [N, S] > 0, TOP [PUSH [N, S]] = N, and POP [PUSH [N, S]] = S. Since an unbounded MU-LOOP is used, this is not a legal BlooP program. The QUIT BLOCK instructions in this case jump to the end of the block and repeat the loop, unlike the ABORT, which exits the loop. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Frame_analysis] | [TOKENS: 1143] |
Contents Frame analysis Frame analysis (also called framing analysis) is a multi-disciplinary social science research method used to analyze how people understand situations and activities. Frame analysis looks at images, stereotypes, metaphors, actors, messages, and more. It examines how important these factors are and how and why they are chosen. The concept is generally attributed to the work of Erving Goffman and his 1974 book Frame analysis: An essay on the organization of experience and has been developed in social movement theory, policy studies and elsewhere. Framing theory and frame analysis is a broad theoretical approach that has been used in communication studies, news (Johnson-Cartee, 1995), politics, and social movements among other applications. "Framing is the process by which a communication source, such as a news organization, defines and constructs a political issue or public controversy" (Nelson, Oxley, & Clawson, 1997, p. 221). It is related to the concept of agenda-setting. Framing influences how people interpret or process information. This can set an agenda. However, frame analysis goes beyond agenda-setting by examining the issues rather than the topics. Frame analysis is usually done in regard to news media. However, framing is inevitable, as everyone does it. It can speed up the process of interpretation as well as writing and presenting the news. People just may not realize they are using frames. When people are aware that they are using framing, there are several techniques that can be used. These may include: metaphor, stories, tradition, slogan, jargon, catchphrase, artifact, contrast or spin. As rhetorical criticism Frame analysis had been proposed as a type of rhetorical analysis for political actors in the 1980s. Political communication researcher Jim A. Kuypers first published his work advancing framing analysis as a rhetorical perspective in 1997. His approach begins inductively by looking for themes that persist across time in a text (for Kuypers, primarily news narratives on an issue or event), and then determining how those themes are framed. Kuypers' work begins with the assumption that frames are powerful rhetorical entities that "induce us to filter our perceptions of the world in particular ways, essentially making some aspects of our multi-dimensional reality more noticeable than other aspects. They operate by making some information more salient than other information. ..." In "Framing Analysis From a Rhetorical Perspective" Kuypers details the differences between framing analysis as rhetorical criticism and as a social scientific endeavor, in particular arguing that framing criticism offers insights unavailable to social scientists. In his 2009 work, Rhetorical Criticism: Perspectives in Action Kuypers offers a detailed template for doing framing analysis from a rhetorical perspective. According to Kuypers, "Framing is a process whereby communicators, consciously or unconsciously, act to construct a point of view that encourages the facts of a given situation to be interpreted by others in a particular manner. Frames operate in four key ways: they define problems, diagnose causes, make moral judgments, and suggest remedies. Frames are often found within a narrative account of an issue or event, and are generally the central organizing idea." Kuypers' work is based on the premise that framing is a rhetorical process and as such it is best examined from a rhetorical point of view. Distinctions within primary frameworks In his book, Goffman said that people use their primary framework to examine their world. There are also distinctions within primary frameworks. There are natural and social frameworks. Natural frameworks don't apply social forces to situations. They just exist naturally. However, social frameworks do apply social forces to situations. The two are connected because social frameworks stem from natural frameworks. For social movements Framing has been utilized to explain the process of social movements (Snow & Benford, 1988). Movements are carriers of beliefs and ideologies. In addition, they are part of the process of constructing meaning for participants and opposers (Snow & Benford, 1988). Mass movements are said to be successful when the frames projected align with the frames of participants to produce resonance between the two parties. This is a process known as frame alignment. Snow and Benford (1988) say that frame alignment is an important element in social mobilization or movement. They argue that when individual frames become linked in congruency and complementariness, that "frame alignment" occurs (p. 198; Snow et al. 1986, p. 464), producing "frame resonance", which is key to the process of a group transitioning from one frame to another (although not all framing efforts are successful). For political thought Frame analysis for political thought has been dominated by two popular cognitive scientists: George Lakoff, nurturant parent governance; and Frank Luntz, strict father governance. Content analysis in framing The deductive frame analysis pre-defines frames and then looks for them in the news to see which stories fit into the definitions. The inductive frame analysis requires that a story is analyzed first. The researcher looks for possible frames that have been loosely defined. Common frames in the news Other examples of frames may include: health severity, thematic and episodic, medical, uncertainty, alarmist. What frames are used depends on the event at hand. Automated frame analysis Since frame analyses are conducted manually, they require significant effort and time. Recently, some researchers have proposed to automate parts of frame analysis. For example, one approach aims to find instances of biased news coverage in news articles. The automated approach imitates frame analysis by using natural language processing and media bias models. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/American_Revolution] | [TOKENS: 19175] |
Contents American Revolution The American Revolution was a political movement in the Thirteen Colonies of Great Britain and the United States which the colonies founded. The movement began as a rebellion demanding reform and evolved into a revolution resulting in a complete separation that entirely replaced the social and political order. These changes were the outcome of the associated American Revolutionary War and the consequential sovereign independence of the former colonies as the United States. The Second Continental Congress, as the provisional government, established the Continental Army and appointed George Washington as its commander-in-chief in 1775. The following year, the Congress unanimously adopted the Declaration of Independence on the Fourth of July. Throughout most of the war, the outcome appeared uncertain. However, in 1781, a decisive victory by Washington and the Continental Army in the Siege of Yorktown led King George III and the Fox–North coalition in government to negotiate the cessation of colonial rule and the acknowledgment of American sovereignty, formalized in the Treaty of Paris in 1783. The Constitution took effect in 1789 and the Bill of Rights was ratified in 1791. Discontent with colonial rule began shortly after the French and Indian War in 1763. Even though the colonies had fought in and supported the war directly with funds and materiel, the British Parliament imposed new taxes to ostensibly compensate for wartime costs, and transferred control of the colonies' western lands to British officials in Montreal. Representatives from several colonies convened in New York City for the Stamp Act Congress in 1765; its "Declaration of Rights and Grievances" argued that this taxation without representation and other policies violated their rights as Englishmen and therefore defied the British constitution. In 1767, though the Stamp Act was repealed, tensions flared again following Parliament's passage of the Townshend Acts. In an effort to quell the mounting rebellion, King George III deployed British troops to Boston, where they killed antagonists in the 1770 Boston Massacre. In December 1773, the underground Sons of Liberty orchestrated the Boston Tea Party, during which they dumped chests of taxed tea owned by the British East India Company into Boston Harbor. Parliament responded by enacting a series of punitive laws, which effectively ended self-government in Massachusetts, but also intensified support for the revolutionary cause among Americans. In 1774, twelve of the Thirteen Colonies sent delegates to the First Continental Congress; the Province of Georgia joined in 1775. The First Continental Congress began coordinating Patriot resistance through underground networks of committees largely built on the foundations of the Sons of Liberty. In August 1775, King George III proclaimed Massachusetts to be in a state of rebellion. The British attempted to disarm the colonists, resulting in the Battles of Lexington and Concord, sparking the Revolutionary War. The Congress created the Continental Army which then surrounded Boston, forcing the British to withdraw by sea in March 1776, leaving Patriots in control in every colony. In May 1776, Congress voted to suppress all forms of Crown authority, to be replaced by locally created authority, and each colony created a state constitution. On July 2, the Congress passed the Lee Resolution, affirming their support for joint independence, and on July 4, 1776 they unanimously adopted the Declaration of Independence, having evolved into a revolution now basing their claims on universal rights and famously proclaiming that "all men are created equal". The Second Continental Congress soon after began deliberating the Articles of Confederation, an effort to establish a multi-state self-governing coordinating body capable of negotiating international treaties and prosecuting the war. The Revolutionary War continued for another five years during which France ultimately entered, supporting the revolutionary cause. On September 28, 1781, Washington commanded the Continental Army's capture of a British army under General Cornwallis at the Siege of Yorktown, leading to the collapse of King George's control of Parliament. Consensus in Parliament soon shifted to the war ending on American terms. On September 3, 1783, the British signed the Treaty of Paris, ceding to the new nation nearly all the territory east of the Mississippi River and south of the Great Lakes. The United States became the first nation to establish a federal republic with a written constitution based on the principles of universal natural rights, consent of the governed, and equality under the law, albeit with significant democratic limitations compared to later evolution of the concept. Origins After the Glorious Revolution in Great Britain and subsequent revolts it inspired in Massachusetts, New York, and Maryland between 1688 and 1692, Great Britain unofficially adopted a policy of "salutary neglect," whereby the colonies were largely left to govern themselves.[citation needed] As a result of this new policy, as well as the ideals of liberty which had been borne out of the Glorious Revolution, there emerged new government systems (as exemplified by William Penn's Frame of Government of Pennsylvania and the Massachusetts Charter of 1691); religious institutions (as exemplified by the democratic nature of Congregational Protestantism in New England and the First Great Awakening across the colonies); and occasionally, attitudes towards slavery (as exemplified by Massachusetts and, at least initially, Georgia banning the practice), although the latter of these three was less common. This British policy reverted significantly after the French and Indian War, prompting the Thirteen Colonies to restore greater autonomy from Britain. The British political establishment, especially after taking massive swaths of land from the former territories of New France, pursued a policy of greater control over colonial affairs. After the American Revolution one Patriot, Capt. Levi Preston of Danvers, Massachusetts, who was asked why the Americans rebelled against England, responded: "...we always had governed ourselves, and we always meant to. They didn't mean we should." The Thirteen Colonies were established in the 17th century as part of the English Empire and became parts of the British Empire after the union of England and Scotland in 1707. The development of a unique American identity can be traced to the English Civil War (1642–1651) and its aftermath. In that period the Puritan colonies of New England supported the Commonwealth government responsible for the execution of King Charles I. After the Stuart Restoration of 1660, Massachusetts did not recognize Charles II as the legitimate king for more than a year after his coronation. In King Philip's War (1675–1678), the New England colonies fought a coalition of a few Native American tribes without military assistance from England, thereby contributing to the development of a uniquely American identity separate from that of the British people. In the 1680s, Charles and his brother, James II, attempted to bring New England under direct English control. The colonists fiercely opposed this, and the Crown nullified their colonial charters in response. In 1686, James finalized these efforts by consolidating the separate New England colonies along with New York and New Jersey into the Dominion of New England. Edmund Andros was appointed royal governor and tasked with governing the new Dominion under his direct rule. Colonial assemblies and town meetings were restricted, new taxes were levied, and rights were abridged. Dominion rule triggered bitter resentment throughout New England. When James tried to rule without Parliament, the English aristocracy removed him from power in the Glorious Revolution of 1688. This was followed by the 1689 Boston revolt, which overthrew Dominion rule. Colonial governments reasserted their control after the revolt. The new monarchs, William and Mary, granted new charters to the individual New England colonies. After the Glorious Revolution, the British Empire became a constitutional monarchy with sovereignty in the King-in-Parliament. Aristocrats inherited seats in the House of Lords, while the gentry and merchants controlled the elected House of Commons. The king ruled through cabinet ministers who depended on majority support in the Commons to govern effectively. British subjects on both sides of the Atlantic proudly claimed that the unwritten British constitution, with its guarantees of the rights of Englishmen, protected personal liberty better than any other government. It served as the model for colonial governments. The Crown appointed a royal governor in each colony to exercise executive power. Property owners elected a colonial assembly with powers to legislate and levy taxes, but the British government reserved the right to veto colonial legislation. With little industry except shipbuilding, the colonies exported agricultural products to Britain in return for manufactured goods. They also imported molasses, rum, and sugar from the British West Indies. In 1651, Parliament passed the first in a series of Navigation Acts, which restricted colonial trade with foreign countries. The British government pursued this policy of mercantilism in order to grow its economic and political power. According to mercantilism, the colonies existed for the mother country's economic benefit, and the colonists' economic needs took second place. The Thirteen Colonies could trade with the rest of the empire but only ship certain commodities like tobacco to Britain. Any European imports bound for British America had to first pass through an English port and pay customs duties. Other laws regulated colonial industries, such as the Wool Act 1698, the Hat Act 1731, and the Iron Act 1750. Colonial reactions to these policies were mixed. The Molasses Act 1733 placed a duty of six pence per gallon upon foreign molasses imported into the colonies. This act was particularly egregious to the New England colonists, who protested it as unconstitutional taxation without representation. The act increased the smuggling of foreign molasses, and the British government ceased enforcement efforts after the 1740s. On the other hand, certain merchants and local industries benefitted from the restrictions on foreign competition. The limits on foreign-built ships greatly benefitted the colonial shipbuilding industry, particularly in New England. Some argue that the economic impact was minimal on the colonists, but the political friction that the acts triggered was more serious, as the merchants most directly affected were also the most politically active. The British government lacked the resources and information necessary for close supervision of the colonies. Instead, British officials negotiated and compromised with colonial leaders to gain compliance with imperial policies. The colonies defended themselves with colonial militias, and the British government rarely sent military forces to America before 1755. According to historian Robert Middlekauff, "Americans had become almost completely self-governing" before the American Revolution, a practice that was consistent with the British monarchy's practice of salutary neglect. During the French and Indian War (1754–1763), the British government fielded 45,000 soldiers, half British Regulars and half colonial volunteers. The colonies also contributed funds and materiel to the war effort; though, two-fifths of this spending was reimbursed by the British government. Great Britain defeated France and acquired that nation's territory east of the Mississippi River. In early 1763, the Bute ministry decided to permanently garrison 10,000 soldiers in North America. The motivation behind this was to allow approximately 1,500 politically well-connected British Army officers to remain on active duty in America with full pay. Due to long-established English resistance to a standing army, stationing these officers in Great Britain during peacetime was politically unacceptable. The excuse for a standing army in America was defense against French troops stationed in the West Indies, and foreign populations in newly acquired territories (the French in Canada and the Spanish in Florida). In addition, British soldiers were supposed to help collect customs duties and prevent colonists from instigating conflict with Native Americans. Instead, increased British migration beyond the Appalachian Mountains and Native American anger over the policies of General Jeffery Amherst caused Pontiac's War (1763–1766). In response, the Grenville ministry issued the Royal Proclamation of 1763, designating the territory between the Appalachian Mountains and the Mississippi River an Indian Reserve closed to colonial settlement. The Proclamation angered settlers, fur traders, and land speculators; however, it failed to stop westward migration. According to historian Middlekauff, "the need for money played a part in every important decision made by Grenville regarding the colonies—and for that matter by the ministries that followed up to 1776." The national debt had grown to £133 million with annual debt payments of £5 million (out of an £8 million annual budget). Stationing troops in North America on a permanent basis would cost another £360,000 a year. On a per capita basis, including near-majority slaves in some colonies, Americans paid 1 shilling in taxes to the empire compared to 26 shillings paid by the English. Colonists also paid local taxes that stayed in their colony. Grenville believed that the Americans should make a bigger contribution to the troop costs. In 1764 Parliament passed the Sugar Act, decreasing the existing customs duties on sugar and molasses but providing stricter measures of enforcement and collection. That same year, Grenville proposed direct taxes on the colonies to raise revenue, but he delayed action to see whether the colonies would propose some way to raise the revenue themselves. Parliament passed the Stamp Act in March 1765, which imposed direct taxes on the colonies for the first time. All official documents, newspapers, almanacs, and pamphlets were required to have the stamps—even decks of playing cards. The colonists did not object that the taxes were high; they were actually low.[a] They objected to their lack of representation in the Parliament, which gave them no voice concerning legislation that affected them, such as the tax, violating the unwritten English constitution. This grievance was overly simplified with the slogan "No taxation without representation". Shortly following adoption of the Stamp Act, the Sons of Liberty formed, and began using public demonstrations, boycotts, and threats of violence to ensure that the British tax laws became unenforceable. In Boston, the Sons of Liberty burned the records of the vice admiralty court and looted the home of chief justice Thomas Hutchinson. Several legislatures called for united action, and nine colonies sent delegates to the Stamp Act Congress in New York City in October. Moderates led by John Dickinson drew up a Declaration of Rights and Grievances stating that the colonists were equal to all other British subjects and that, among other abuses, taxes passed without representation in Parliament violated their rights as Englishmen. The Parliament at Westminster saw itself as the supreme lawmaking authority throughout the Empire and thus entitled to enact any legislation, including levying any tax, without colonial approval or even consultation. They argued that the colonies were legally British corporations subordinate to the British Parliament. Parliament insisted that the colonists effectively enjoyed a "virtual representation", as most British people did, since only a small minority of the British population were eligible to elect representatives to Parliament. However, Americans such as James Otis maintained that there was no one in Parliament responsible specifically to any colonial constituency, so they were not "virtually represented" by anyone in Parliament. The Rockingham government came to power in July 1765, and Parliament debated whether to repeal the stamp tax or to send an army to enforce it. Benjamin Franklin appeared before them to make the case for repeal, explaining that the colonies had spent heavily in manpower, money, and blood defending the empire, and that further taxes to pay for those wars were unjust and might bring about a rebellion. Parliament agreed and repealed the tax on February 21, 1766, but they insisted in the Declaratory Act of March 1766 that they retained full power to make laws for the colonies "in all cases whatsoever". The repeal nonetheless caused widespread celebrations in the colonies. In 1767, the British Parliament passed the Townshend Acts, which placed duties on several staple goods, including paper, glass, and tea, and established a Board of Customs in Boston to more rigorously execute trade regulations. Parliament's goal was not so much to collect revenue but to assert its authority over the colonies. The new taxes were enacted on the belief that Americans only objected to internal taxes and not to external taxes such as custom duties. However, in his widely read pamphlet, Letters from a Farmer in Pennsylvania, John Dickinson argued against the constitutionality of the acts because their purpose was to raise revenue and not to regulate trade. Colonists responded to the taxes by organizing new boycotts of British goods. These boycotts were less effective, however, as the goods taxed by the Townshend Acts were widely used. In February 1768, the Assembly of Massachusetts Bay Colony issued a circular letter to the other colonies urging them to coordinate resistance. The governor dissolved the assembly when it refused to rescind the letter. In June 1768 a riot broke out in Boston over the seizure of the sloop Liberty, owned by John Hancock, for alleged smuggling. Customs officials were forced to flee, prompting the British to deploy troops to Boston. A Boston town meeting declared that no obedience was due to parliamentary laws and called for the convening of a convention. A convention assembled but only issued a mild protest before dissolving itself. In January 1769, Parliament responded to the unrest by reactivating the Treason Act 1543 which called for subjects outside the realm to face trials for treason in England. The governor of Massachusetts was instructed to collect evidence of said treason, and the threat caused widespread outrage, though it was not carried out. On March 5, 1770, a large crowd gathered around a group of British soldiers on a Boston street. The crowd grew threatening, throwing snowballs, rocks, and debris at them. One soldier was clubbed and fell. There was no order to fire, but the soldiers panicked and fired into the crowd. They hit 11 people; three civilians died of wounds at the scene of the shooting, and two died shortly after. The event quickly came to be called the Boston Massacre. The soldiers were tried and acquitted (defended by American patriot John Adams), but the widespread descriptions soon began to turn colonial sentiment against the British. This accelerated the downward spiral in the relationship between Britain and the province of Massachusetts. A new ministry under Lord North came to power in 1770, and Parliament repealed most of the Townshend duties, except the tax on tea. This temporarily resolved the crisis, and the boycott of British goods largely ceased, with only the more radical patriots such as Samuel Adams continuing to agitate. In June 1772, American patriots, including John Brown, burned a British warship that had been vigorously enforcing unpopular trade regulations, in what became known as the Gaspee Affair. The affair was investigated for possible treason, but no action was taken. In 1773, private letters were published in which Massachusetts Governor Thomas Hutchinson claimed that the colonists could not enjoy all English liberties, and in which Lieutenant Governor Andrew Oliver called for the direct payment of colonial officials, which had been paid by local authorities. This would have reduced the influence of colonial representatives over their government. The letters' contents were used as evidence of a systematic plot against American rights, and discredited Hutchinson in the eyes of the people; the colonial Assembly petitioned for his recall. Benjamin Franklin, postmaster general for the colonies, acknowledged that he leaked the letters, which led to him being removed from his position. In Boston, Samuel Adams set about creating new Committees of Correspondence, which linked Patriots in all 13 colonies and eventually provided the framework for a provisional government. Virginia, the largest colony, set up its Committee of Correspondence in early 1773, on which Patrick Henry and Thomas Jefferson served. A total of about 7,000 to 8,000 Patriots served on these Committees; Loyalists were excluded. The committees became the leaders of the American resistance to British actions, and later largely determined the war effort at the state and local level. When the First Continental Congress resolved to boycott British products, the colonial and local Committees took charge, examining merchant records and publishing the names of merchants who attempted to defy the boycott by importing British goods. Meanwhile, Parliament passed the Tea Act lowering the price of taxed tea exported to the colonies, to help the British East India Company undersell smuggled untaxed Dutch tea. Special consignees were appointed to sell the tea to bypass colonial merchants. The act was opposed by those who resisted the taxes and also by smugglers who stood to lose business. In every colony demonstrators warned merchants not to bring in tea that included the hated new tax. In most instances, the consignees were forced by the Americans to resign and the tea was turned back, but Massachusetts governor Hutchinson refused to allow Boston merchants to give in to pressure. A town meeting in Boston determined that the tea would not be landed, and ignored a demand from the governor to disperse. On December 16, 1773, a group of men, led by Samuel Adams and dressed to evoke the appearance of Indigenous people, boarded the ships of the East India Company and dumped £10,000 worth of tea from their holds (approximately £636,000 in 2008) into Boston Harbor. Decades later, this event became known as the Boston Tea Party and remains a significant part of American patriotic lore. The British government responded by passing four laws that came to be known as the Intolerable Acts, further darkening colonial opinion towards England. The first was the Massachusetts Government Act which altered the Massachusetts charter and restricted town meetings. The second was the Administration of Justice Act which ordered that all British soldiers to be tried were to be arraigned in Britain, not in the colonies. The third was the Boston Port Act, which closed the port of Boston until the British had been compensated for the tea lost in the Boston Tea Party. The fourth was the Quartering Act of 1774, which allowed royal governors to house British troops in the homes of citizens without permission of the owner. In response, Massachusetts patriots issued the Suffolk Resolves and formed an alternative shadow government known as the Provincial Congress, which began training militia outside British-occupied Boston. In September 1774, the First Continental Congress convened in Pennsylvania, consisting of representatives from each colony, to serve as a vehicle for deliberation and collective action. During secret debates, conservative Joseph Galloway proposed the creation of a colonial Parliament that would be able to approve or disapprove acts of the British Parliament, but his idea was tabled in a vote of 6 to 5 and was subsequently removed from the record.[citation needed] Congress called for a boycott beginning on December 1, 1774, of all British goods; it was enforced by new local committees authorized by the Congress that were largely built upon the Sons of Liberty network. It also began coordinating Patriot resistance by militias which existed in every colony and which had gained military experience in the French and Indian War. For the first time, the Patriots were armed and unified against Parliament. Military hostilities begin King George III declared Massachusetts to be in a state of rebellion in February 1775 and the British garrison received orders to seize the rebels' weapons and arrest their leaders, leading to the Battles of Lexington and Concord on April 19, 1775. The Patriots assembled a militia 15,000 strong and laid siege to Boston, occupied by 6500 British soldiers. The Second Continental Congress convened in Philadelphia on June 14, 1775. The congress was divided on the best course of action. They authorized formation of the Continental Army, appointing George Washington as its commander-in-chief, while producing the Olive Branch Petition in which they attempted to come to an accord with King George. The king, however, issued a Proclamation of Rebellion which declared that the states were "in rebellion" and the members of Congress were traitors. The Battle of Bunker Hill followed on June 17, 1775. It was a British victory—but at a great cost: about 1,000 British casualties from a garrison of about 6,000, as compared to 500 American casualties from a much larger force. As Benjamin Franklin wrote to Joseph Priestley in October 1775: Britain, at the expense of three millions, has killed 150 Yankees this campaign, which is £20,000 a head ... During the same time, 60,000 children have been born in America. From these data his mathematical head will easily calculate the time and expense necessary to kill us all. In the winter of 1775, the Americans invaded northeastern Quebec under generals Benedict Arnold and Richard Montgomery, expecting to rally sympathetic colonists there. The attack was a failure; many Americans were killed, captured, or died of smallpox. In March 1776, aided by the fortification of Dorchester Heights with cannons recently captured at Fort Ticonderoga, the Continental Army led by George Washington forced the British to evacuate Boston. The revolutionaries now fully controlled all thirteen colonies and were ready to declare independence. There still were many Loyalists, but they were no longer in control anywhere by July 1776, and all of the Royal officials had fled. Creating new state constitutions Following the Battle of Bunker Hill in June 1775, the Patriots had control of Massachusetts outside Boston's city limits, and the Loyalists suddenly found themselves on the defensive with no protection from the British army. In each of the Thirteen Colonies, American patriots overthrew their existing governments, closed courts, and drove out British colonial officials. They held elected conventions and established their own legislatures, which existed outside any legal parameters established by the British. New constitutions were drawn up in each state to supersede royal charters. They proclaimed that they were now states, no longer colonies. On January 5, 1776, New Hampshire ratified the first state constitution. In May 1776, Congress voted to suppress all forms of Crown authority, to be replaced by locally created authority. New Jersey, South Carolina, and Virginia created their constitutions before July 4. Rhode Island and Connecticut simply took their existing royal charters and deleted all references to the Crown. The new states were all committed to republicanism, with no inherited offices. On May 26, 1776, John Adams wrote James Sullivan from Philadelphia warning against extending the franchise too far: Depend upon it, sir, it is dangerous to open so fruitful a source of controversy and altercation, as would be opened by attempting to alter the qualifications of voters. There will be no end of it. New claims will arise. Women will demand a vote. Lads from twelve to twenty one will think their rights not enough attended to, and every man, who has not a farthing, will demand an equal voice with any other in all acts of state. It tends to confound and destroy all distinctions, and prostrate all ranks, to one common level[.] The resulting constitutions in states, including those of Delaware, Maryland, Massachusetts, New York, and Virginia[b] featured: In Pennsylvania, New Jersey, and New Hampshire, the resulting constitutions embodied: The radical provisions of Pennsylvania's constitution lasted 14 years. In 1790, conservatives gained power in the state legislature, called a new constitutional convention, and rewrote the constitution. The new constitution substantially reduced universal male suffrage, gave the governor veto power and patronage appointment authority, and added an upper house with substantial wealth qualifications to the unicameral legislature. Thomas Paine called it a constitution unworthy of America. Second Continental Congress In April 1776, the North Carolina Provincial Congress issued the Halifax Resolves explicitly authorizing its delegates to vote for independence. By June, nine Provincial Congresses supported independence from Britain, and Pennsylvania, Delaware, Maryland, and New York followed. Richard Henry Lee was instructed by the Virginia legislature to propose independence, and he did so on June 7, 1776. Gathered at Pennsylvania State House in Philadelphia, later renamed Independence Hall, 56 of the nation's Founding Fathers representing the United Colonies adopted and issued to King George III the Declaration of Independence. It had been drafted largely by Thomas Jefferson, and was presented by the Committee of Five which was charged with authoring it. The Congress struck several provisions of the Committee’s draft, and then adopted it unanimously on July 4. The Declaration embodied universal rights expressed through the political philosophies of liberalism and republicanism, rejected monarchy and aristocracy, and famously proclaimed that "all men are created equal". What had begun as a rebellion demanding the rights of Englishmen had now evolved into a revolution to overthrow and replace the political and social order in America. With the issuance of the Declaration of Independence, each colony began operating as independent and sovereign states. The next step was to form a union to facilitate international relations and alliances. On November 5, 1777, the Congress approved the Articles of Confederation and Perpetual Union and sent it to each state for ratification. The Congress immediately began operating under the Articles' terms, providing a structure of shared sovereignty during prosecution of the Revolutionary War. The Articles were fully ratified on March 1, 1781. At that point, the Continental Congress was dissolved and a new government of the United States in Congress Assembled took its place the following day, on March 2, 1782, with Samuel Huntington leading the Congress as presiding officer. Defending the revolution According to British historian Jeremy Black, the British had significant advantages, including a highly trained army, the world's largest navy, and an efficient system of public finance that could easily fund the war. However, they seriously misunderstood the depth of support for the American Patriot position, misinterpreting the situation as merely a large-scale riot. The British government believed that they could overawe the Americans by sending a large military and naval force: Convinced that the Revolution was the work of a full few miscreants who had rallied an armed rabble to their cause, they expected that the revolutionaries would be intimidated .... Then the vast majority of Americans, who were loyal but cowed by the terroristic tactics ... would rise up, kick out the rebels, and restore loyal government in each colony. In the Siege of Boston, Washington forced the British out of the city in the spring of 1776, and neither the British nor the Loyalists controlled any significant areas. The British, however, were amassing forces at their naval base at Halifax, Nova Scotia. They returned in force in July 1776, landing in New York and defeating Washington's Continental Army toe-to-toe in August at the Battle of Brooklyn, the largest battle of the war. Following that victory, and poised to take New York City, they requested a meeting with representatives from Congress to negotiate an end to hostilities. A delegation including John Adams and Benjamin Franklin met British admiral Richard Howe on Staten Island in New York Harbor on September 11 in what became known as the Staten Island Peace Conference. Howe demanded that the Americans retract the Declaration of Independence, which they refused to do, and negotiations ended. The British then seized New York City and nearly captured Washington's army. They made the city their main political and military base of operations, holding the strategic harbor and port until November 1783. The city became the destination for Loyalist refugees and a focal point of Washington's intelligence network. The British also took New Jersey, pushing the Continental Army into Pennsylvania. Washington crossed the Delaware River back into New Jersey in a surprise attack in late December 1776 and defeated the Hessian and British garrisons at Trenton and Princeton, thereby regaining control of most of New Jersey. The victories gave an important boost to Patriots at a time when morale was flagging, and they have become iconic events of the war. In 1777, the British sent Burgoyne's invasion force from Canada south towards New York with the aim of isolating New England, which the British perceived as the primary source of agitation. Rather than move north to support Burgoyne, the British army in New York City went to Philadelphia in a major case of mis-coordination, capturing it from Washington. In anticipation of a coordinated attack by the British Army on the de facto revolutionary capital of Philadelphia, the Continental Congress was forced in September to depart Philadelphia temporarily for Baltimore, where they continued deliberations. The invasion army from Canada was much too slow and became trapped in northern New York state. It surrendered to the Americans after the Battles of Saratoga in October 1777. From early October 1777 until November 15, a siege distracted British troops at Fort Mifflin, Philadelphia, Pennsylvania, and allowed Washington time to preserve the Continental Army by safely leading his troops to harsh winter quarters at Valley Forge, some 35 miles from Philadelphia. On August 23, 1775, George III declared Americans to be traitors to the Crown if they took up arms against royal authority. There were thousands of British and Hessian soldiers in American hands following their surrender at the Battles of Saratoga. Lord Germain took a hard line, but the British generals on American soil never held treason trials, and instead treated captured American soldiers as prisoners of war. The dilemma was that tens of thousands of Loyalists were under American control and American retaliation would have been easy. The British built much of their strategy around using these Loyalists. The British maltreated the prisoners whom they held, resulting in more American deaths in the prisons than all the American battlefield mortalities, combined. At the end of the war, both sides released their surviving prisoners. The capture of a British army at Saratoga encouraged the French to formally enter the war in support of Congress, and Benjamin Franklin negotiated a permanent military alliance in early 1778; France thus became the first foreign nation to officially recognize the Declaration of Independence. On February 6, 1778, the United States and France signed the Treaty of Amity and Commerce and the Treaty of Alliance. William Pitt spoke out in Parliament urging Britain to make peace in America and to unite with America against France, while British politicians who had sympathized with colonial grievances now turned against the Americans for allying with Britain's rival and enemy. The Spanish and the Dutch became allies of the French in 1779 and 1780 respectively, forcing the British to fight a global war without major allies, and requiring it to slip through a combined blockade of the Atlantic. The Dutch Republic, also at war with Britain, was the next country after France to sign a treaty with the United States, on October 8, 1782. On April 3, 1783, Ambassador Extraordinary Gustaf Philip Creutz, representing King Gustav III of Sweden, and Benjamin Franklin, signed a Treaty of Amity and Commerce with the U.S. Britain began to view the American Revolutionary War as merely one front in a wider war, and the British chose to withdraw troops from America to reinforce the British colonies in the Caribbean, which were under threat of Spanish or French invasion. British commander Sir Henry Clinton evacuated Philadelphia and returned to New York City. Washington intercepted him in the Battle of Monmouth Court House, the last major battle fought in the north. After an inconclusive engagement, the British retreated to New York City. The northern war subsequently became a stalemate, as the focus of attention shifted to the smaller southern theater. The British Royal Navy blockaded ports and held New York City for the duration of the war, and other cities for brief periods, but failed in their effort to destroy Washington's forces. The British strategy now concentrated on a campaign in the southern states. Due to a lack of regular troops at their disposal compared to the Americans,[clarification needed] the British commanders saw the "southern strategy" as a more viable plan, as they perceived the Southern Colonies as strongly Loyalist, with a large population of recent immigrants and large numbers of slaves who might be tempted to run away from their masters to join the British and gain their freedom. Beginning in late December 1778, the British captured Savannah and controlled the Georgia coastline. In 1780, they launched a fresh invasion and took Charleston. A significant victory at the Battle of Camden meant that royal forces soon controlled most of Georgia and South Carolina. The British set up a network of forts inland, hoping that the Loyalists would rally to the flag. Not enough Loyalists turned out, however, and the British had to fight their way north into North Carolina and Virginia with a severely weakened army. Behind them, much of the territory that they had already captured dissolved into a chaotic guerrilla war, fought predominantly between bands of Loyalists and American militia, which negated many of the gains that the British had previously made. The British army under Cornwallis marched to Yorktown, Virginia, where they expected to be rescued by a British fleet. The fleet did arrive, but so did a larger French fleet. The French were victorious in the Battle of the Chesapeake, and the British fleet returned to New York for reinforcements, leaving Cornwallis trapped. In October 1781, the British surrendered their second invading army of the war under a siege by the combined French and Continental armies commanded by Washington. Washington did not know if or when the British might reopen hostilities after Yorktown. They still had 26,000 troops occupying New York City, Charleston, and Savannah, together with a powerful fleet. The French army and navy departed, so the Americans were on their own in 1782–83. The American treasury was empty, and the unpaid soldiers were growing restive, almost to the point of mutiny or possible coup d'etat. Washington dispelled the unrest among officers of the Newburgh Conspiracy in 1783, and Congress subsequently created the promise of a five years bonus for all officers. Historians continue to debate whether the odds were long or short for American victory. John E. Ferling says that the odds were so long that the American victory was "almost a miracle". On the other hand, Joseph Ellis says that the odds favored the Americans, and asks whether there ever was any realistic chance for the British to win. He argues that this opportunity came only once, in the summer of 1776, where Admiral Howe and his brother General Howe "missed several opportunities to destroy the Continental Army .... Chance, luck, and even the vagaries of the weather played crucial roles." Ellis's point is that the strategic and tactical decisions of the Howes were fatally flawed because they underestimated the challenges posed by the Patriots. Ellis concludes that, once the Howe brothers failed, the opportunity "would never come again" for a British victory. Support for the conflict had never been strong in Britain, where many sympathized with the Americans, but now it reached a new low. King George wanted to fight on, but his supporters lost control of Parliament and they launched no further offensives in America on the eastern seaboard.[c] Paris peace treaty During negotiations in Paris, the American delegation discovered that France supported American independence but no territorial gains, hoping to confine the new nation to the area east of the Appalachian Mountains. The Americans opened direct secret negotiations with London, cutting out the French. British Prime Minister Lord Shelburne was in charge of the British negotiations, and he saw a chance to make the United States a valuable economic partner, facilitating trade and investment opportunities. The US obtained all the land east of the Mississippi River, including southern Canada, but Spain took control of Florida from the British. It gained fishing rights off Canadian coasts, and agreed to allow British merchants and Loyalists to recover their property. Prime Minister Shelburne foresaw highly profitable two-way trade between Britain and the rapidly growing United States, which did come to pass. The blockade was lifted and American merchants were free to trade with any nation anywhere in the world. The British largely abandoned their Indigenous allies, who were not a party to this treaty and did not recognize it until they were defeated militarily by the United States. However, the British did sell them munitions and maintain forts in American territory until the Jay Treaty of 1795. Losing the war and the Thirteen Colonies was a shock to Britain. The war revealed the limitations of Britain's fiscal-military state when they discovered that they suddenly faced powerful enemies with no allies, and they were dependent on extended and vulnerable transatlantic lines of communication. The defeat heightened dissension and escalated political antagonism to the king's ministers. The king went so far as to draft letters of abdication, although they were never delivered. Inside Parliament, the primary concern changed from fears of an over-mighty monarch to the issues of representation, parliamentary reform, and government retrenchment. Reformers sought to destroy what they saw as widespread institutional corruption, and the result was a crisis from 1776 to 1783. The crisis ended after 1784 confidence in the British constitution was restored during the administration of Prime Minister William Pitt.[d] Finance Britain's war against the Americans, the French, and the Spanish cost about £100 million. The Treasury borrowed 40 percent of the money that it needed. Britain had a sophisticated financial system based on the wealth of thousands of landowners who supported the government, together with banks and financiers in London. In London the British had relatively little difficulty financing their war, keeping their suppliers and soldiers paid, and hiring tens of thousands of German soldiers. In sharp contrast, Congress and the American states had no end of difficulty financing the war. In 1775, there was at most 12 million dollars in gold in the colonies, not nearly enough to cover current transactions, let alone finance a major war. The British made the situation much worse by imposing a tight blockade on every American port, which cut off almost all trade. One partial solution was to rely on volunteer support from militiamen and donations from patriotic citizens. Another was to delay actual payments, pay soldiers and suppliers in depreciated currency, and promise that it would be made good after the war. Indeed, the soldiers and officers were given land grants in 1783 to cover the wages that they had earned but had not been paid during the war. The national government did not have a strong leader in financial matters until 1781, when Robert Morris was named Superintendent of Finance of the United States. Morris used a French loan in 1782 to set up the private Bank of North America to finance the war. He reduced the civil list, saved money by using competitive bidding for contracts, tightened accounting procedures, and demanded the national government's full share of money and supplies from the individual states. Congress used four main methods to cover the cost of the war, which cost about 66 million dollars in specie (gold and silver). Congress made issues of paper money, known colloquially as "Continental Dollars", in 1775–1780 and in 1780–1781. The first issue amounted to 242 million dollars. This paper money would supposedly be redeemed for state taxes, but the holders were eventually paid off in 1791 at the rate of one cent on the dollar. By 1780, the paper money was so devalued that the phrase "not worth a Continental" became synonymous with worthlessness. The skyrocketing inflation was a hardship on the few people who had fixed incomes, but 90 percent of the people were farmers and were not directly affected by it. Debtors benefited by paying off their debts with depreciated paper. The greatest burden was borne by the soldiers of the Continental Army whose wages were usually paid late and declined in value every month, weakening their morale and adding to the hardships of their families. Beginning in 1777, Congress repeatedly asked the states to provide money, but the states had no system of taxation and were of little help. By 1780, Congress was making requisitions for specific supplies of corn, beef, pork, and other necessities, an inefficient system which barely kept the army alive. Starting in 1776, the Congress sought to raise money by loans from wealthy individuals, promising to redeem the bonds after the war. The bonds were redeemed in 1791 at face value, but the scheme raised little money because Americans had little specie, and many of the rich merchants were supporters of the Crown. The French secretly supplied the Americans with money, gunpowder, and munitions to weaken Great Britain; the subsidies continued when France entered the war in 1778, and the French government and Paris bankers lent large sums[quantify] to the American war effort. The Americans struggled to pay off the loans; they ceased making interest payments to France in 1785 and defaulted on installments due in 1787. In 1790, however, they resumed regular payments on their debts to the French, and settled their accounts with the French government in 1795 when James Swan, an American banker, assumed responsibility for the balance of the debt in exchange for the right to refinance it at a profit. "A more perfect union" The war ended in 1783 and was followed by a period of prosperity. The national government was still operating under the Articles of Confederation and settled the issue of the western territories, which the states ceded to Congress. American settlers moved rapidly into those areas, with Vermont, Kentucky, and Tennessee becoming states in the 1790s. However, the national government had no money either to pay the war debts owed to European nations and the private banks, or to pay Americans who had been given millions of dollars of promissory notes for supplies during the war. Nationalists led by Washington, Alexander Hamilton, and other veterans feared that the new nation was too fragile to withstand an international war, or even the repetition of internal revolts such as the Shays's Rebellion of 1786 in Massachusetts. They convinced the Congress of the Confederation to call the Philadelphia Convention in 1787. The Convention adopted a new Constitution which provided for a republic with a much stronger national government in a federal framework, including an effective executive in a check-and-balance system with the judiciary and legislature. The Constitution was ratified in 1788, after a fierce debate in the states over the proposed new government. The new administration under President George Washington took office in New York in March 1789 and the new bicameral Congress of the United States was seated. James Madison spearheaded Congressional legislation proposing amendments to the Constitution as assurances to those cautious about federal power, guaranteeing many of the inalienable rights that formed a foundation for the revolution. Rhode Island was the final state to ratify the Constitution in 1790, the first ten amendments were ratified in 1791 and became known as the United States Bill of Rights. The national debt fell into three categories after the American Revolution. The first was the $12 million owed to foreigners, mostly money borrowed from France. There was general agreement to pay the foreign debts at full value. The national government owed $40 million and state governments owed $25 million to Americans who had sold food, horses, and supplies to the Patriot forces. There were also other debts which consisted of promissory notes issued during the war to soldiers, merchants, and farmers who accepted these payments on the premise that the new Constitution would create a government that would pay these debts eventually. The war expenses of the individual states added up to $114 million, compared to $37 million by the central government. In 1790, Congress combined the remaining state debts with the foreign and domestic debts into one national debt totaling $80 million at the recommendation of first Secretary of the Treasury Alexander Hamilton. Everyone received face value for wartime certificates, so that the national honor would be sustained and the national credit established. Ideology and factions The population of the Thirteen States was not homogeneous in political views and attitudes. Loyalties and allegiances varied widely within regions and communities and even within families, and sometimes shifted during the Revolution. The American Enlightenment was a critical precursor of the American Revolution. Chief among the ideas of the American Enlightenment were the concepts of natural law, natural rights, consent of the governed, individualism, property rights, self-ownership, self-determination, liberalism, republicanism, and intolerance of political corruption. A growing number of American colonists embraced these views and fostered an intellectual environment which led to a new sense of political and social identity. John Locke is often referred to as "the philosopher of the American Revolution" due to his work in the Social Contract and Natural Rights theories that underpinned the Revolution's political ideology. Locke's Two Treatises of Government published in 1689 was especially influential. He argued that all humans were created equally free, and governments therefore needed the "consent of the governed". This contrasted and conflicted sharply with the British system of inherited political power and hierarchy. In late eighteenth-century America, belief was still widespread in "equality by creation" and "rights by creation". Locke's ideas on liberty influenced the political thinking of English writers such as John Trenchard, Thomas Gordon, and Benjamin Hoadly, whose political ideas in turn also had a strong influence on the American Patriots. His work also inspired symbols used in the American Revolution such as the "Appeal to Heaven" found on the Pine Tree Flag, which alludes to Locke's concept of the right of revolution. The theory of the social contract influenced the belief among many of the Founders that the right of the people to overthrow their leaders, should those leaders betray the historic rights of Englishmen, was one of the "natural rights" of man. The Americans heavily relied on Montesquieu's analysis of the wisdom of the "balanced" British Constitution (mixed government) in writing the state and national constitutions. The American interpretation of republicanism was inspired by the Whig party in Great Britain which openly criticized the corruption within the British government. Americans were increasingly embracing republican values, seeing Britain as corrupt and hostile to American interests. Radical Whig ideology profoundly influenced colonial American political philosophy with its love of liberty and opposition to tyrannical government. The colonists associated political corruption with ostentatious luxury and inherited aristocracy. The Founding Fathers were strong advocates of republican values, particularly Samuel Adams, Patrick Henry, John Adams, Benjamin Franklin, Thomas Jefferson, Thomas Paine, George Washington, James Madison, and Alexander Hamilton, which required men to put civic duty ahead of their personal desires. Men were honor bound by civic obligation to be prepared and willing to fight for the rights and liberties of their countrymen. John Adams wrote to Mercy Otis Warren in 1776, agreeing with some classical Greek and Roman thinkers: "Public Virtue cannot exist without private, and public Virtue is the only Foundation of Republics." He continued: There must be a positive Passion for the public good, the public Interest, Honour, Power, and Glory, established in the Minds of the People, or there can be no Republican Government, nor any real Liberty. And this public Passion must be Superior to all private Passions. Men must be ready, they must pride themselves, and be happy to sacrifice their private Pleasures, Passions, and Interests, nay their private Friendships and dearest connections, when they Stand in Competition with the Rights of society. Protestant churches that had separated from the Church of England, called "dissenters", were the "school of democracy", in the words of historian Patricia Bonomi. Before the Revolution, the Southern Colonies and three of the New England Colonies had official established churches: Congregational in Massachusetts Bay, Connecticut, and New Hampshire, and the Church of England in Maryland, Virginia, North-Carolina, South Carolina, and Georgia. The New York, New Jersey, Pennsylvania, Delaware, and the Colony of Rhode Island and Providence Plantations had no officially established churches. Church membership statistics from the period are unreliable and scarce, but what little data exists indicates that the Church of England was not in the majority, not even in the colonies where it was the established church, and they probably did not comprise even 30 percent of the population in most localities (with the possible exception of Virginia). John Witherspoon, who was considered a "new light" Presbyterian, wrote widely circulated sermons linking the American Revolution to the teachings of the Bible. Throughout the colonies, dissenting Protestant ministers from the Congregational, Baptist, and Presbyterian churches preached Revolutionary themes in their sermons while most Church of England clergymen preached loyalty to the king, the titular head of the English state church. Religious motivation for fighting tyranny transcended socioeconomic lines. The Declaration of Independence also referred to the "Laws of Nature and of Nature's God" as justification for the Revolution: the signers of the Declaration professed their "firm reliance on the Protection of divine Providence", and they appealed to "the Supreme Judge for the rectitude of our intentions". Historian Bernard Bailyn argues that the evangelicalism of the era challenged traditional notions of natural hierarchy by preaching that the Bible teaches all men are equal, and the true value of a man therefore lies in his moral behavior, not in his class. Kidd argues that religious disestablishment, belief in God as the source of human rights, and shared convictions about sin, virtue, and divine providence, worked together to unite rationalists and evangelicals and thus encouraged a large proportion of Americans to fight for sovereignty outside the Empire. Bailyn, on the other hand, denies that religion played such a critical role. Alan Heimert argues that New Light anti-authoritarianism was essential to furthering democracy in colonial American society, and set the stage for a confrontation with British monarchical and aristocratic rule. In the mid-20th century, historian Leonard Woods Labaree identified eight characteristics of the Loyalists that made them essentially conservative, opposite to the characteristics of the Patriots. Loyalists tended to feel that resistance to the Crown was morally wrong, while the Patriots thought that morality was on their side. Loyalists were alienated when the Patriots resorted to violence, such as burning houses and tarring and feathering. Loyalists wanted to take a centrist position and resisted the Patriots' demand to declare their opposition to the Crown. Many Loyalists had maintained strong and long-standing relations with Britain, especially merchants in port cities such as New York and Boston. Many Loyalists felt that independence was bound to come eventually, but they were fearful that revolution might lead to anarchy, tyranny, or mob rule. In contrast, the prevailing attitude among Patriots was a desire to seize the initiative. Labaree also wrote that Loyalists were pessimists who lacked the confidence in the future displayed by the Patriots. Historians in the early 20th century such as J. Franklin Jameson examined the class composition of the Patriot cause, looking for evidence of a class war inside the revolution. More recent historians have largely abandoned that interpretation, emphasizing instead the high level of ideological unity. Both Loyalists and Patriots were a "mixed lot", but ideological demands always came first. The Patriots viewed independence as a means to gain freedom from British oppression and to reassert their basic rights. Most yeomen farmers, craftsmen, and small merchants joined the Patriot cause to demand more political equality. They were especially successful in Pennsylvania but less so in New England, where John Adams attacked Thomas Paine's Common Sense for the "absurd democratical notions" that it proposed. The revolution became a personal issue for the king, fueled by his growing belief that British leniency would be taken as weakness by the Americans. He also sincerely believed that he was defending Britain's constitution against usurpers, rather than opposing patriots fighting for their natural rights. King George III is often accused of obstinately trying to keep Great Britain at war with the revolutionaries in America, despite the opinions of his own ministers. In the words of the British historian George Otto Trevelyan, the King was determined "never to acknowledge the independence of the Americans, and to punish their contumacy by the indefinite prolongation of a war which promised to be eternal." The king wanted to "keep the rebels harassed, anxious, and poor, until the day when, by a natural and inevitable process, discontent and disappointment were converted into penitence and remorse". Later historians defend George by saying in the context of the times no king would willingly surrender such a large territory, and his conduct was far less ruthless than contemporary monarchs in Europe. After the surrender of a British army at Saratoga, both Parliament and the British people were largely in favor of the war; recruitment ran at high levels and although political opponents were vocal, they remained a small minority. With the setbacks in America, Lord North asked to transfer power to Lord Chatham, whom he thought more capable, but George refused to do so; he suggested instead that Chatham serve as a subordinate minister in North's administration, but Chatham refused. He died later in the same year. Lord North was allied to the "King's Friends" in Parliament and believed George III had the right to exercise powers. In early 1778, Britain's chief rival France signed a treaty of alliance with the United States, and the confrontation soon escalated from a "rebellion" to something that has been characterized as "world war". The French fleet was able to outrun the British naval blockade of the Mediterranean and sailed to North America. The conflict now affected North America, Europe and India. The United States and France were joined by Spain in 1779 and the Dutch Republic, while Britain had no major allies of its own, except for the Loyalist minority in America and German auxiliaries (i.e. Hessians). Lord Gower and Lord Weymouth both resigned from the government. Lord North again requested that he also be allowed to resign, but he stayed in office at George III's insistence. Opposition to the costly war was increasing, and in June 1780 contributed to disturbances in London known as the Gordon riots. As late as the Siege of Charleston in 1780, Loyalists could still believe in their eventual victory, as British troops inflicted defeats on the Continental forces at the Battle of Camden and the Battle of Guilford Court House. In late 1781, the news of Cornwallis's surrender at the siege of Yorktown reached London; Lord North's parliamentary support ebbed away and he resigned the following year. The king drafted an abdication notice, which was never delivered, finally accepted the defeat in North America, and authorized peace negotiations. The Treaties of Paris, by which Britain recognized the sovereignty of the United States and returned Florida to Spain, were signed in 1782 and 1783 respectively. In early 1783, George III privately conceded "America is lost!" He reflected that the Northern colonies had developed into Britain's "successful rivals" in commercial trade and fishing. When John Adams was appointed American Minister to London in 1785, George had become resigned to the new relationship between his country and the former colonies. He told Adams, "I was the last to consent to the separation; but the separation having been made and having become inevitable, I have always said, as I say now, that I would be the first to meet the friendship of the United States as an independent power." Those who fought for independence were called "Revolutionaries", "Continentals", "Rebels", "Patriots", "Whigs", "Congress-men", or "Americans" during and after the war. They included a full range of social and economic classes but were unanimous regarding the need to defend the rights of Americans and uphold the principles of republicanism in rejecting monarchy and aristocracy, while emphasizing civic virtue by citizens. The signers of the Declaration of Independence were mostly—with definite exceptions—well-educated, of British stock, and of the Protestant faith. Newspapers were strongholds of patriotism (although there were a few Loyalist papers) and printed many pamphlets, announcements, patriotic letters, and pronouncements. According to historian Robert Calhoon, 40 to 45 percent of the white population in the Thirteen Colonies supported the Patriots' cause, 15 to 20 percent supported the Loyalists, and the remainder were neutral or kept a low profile. Mark Lender concludes that ordinary people became insurgents against the British because they held a sense of rights which the British were violating, rights that stressed local autonomy, fair dealing, and government by consent. They were highly sensitive to the issue of tyranny, which they saw manifested in the British response to the Boston Tea Party. The arrival in Boston of the British Army heightened their sense of violated rights, leading to rage and demands for revenge. They had faith that God was on their side. Thomas Paine published his pamphlet Common Sense in January 1776, after the Revolution had started. It was widely distributed and often read aloud in taverns, contributing significantly to concurrently spreading the ideas of republicanism and liberalism, bolstering enthusiasm for separation from Great Britain and encouraging recruitment for the Continental Army. Paine presented the Revolution as the solution for Americans alarmed by the threat of tyranny. The consensus of scholars is that about 15 to 20 percent of the white population remained loyal to the British Crown. Those who actively supported the king were known at the time as "Loyalists", "Tories", or "King's men". The Loyalists never controlled territory unless the British Army occupied it. They were typically older, less willing to break with old loyalties, and often connected to the Church of England; they included many established merchants with strong business connections throughout the Empire, as well as royal officials such as Thomas Hutchinson of Boston. There were 500 to 1,000 Black Loyalists, enslaved African Americans who escaped to British lines and supported Britain's cause via several means. Many of them died from disease, but the survivors were evacuated by the British to their remaining colonies in North America. The revolution could divide families, such as William Franklin, son of Benjamin Franklin and royal governor of the Province of New Jersey who remained loyal to the Crown throughout the war. He and his father never spoke again. Recent immigrants who had not been fully Americanized were also inclined to support the King. After the war, the great majority of the half-million Loyalists remained in America and resumed normal lives. Some became prominent American leaders, such as Samuel Seabury. Approximately 46,000 Loyalists relocated to Canada; others moved to Britain (7,000), Florida, or the West Indies (9,000). The exiles represented approximately two percent of the total population of the colonies. Nearly all Black Loyalists left for Nova Scotia, Florida, or England, where they could remain free. Loyalists who left the South in 1783 took thousands of their slaves with them as they fled to the British West Indies. A minority of uncertain size tried to stay neutral in the war. Most kept a low profile, but the Quakers were the most important group to speak out for neutrality, especially in Pennsylvania. The Quakers continued to do business with the British even after the war began, and they were accused of supporting British rule, "contrivers and authors of seditious publications" critical of the revolutionary cause.[full citation needed] Most Quakers remained neutral, although a sizeable number participated to some degree. Women contributed to the American Revolution in many ways and were involved on both sides. Formal politics did not include women, but ordinary domestic behaviors became charged with political significance as Patriot women confronted a war which permeated all aspects of political, civil, and domestic life. They participated by boycotting British goods, spying on the British, following armies as they marched, washing, cooking, and mending for soldiers, delivering secret messages, and even fighting disguised as men in a few cases, such as Deborah Samson. Mercy Otis Warren held meetings in her house and cleverly attacked Loyalists with her creative plays and histories. Many women also acted as nurses and helpers, tending to the soldiers' wounds and buying and selling goods for them. Some of these camp followers even participated in combat, such as Madam John Turchin who led her husband's regiment into battle. Above all, women continued the agricultural work at home to feed their families and the armies. They maintained their families during their husbands' absences and sometimes after their deaths. American women were integral to the success of the boycott of British goods, as the boycotted items were largely household articles such as tea and cloth. Women had to return to knitting goods and to spinning and weaving their own cloth—skills that had fallen into disuse. In 1769, the women of Boston produced 40,000 skeins of yarn, and 180 women in Middletown, Massachusetts wove 20,522 yards (18,765 m) of cloth. Many women gathered food, money, clothes, and other supplies during the war to help the soldiers. A woman's loyalty to her husband could become an open political act, especially for women in America committed to men who remained loyal to the King. Legal divorce, usually rare, was granted to Patriot women whose husbands supported the King. In early 1776, France set up a major program of aid to the Americans, and the Spanish secretly added funds. Each country spent one million "livres tournaises" to buy munitions. A dummy corporation run by Pierre Beaumarchais concealed their activities. American Patriots obtained some munitions from the Dutch Republic as well, through the French and Spanish ports in the West Indies. Heavy expenditures and a weak taxation system pushed France toward bankruptcy. In 1777, Charles François Adrien le Paulmier, Chevalier d'Annemours, acting as a secret agent for France, made sure General George Washington was privy to his mission. He followed Congress around for the next two years, reporting what he observed back to France. The Treaty of Alliance between the French and the Americans followed in 1778, which led to more French money, matériel and troops being sent to the United States. Spain did not officially recognize the United States, but it was a French ally and it separately declared war on Britain on June 21, 1779. Bernardo de Gálvez, general of the Spanish forces in New Spain bordering the Americans, also served as governor of Louisiana. He led an expedition of colonial troops to capture Florida from the British and to keep open a vital conduit for supplies going to the Americans. Ethnic Germans served on both sides of the American Revolutionary War. As George III was also the Elector of Hanover, many supported the Loyalist cause and served as allies of the Kingdom of Great Britain; most notably rented auxiliary troops from German states such as the Landgraviate of Hessen-Kassel. American Patriots tended to represent such troops as mercenaries in propaganda against the British Crown. Even American historians followed suit, in spite of Colonial-era jurists drawing a distinction between auxiliaries and mercenaries, with auxiliaries serving their prince when sent to the aid of another prince, and mercenaries serving a foreign prince as individuals. By this distinction the troops which served in the American Revolution were auxiliaries. Other German individuals came to assist the American revolutionaries, most notably Friedrich Wilhelm von Steuben, who served as a general in the Continental Army and is credited with professionalizing that force, but most Germans who served were already colonists. Von Steuben's native Prussia joined the League of Armed Neutrality, and King Frederick II of Prussia was well appreciated in the United States for his support early in the war. He expressed interest in opening trade with the United States and bypassing English ports, and allowed an American agent to buy arms in Prussia. Frederick predicted American success, and promised to recognize the United States and American diplomats once France did the same. Prussia also interfered in the recruiting efforts of Russia and neighboring German states when they raised armies to send to the Americas, and Frederick II forbade enlistment for the American war within Prussia. All Prussian roads were denied to troops from Anhalt-Zerbst, which delayed reinforcements that Howe had hoped to receive during the winter of 1777–1778. However, when the War of the Bavarian Succession (1778–1779) erupted, Frederick II became much more cautious with Prussian/British relations. U.S. ships were denied access to Prussian ports, and Frederick refused to officially recognize the United States until they had signed the Treaty of Paris. Even after the war, Frederick II predicted that the United States was too large to operate as a republic, and that it would soon rejoin the British Empire with representatives in Parliament. Most Indigenous people rejected pleas that they remain neutral and instead supported the British Crown. The great majority of the ~200,000 indigenous people east of the Mississippi distrusted the Americans and supported the British cause, hoping to forestall continued expansion of settlement into their territories. Those tribes closely involved in trade tended to side with the Patriots, although political factors were important as well. Some tried to remain neutral, seeing little value in joining what they perceived to be a "white man's war", and fearing reprisals from whichever side they opposed. The great majority of indigenous people did not participate directly in the war, with the notable exceptions of warriors and bands associated with four of the Haudenosaunee Confederacy (also Iroquois) tribes in New York and Pennsylvania which allied with the British, and the Oneida and Tuscarora tribes among the Iroquois of central and western New York who supported the American cause. The British did have other indigenous allies, particularly in the regions of southwest Quebec on the Patriot's frontier. The British provided arms to Indigenous people who were led by Loyalists in war parties to raid frontier settlements from the Carolinas to New York. These war parties killed many settlers on the frontier, especially in western Pennsylvania and New York's Mohawk Valley. In 1776, Cherokee war parties attacked American settlers all along the southern Quebec frontier of the uplands throughout the Washington District, North Carolina (now Tennessee) and the Kentucky wilderness area. The Chickamauga Cherokee under Tsiyu Gansini (also Dragging Canoe) allied themselves closely with the British, and fought on for an additional decade after the Treaty of Paris was signed. They launched raids with roughly 200 warriors, as seen in the Cherokee–American wars; they could not mobilize enough forces to invade settler areas without the help of allies, most often the Creek. Joseph Brant (also Thayendanegea) of the powerful Mohawk tribe in New York was the most prominent Indigenous leader against the Patriot forces. In 1778 and 1780, he led 300 Iroquois warriors and 100 white Loyalists in multiple attacks on small frontier settlements in New York and Pennsylvania, killing many settlers and destroying villages, crops, and stores. In 1779, the Continental Army forced the hostile Indigenous people out of upstate New York when Washington sent an army under John Sullivan which destroyed 40 evacuated Iroquois villages in central and western New York. The Battle of Newtown proved decisive, as the Patriots had an advantage of three-to-one, and it ended significant resistance; there was little combat otherwise. Facing starvation and homeless for the winter, the Iroquois fled to Canada. At the peace conference following the war, the British ceded lands which they did not really control, without consultation with their Indigenous allies. They transferred control to the United States of all the land south of the Great Lakes east of the Mississippi and north of Florida. Calloway concludes: Burned villages and crops, murdered chiefs, divided councils and civil wars, migrations, towns and forts choked with refugees, economic disruption, breaking of ancient traditions, losses in battle and to disease and hunger, betrayal to their enemies, all made the American Revolution one of the darkest periods in American Indian history. The existence of slavery in the American colonies had attracted criticism from both sides of the Atlantic as many could not reconcile the existence of the institution with the egalitarian ideals espoused by leaders of the Revolution. The English writer Samuel Johnson wrote "how is it we hear the loudest yelps for liberty among the drivers of the Negroes?" in a text opposing the grievances of the colonists. Referring to this contradiction, the English writer and abolitionist Thomas Day wrote in a 1776 letter that if there be an object truly ridiculous in nature, it is an American patriot, signing resolutions of independency with the one hand, and with the other brandishing a whip over his affrighted slaves. Crispus Attucks, of mixed racial heritage, was one of the five people killed in the Boston Massacre in 1770 and is considered the first American casualty for the cause of independence. Free Blacks in the New England Colonies and Middle Colonies in the North as well as Southern Colonies fought on both sides of the War, but the majority fought for the Patriots. Gary Nash reports that there were about 9,000 Black veteran Patriots, counting the Continental Army and Navy, state militia units, privateers, wagoneers in the Army, servants to officers, and spies. Ray Raphael notes that thousands did join the Loyalist cause, but "a far larger number, free as well as slave, tried to further their interests by siding with the patriots." The effects of the war were more dramatic in the South. Tens of thousands of slaves escaped to British lines throughout the South, causing dramatic losses to slaveholders and disrupting cultivation and harvesting of crops. For instance, South Carolina was estimated to have lost about 25,000 slaves to flight, migration, or death which amounted to a third of its slave population. As noted by the historian Karen Cook Bell, during the Revolutionary War roughly one-third of all escaping slaves were women, even though prior to 1775 nearly 87% had been men. During the war, British commanders attempted to weaken the Patriots by issuing proclamations of freedom to their slaves. In the November 1775 document known as Dunmore's Proclamation Virginia royal governor, Lord Dunmore recruited Black men for British military service with the promise of freedom, protection for their families, and land grants. Hundreds of Black men responded and were formed into the Royal Ethiopian Regiment. However, as noted by the historian James Corbett David, many Black people felt unable or unwilling to respond to these offers of freedom: Under... discouraging circumstances, the vast majority of slaves were either unable or unwilling to take their chances with the British. Those who opted not to run (many never really had a choice) may have watched events unfold with a growing sense of vindication, for the slaves who did strike out for freedom, while exhibiting remarkable courage and ingenuity in the process, had an exceptionally hard road ahead. Colonists, primarily Southern Patriots, were deeply angered by Dunmore's proclamation, which spread through all of the Thirteen Colonies and threatened to upturn the existing American racial hierarchy; it also played a major role in Southern support for American independence. Accusations that the British were encouraging slave rebellions were prominent features of Patriot propaganda, with Jefferson accusing George III in the 27 colonial grievances of having "excited domestic Insurrections among us". The historian Simon Schama argued that for Southern Patriots, "Theirs was a revolution, first and foremost, mobilized to protect slavery." The 1779 Philipsburg Proclamation expanded the promise of freedom for Black men who enlisted in the British military to all the colonies in rebellion. British forces gave transportation to 10,000 slaves when they evacuated Savannah and Charles Town, carrying through on their promise. They evacuated and resettled more than 3,000 Black Loyalists from New York to Nova Scotia, Upper Canada, and Lower Canada. Others sailed with the British to England or were resettled as freedmen in the West Indies of the Caribbean. But slaves carried to the Caribbean under control of Loyalist masters generally remained slaves until British abolition of slavery in its colonies in 1833–1838. More than 1,200 of the Black Loyalists of Nova Scotia later resettled in the British colony of Sierra Leone, where they became leaders of the Krio ethnic group of Freetown and the later national government. Many of their descendants still live in Sierra Leone, as well as other African countries.[full citation needed] Despite the turmoil of the period, African-Americans contributed to the foundation of an American national identity during the Revolution. Phyllis Wheatley, an African American poet, popularized the image of Columbia to represent America. Effects of the revolution After the Revolution, genuinely democratic politics became possible in the former American colonies. The rights of the people were incorporated into state constitutions. Concepts of liberty, consent of the governed, individual rights, equality and due process under the law, and intolerance of corruption became incorporated as core values of liberal republicanism. The new United States government was empowered to undertake its own project of territorial expansion and settler colonialism. The greatest challenge to the old order in Europe was the challenge to inherited political power and the democratic idea that government rests on the consent of the governed. The example of the first successful revolution against a European empire, and the first successful establishment of a republican form of democratically elected government without monarchy or any inherited political authority, provided a model for many other colonial peoples who realized that they too could break away and become self-governing nations with directly elected representative government.[page needed] John Adams concluded in 1818: The Revolution was effected before the war commenced. The Revolution was in the minds and hearts of the people .... This radical change in the principles, opinions, sentiments, and affections of the people was the real American Revolution. The American Revolution ended an age—an age of monarchy. And, it began a new age—an age of freedom. As a result of the growing wave started by the Revolution, there are now more people around the world living in freedom than ever before, both in absolute numbers and as a percentage of the world's population. Interpretations vary concerning the effect of the Revolution. Historians such as Bernard Bailyn, Gordon Wood, and Edmund Morgan view it as a unique and radical event which produced deep changes and had a profound effect on world affairs, such as an increasing belief in the principles of the Enlightenment. These were demonstrated by a leadership and government that espoused protection of natural rights, and a system of laws chosen by the people. John Murrin, by contrast, argues that the definition of "the people" at that time was mostly restricted to free men who passed a property qualification. Gordon Wood states: The American Revolution was integral to the changes occurring in American society, politics and culture .... These changes were radical, and they were extensive .... The Revolution not only radically changed the personal and social relationships of people, including the position of women, but also destroyed aristocracy as it'd been understood in the Western world for at least two millennia. Edmund Morgan has argued that, in terms of long-term impact on American society and values: The Revolution did revolutionize social relations. It did displace the deference, the patronage, the social divisions that had determined the way people viewed one another for centuries and still view one another in much of the world. It did give to ordinary people a pride and power, not to say an arrogance, that have continued to shock visitors from less favored lands. It may have left standing a host of inequalities that have troubled us ever since. But it generated the egalitarian view of human society that makes them troubling and makes our world so different from the one in which the revolutionists had grown up.: Leopold von Ranke, a leading German historian, claimed in 1848 that revolutionary American republicanism played a crucial role in the development of European liberalism: By abandoning English constitutionalism and creating a new republic based on the rights of the individual, the North Americans introduced a new force in the world. Ideas spread most rapidly when they have found adequate concrete expression. Thus republicanism entered our Romanic/Germanic world... Up to this point, the conviction had prevailed in Europe that monarchy best served the interests of the nation. Now the idea spread that the nation should govern itself. But only after a state had actually been formed on the basis of the theory of representation did the full significance of this idea become clear. All later revolutionary movements have this same goal... This was the complete reversal of a principle. Until then, a king who ruled by the grace of God had been the center around which everything turned. Now the idea emerged that power should come from below... These two principles are like two opposite poles, and it is the conflict between them that determines the course of the modern world. In Europe the conflict between them had not yet taken on concrete form; with the French Revolution it did. The first shot of the American Revolution at the Battle of Lexington and Concord is referred to as the "shot heard 'round the world". The Revolutionary War victory not only established the United States as the first modern constitutional republic, but marked the transition from an age of monarchy to a new age of freedom by inspiring similar movements worldwide. The American Revolution was the first of the Atlantic Revolutions: followed most notably by the French Revolution, the Haitian Revolution, and the Latin American wars of independence. Aftershocks contributed to rebellions in Ireland, the Polish–Lithuanian Commonwealth, and the Netherlands. The U.S. Constitution, drafted shortly after independence, remains the world's oldest written constitution, and has been emulated by other countries, in some cases verbatim. Some historians and scholars argue that the subsequent wave of independence and revolutionary movements has contributed to the continued expansion of democratic government; 144 countries, representing two-third of the world's population, are full or partially democracies of some form. The Revolution had a strong, immediate influence in Great Britain, Ireland, the Netherlands, and France. Many British and Irish Whigs in Parliament spoke glowingly in favor of the American cause. In Ireland, the Protestant minority who controlled Ireland demanded self-rule. Under the leadership of Henry Grattan, the Irish Patriot Party forced the reversal of mercantilist prohibitions against trade with other British colonies. The King and his cabinet in London could not risk another rebellion, and so made a series of concessions to the Patriot faction in Dublin. Armed volunteer units of the Protestant Ascendancy were set up ostensibly to protect against an invasion from France. As had been in colonial America, so too in Ireland now the King no longer had a monopoly of lethal force. For many Europeans, such as the Marquis de Lafayette, who later were active during the era of the French Revolution, the American case along with the Dutch Revolt (end of the 16th century) and the 17th century English Civil War, was among the examples of overthrowing an old regime. The American Declaration of Independence influenced the French Declaration of the Rights of Man and of the Citizen of 1789. The spirit of the Declaration of Independence led to laws ending slavery in all the Northern states and the Northwest Territory, with New Jersey the last in 1804. States such as New Jersey and New York adopted gradual emancipation, which kept some people as slaves for more than two decades longer. During the revolution, the contradiction between the Patriots' professed ideals of liberty and the institution of slavery generated increased scrutiny of the latter.: 235 : 105–106 : 186 As early as 1764, the Boston Patriot leader James Otis, Jr. declared that all men, "white or black", were "by the law of nature" born free.: 237 Anti-slavery calls became more common in the early 1770s. In 1773, Benjamin Rush, the future signer of the Declaration of Independence, called on "advocates for American liberty" to oppose slavery.: 239 Slavery became an issue that had to be addressed. As historian Christopher L. Brown put it, slavery "had never been on the agenda in a serious way before," but the Revolution "forced it to be a public question from there forward." In the late 1760s and early 1770s, several colonies, including Massachusetts and Virginia, attempted to restrict the slave trade, but were prevented from doing so by royally appointed governors.: 245 In 1774, as part of a broader non-importation movement aimed at Britain, the Continental Congress called on all the colonies to ban the importation of slaves, and the colonies passed acts doing so.: 245 In the first two decades after the American Revolution, state legislatures and individuals took actions to free slaves, in part based on revolutionary ideals. Northern states passed new constitutions that contained language about equal rights or specifically abolished slavery; some states, such as New York and New Jersey, where slavery was more widespread, passed laws by the end of the 18th century to abolish slavery by a gradual method. By 1804, all the northern states had passed laws outlawing slavery, either immediately or over time. No southern state abolished slavery. However, individual owners could free their slaves by personal decision. Numerous slaveholders who freed their slaves cited revolutionary ideals in their documents; others freed slaves as a reward for service. Records also suggest that some slaveholders were freeing their own mixed-race children, born into slavery to slave mothers. The number of free Blacks as a proportion of the Black population in the upper South increased from less than 1 percent to nearly 10 percent between 1790 and 1810 as a result of these actions.[e] Nevertheless, slavery continued in the South, where it became a "peculiar institution", setting the stage for future sectional conflict between North and South over the issue.: 186–187 Thousands of free Blacks in the northern states fought in the state militias and Continental Army. In the south, both sides offered freedom to slaves who would perform military service. Roughly 20,000 slaves fought in the American Revolution. The status of women during the Revolutionary War can be illustrated by the interchange of gender, sexuality, citizenship, and class. While women were entering a period in which they found themselves gaining more identity within society, it was clear that they were still very much considered under men as their role in society remained being a good wife and mother. Their clothes, the way they responded to their husband, and listened to their husband, was incredibly important in the social sphere. Having a woman who was dressed well for her role as a good wife and mother as well as fitting the social role, was a symbol of not only status, but a family devoted to the republic. As they continued to nurture social and political partnerships, their role in enabling the success of the revolution emphasized their changing role in society – leading to the post-revolutionary reconstruction of gender ideology. In addition, the democratic ideals of the Revolution inspired changes in the roles of women. Patriot women married to Loyalists who left the state could get a divorce and obtain control of the ex-husband's property. Abigail Adams expressed to her husband, the president, the desire of women to have a place in the new republic: I desire you would remember the Ladies, and be more generous and favourable to them than your ancestors. Do not put such unlimited power into the hands of the Husbands. As discussions rose regarding the rights of man post Revolutionary war, women began pushing a debate for the rights of women as well. One particular woman, Mary Wollstonecraft, would pioneer the discussion regarding women's rights, and push those like Abigail Adams to begin expressing the desire to want a larger place in society. Wollstonecraft was an English writer, philosopher, and advocate for women's rights, and would publish the Vindication of the Rights of Woman (1792) – challenging the idea that rights should only be granted to men. As one of the first major advocates and foundational figures for women's rights and gender equality in a time when women were considered inferior to men, Wollstonecraft focused on equal education and social opportunities for women – believing that if women were educated the same as men, they would gain autonomy over their own lives and better contribute to society. Her radical ideas would give ground to the conversation in allowing women to be bearers of rights alongside men – that while the rights of man were taking on a new meaning post-revolutionary America, it was time for the rights of women too. Inspired by the radical feminism in her work, women in the early republic would change their views on marriage, education, participation in public life, and autonomy – pushing them to lay the groundwork for the later women's suffrage movement, education opportunities, property rights, and more. However, this new sense of independence and dignity did not come with ease, as a gender hierarchy would continue to bind what it meant for women to have rights during the post-revolutionary era. Women in the early republic had many limitations – they could not vote, hold political office, earn fair wages, lacked opportunities for higher education and certain professions, and most importantly, own property independently of their husbands. In addition, they held little legal powers in subjects such as divorce, property rights, and child custody. A central legal concept that reinforced these restrictions was coverture, a central legal doctrine that limited women's lives in all aspects – making a woman's legal identity a part of their husband's and essentially making them subordinates. The denial of things like property rights to women through coverture would play an important role in why they were denied many other rights, as property was a symbol of individual liberty and empowerment during the post-revolutionary era. So while women would eventually begin gaining new rights such as increased access to education and limited property and voting rights – much of their lives still depended on men. This stark contrast of men's versus women's rights comes from the deeply established gender roles from philosophical theories like the Scottish Theory – stating that the rights of women were simply benefits in life. The emphasis of women's rights was on duty and obligation, instead of liberty and choice – confining women to the traditional role of wife and mother. On the other hand, men's rights were heavily inspired by Locke, as it emphasized equality, individual autonomy, and the expansion of personal freedoms. This is evident in their rights to property, participation in government, and autonomy. So while women were becoming bearers of rights, the foundation and philosophy of those given rights differed vastly and continued to stay limited. The early national period of America would continue to struggle with the concept of rights and equality, as women also faced the notion that women should be under the dominance of men – carried by a resurgence of Christian beliefs. Women were blamed for the "Fall of Man", in reference to Eve and Adam in the Bible. So while women were beginning to bear rights, the type of language that was being used when talking about the rights of women was done with care and hesitance. This Christian worldview has viewed women as inferior to men long before the early republic, however it is important to note the influence it would continue to place onto their rights as they began to oppose traditional gender roles. It is also important to note that for more than thirty years, however, the 1776 New Jersey State Constitution gave the vote to "all inhabitants" who had a certain level of wealth, including unmarried women and blacks (not married women because they could not own property separately from their husbands), until in 1807, when that state legislature passed a bill interpreting the constitution to mean universal white male suffrage, excluding paupers. Tens of thousands of Loyalists left the United States following the war; Philip Ranlet estimates 20,000, while Maya Jasanoff estimates as many as 70,000. Some migrated to Britain, but the great majority received land and subsidies for resettlement in British colonies in North America, especially Quebec (concentrating in the Eastern Townships), Prince Edward Island, and Nova Scotia. Britain created the colonies of Upper Canada (Ontario) and New Brunswick expressly for their benefit, and the Crown awarded land to Loyalists as compensation for losses in the United States. Nevertheless, approximately eighty-five percent of the Loyalists stayed in the United States as American citizens, and some of the exiles later returned to the U.S. Patrick Henry spoke of the issue of allowing Loyalists to return as such: "Shall we, who have laid the proud British lion at our feet, be frightened of its whelps?" His actions helped secure return of the Loyalists to American soil. The American Revolution has a central place in the American memory as the story of the nation's founding. It is covered in the schools, memorialized by two national holidays, Washington's Birthday in February and Independence Day in July, and commemorated in innumerable monuments. George Washington's estate at Mount Vernon was one of the first national pilgrimages for tourists and attracted 10,000 visitors a year by the 1850s. The Revolution became a matter of contention in the 1850s in the debates leading to the American Civil War (1861–1865), as spokesmen of both the Northern United States and the Southern United States claimed that their region was the true custodian of the legacy of 1776. The United States Bicentennial in 1976 came a year after the American withdrawal from the Vietnam War, and speakers stressed the themes of renewal and rebirth based on a restoration of traditional values. Today, more than 100 battlefields and historic sites of the American Revolution are protected and maintained by the government. The National Park Service alone manages and maintains more than 50 battlefield parks and many other sites such as Independence Hall that are related to the Revolution. The private American Battlefield Trust uses government grants and other funds to preserve almost 700 acres of battlefield land in six states, and the ambitious private recreation/restoration/preservation/interpretation of over 300 acres of pre-1790 Colonial Williamsburg was created in the first half of the 20th century for public visitation. See also Notes References Sources Further reading External links |
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Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Social_movement_theory] | [TOKENS: 3370] |
Contents Social movement theory 1800s: Martineau · Tocqueville · Marx · Spencer · Le Bon · Ward · Pareto · Tönnies · Veblen · Simmel · Durkheim · Addams · Mead · Weber · Du Bois · Mannheim · Elias Social movement theory is an interdisciplinary study within the social sciences that generally seeks to explain why social mobilization occurs, the forms under which it manifests, as well as potential social, cultural, political, and economic consequences, such as the creation and functioning of social movements. Classical approaches The classical approaches emerged at the turn of the century. These approaches have in common that they rely on the same causal mechanism. The sources of social movements are structural strains. These are structural weaknesses in society that put individuals under a certain subjective psychological pressure, such as unemployment, rapid industrialization or urbanization. When the psychological disturbance reaches a certain threshold, this tension will produce a disposition to participate in unconventional means of political participation, such as protesting. Additionally, these approaches have in common that they view participation in contentious politics as unconventional and irrational, because the protests are the result of an emotional and frustrated reaction to grievances rather than a rational attempt to improve their situation. These psychologically-based theories have largely been rejected by present-day sociologists and political scientists, although many still make a case for the importance (although not centrality) of emotions. See the work of Gustav LeBon, Herbert Blumer, William Kornhauser, and Neil Smelser. Sociologists during the early and middle-1900s thought that movements were random occurrences of individuals who were trying to emotionally react to situations outside their control. Leon Festinger was an American social psychologist who coined the term deindividuation. Festinger and colleagues suggested that experiencing deindividuation, especially within a group setting, diminishes typical inhibitions on behavior, leading individuals to engage in actions they might otherwise refrain from, as they feel less directly responsible for their conduct. An important writer in this area of research was Gustave LeBon. In his book The Crowd, he studied the collective behavior of crowds. What he concluded was that once an individual submerges in a crowd, his behavior becomes primitive and irrational and he is therefore capable of spontaneous violence. This transformation happens under certain conditions. Once individuals submerge themselves in a crowd, they gain a sense of anonymity and this causes them to believe that they cannot be held accountable for their behavior within the crowd. This is combined with a sense of invisibility by being part of a crowd. Under these conditions, critical reasoning is impossible and an unconscious personality emerges: a personality which is dominated by destructive instincts and primitive beliefs. This theory has been picked up and further developed by other theorists like Herbert Blumer and Neil Smelser. Mass society theory emerged in the wake of the fascist and communist movements in the 1930s and 1940s and can be seen as an attempt to explain the rise of extremism abroad. One prime example of extremism abroad is the rise of fascism in Europe during the twentieth century. Characterized by totalitarian rule, nationalist fervor, and racial discrimination, fascist regimes such as those led by Mussolini in Italy and Hitler in Germany imposed authoritarian control and propagated aggressive expansionism. The central claim of mass society theory is that socially isolated people are more vulnerable to extremism. An important underpinning of this theory is Émile Durkheim's analysis of modern society and the rise of individualism. Durkheim stated that the emergence of the industrial society caused two problems: These problems signify a weakened restraining social network to control the behavior of individuals. According to Durkheim, this will lead to dysfunctional behavior, such as suicide. Arthur Kornhauser applied this theory to social movements in his book The Politics of Mass Society. He stated that in a mass society, anomie and egoism cause small local groups and networks to decline. What is left after this are powerful elites, massive bureaucracies, and isolated individuals. In this society, intermediate buffers between the elite and the non-elite erode and normal channels for non-elites to influence elites become ineffective. This makes non-elites feel more alienated, and therefore more susceptible to extremism. People are driven into movements out of a sense of deprivation or inequality, particularly (1) in relation to others or (2) in relation to their expectations. In the first view, participants see others who have more power, economic resources, or status, and thus try to acquire these same things for themselves. In the second view, people are most likely to rebel when a consistently improving situation (especially an improving economy) stops and makes a turn for the worse. At this point, people will join movements because their expectations will have outgrown their actual material situation (also called the "J-Curve theory"). See the work of James Davies, Ted Gurr, and Denton Morrison. Contemporary approaches During the 1960s there was a growth in the amount of social movement activity in both Europe and the United States. With this increase also came a change in the public perception around social movements. Protests were now seen as making politics better and essential for a healthy democracy. The classical approaches were not able to explain this increase in social movements. Because the core principle of these approaches was that protests were held by people who were suffering from structural weaknesses in society, it could not explain that the growth in social movement was preceded by a growth in welfare rather than a decline in welfare. Therefore, there was a need for new theoretical approaches. Because deprivation was not a viable explanation anymore, researchers needed to search for another explanation. The explanations that were developed were different in the United States than in Europe. The more American-centered structural approaches examined how characteristics of the social and political context enable or hinder protests. The more European-centered social-constructivist approaches rejected the notion that class-struggle is central to social movements, and emphasized other indicators of a collective identity, like gender, ethnicity or sexuality. Certain political contexts should be conducive for potential social movement activity. There are two important approaches structuralist and constructivist. The main difference between the structuralist and constructivist approaches through communication is that constructivism focuses on more communication. Structuralism is more centered around the consequences of human interaction. These climates may [dis]favor specific social movements or general social movement activity; the climate may be signaled to potential activists and/or structurally allowing for the possibility of social movement activity (matters of legality); and the political opportunities may be realized through political concessions, social movement participation, or social movement organizational founding. Opportunities may include: Social movements need organizations first and foremost. Organizations can acquire and then deploy resources to achieve their well-defined goals. To predict the likelihood that the preferences of a certain group in society will turn into protest, these theorists look at the pre-existing organization of this group. When the population related to a social movement is already highly organized, they are more likely to create organized forms of protest because a higher organization makes it easier to mobilize the necessary resources. A states policing strategy (repression or reform) can constrain or expand an organizations ability to deploy or use their resources. For example, harsh policing could strengthen moral resources and in turn strengthen cultural resources, bolstering a social movement. Some versions of this theory state that movements operate similar to capitalist enterprises that make efficient use of available resources. Scholars have suggested a typology of five types of resources: Political Process Theory Political Process Theory explores how movements arise and succeed through analyzing political opportunity structures, resource access, and collective identity formation. This theory emphasizes the interaction between marginalized groups and their political environment, by focusing on openings in power structures that allow for the advancement of movements. McFarland discusses how power dynamics and institutional responsiveness determine if grievances evolve into organized action. This theory underscores the importance of framing, alliances and political vulnerabilities, arguing that movements often thrive when exploiting a shift in power or norms. This body of work focuses on assessing the impact that a social movement has on society, and what factors might have led to those impacts. The effects of a social movement can resonate on individuals, institutions, cultures, or political systems. While political impacts have been studied the most, effects on other levels can be at least as important. Because Impact Theory has many methodological issues, it is the least studied of the major branches of Social Movement Theory. Nevertheless, it has sparked debates on the efficacy of violence, the importance of elite and political allies, and the agency of popular movements in general. This European-influenced group of theories argue that movements today are categorically different from the ones in the past. Instead of labor movements engaged in class conflict, present-day movements (such as anti-war, environmental, civil rights, feminist, etc.) are engaged in social and political conflict (see Alain Touraine). The motivations for movement participation is a form of post-material politics and newly created identities, particularly those from the "new middle class". Also, see the work of Ronald Inglehart, Jürgen Habermas, Alberto Melucci, and Steve Buechler. This line of research has stimulated an enduring emphasis on identity even among prominent American scholars like Charles Tilly. In the late 1990s two long books summarized the cultural turn in social-movement studies, Alberto Melucci's Challenging Codes and James M. Jasper's The Art of Moral Protest. Melucci focused on the creation of collective identities as the purpose of social movements, especially the "new social movements", whereas Jasper argued that movements provide participants with a chance to elaborate and articulate their moral intuitions and principles. Both recognized the importance of emotions in social movements, although Jasper developed this idea more systematically. Along with Jeff Goodwin and Francesca Polletta, Jasper organized a conference in New York in 1999 that helped put emotions on the intellectual agenda for many scholars of protest and movements. He has continued to write about the emotional dynamics of protest in the years since. In 1999, Goodwin and Jasper published a critique of the then-dominant political opportunity paradigm, using Jasper's cultural approach to show that political opportunity was too structural as a concept, leaving out meanings, emotions, and agency. Charles Tilly and a number of other scholars responded, often vituperatively. In The Art of Moral Protest Jasper also argued that strategic interaction had an important logic that was independent of both culture and structure, and in 2006 he followed up on this claim with Getting Your Way: Strategic Dilemmas in Real Life, which developed a vocabulary for studying strategic engagement in a cultural, emotional, and agentic way. By then, his theory of action had moved closer to pragmatism and symbolic interactionism. In the same period, Wisconsin social theorist Mustafa Emirbayer had begun writing in a similar fashion about emotions and social movements, but more explicitly deriving his ideas from the history of sociological thought. In France, Daniel Cefaï arrived at similar conclusions in Pourquoi se mobilise-t-on?, a sweeping history and synthesis of thought on collective action and social movements. Social Media and Social Movements Social Media's influence on social movements has been categorized into three perspectives, optimism, pessimism and ambivalence. Optimists show how platforms like Facebook and X enhance activism through a rapid spread of information and coordination. The pessimist argues that social media creates a shallow engagement that can be co-opted by an authoritarian regime under the guise of surveillance. The ambivalent view emphasizes that while social media supports communication and mobilization, real-world action is still paramount. Here Kidd and McIntosh conclude that social media is not a guaranteed tool for revolution but still plays an important role in the broad context of social movements. Lopes views social media as more of a mobilizing structure that interacts with opportunity structures, such as political instability and economic decline etc. to foster social movements. Lopes data from 2008-2012 shows that internet penetration was a significant predictor of protest in the area. Lopes believed that this reduces coordination costs as well as amplifying collective action to groups that might not otherwise participate. Lopes argues that social media is a powerful catalyst, but that's about it, stating it can only function within and depend on pre-existing grievances and or institutional dynamics. Frame Theory This theory comes from a work by Erving Goffman, Frame Analysis, in which he presents the concept of the frame of experience. These frames are the set of reading grids of the interpretive schemes that allow us to adapt to our social environment, but these schemes, these frames of experience, are learned: a worker has not learned the frames of experience of a philanthropic association, , the individual will therefore be helpless in the interaction. Postcolonial critique Recent years have seen the rise of postcolonial critique, which hails from the larger postcolonial debate within the humanities and social sciences. While it is a diverse field, the epistemic core argument within postcolonial studies is that the discursive dominance of the Western world/global North has continued after the end of the formal colonization of the global South. From this perspective, global knowledge production is still dominated by Western forms of intellectual inquiry, exemplified by an emphasis on supposed objectivity, universalism and scientific rationality, which buttresses a Western-dominated hierarchy of knowledge that fails to acknowledge its own 'situatedness'. Most contemporary scientific theories, which have their roots in Western Enlightenment and rational inquiry, are therefore inherently Eurocentric. Postcolonialism problematizes the Eurocentricity of contemporary scientific thought and methodology by arguing that it projects misleading theories, based on particular Western facts, on the global South, while also systematically ignoring Southern data for theorizing. As a result, while contemporary theories aim to be universally valid, they have an inherent Western bias because they are based on Western ideas and thought of in Western institutions, which makes them incapable of accurately presenting and explaining events, structures and movements in the South because they misinterpret the South's particularities. From this perspective, social movement theory has a Western bias, which has led to a variety of authors claiming that mainstream theories are incapable of accurately explaining social movements in the Global South, because they were originally developed to explain movements in the North. Approaches like Resource Mobilization or Political Process Theory therefore have an overt focus on democratic contestation in developed economies and thus fail to take the South's different historical, political and cultural context into account. Along related lines, scholars such as Bojan Baća and Kerstin Jacobsson, focusing on social movements in postsocialist Central and Eastern Europe, have advanced parallel critiques, arguing that social movement theory should not only be applied to the Global East but also that dominant paradigms should be tested and revised in light of its distinct historical experiences. The postcolonial critique on its own has been criticized for failing to come up with new empirical findings, offer different explanations for the development and behaviour of social movements or explain transnational movements. It has also been argued that postcolonial social movements studies, despite forwarding some accurate criticism, is at risk of creating its own form of cultural essentialism and a 'new Orientalism'. Key concepts Certain claims activists make on behalf of their social movement "resonate" with audiences including media, elites, sympathetic allies, and potential recruits. Successful frames draw upon shared cultural understandings (e.g. rights, morality). This perspective is firmly rooted in a social constructivist ontology. See the work of Robert Benford and David A. Snow. Over the last decade, political opportunity theorists have partially appropriated the framing perspective. It is called political theory of a social movement. Social constructivism is a sociological theory where human development occurs within a social context, knowledge is constructed through interactions with others. "Social constructivism is that a sociological analysis of science and scientific knowledge is fruitful and reveals the social nature of science". Under rational choice theory, individuals are rational actors who strategically weigh the costs and benefits of alternative courses of action and choose that course of action which is most likely to maximize their utility. The primary research problem from this perspective is the collective action problem, or why rational individuals would choose to join in collective action if they benefit from its acquisition even if they do not participate. See the work of Mancur Olson, Mark Lichbach, and Dennis Chong. In Theories of Political Protest and Social Movements, Karl-Dieter Opp incorporates a number of cultural concepts in his version of rational choice theory, as well as showing that several other approaches surreptitiously rely on rational-choice assumptions without admitting it. References |
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[SOURCE: https://en.wikipedia.org/wiki/Yiddish_language] | [TOKENS: 13080] |
Contents Yiddish Yiddish,[a] historically Judeo-German or Jewish German,[b] is a West Germanic language historically spoken by Ashkenazi Jews. It originated in the Holy Roman Empire during the Middle Ages, and provided the nascent Ashkenazi community with a vernacular based on High German fused with many elements taken from Hebrew (notably Mishnaic) and to some extent Aramaic. Most varieties of Yiddish include elements of Slavic languages, and the vocabulary contains traces of Romance languages. Yiddish has traditionally been written using the Hebrew alphabet. For centuries, Yiddish was the vernacular of Ashkenazi communities. Starting from the late 18th century, under the impulse of the Haskalah (Jewish Enlightenment), the language suffered decreasing prestige, being stigmatized by assimilationists and later also Zionists, in favor of national languages and Hebrew. Efforts by the Yiddishist movement to counter this met limited success. Nevertheless, before World War II, the language still counted 11–13 million speakers. 85% of the approximately six million Jews who were murdered in the Holocaust were Yiddish speakers, leading to a massive decline in the use of the language. This, along with further assimilation following World War II and aliyah (immigration to Israel), sped up the process of language shift to national tongues and Modern Hebrew, particularly among secular Jews. The number of Yiddish speakers is, however, on the rise in Haredi (ultra-Orthodox) communities. In 2014, YIVO stated that "most people who speak Yiddish in their daily lives are Hasidim and other Haredim", whose population was estimated at the time to be between 500,000 and 1 million. A 2021 estimate from Rutgers University was that there were 250,000 American speakers, 250,000 Israeli speakers, and 100,000 in the rest of the world (for a total of 600,000). The earliest surviving references date from the 12th century and call the language לשון־אַשכּנז (loshn-ashknaz; lit. 'language of Ashkenaz') or טײַטש (taytsh), a variant of tiutsch, the contemporary name for Middle High German. Colloquially, the language is sometimes called מאַמע־לשון (mame-loshn; lit. 'mother tongue'), distinguishing it from לשון־קודש (loshn koydesh; lit. 'holy tongue'), meaning 'Hebrew and Aramaic'.[c] The term "Yiddish", short for "Yidish-Taitsh" ('Jewish German'), did not become the most frequently used designation in the literature until the 18th century. In the late 19th and into the 20th century, the language was more commonly called "Jewish", especially in non-Jewish contexts, but "Yiddish" is again the most common designation today. Modern Yiddish has two major dialect groups: Eastern and Western. Eastern Yiddish is far more common today. It includes Southeastern (Ukrainian–Romanian), Mideastern (Polish–Galician–Eastern Hungarian), and Northeastern (Lithuanian–Belarusian) dialects. Eastern Yiddish differs from Western Yiddish both by its far greater size and the extensive inclusion of words of Slavic origin. Western Yiddish, which is divided into Southwestern (Swiss–Alsatian–Southern German), Midwestern (Central German), and Northwestern (Netherlandic–Northern German) dialects. Ethnologue classifies Western Yiddish as endangered. The term "Yiddish" is also used in the adjectival sense, synonymously with "Ashkenazi Jewish", to designate attributes of Yiddishkeit ("Ashkenazi culture"; for example, Yiddish cooking and music). Hebrew Judeo-Aramaic Judeo-Arabic Other Jewish diaspora languages Jewish folklore Jewish poetry History By the 10th century, a distinctive Jewish culture had formed in Central Europe.: 151 By the high medieval period, their area of settlement, centered on the Rhineland (Mainz) and the Palatinate (notably Worms and Speyer), came to be known as Ashkenaz, a term also used for Scythia, and later of various areas of Eastern Europe and Anatolia. In the medieval Hebrew of Rashi (d. 1105), Ashkenaz becomes a term for Germany, and אשכּנזי Ashkenazi for the Jews settling in this area.: Chapter 3, endnote 9 [need quotation to verify] Ashkenaz bordered on the area inhabited by another distinctive Jewish cultural group, the Sephardi Jews, who ranged into southern France. Ashkenazi culture later spread into Eastern Europe with large-scale population migrations. Nothing is known with certainty about the vernacular of the earliest Jews in Germany, but several theories have been put forward. As noted above, the first language of the Ashkenazim may have been Aramaic, the vernacular of the Jews in Roman-era Judea and ancient and early medieval Mesopotamia. The widespread use of Aramaic among the large non-Jewish Syrian trading population of the Roman provinces, including those in Europe, would have reinforced the use of Aramaic among Jews engaged in trade. In Roman times, many of the Jews living in Rome and Southern Italy appear to have been Greek-speakers, and this is reflected in some Ashkenazi personal names (such as Kalonymos and Yiddish Todres). Hebrew, on the other hand, was regarded as a holy language reserved for ritual and spiritual purposes and not for common use. The established view is that, as with other Jewish languages, Jews speaking distinct languages learned new co-territorial vernaculars, which they then Judaized. In the case of Yiddish, this scenario sees it as emerging when speakers of Zarphatic (Judeo-French) and other Judeo-Romance languages began to acquire varieties of Middle High German, and from these groups the Ashkenazi community took shape. Exactly what German substrate underlies the earliest form of Yiddish is disputed. The Jewish community in the Rhineland would have encountered the Middle High German dialects from which the Rhenish German dialects of the modern period would emerge. Jewish communities of the high medieval period would have been speaking their own versions of these German dialects, mixed with linguistic elements that they themselves brought into the region, including many Hebrew and Aramaic words, but there is also Romance. In Max Weinreich's model, Jewish speakers of Old French or Old Italian who were literate in either liturgical Hebrew or Aramaic, or both, migrated through Southern Europe to settle in the Rhine Valley in an area known as Lotharingia (later known in Yiddish as Loter) extending over parts of Germany and France. There, they encountered and were influenced by Jewish speakers of High German languages and several other German dialects. Both Weinreich and Solomon Birnbaum developed this model further in the mid-1950s. In Weinreich's view, this Old Yiddish substrate later bifurcated into two distinct versions of the language, Western and Eastern Yiddish. They retained the Semitic vocabulary and constructions needed for religious purposes and created a Judeo-German form of speech, sometimes not accepted as a fully autonomous language. Yiddish was a rich, living language, the chattering tongue of an urban population. It had the limitations of its origins. There were few Yiddish words for animals and birds. It had virtually no military vocabulary. Such voids were filled by borrowing from German, Polish and Russian. Yiddish was particularly good at borrowing: from Arabic, from Hebrew, from Aramaic and from anything with which it intersected. On the other hand, it contributed to English — American. [sic] Its chief virtue lay in its internal subtlety, particularly in its characterization of human types and emotions. It was the language of street wisdom, of the clever underdog, of pathos, resignation and suffering, all of which it palliated by humor, intense irony and superstition. Isaac Bashevis Singer, its greatest practitioner, pointed out that it is the only language never spoken by men in power. Later linguistic research has refined the Weinreich model or provided alternative approaches to the language's origins, with points of contention being the characterization of its Germanic base, the source of its Hebrew/Aramaic adstrata, and the means and location of this fusion. Some theorists argue that the fusion occurred with a Bavarian dialect base.: 9–15 The two main candidates for the germinal matrix of Yiddish, the Rhineland and Bavaria, are not necessarily incompatible. There may have been parallel developments in the two regions, seeding the Western and Eastern dialects of Modern Yiddish. Dovid Katz proposes that Yiddish emerged from contact between speakers of High German and Aramaic-speaking Jews from the Middle East. The lines of development proposed by the different theories do not necessarily rule out the others (at least not entirely); an article in The Forward argues that "in the end, a new 'standard theory' of Yiddish's origins will probably be based on the work of Weinreich and his challengers alike." Paul Wexler proposed a model in 1991 that took Yiddish, by which he means primarily eastern Yiddish, not to be genetically grounded in a Germanic language at all, but rather as "Judeo-Sorbian" (a proposed West Slavic language) that had been relexified by High German. In more recent work, Wexler has argued that Eastern Yiddish is unrelated genetically to Western Yiddish. Wexler's model has been met with little academic support, and strong critical challenges, especially among historical linguists. Yiddish orthography developed towards the end of the High Medieval period. It is first recorded in 1272, with the oldest surviving literary document in Yiddish, a blessing found in the Worms machzor (a Hebrew prayer book). This brief rhyme is decoratively embedded in an otherwise purely Hebrew text. Nonetheless, it indicates that the Yiddish of that day was a more or less regular Middle High German written in the Hebrew alphabet into which Hebrew words – מַחֲזוֹר, makhzor (prayerbook for the High Holy Days) and בֵּיתֿ הַכְּנֶסֶתֿ, 'synagogue' (read in Yiddish as beis hakneses) – had been included. The niqqud appears as though it might have been added by a second scribe, in which case it may need to be dated separately and may not be indicative of the pronunciation of the rhyme at the time of its initial annotation. Over the 14th and 15th centuries, songs and poems in Yiddish, and macaronic pieces in Hebrew and German, began to appear. These were collected in the late 15th century by Menahem ben Naphtali Oldendorf. During the same period, a tradition seems to have emerged of the Jewish community's adapting its own versions of German secular literature. The earliest Yiddish epic poem of this sort is the Dukus Horant, which survives in the famous Cambridge Codex T.-S.10.K.22. This 14th-century manuscript was discovered in the Cairo Geniza in 1896, and also contains a collection of narrative poems on themes from the Hebrew Bible and the Haggadah. The advent of the printing press in the 16th century enabled the large-scale production of works at a cheaper cost, some of which have survived. One particularly popular work was Elia Levita's Bovo-Bukh (בָּבָֿא-בּוך), composed around 1507–08 and printed several times, beginning in 1541 (under the title Bovo d'Antona). Levita, the earliest named Yiddish author, may also have written פּאַריז און װיענע Pariz un Viene (Paris and Vienna). Another Yiddish retelling of a chivalric romance, װידװילט Vidvilt (often referred to as "Widuwilt" by Germanizing scholars), presumably also dates from the 15th century, although the manuscripts are from the 16th. It is also known as Kinig Artus Hof, an adaptation of the Middle High German romance Wigalois by Wirnt von Grafenberg. Another significant writer is Avroham ben Schemuel Pikartei, who published a paraphrase on the Book of Job in 1557. Women in the Ashkenazi community were traditionally not literate in Hebrew but did read and write Yiddish. A body of literature therefore developed for which women were a primary audience. This included secular works, such as the Bovo-Bukh, and religious writing specifically for women, such as the צאנה וראינה Tseno Ureno and the תחנות Tkhines. One of the best-known early woman authors was Glückel of Hameln, whose memoirs are still in print. The segmentation of the Yiddish readership, between women who read מאַמע־לשון mame-loshn but not לשון־קדש loshn-koydesh, and men who read both, was significant enough that distinctive typefaces were used for each. The name commonly given to the semicursive form used exclusively for Yiddish was ווײַבערטײַטש (vaybertaytsh, 'women's taytsh', shown in the heading and fourth column in the Shemot Devarim), with square Hebrew letters (shown in the third column) being reserved for text in that language and Aramaic. This distinction was retained in general typographic practice through to the early 19th century, with Yiddish books being set in vaybertaytsh (also termed מעשייט mesheyt or מאַשקעט mashket—the construction is uncertain). An additional distinctive semicursive typeface was, and still is, used for rabbinical commentary on religious texts when Hebrew and Yiddish appear on the same page. This is commonly termed Rashi script, from the name of the most renowned early author, whose commentary is usually printed using this script. (Rashi is also the typeface normally used when the Sephardic counterpart to Yiddish, Judeo-Spanish or Ladino, is printed in Hebrew script.) According to a study by the German media association Internationale Medienhilfe (IMH), more than 40 printed Yiddish newspapers and magazines were published worldwide in 2024, and the trend is rising. The Western Yiddish dialect—sometimes pejoratively labeled Mauscheldeutsch, i. e. "Moses German"—declined in the 18th century, as the Age of Enlightenment and the Haskalah led to a view of Yiddish as a corrupt dialect. The 19th-century Prussian-Jewish historian Heinrich Graetz, for example, wrote that "the language of the Jews [in Poland] ... degenerat[ed] into a ridiculous jargon, a mixture of German, Polish, and Talmudical elements, an unpleasant stammering, rendered still more repulsive by forced attempts at wit." A Maskil (one who takes part in the Haskalah) would write about and promote acclimatization to the outside world. Jewish children began attending secular schools where the primary language spoken and taught was German, not Yiddish. Yiddish grates on our ears and distorts. This jargon is incapable in fact of expressing sublime thoughts. It is our obligation to cast off these old rags, a heritage of the dark Middle Ages. Owing to both assimilation to German and the revival of Hebrew, Western Yiddish survived only as a language of "intimate family circles or of closely knit trade groups". In Eastern Europe, the response to these forces took the opposite direction, with Yiddish becoming the cohesive force in a secular culture (see the Yiddishist movement). Notable Yiddish writers of the late 19th and early 20th centuries are Sholem Yankev Abramovitch, writing as Mendele Mocher Sforim; Sholem Rabinovitsh, widely known as Sholem Aleichem, whose stories about טבֿיה דער מילכיקער (Tevye der milkhiker, "Tevye the Milkman") inspired the Broadway musical and film Fiddler on the Roof; and Isaac Leib Peretz. In the early 20th century, especially after the Socialist October Revolution in Russia, Yiddish was emerging as a major Eastern European language. Its rich literature was more widely published than ever, Yiddish theatre and Yiddish cinema were booming, and for a time it achieved the status of one of the official languages of the short-lived Galician Soviet Socialist Republic. Educational autonomy for Jews in several countries (notably Poland) after World War I led to an increase in formal Yiddish-language education, more uniform orthography, and to the 1925 founding of the Yiddish Scientific Institute, YIVO. In Vilnius, there was debate over which language should take primacy, Hebrew or Yiddish. Yiddish changed significantly during the 20th century. Michael Wex writes, "As increasing numbers of Yiddish speakers moved from the Slavic-speaking East to Western Europe and the Americas in the late 19th and early 20th centuries, they were so quick to jettison Slavic vocabulary that the most prominent Yiddish writers of the time—the founders of modern Yiddish literature, who were still living in Slavic-speaking countries—revised the printed editions of their oeuvres to eliminate obsolete and 'unnecessary' Slavisms." The vocabulary used in Israel absorbed many Modern Hebrew words, and there was a similar but smaller increase in the English component of Yiddish in the United States and, to a lesser extent, the United Kingdom.[citation needed] This has resulted in some difficulty in communication between Yiddish speakers from Israel and those from other countries. "Khurbn Yiddish", as discussed by Professor Hannah Pollin-Galay, refers to the sociolect shaped by Yiddish speakers' experience during the Holocaust. Prisoners developed new words and slang, particularly relating to theft, protest, and sexuality. Phonology There is significant phonological variation among the various Yiddish dialects. The description that follows is of a modern Standard Yiddish that was devised during the early 20th century and is frequently encountered in pedagogical contexts. Uvular Affricate As in the Slavic languages with which Yiddish was long in contact (Russian, Belarusian, Polish, and Ukrainian), but unlike German, voiceless stops have little to no aspiration; unlike many such languages, voiced stops are not devoiced in final position. Moreover, Yiddish has regressive voicing assimilation, so that, for example, זאָגט /zɔɡt/ ('says') is pronounced [zɔkt] and הקדמה /hakˈdɔmɜ/ ('foreword') is pronounced [haɡˈdɔmɜ]. The vowel phonemes of Standard Yiddish are: In addition, the sonorants /l/ and /n/ can function as syllable nuclei: [m] and [ŋ] appear as syllable nuclei as well, but only as allophones of /n/, after bilabial consonants and dorsal consonants, respectively. The syllabic sonorants are always unstressed. Stressed vowels in the Yiddish dialects may be understood by considering their common origins in the Proto-Yiddish sound system. Yiddish linguistic scholarship uses a system developed by Max Weinreich in 1960 to indicate the descendent diaphonemes of the Proto-Yiddish stressed vowels.: 28 Each Proto-Yiddish vowel is given a unique two-digit identifier, and its reflexes use it as a subscript, for example, Southeastern o11 is the vowel /o/, descended from Proto-Yiddish */a/.: 28 The first digit indicates Proto-Yiddish quality (1-=*[a], 2-=*[e], 3-=*[i], 4-=*[o], 5-=*[u]), and the second refers to quantity or diphthongization (−1=short, −2=long, −3=short but lengthened early in the history of Yiddish, −4=diphthong, −5=special length occurring only in Proto-Yiddish vowel 25).: 28 Vowels 23, 33, 43 and 53 have the same reflexes as 22, 32, 42 and 52 in all Yiddish dialects, but they developed distinct values in Middle High German; Katz (1987) argues that they should be collapsed with the −2 series, leaving only 13 in the −3 series.: 17 In the vocabulary of Germanic origin, the differences between Standard German and Yiddish pronunciation are mainly in the vowels and diphthongs. All varieties of Yiddish lack the German front rounded vowels /œ, øː/ and /ʏ, yː/, having merged them with /ɛ, e:/ and /ɪ, i:/, respectively. In many respects, particularly with vowels and vowel diphthongs, and even how it forms diminutives, Yiddish is closer to Swabian German than to standard High German. Diphthongs have also undergone divergent developments in German and Yiddish. Where Standard German has merged the Middle High German diphthong ei and long vowel î to /aɪ/, Yiddish has maintained the distinction between them; and likewise, the Standard German /ɔʏ/ corresponds to both the MHG diphthong öu and the long vowel iu, which in Yiddish have merged with their unrounded counterparts ei and î, respectively. Lastly, the Standard German /aʊ/ corresponds to both the MHG diphthong ou and the long vowel û, but in Yiddish, they have not merged. Although Standard Yiddish does not distinguish between those two diphthongs and renders both as /ɔɪ/, the distinction becomes apparent when the two diphthongs undergo Germanic umlaut, such as in forming plurals: The vowel length distinctions of German do not exist in the Northeastern (Lithuanian) varieties of Yiddish, which form the phonetic basis for Standard Yiddish. In those varieties, the vowel qualities in most long/short vowel pairs diverged, and so the phonemic distinction has remained. There are consonantal differences between German and Yiddish. Yiddish deaffricates the Middle High German voiceless labiodental affricate /pf/ to /f/ initially (as in פֿונט funt, but this pronunciation is also quasi-standard throughout northern and central Germany); /pf/ surfaces as an unshifted /p/ medially or finally (as in עפּל /ɛpl/ and קאָפּ /kɔp/). Additionally, final voiced stops appear in Standard Yiddish but not in Northern Standard German. diaphoneme The pronunciation of vowels in Yiddish words of Hebrew origin is similar to Ashkenazi Hebrew but not identical. The most prominent difference is kamatz gadol in closed syllables being pronounced the same as patah in Yiddish but the same as any other kamatz in Ashkenazi Hebrew. Also, Hebrew features no reduction of unstressed vowels, and so the given name Jochebed יוֹכֶבֶֿד would be /jɔɪˈχɛvɛd/ in Ashkenazi Hebrew but /ˈjɔχvɜd/ in Standard Yiddish. diaphoneme Patah in open syllable, as well as hataf patah, are unpredictably split between A1 and A2: קַדַּחַת, נַחַת /kaˈdɔχɜs, ˈnaχɜs/; חֲלוֹם, חֲתֻנָּה /ˈχɔlɜm, ˈχasɜnɜ/. Grammar Yiddish grammar can vary slightly depending on the dialect. The main article focuses on standard form of Yiddish grammar while also acknowledging some dialectal differences. Yiddish grammar has similarities to the German grammar system, as well as grammatical elements from Hebrew and Slavic languages. Writing system Yiddish is written in the Hebrew alphabet, but its orthography differs significantly from that of Hebrew. In Hebrew, many vowels are represented only optionally by diacritical marks called niqqud whereas Yiddish uses letters to represent all vowels. Several Yiddish letters consist of another letter combined with a niqqud mark resembling a Hebrew letter–niqqud pair, but each of those combinations is an inseparable unit representing a vowel alone, not a consonant–vowel sequence. The niqqud marks have no phonetic value on their own. In most varieties of Yiddish, however, words borrowed from Hebrew are written in their native forms without application of Yiddish orthographical conventions. Numbers of speakers Ghosts love Yiddish and as far as I know, they all speak it. On the eve of World War II, there were 11 to 13 million Yiddish speakers. The Holocaust, however, led to a dramatic, sudden decline in the use of Yiddish, as the extensive Jewish communities, both secular and religious, that used Yiddish in their day-to-day life were largely destroyed. Around five million of those killed – 85 percent of the Jews murdered in the Holocaust – were speakers of Yiddish. Although millions of Yiddish speakers survived the war (including nearly all Yiddish speakers in the Americas), further assimilation in countries such as the United States and the Soviet Union, in addition to the strictly monolingual stance of the Haskalah and later Zionist movements, led to a decline in the use of Eastern Yiddish. However, the number of speakers within the widely dispersed Haredi (mainly Hasidic) communities is now increasing. Although used in various countries, Yiddish has attained official recognition as a minority language only in the Jewish Autonomous Oblast of Russia, Moldova, Bosnia and Herzegovina, the Netherlands, and Sweden. Reports of the number of current Yiddish speakers vary significantly. Ethnologue estimates, based on publications through 1991, that there were at that time 1.5 million speakers of Eastern Yiddish, of which 40% lived in Ukraine, 15% in Israel, and 10% in the United States. The Modern Language Association agrees with fewer than 200,000 in the United States. Western Yiddish is reported by Ethnologue to have had an ethnic population of 50,000 in 2000, and an undated speaking population of 5,400, mostly in Germany. A 1996 report by the Council of Europe estimates a worldwide Yiddish-speaking population of about two million. Further demographic information about the recent status of what is treated as an Eastern–Western dialect continuum is provided in the YIVO Language and Cultural Atlas of Ashkenazic Jewry. In a study in the first half of 2024, the German media association Internationale Medienhilfe (IMH) found that the number of Yiddish media is increasing again, due to an increase in the Yiddish-speaking population, especially in the USA. According to IMH estimates, the number of speakers worldwide is approaching two million. In 2024, more than 40 print media were published worldwide in Yiddish - and the trend is rising. The 1922 census of Palestine lists 1,946 Yiddish speakers in Mandatory Palestine (9 in the Southern District, 1,401 in Jerusalem-Jaffa, 4 in Samaria, and 532 in the Northern District), including 1,759 in municipal areas (999 in Jerusalem, 356 in Jaffa, 332 in Haifa, 5 in Gaza, 4 in Hebron, 3 in Nazareth, 7 in Ramleh, 33 in Tiberias, and 4 in Jenin). In the Hasidic communities of Israel, boys speak more Yiddish amongst themselves, while girls use Hebrew more often. This is probably due to the tendency of girls to learn more secular subjects, thus increasing their contact with the Hebrew language, while boys are usually taught religious subjects in Yiddish. Status as a language Historically, there have been frequent debates about the extent of the linguistic independence of Yiddish from the languages that it absorbed. There has been periodic assertion that Yiddish is a dialect of German, or even "just broken German, more of a linguistic mishmash than a true language". Even when recognized as an autonomous language, it has occasionally been referred to, typically by people foreign to the language, as Judeo-German, along the lines of other Jewish languages like Judeo-Persian, Judeo-Spanish or Judeo-French. A widely cited summary of attitudes in the 1930s was published by Max Weinreich, quoting a remark by an auditor of one of his lectures: אַ שפּראַך איז אַ דיאַלעקט מיט אַן אַרמיי און פֿלאָט (a shprakh iz a dialekt mit an armey un flot — "A language is a dialect with an army and navy"). Today's speakers consider Yiddish a separate language, officially recognized as such in the USSR (where it was viewed as "the Jewish language"), post-Soviet Russia and Sweden, thus complying to Max Weinreich's notion of official state recognition. Virtually all specialists working in the field of Yiddish view it as a separate language, including researchers and teachers who study and teach Yiddish in German-speaking countries. For centuries, Yiddish has been developing in countries separated from the German language space and has its own system of dialects. Contemporary debates on this subject are almost exclusively limited to the nature of medieval and early modern texts written in Western Yiddish dialects that seem much closer to varieties of German than today's Eastern Yiddish. We shall get rid of the stunted and squashed jargons which we use now, these ghetto languages. They were the furtive tongues of prisoners.[d] — Theodor Herzl, Der Judenstaat, 1896. The national language of Israel is Modern Hebrew. The debate in Zionist circles over the use of Yiddish in Israel and in the diaspora in preference to Hebrew also reflected the tensions between religious and secular Jewish lifestyles. Many secular Zionists wanted Hebrew as the sole language of Jews, to contribute to a national cohesive identity. Traditionally religious Jews, on the other hand, preferred use of Yiddish, viewing Hebrew as a respected holy language reserved for prayer and religious study. In the early 20th century, Zionist activists in the Mandate of Palestine tried to eradicate the use of Yiddish among Jews in preference to Hebrew, and make its use socially unacceptable. This conflict also reflected the opposing views among secular Jews worldwide, one side seeing Hebrew (and Zionism) and the other Yiddish (and Internationalism) as the means of defining Jewish nationalism. In the 1920s and 1930s, גדוד מגיני השפה gdud maginéi hasafá, "Battalion for the Defence of the Language", whose motto was "עברי, דבר עברית ivri, dabér ivrít", that is, "Hebrew [i.e. Jew], speak Hebrew!", used to tear down signs written in "foreign" languages and disturb Yiddish theatre gatherings with stink bombs. In 1927, a proposal to institute a chair in Yiddish at Hebrew University was met with protests. However, according to linguist Ghil'ad Zuckermann, the members of this group in particular, and the Hebrew revival in general, did not succeed in uprooting Yiddish patterns (as well as the patterns of other European languages Jewish immigrants spoke) within what he calls "Israeli", i.e. Modern Hebrew. Zuckermann believes that "Israeli does include numerous Hebrew elements resulting from a conscious revival but also numerous pervasive linguistic features deriving from a subconscious survival of the revivalists’ mother tongues, e.g. Yiddish." After the founding of the State of Israel, a massive wave of Jewish immigrants from Arab countries arrived. In short order, these Mizrahi Jews and their descendants would account for nearly half the Jewish population. While all were at least familiar with Hebrew as a liturgical language, essentially none had any contact with or affinity for Yiddish (some, of Sephardic origin, spoke Judeo-Spanish, others various Judeo-Arabic varieties). Thus, Hebrew emerged as the dominant linguistic common denominator between the different population groups. According to Itay Zutra, a teacher of Yiddish at the University of Manitoba, Yiddish was portrayed as a feminine and emasculate language in Israel, sometimes even associated with being a homosexual. One such example of this is in the 1970 movie Shablul, where a frail Yiddish speaker, told he needs to be a strong Jewish man, goes to a karate instructor for help. The instructor, also a Yiddish speaker, agrees to teach him. The instructor then tries to grope and have sex with the man during a private session. It has also been argued by Yiddish writer and literary critic Shmuel Niger and professor Naomi Seidman that even before Zionism, Yiddish was seen as having an inherent level of femininity, while Hebrew was the opposite and was inherently masculine. Much of this stems from the fact that women were excluded from having formal training in Hebrew, which made Yiddish the only Jewish language women could speak, read and write in. As a consequence, Yiddish texts and the language as a whole inherently took on feminine traits, even when written and spoken by men. Despite a past of marginalization and anti-Yiddish government policy, in 1996 the Knesset passed a law founding the "National Authority for Yiddish Culture", with the aim of supporting and promoting contemporary Yiddish art and literature, as well as preservation of Yiddish culture and publication of Yiddish classics, both in Yiddish and in Hebrew translation. In religious circles, it is Ashkenazi Haredi Jews, particularly Hasidic Jews and the Lithuanian yeshiva world, who continue to teach, speak and use Yiddish (which, in Israel, has evolved into the Haredi dialect), making it a language used regularly by hundreds of thousands of Haredi Jews today. The largest of these centers are in Bnei Brak and Jerusalem. There is a growing revival of interest in Yiddish culture among secular Israelis, with the flourishing of new proactive cultural organizations like YUNG YiDiSH, as well as Yiddish theatre (usually with simultaneous translation to Hebrew and Russian) and young people are taking university courses in Yiddish, some achieving considerable fluency. In the early years of the 20th century Yiddish was classified as a 'Semitic Language'. After much campaigning, in 1906 the South African legislator Morris Alexander won a parliamentary fight to have Yiddish reclassified as a European language, thereby permitting the immigration of Yiddish-speakers to South Africa. While there used to be a large Yiddish press in South Africa now Yiddish has largely died out in South Africa being replaced with other languages. In Mexico, Yiddish was spoken among the Ashkenazi Jewish population and Yiddish poet Isaac Berliner wrote about the life of Mexican Jews. Isaac Berliner's Yiddishism was a way for the Ashkenazi Jews in Mexico to build a secular culture in a Mexico skeptical of religion. Yiddish became a marker of Ashkenazi ethnic identity in Mexico. In the Soviet Union during the era of the New Economic Policy (NEP) in the 1920s, Yiddish was promoted as the language of the Jewish proletariat. At the same time, Hebrew was considered a bourgeois and reactionary language and its use was generally discouraged. Yiddish was one of the recognized languages of the Byelorussian Soviet Socialist Republic. Until 1938, the Emblem of the Byelorussian Soviet Socialist Republic included the motto Workers of the world, unite! in Yiddish. Yiddish was also an official language in several agricultural districts of the Galician Soviet Socialist Republic. The use of Yiddish as the primary spoken language by Jews was heavily encouraged by multiple Jewish political groups at the time. The Evsektsii, the Jewish Communist Group, and The Bund, the Jewish Socialist Group, both heavily encouraged the use of Yiddish. During the Bolshevik Era these political groups worked alongside the government to encourage the widespread Jewish use of Yiddish. Both the Evsektsii and the Bund supported the Jewish movement towards assimilation and saw Yiddish as a way to encourage it. They saw the use of Yiddish as a step away from the religious aspects of Judaism, instead favoring the cultural aspects of Judaism.[page needed] A public educational system entirely based on the Yiddish language was established and comprised kindergartens, schools, and higher educational institutions (technical schools, rabfaks and other university departments). These were initially created in the Russian Empire to stop Jewish children from taking too many spots in regular Russian schools. Imperial government feared that the Jewish children were both taking spots from non-Jews as well as spreading revolutionary ideas to their non-Jewish peers. As a result, in 1914 laws were passed that guaranteed Jews the right to a Jewish education and as a result the Yiddish education system was established.[page needed] After the Bolshevik revolution in 1917 even more Yiddish schools were established. These schools thrived with government, specifically Bolshevik, and Jewish support. They were established as part of the effort to revitalize the Soviet Jewish Community. Specifically, the Bolsheviks wanted to encourage Jewish assimilation. While these schools were taught in Yiddish, the content was Soviet. They were created to attract Jews in to getting a Soviet education under the guise of a Jewish institution.[page needed] While schools with curriculums taught in Yiddish existed in some areas until the 1950s, there was a general decline in enrollment due to preference for Russian-speaking institutions and the declining reputation of Yiddish schools among Yiddish speaking Soviets. As the Yiddish schools declined, so did overall Yiddish culture. The two were inherently linked and with the downfall of one, so did the other.[page needed] General Soviet denationalization programs and secularization policies also led to a further lack of enrollment and funding; the last schools to be closed existed until 1951. It continued to be spoken widely for decades, nonetheless, in areas with compact Jewish populations (primarily in Moldova, Ukraine, and to a lesser extent Belarus). In the former Soviet states, recently active Yiddish authors include Yoysef Burg (Chernivtsi 1912–2009) and Olexander Beyderman (b. 1949, Odessa). Publication of an earlier Yiddish periodical (דער פֿרײַנד – der fraynd; lit. The Friend), was resumed in 2004 with דער נײַער פֿרײַנד (der nayer fraynd; lit. The New Friend, Saint Petersburg). According to the 2010 census, 1,683 people spoke Yiddish in Russia, approximately 1% of all the Jews of the Russian Federation. According to Mikhail Shvydkoy, former Minister of Culture of Russia and himself of Jewish origin, Yiddish culture in Russia is gone, and its revival is unlikely. From my point of view, Yiddish culture today isn't just fading away, but disappearing. It is stored as memories, as fragments of phrases, as books that have long gone unread. ... Yiddish culture is dying and this should be treated with utmost calm. There is no need to pity that which cannot be resurrected – it has receded into the world of the enchanting past, where it should remain. Any artificial culture, a culture without replenishment, is meaningless. ... Everything that happens with Yiddish culture is transformed into a kind of cabaret—epistolary genre, nice, cute to the ear and the eye, but having nothing to do with high art, because there is no natural, national soil. In Russia, it is the memory of the departed, sometimes sweet memories. But it's the memories of what will never be again. Perhaps that's why these memories are always so sharp. The Jewish Autonomous Oblast was formed in 1934 in the Russian Far East, with its capital city in Birobidzhan and Yiddish as its official language. The intention was for the Soviet Jewish population to settle there. Jewish cultural life was revived in Birobidzhan much earlier than elsewhere in the Soviet Union. Yiddish theaters began opening in the 1970s. The newspaper ביראָבידזשאַנער שטערן (Birobidzhaner Shtern; lit: Birobidzhan Star) includes a Yiddish section. In modern Russia, the cultural significance of the language is still recognized and bolstered. The First Birobidzhan International Summer Program for Yiddish Language and Culture was launched in 2007. As of 2010[update], according to data provided by the Russian Census Bureau, there were 97 speakers of Yiddish in the JAO. A November 2017 article in The Guardian, titled, "Revival of a Soviet Zion: Birobidzhan celebrates its Jewish heritage", examined the current status of the city and suggested that, even though the Jewish Autonomous Region in Russia's far east is now barely 1% Jewish, officials hope to woo back people who left after Soviet collapse and to revive the Yiddish language in this region. Despite the small number of local speakers, the weekly state-run newspaper Birobidzhaner Shtern contains 2–4 pages in Yiddish, largely written by authors who live in other cities and countries, and its online version attracts international readership. Yiddish often appears in the local TV program Yiddishkeit, also available online. Yiddish was an official language of the Ukrainian People's Republic (1917–1921). But due to the holocaust, assimilation, and migration of Ukrainian Jews abroad today only 3,100 of the remaining Jews speak Yiddish as their first language. The Southeast dialect of Yiddish has many Ukrainian loanwords due to the long contact between Yiddish speakers and Ukrainian speakers. Several countries that ratified the 1992 European Charter for Regional or Minority Languages have included Yiddish in the list of their recognized minority languages: the Netherlands (1996), Sweden (2000), Romania (2008), Poland (2009), Bosnia and Herzegovina (2010). In 2005, Ukraine did not mention Yiddish as such, but "the language(s) of the Jewish ethnic minority". In June 1999, the Swedish Parliament enacted legislation giving Yiddish legal status as one of the country's official minority languages (entering into effect in April 2000). Additional legislation was enacted in June 2006 establishing a new governmental agency, the Swedish National Language Council, whose goal is to "collect, preserve, scientifically research, and spread material about the national minority languages." These languages include Yiddish. The Swedish government has published documents in Yiddish detailing the national action plan for human rights. An earlier one provides general information about national minority language policies. On September 6, 2007, it became possible to register Internet domains with Yiddish names in the national top-level domain .se. The first Jews were permitted to reside in Sweden during the late 18th century. The Jewish population in Sweden is estimated at 20,000. According to various reports and surveys, between 2,000 and 6,000 Swedish Jews have at least some knowledge of Yiddish. In 2009, the number of native speakers was estimated by linguist Mikael Parkvall to be 750–1,500. He says that most native speakers of Yiddish in Sweden today are adults, many of them elderly. After the war Yiddish theater enjoyed great popularity in Sweden and all the great stars performed there. Since the recognition of Yiddish as an official minority language, Swedish schoolchildren have the right to study Yiddish at school as a mother tongue, and there are public radio broadcasts and television shows in Yiddish. In the United States, at first most Jews were of Sephardic origin, and hence did not speak Yiddish. It was not until the mid-to-late 19th century, as first German Jews, then Central and Eastern European Jews, arrived in the nation, that Yiddish became dominant within the immigrant community. This helped to bond Jews from many countries. פֿאָרװערטס (Forverts – The Forward) was one of seven Yiddish daily newspapers in New York City, and other Yiddish newspapers served as a forum for Jews of all European backgrounds. In 1915, the circulation of the daily Yiddish newspapers was half a million in New York City alone, and 600,000 nationally. In addition, thousands more subscribed to the numerous weekly papers and the many magazines. The typical circulation in the 21st century is a few thousand. The Forward still appears weekly and is also available in an online edition. It remains in wide distribution, together with דער אַלגעמיינער זשורנאַל (der algemeyner zhurnal – Algemeyner Journal; algemeyner = general), a Chabad newspaper which is also published weekly and appears online. The widest-circulation Yiddish newspapers are probably the weekly issues Der Yid (דער איד "The Jew"), Der Blatt (דער בלאַט; blat 'paper') and Di Tzeitung (די צײטונג 'the newspaper'). Several additional newspapers and magazines are in regular production, such as the weekly אידישער טריביון Yiddish Tribune and the monthly publications דער שטערן (Der Shtern The Star) and דער בליק (Der Blik The View). (The romanized titles cited in this paragraph are in the form given on the masthead of each publication and may be at some variance both with the literal Yiddish title and the transliteration rules otherwise applied in this article.) Thriving Yiddish theater, especially in the New York City Yiddish Theatre District, kept the language vital. Interest in klezmer music provided another bonding mechanism. Most of the Jewish immigrants to the New York metropolitan area during the years of Ellis Island considered Yiddish their native language; however, native Yiddish speakers tended not to pass the language on to their children, who assimilated and spoke English. For example, Isaac Asimov states in his autobiography In Memory Yet Green that Yiddish was his first and sole spoken language, and remained so for about two years after he emigrated to the United States as a small child. By contrast, Asimov's younger siblings, born in the United States, never developed any degree of fluency in Yiddish. Many "Yiddishisms", like "Italianisms" and "Spanishisms", entered New York City English, often used by Jews and non-Jews alike, unaware of the linguistic origin of the phrases. Yiddish words used in English were documented extensively by Leo Rosten in The Joys of Yiddish; see also the list of English words of Yiddish origin. In 1975, the film Hester Street, much of which is in Yiddish, was released. It was later chosen to be on the Library of Congress National Film Registry for being considered a "culturally, historically, or aesthetically significant" film. In 1976, the Canadian-born American author Saul Bellow received the Nobel Prize in Literature. He was fluent in Yiddish, and translated several Yiddish poems and stories into English, including Isaac Bashevis Singer's "Gimpel the Fool". In 1978, Singer, a writer in the Yiddish language, who was born in Poland and lived in the United States, received the Nobel Prize in Literature. Legal scholars Eugene Volokh and Alex Kozinski argue that Yiddish is "supplanting Latin as the spice in American legal argot". In the 2000 United States census, 178,945 people in the United States reported speaking Yiddish at home. Of these speakers, 113,515 lived in New York (63.43% of American Yiddish speakers); 18,220 in Florida (10.18%); 9,145 in New Jersey (5.11%); and 8,950 in California (5.00%). The remaining states with speaker populations larger than 1,000 are Pennsylvania (5,445), Ohio (1,925), Michigan (1,945), Massachusetts (2,380), Maryland (2,125), Illinois (3,510), Connecticut (1,710), and Arizona (1,055). The population is largely elderly: 72,885 of the speakers were older than 65, 66,815 were between 18 and 64, and only 39,245 were age 17 or lower. In the six years since the 2000 census, the 2006 American Community Survey reflected an estimated 15 percent decline of people speaking Yiddish at home in the U.S. to 152,515. In 2011, the number of persons in the United States above the age of five speaking Yiddish at home was 160,968. 88% of them were living in four metropolitan areas – New York City and another metropolitan area just north of it, Miami, and Los Angeles. There are a few predominantly Hasidic communities in the United States in which Yiddish remains the majority language including concentrations in the Crown Heights, Borough Park, and Williamsburg neighborhoods of Brooklyn. In Kiryas Joel in Orange County, New York, in the 2000 census, nearly 90% of residents of Kiryas Joel reported speaking Yiddish at home. There are over 30,000 Yiddish speakers in the United Kingdom, and several thousand children now have Yiddish as a first language. The largest group of Yiddish speakers in Britain reside in the Stamford Hill district of North London, but there are sizable communities in northwest London, Leeds, Manchester and Gateshead. The Yiddish readership in the UK is mainly reliant upon imported material from the United States and Israel for newspapers, magazines and other periodicals. However, the London-based weekly Jewish Tribune has a small section in Yiddish called אידישע טריבונע Yidishe Tribune. From the 1910s to the 1950s, London had a daily Yiddish newspaper called די צײַט (Di Tsayt, Yiddish pronunciation: [dɪ tsaɪt]; in English, The Time), founded, and edited from offices in Whitechapel Road, by Romanian-born Morris Myer, who was succeeded on his death in 1943 by his son Harry. There were also from time to time Yiddish newspapers in Manchester, Liverpool, Glasgow and Leeds. The bilingual Yiddish and English café Pink Peacock opened in Glasgow in 2021 but closed down in 2023. Montreal had, and to some extent still has, one of the most thriving Yiddish communities in North America. Yiddish was Montreal's third language (after French and English) for the entire first half of the twentieth century. Der Keneder Adler (The Canadian Eagle, founded by Hirsch Wolofsky), Montreal's daily Yiddish newspaper, appeared from 1907 to 1988. The Monument-National was the center of Yiddish theater from 1896 until the construction of the Saidye Bronfman Centre for the Arts (now the Segal Centre for Performing Arts), inaugurated on September 24, 1967, where the established resident theater, the Dora Wasserman Yiddish Theatre, remains the only permanent Yiddish theatre in North America. The theatre group also tours Canada, US, Israel, and Europe. Even though Yiddish has receded, it is the immediate ancestral language of Montrealers like Mordecai Richler and Leonard Cohen, as well as former interim city mayor Michael Applebaum. Besides Yiddish-speaking activists, it remains today the native everyday language of 15,000 Montreal Hasidim. Major exceptions to the decline of spoken Yiddish are found in Haredi communities all over the world. In some of the more closely knit such communities, Yiddish is spoken as a home and schooling language, especially in Hasidic, Litvish, or Yeshivish communities, such as Brooklyn's Borough Park, Williamsburg, and Crown Heights, and in the communities of Monsey, Kiryas Joel, and New Square in New York (over 88% of the population of Kiryas Joel is reported to speak Yiddish at home.) Also in New Jersey, Yiddish is widely spoken mostly in Lakewood Township, but also in smaller towns with yeshivas, such as Passaic, Teaneck, and elsewhere. Yiddish is also widely spoken in the Jewish community in Antwerp, and in Haredi communities such as the ones in London, Manchester, and Montreal. Yiddish is also spoken in many Haredi communities throughout Israel. Among most Ashkenazi Haredim, Hebrew is generally reserved for prayer, while Yiddish is used for religious studies, as well as a home and business language. In Israel, however, Haredim commonly speak modern Hebrew, with the notable exception of many Hasidic communities. However, many Haredim who use Modern Hebrew also understand Yiddish. There are some who send their children to schools in which the primary language of instruction is Yiddish. Members of anti-Zionist Haredi groups such as the Satmar Hasidim, who view the commonplace use of Hebrew as a form of Zionism, use Yiddish almost exclusively. Hundreds of thousands of young children around the globe have been, and are still, taught to translate the texts of the Torah into Yiddish. This process is called טײַטשן (taytshn) – 'translating'. Many Ashkenazi yeshivas' highest level lectures in Talmud and Halakha are delivered in Yiddish by the rosh yeshivas as well as ethical talks of the Musar movement. Hasidic rebbes generally use only Yiddish to converse with their followers and to deliver their various Torah talks, classes, and lectures. The linguistic style and vocabulary of Yiddish have influenced the manner in which many Orthodox Jews who attend yeshivas speak English. This usage is distinctive enough that it has been dubbed "Yeshivish". While Hebrew remains the exclusive language of Jewish prayer, the Hasidim have mixed some Yiddish into their Hebrew, and are also responsible for a significant secondary religious literature written in Yiddish. For example, the tales about the Baal Shem Tov were written largely in Yiddish. The Torah Talks of the late Chabad leaders are published in their original form, Yiddish. In addition, some prayers, such as "God of Abraham", were composed and are recited in Yiddish. There has been a resurgence in Yiddish learning in recent times among many from around the world with Jewish ancestry. The language which had lost many of its native speakers during the Holocaust has been making something of a comeback. In Poland, which traditionally had Yiddish speaking communities, a museum has begun to revive Yiddish education and culture. Located in Kraków, the Galicia Jewish Museum offers classes in Yiddish Language Instruction and workshops on Yiddish Songs. The museum has taken steps to revive the culture through concerts and events held on site. There are various universities worldwide which now offer Yiddish programs based on the YIVO Yiddish standard. Many of these programs are held during the summer and are attended by Yiddish enthusiasts from around the world. One such school located within Vilnius University (Vilnius Yiddish Institute) was the first Yiddish center of higher learning to be established in post-Holocaust Eastern Europe. Vilnius Yiddish Institute is an integral part of the four-century-old Vilnius University. Published Yiddish scholar and researcher Dovid Katz is among the Faculty. Despite this growing popularity among many American Jews, finding opportunities for practical use of Yiddish is becoming increasingly difficult, and thus many students have trouble learning to speak the language. One solution has been the establishment of a farm in Goshen, New York, for Yiddishists. Yiddish is the medium of instruction in many Hasidic חדרים khadorim, Jewish boys' schools, and some Hasidic girls' schools. Some American Jewish day schools and high schools offer Yiddish education. An organization called Yiddishkayt (ייִדישקײַט) promotes Yiddish-language education in schools. Sholem Aleichem College, a secular Jewish primary school in Melbourne teaches Yiddish as a second language to all its students. The school was founded in 1975 by the Bund movement in Australia, and still maintains daily Yiddish instruction today, and includes student theater and music in Yiddish. Google Translate includes Yiddish as one of its languages, as does Wikipedia. Hebrew-alphabet keyboards are available, and right-to-left writing is recognized. Google Search accepts queries in Yiddish. Over eleven thousand Yiddish texts, estimated as between a sixth and a quarter of all the published works in Yiddish, are now online, based on the work of the Yiddish Book Center, volunteers, and the Internet Archive. There are many websites on the Internet in Yiddish. In January 2013, The Forward announced the launch of the new daily version of its newspaper's website, which has been active since 1999 as an online weekly, supplied with radio and video programs, a literary section for fiction writers and a special blog written in local contemporary Hasidic dialects. Many Jewish ethnolects influenced by Yiddish are available via online resources such as YouTube. Computer scientist Raphael Finkel maintains a hub of Yiddish-language resources, including a searchable dictionary and spell checker. In late 2016, Motorola Inc. released its smartphones with keyboard access for the Yiddish language in its foreign language option. On April 5, 2021, Duolingo added Yiddish to its courses. Influence on other languages In addition to Modern Hebrew and New York English, especially as spoken by yeshivah students (sometimes known as Yeshivish), Yiddish has influenced Cockney in England, the city dialect of Amsterdam and to some degree the city dialects of Vienna and Berlin. French argot has some words coming from Yiddish. Paul Wexler proposed that Esperanto was not an arbitrary pastiche of major European languages but a Latinate relexification of Yiddish, a native language of its founder. This model is generally unsupported by mainstream linguists. Yiddish had an influence on Jewish Swedish, a dialect of Swedish used by Jews with loanwords from Hebrew and Yiddish. And Yiddish had an influence on Hungarian with extra influence on Jewish Hungarian, a dialect of Hungarian spoken by Hungarian Jews. Yiddish had influence on other European Jewish ethnolects like Jewish Russian and Jewish French. These ethnolects are shown in various pieces of media across various mediums both digital and physical. Language examples The following is a short example of the Yiddish language written in both the Hebrew and Latin scripts with English and standard German for comparison. See also Notes References Bibliography Further reading External links |
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Contents Joke A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be interpreted literally. It usually takes the form of a story, often with dialogue, and ends in a punch line, whereby the humorous element of the story is revealed; this can be done using a pun or other type of word play, irony or sarcasm, logical incompatibility, hyperbole, or other means. Linguist Robert Hetzron offers the definition: A joke is a short humorous piece of oral literature in which the funniness culminates in the final sentence, called the punchline… In fact, the main condition is that the tension should reach its highest level at the very end. No continuation relieving the tension should be added. As for its being "oral," it is true that jokes may appear printed, but when further transferred, there is no obligation to reproduce the text verbatim, as in the case of poetry. It is generally held that jokes benefit from brevity, containing no more detail than is needed to set the scene for the punchline at the end. In the case of riddle jokes or one-liners, the setting is implicitly understood, leaving only the dialogue and punchline to be verbalised. However, subverting these and other common guidelines can also be a source of humour—the shaggy dog story is an example of an anti-joke; although presented as a joke, it contains a long drawn-out narrative of time, place and character, rambles through many pointless inclusions and finally fails to deliver a punchline. Jokes are a form of humour, but not all humour is in the form of a joke. Some humorous forms which are not verbal jokes are: involuntary humour, situational humour, practical jokes, slapstick and anecdotes. Identified as one of the simple forms of oral literature by the Dutch linguist André Jolles, jokes are passed along anonymously. They are told in both private and public settings; a single person tells a joke to his friend in the natural flow of conversation, or a set of jokes is told to a group as part of scripted entertainment. Jokes are also passed along in written form or, more recently, through the internet. Stand-up comics, comedians and slapstick work with comic timing and rhythm in their performance, and may rely on actions as well as on the verbal punchline to evoke laughter. This distinction has been formulated in the popular saying "A comic says funny things; a comedian says things funny".[note 1] History in print Jokes do not belong to refined culture, but rather to the entertainment and leisure of all classes. As such, any printed versions were considered ephemera, i.e., temporary documents created for a specific purpose and intended to be thrown away. Many of these early jokes deal with scatological and sexual topics, entertaining to all social classes but not to be valued and saved.[citation needed] Various kinds of jokes have been identified in ancient pre-classical texts.[note 2] The oldest identified joke is an ancient Sumerian proverb from 1900 BC containing toilet humour: "Something which has never occurred since time immemorial; a young woman did not fart in her husband's lap." Its records were dated to the Old Babylonian period and the joke may go as far back as 2300 BC. The second oldest joke found, discovered on the Westcar Papyrus and believed to be about Sneferu, was from Ancient Egypt c. 1600 BC: "How do you entertain a bored pharaoh? You sail a boatload of young women dressed only in fishing nets down the Nile and urge the pharaoh to go catch a fish." The tale of the three ox drivers from Adab completes the three known oldest jokes in the world. This is a comic triple dating back to 1200 BC Adab. It concerns three men seeking justice from a king on the matter of ownership over a newborn calf, for whose birth they all consider themselves to be partially responsible. The king seeks advice from a priestess on how to rule the case, and she suggests a series of events involving the men's households and wives. The final portion of the story (which included the punch line), has not survived intact, though legible fragments suggest it was bawdy in nature. Jokes can be notoriously difficult to translate from language to language; particularly puns, which depend on specific words and not just on their meanings. For instance, Julius Caesar once sold land at a surprisingly cheap price to his lover Servilia, who was rumoured to be prostituting her daughter Tertia to Caesar in order to keep his favour. Cicero remarked that "conparavit Servilia hunc fundum tertia deducta." The punny phrase, "tertia deducta", can be translated as "with one-third off (in price)", or "with Tertia putting out." The earliest extant joke book is the Philogelos (Greek for The Laughter-Lover), a collection of 265 jokes written in crude ancient Greek dating to the fourth or fifth century AD. The author of the collection is obscure and a number of different authors are attributed to it, including "Hierokles and Philagros the grammatikos", just "Hierokles", or, in the Suda, "Philistion". British classicist Mary Beard states that the Philogelos may have been intended as a jokester's handbook of quips to say on the fly, rather than a book meant to be read straight through. Many of the jokes in this collection are surprisingly familiar, even though the typical protagonists are less recognisable to contemporary readers: the absent-minded professor, the eunuch, and people with hernias or bad breath. The Philogelos even contains a joke similar to Monty Python's "Dead Parrot Sketch". During the 15th century, the printing revolution spread across Europe following the development of the movable type printing press. This was coupled with the growth of literacy in all social classes. Printers turned out Jestbooks along with Bibles to meet both lowbrow and highbrow interests of the populace. One early anthology of jokes was the Facetiae by the Italian Poggio Bracciolini, first published in 1470. The popularity of this jest book can be measured on the twenty editions of the book documented alone for the 15th century. Another popular form was a collection of jests, jokes and funny situations attributed to a single character in a more connected, narrative form of the picaresque novel. Examples of this are the characters of Rabelais in France, Till Eulenspiegel in Germany, Lazarillo de Tormes in Spain and Master Skelton in England. There is also a jest book ascribed to William Shakespeare, the contents of which appear to both inform and borrow from his plays. All of these early jestbooks corroborate both the rise in the literacy of the European populations and the general quest for leisure activities during the Renaissance in Europe. The practice of printers using jokes and cartoons as page fillers was also widely used in the broadsides and chapbooks of the 19th century and earlier. With the increase in literacy in the general population and the growth of the printing industry, these publications were the most common forms of printed material between the 16th and 19th centuries throughout Europe and North America. Along with reports of events, executions, ballads and verse, they also contained jokes. Only one of many broadsides archived in the Harvard library is described as "1706. Grinning made easy; or, Funny Dick's unrivalled collection of curious, comical, odd, droll, humorous, witty, whimsical, laughable, and eccentric jests, jokes, bulls, epigrams, &c. With many other descriptions of wit and humour." These cheap publications, ephemera intended for mass distribution, were read alone, read aloud, posted and discarded. There are many types of joke books in print today; a search on the internet provides a plethora of titles available for purchase. They can be read alone for solitary entertainment, or used to stock up on new jokes to entertain friends. Some people try to find a deeper meaning in jokes, as in "Plato and a Platypus Walk into a Bar... Understanding Philosophy Through Jokes".[note 3] However a deeper meaning is not necessary to appreciate their inherent entertainment value. Magazines frequently use jokes and cartoons as filler for the printed page. Reader's Digest closes out many articles with an (unrelated) joke at the bottom of the article. The New Yorker was first published in 1925 with the stated goal of being a "sophisticated humour magazine" and is still known for its cartoons. Telling jokes Telling a joke is a cooperative effort; it requires that the teller and the audience mutually agree in one form or another to understand the narrative which follows as a joke. In a study of conversation analysis, the sociologist Harvey Sacks describes in detail the sequential organisation in the telling of a single joke. "This telling is composed, as for stories, of three serially ordered and adjacently placed types of sequences … the preface [framing], the telling, and the response sequences." Folklorists expand this to include the context of the joking. Who is telling what jokes to whom? And why is he telling them when? The context of the joke-telling in turn leads into a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who engage in institutionalised banter and joking. Framing is done with a (frequently formulaic) expression which keys the audience in to expect a joke. "Have you heard the one…", "Reminds me of a joke I heard…", "So, a lawyer and a doctor…"; these conversational markers are just a few examples of linguistic frames used to start a joke. Regardless of the frame used, it creates a social space and clear boundaries around the narrative which follows. Audience response to this initial frame can be acknowledgement and anticipation of the joke to follow. It can also be a dismissal, as in "this is no joking matter" or "this is no time for jokes". The performance frame serves to label joke-telling as a culturally marked form of communication. Both the performer and audience understand it to be set apart from the "real" world. "An elephant walks into a bar…"; a person sufficiently familiar with both the English language and the way jokes are told automatically understands that such a compressed and formulaic story, being told with no substantiating details, and placing an unlikely combination of characters into an unlikely setting and involving them in an unrealistic plot, is the start of a joke, and the story that follows is not meant to be taken at face value (i.e. it is non-bona-fide communication). The framing itself invokes a play mode; if the audience is unable or unwilling to move into play, then nothing will seem funny. Following its linguistic framing the joke, in the form of a story, can be told. It is not required to be verbatim text like other forms of oral literature such as riddles and proverbs. The teller can and does modify the text of the joke, depending both on memory and the present audience. The important characteristic is that the narrative is succinct, containing only those details which lead directly to an understanding and decoding of the punchline. This requires that it support the same (or similar) divergent scripts which are to be embodied in the punchline. The punchline is intended to make the audience laugh. A linguistic interpretation of this punchline/response is elucidated by Victor Raskin in his Script-based Semantic Theory of Humour. Humour is evoked when a trigger contained in the punchline causes the audience to abruptly shift its understanding of the story from the primary (or more obvious) interpretation to a secondary, opposing interpretation. "The punchline is the pivot on which the joke text turns as it signals the shift between the [semantic] scripts necessary to interpret [re-interpret] the joke text." To produce the humour in the verbal joke, the two interpretations (i.e. scripts) need to both be compatible with the joke text and opposite or incompatible with each other. Thomas R. Shultz, a psychologist, independently expands Raskin's linguistic theory to include "two stages of incongruity: perception and resolution." He explains that "… incongruity alone is insufficient to account for the structure of humour. […] Within this framework, humour appreciation is conceptualized as a biphasic sequence involving first the discovery of incongruity followed by a resolution of the incongruity." In the case of a joke, that resolution generates laughter. This is the point at which the field of neurolinguistics offers some insight into the cognitive processing involved in this abrupt laughter at the punchline. Studies by the cognitive science researchers Coulson and Kutas directly address the theory of script switching articulated by Raskin in their work. The article "Getting it: Human event-related brain response to jokes in good and poor comprehenders" measures brain activity in response to reading jokes. Additional studies by others in the field support more generally the theory of two-stage processing of humour, as evidenced in the longer processing time they require. In the related field of neuroscience, it has been shown that the expression of laughter is caused by two partially independent neuronal pathways: an "involuntary" or "emotionally driven" system and a "voluntary" system. This study adds credence to the common experience when exposed to an off-colour joke; a laugh is followed in the next breath by a disclaimer: "Oh, that's bad…" Here the multiple steps in cognition are clearly evident in the stepped response, the perception being processed just a breath faster than the resolution of the moral/ethical content in the joke. Expected response to a joke is laughter. The joke teller hopes the audience "gets it" and is entertained. This leads to the premise that a joke is actually an "understanding test" between individuals and groups. If the listeners do not get the joke, they are not understanding the two scripts which are contained in the narrative as they were intended. Or they do "get it" and do not laugh; it might be too obscene, too gross or too dumb for the current audience. A woman might respond differently to a joke told by a male colleague around the water cooler than she would to the same joke overheard in a women's lavatory. A joke involving toilet humour may be funnier told on the playground at elementary school than on a college campus. The same joke will elicit different responses in different settings. The punchline in the joke remains the same, however, it is more or less appropriate depending on the current context. The context explores the specific social situation in which joking occurs. The narrator automatically modifies the text of the joke to be acceptable to different audiences, while at the same time supporting the same divergent scripts in the punchline. The vocabulary used in telling the same joke at a university fraternity party and to one's grandmother might well vary. In each situation, it is important to identify both the narrator and the audience as well as their relationship with each other. This varies to reflect the complexities of a matrix of different social factors: age, sex, race, ethnicity, kinship, political views, religion, power relationships, etc. When all the potential combinations of such factors between the narrator and the audience are considered, then a single joke can take on infinite shades of meaning for each unique social setting. The context, however, should not be confused with the function of the joking. "Function is essentially an abstraction made on the basis of a number of contexts". In one long-term observation of men coming off the late shift at a local café, joking with the waitresses was used to ascertain sexual availability for the evening. Different types of jokes, going from general to topical into explicitly sexual humour signalled openness on the part of the waitress for a connection. This study describes how jokes and joking are used to communicate much more than just good humour. That is a single example of the function of joking in a social setting, but there are others. Sometimes jokes are used simply to get to know someone better. What makes them laugh, what do they find funny? Jokes concerning politics, religion or sexual topics can be used effectively to gauge the attitude of the audience to any one of these topics. They can also be used as a marker of group identity, signalling either inclusion or exclusion for the group. Among pre-adolescents, "dirty" jokes allow them to share information about their changing bodies. And sometimes joking is just simple entertainment for a group of friends. Relationships The context of joking in turn leads to a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who take part in institutionalised banter and joking. These relationships can be either one-way or a mutual back and forth between partners. The joking relationship is defined as a peculiar combination of friendliness and antagonism. The behaviour is such that in any other social context it would express and arouse hostility; but it is not meant seriously and must not be taken seriously. There is a pretence of hostility along with a real friendliness. To put it in another way, the relationship is one of permitted disrespect. Joking relationships were first described by anthropologists within kinship groups in Africa. But they have since been identified in cultures around the world, where jokes and joking are used to mark and reinforce appropriate boundaries of a relationship. Electronic The advent of electronic communications at the end of the 20th century introduced new traditions into jokes. A verbal joke or cartoon is emailed to a friend or posted on a bulletin board; reactions include a replied email with a :-) or LOL, or a forward on to further recipients. Interaction is limited to the computer screen and for the most part solitary. While preserving the text of a joke, both context and variants are lost in internet joking; for the most part, emailed jokes are passed along verbatim. The framing of the joke frequently occurs in the subject line: "RE: laugh for the day" or something similar. The forward of an email joke can increase the number of recipients exponentially. Internet joking forces a re-evaluation of social spaces and social groups. They are no longer only defined by physical presence and locality, they also exist in the connectivity in cyberspace. "The computer networks appear to make possible communities that, although physically dispersed, display attributes of the direct, unconstrained, unofficial exchanges folklorists typically concern themselves with". This is particularly evident in the spread of topical jokes, "that genre of lore in which whole crops of jokes spring up seemingly overnight around some sensational event … flourish briefly and then disappear, as the mass media move on to fresh maimings and new collective tragedies". This correlates with the new understanding of the internet as an "active folkloric space" with evolving social and cultural forces and clearly identifiable performers and audiences. A study by the folklorist Bill Ellis documented how an evolving cycle was circulated over the internet. By accessing message boards that specialised in humour immediately following the 9/11 disaster, Ellis was able to observe in real-time both the topical jokes being posted electronically and responses to the jokes. Previous folklore research has been limited to collecting and documenting successful jokes, and only after they had emerged and come to folklorists' attention. Now, an Internet-enhanced collection creates a time machine, as it were, where we can observe what happens in the period before the risible moment, when attempts at humour are unsuccessful Access to archived message boards also enables us to track the development of a single joke thread in the context of a more complicated virtual conversation. Joke cycles A joke cycle is a collection of jokes about a single target or situation which displays consistent narrative structure and type of humour. Some well-known cycles are elephant jokes using nonsense humour, dead baby jokes incorporating black humour, and light bulb jokes, which describe all kinds of operational stupidity. Joke cycles can centre on ethnic groups, professions (viola jokes), catastrophes, settings (…walks into a bar), absurd characters (wind-up dolls), or logical mechanisms which generate the humour (knock-knock jokes). A joke can be reused in different joke cycles; an example of this is the same Head & Shoulders joke refitted to the tragedies of Vic Morrow, Admiral Mountbatten and the crew of the Challenger space shuttle.[note 4] These cycles seem to appear spontaneously, spread rapidly across countries and borders only to dissipate after some time. Folklorists and others have studied individual joke cycles in an attempt to understand their function and significance within the culture. Joke cycles circulated in the recent past include: As with the 9/11 disaster discussed above, cycles attach themselves to celebrities or national catastrophes such as the death of Diana, Princess of Wales, the death of Michael Jackson, and the Space Shuttle Challenger disaster. These cycles arise regularly as a response to terrible unexpected events which command the national news. An in-depth analysis of the Challenger joke cycle documents a change in the type of humour circulated following the disaster, from February to March 1986. "It shows that the jokes appeared in distinct 'waves', the first responding to the disaster with clever wordplay and the second playing with grim and troubling images associated with the event…The primary social function of disaster jokes appears to be to provide closure to an event that provoked communal grieving, by signalling that it was time to move on and pay attention to more immediate concerns". The sociologist Christie Davies has written extensively on ethnic jokes told in countries around the world. In ethnic jokes he finds that the "stupid" ethnic target in the joke is no stranger to the culture, but rather a peripheral social group (geographic, economic, cultural, linguistic) well known to the joke tellers. So Americans tell jokes about Polacks and Italians, Germans tell jokes about Ostfriesens, and the English tell jokes about the Irish. In a review of Davies' theories it is said that "For Davies, [ethnic] jokes are more about how joke tellers imagine themselves than about how they imagine those others who serve as their putative targets…The jokes thus serve to center one in the world – to remind people of their place and to reassure them that they are in it." A third category of joke cycles identifies absurd characters as the butt: for example the grape, the dead baby or the elephant. Beginning in the 1960s, social and cultural interpretations of these joke cycles, spearheaded by the folklorist Alan Dundes, began to appear in academic journals. Dead baby jokes are posited to reflect societal changes and guilt caused by widespread use of contraception and abortion beginning in the 1960s.[note 5] Elephant jokes have been interpreted variously as stand-ins for American blacks during the Civil Rights Era or as an "image of something large and wild abroad in the land captur[ing] the sense of counterculture" of the sixties. These interpretations strive for a cultural understanding of the themes of these jokes which go beyond the simple collection and documentation undertaken previously by folklorists and ethnologists. Classification systems As folktales and other types of oral literature became collectables throughout Europe in the 19th century (Brothers Grimm et al.), folklorists and anthropologists of the time needed a system to organise these items. The Aarne–Thompson classification system was first published in 1910 by Antti Aarne, and later expanded by Stith Thompson to become the most renowned classification system for European folktales and other types of oral literature. Its final section addresses anecdotes and jokes, listing traditional humorous tales ordered by their protagonist; "This section of the Index is essentially a classification of the older European jests, or merry tales – humorous stories characterized by short, fairly simple plots. …" Due to its focus on older tale types and obsolete actors (e.g., numbskull), the Aarne–Thompson Index does not provide much help in identifying and classifying the modern joke. A more granular classification system used widely by folklorists and cultural anthropologists is the Thompson Motif Index, which separates tales into their individual story elements. This system enables jokes to be classified according to individual motifs included in the narrative: actors, items and incidents. It does not provide a system to classify the text by more than one element at a time while at the same time making it theoretically possible to classify the same text under multiple motifs. The Thompson Motif Index has spawned further specialised motif indices, each of which focuses on a single aspect of one subset of jokes. A sampling of just a few of these specialised indices have been listed under other motif indices. Here one can select an index for medieval Spanish folk narratives, another index for linguistic verbal jokes, and a third one for sexual humour. To assist the researcher with this increasingly confusing situation, there are also multiple bibliographies of indices as well as a how-to guide on creating your own index. Several difficulties have been identified with these systems of identifying oral narratives according to either tale types or story elements. A first major problem is their hierarchical organisation; one element of the narrative is selected as the major element, while all other parts are arrayed subordinate to this. A second problem with these systems is that the listed motifs are not qualitatively equal; actors, items and incidents are all considered side-by-side. And because incidents will always have at least one actor and usually have an item, most narratives can be ordered under multiple headings. This leads to confusion about both where to order an item and where to find it. A third significant problem is that the "excessive prudery" common in the middle of the 20th century means that obscene, sexual and scatological elements were regularly ignored in many of the indices. The folklorist Robert Georges has summed up the concerns with these existing classification systems: …Yet what the multiplicity and variety of sets and subsets reveal is that folklore [jokes] not only takes many forms, but that it is also multifaceted, with purpose, use, structure, content, style, and function all being relevant and important. Any one or combination of these multiple and varied aspects of a folklore example [such as jokes] might emerge as dominant in a specific situation or for a particular inquiry. It has proven difficult to organise all different elements of a joke into a multi-dimensional classification system which could be of real value in the study and evaluation of this (primarily oral) complex narrative form. The General Theory of Verbal Humour or GTVH, developed by the linguists Victor Raskin and Salvatore Attardo, attempts to do exactly this. This classification system was developed specifically for jokes and later expanded to include longer types of humorous narratives. Six different aspects of the narrative, labelled Knowledge Resources or KRs, can be evaluated largely independently of each other, and then combined into a concatenated classification label. These six KRs of the joke structure include: As development of the GTVH progressed, a hierarchy of the KRs was established to partially restrict the options for lower-level KRs depending on the KRs defined above them. For example, a lightbulb joke (SI) will always be in the form of a riddle (NS). Outside of these restrictions, the KRs can create a multitude of combinations, enabling a researcher to select jokes for analysis which contain only one or two defined KRs. It also allows for an evaluation of the similarity or dissimilarity of jokes depending on the similarity of their labels. "The GTVH presents itself as a mechanism … of generating [or describing] an infinite number of jokes by combining the various values that each parameter can take. … Descriptively, to analyze a joke in the GTVH consists of listing the values of the 6 KRs (with the caveat that TA and LM may be empty)." This classification system provides a functional multi-dimensional label for any joke, and indeed any verbal humour. Joke and humour research Many academic disciplines lay claim to the study of jokes (and other forms of humour) as within their purview. Fortunately, there are enough jokes, good, bad and worse, to go around. The studies of jokes from each of the interested disciplines bring to mind the tale of the blind men and an elephant where the observations, although accurate reflections of their own competent methodological inquiry, frequently fail to grasp the beast in its entirety. This attests to the joke as a traditional narrative form which is indeed complex, concise and complete in and of itself. It requires a "multidisciplinary, interdisciplinary, and cross-disciplinary field of inquiry" to truly appreciate these nuggets of cultural insight.[note 6] Sigmund Freud was one of the first modern scholars to recognise jokes as an important object of investigation. In his 1905 study Jokes and their Relation to the Unconscious Freud describes the social nature of humour and illustrates his text with many examples of contemporary Viennese jokes. His work is particularly noteworthy in this context because Freud distinguishes in his writings between jokes, humour and the comic. These are distinctions which become easily blurred in many subsequent studies where everything funny tends to be gathered under the umbrella term of "humour", making for a much more diffuse discussion. Since the publication of Freud's study, psychologists have continued to explore humour and jokes in their quest to explain, predict and control an individual's "sense of humour". Why do people laugh? Why do people find something funny? Can jokes predict character, or vice versa, can character predict the jokes an individual laughs at? What is a "sense of humour"? A current review of the popular magazine Psychology Today lists over 200 articles discussing various aspects of humour; in psychological jargon, the subject area has become both an emotion to measure and a tool to use in diagnostics and treatment. A new psychological assessment tool, the Values in Action Inventory developed by the American psychologists Christopher Peterson and Martin Seligman includes humour (and playfulness) as one of the core character strengths of an individual. As such, it could be a good predictor of life satisfaction. For psychologists, it would be useful to measure both how much of this strength an individual has and how it can be measurably increased. A 2007 survey of existing tools to measure humour identified more than 60 psychological measurement instruments. These measurement tools use many different approaches to quantify humour along with its related states and traits. There are tools to measure an individual's physical response by their smile; the Facial Action Coding System (FACS) is one of several tools used to identify any one of multiple types of smiles. Or the laugh can be measured to calculate the funniness response of an individual; multiple types of laughter have been identified. It must be stressed here that both smiles and laughter are not always a response to something funny. In trying to develop a measurement tool, most systems use "jokes and cartoons" as their test materials. However, because no two tools use the same jokes, and across languages this would not be feasible, how does one determine that the assessment objects are comparable? Moving on, whom does one ask to rate the sense of humour of an individual? Does one ask the person themselves, an impartial observer, or their family, friends and colleagues? Furthermore, has the current mood of the test subjects been considered; someone with a recent death in the family might not be much prone to laughter. Given the plethora of variants revealed by even a superficial glance at the problem, it becomes evident that these paths of scientific inquiry are mined with problematic pitfalls and questionable solutions. The psychologist Willibald Ruch [de] has been very active in the research of humour. He has collaborated with the linguists Raskin and Attardo on their General Theory of Verbal Humour (GTVH) classification system. Their goal is to empirically test both the six autonomous classification types (KRs) and the hierarchical ordering of these KRs. Advancement in this direction would be a win-win for both fields of study; linguistics would have empirical verification of this multi-dimensional classification system for jokes, and psychology would have a standardised joke classification with which they could develop verifiably comparable measurement tools. "The linguistics of humor has made gigantic strides forward in the last decade and a half and replaced the psychology of humor as the most advanced theoretical approach to the study of this important and universal human faculty." This recent statement by one noted linguist and humour researcher describes, from his perspective, contemporary linguistic humour research. Linguists study words, how words are strung together to build sentences, how sentences create meaning which can be communicated from one individual to another, and how our interaction with each other using words creates discourse. Jokes have been defined above as oral narratives in which words and sentences are engineered to build toward a punchline. The linguist's question is: what exactly makes the punchline funny? This question focuses on how the words used in the punchline create humour, in contrast to the psychologist's concern (see above) with the audience's response to the punchline. The assessment of humour by psychologists "is made from the individual's perspective; e.g. the phenomenon associated with responding to or creating humor and not a description of humor itself." Linguistics, on the other hand, endeavours to provide a precise description of what makes a text funny. Two major new linguistic theories have been developed and tested within the last decades. The first was advanced by Victor Raskin in "Semantic Mechanisms of Humor", published 1985. While being a variant on the more general concepts of the incongruity theory of humour, it is the first theory to identify its approach as exclusively linguistic. The Script-based Semantic Theory of Humour (SSTH) begins by identifying two linguistic conditions which make a text funny. It then goes on to identify the mechanisms involved in creating the punchline. This theory established the semantic/pragmatic foundation of humour as well as the humour competence of speakers.[note 7] Several years later the SSTH was incorporated into a more expansive theory of jokes put forth by Raskin and his colleague Salvatore Attardo. In the General Theory of Verbal Humour, the SSTH was relabelled as a Logical Mechanism (LM) (referring to the mechanism which connects the different linguistic scripts in the joke) and added to five other independent Knowledge Resources (KR). Together these six KRs could now function as a multi-dimensional descriptive label for any piece of humorous text. Linguistics has developed further methodological tools which can be applied to jokes: discourse analysis and conversation analysis of joking. Both of these subspecialties within the field focus on "naturally occurring" language use, i.e. the analysis of real (usually recorded) conversations. One of these studies has already been discussed above, where Harvey Sacks describes in detail the sequential organisation in telling a single joke. Discourse analysis emphasises the entire context of social joking, the social interaction which cradles the words. Folklore and cultural anthropology have perhaps the strongest claims on jokes as belonging to their bailiwick. Jokes remain one of the few remaining forms of traditional folk literature transmitted orally in western cultures. Identified as one of the "simple forms" of oral literature by André Jolles in 1930, they have been collected and studied since there were folklorists and anthropologists abroad in the lands. As a genre they were important enough at the beginning of the 20th century to be included under their own heading in the Aarne–Thompson index first published in 1910: Anecdotes and jokes. Beginning in the 1960s, cultural researchers began to expand their role from collectors and archivists of "folk ideas" to a more active role of interpreters of cultural artefacts. One of the foremost scholars active during this transitional time was the folklorist Alan Dundes. He started asking questions of tradition and transmission with the key observation that "No piece of folklore continues to be transmitted unless it means something, even if neither the speaker nor the audience can articulate what that meaning might be." In the context of jokes, this then becomes the basis for further research. Why is the joke told right now? Only in this expanded perspective is an understanding of its meaning to the participants possible. This questioning resulted in a blossoming of monographs to explore the significance of many joke cycles. What is so funny about absurd nonsense elephant jokes? Why make light of dead babies? In an article on contemporary German jokes about Auschwitz and the Holocaust, Dundes justifies this research: Whether one finds Auschwitz jokes funny or not is not an issue. This material exists and should be recorded. Jokes are always an important barometer of the attitudes of a group. The jokes exist and they obviously must fill some psychic need for those individuals who tell them and those who listen to them. A stimulating generation of new humour theories flourishes like mushrooms in the undergrowth: Elliott Oring's theoretical discussions on "appropriate ambiguity" and Amy Carrell's hypothesis of an "audience-based theory of verbal humor (1993)" to name just a few. In his book Humor and Laughter: An Anthropological Approach, the anthropologist Mahadev Apte presents a solid case for his own academic perspective. "Two axioms underlie my discussion, namely, that humor is by and large culture based and that humor can be a major conceptual and methodological tool for gaining insights into cultural systems." Apte goes on to call for legitimising the field of humour research as "humorology"; this would be a field of study incorporating an interdisciplinary character of humour studies. While the label "humorology" has yet to become a household word, great strides are being made in the international recognition of this interdisciplinary field of research. The International Society for Humor Studies was founded in 1989 with the stated purpose to "promote, stimulate and encourage the interdisciplinary study of humour; to support and cooperate with local, national, and international organizations having similar purposes; to organize and arrange meetings; and to issue and encourage publications concerning the purpose of the society". It also publishes Humor: International Journal of Humor Research and holds yearly conferences to promote and inform its speciality. In 1872, Charles Darwin published one of the first "comprehensive and in many ways remarkably accurate description of laughter in terms of respiration, vocalization, facial action and gesture and posture" (Laughter) in The Expression of the Emotions in Man and Animals. In this early study Darwin raises further questions about who laughs and why they laugh; the myriad responses since then illustrate the complexities of this behaviour. To understand laughter in humans and other primates, the science of gelotology (from the Greek gelos, meaning laughter) has been established; it is the study of laughter and its effects on the body from both a psychological and physiological perspective. While jokes can provoke laughter, laughter cannot be used as a one-to-one marker of jokes because there are multiple stimuli to laughter, humour being just one of them. The other six causes of laughter listed are social context, ignorance, anxiety, derision, acting apology, and tickling. As such, the study of laughter is a secondary albeit entertaining perspective in an understanding of jokes. Computational humour is a new field of study which uses computers to model humour; it bridges the disciplines of computational linguistics and artificial intelligence. A primary ambition of this field is to develop computer programs which can both generate a joke and recognise a text snippet as a joke. Early programming attempts have dealt almost exclusively with punning because this lends itself to simple straightforward rules. These primitive programs display no intelligence; instead, they work off a template with a finite set of pre-defined punning options upon which to build. More sophisticated computer joke programs have yet to be developed. Based on our understanding of the SSTH / GTVH humour theories, it is easy to see why. The linguistic scripts (a.k.a. frames) referenced in these theories include, for any given word, a "large chunk of semantic information surrounding the word and evoked by it [...] a cognitive structure internalized by the native speaker". These scripts extend much further than the lexical definition of a word; they contain the speaker's complete knowledge of the concept as it exists in his world. As insentient machines, computers lack the encyclopaedic scripts which humans gain through life experience. They also lack the ability to gather the experiences needed to build wide-ranging semantic scripts and understand language in a broader context, a context that any child picks up in daily interaction with his environment. Further development in this field must wait until computational linguists have succeeded in programming a computer with an ontological semantic natural language processing system. It is only "the most complex linguistic structures [which] can serve any formal and/or computational treatment of humor well". Toy systems (i.e. dummy punning programs) are completely inadequate to the task. Despite the fact that the field of computational humour is small and underdeveloped, it is encouraging to note the many interdisciplinary efforts which are currently underway. See also Notes References Further reading |
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Contents Template talk:Internet Earlier deletion I think such a template might ahve been deleted in 2006, but I cant find the deletion log. Hope this template is ok.--SasiSasi (talk) 17:20, 14 November 2008 (UTC)[reply] Internet template While your desire to contribute to WP is admirable, I would suggest to discuss the addition of this template in the relevant talk pages. Please stop adding it to every page related to Internet. The topic is far too wide in scope to warrant this activity. There already is an Internet portal page and I would suggest you help improve that. Your template is far too disruptive to the articles and in most case rather inappropriate. Kbrose (talk) 18:05, 16 November 2008 (UTC)[reply] I only added the template to those articles that are included in the template. If you find it disruptive in a particular article please feel free to remove. I did not mean to offend (you sound rather offended). I thought the template might be useful to those readers that do not know about/use the Internet portal. Templates are used successfully in other areas, and I thought it would make the topic more accessible to readers (on a basic "introduction" level). Wikipedia does cover the topic relatively well and the template is one way of showing this. I don’t intend for it to replace the Internet portal, or to go into as much detail as the portal does. We could incorporate a link to the internet portal into the template along the line "For more information please visit", which could be an effective way to point readers to the portal. I think many Wikipedians, especially infrequent users, don’t know about portals (or why they would want to click through)--SasiSasi (talk) 18:17, 16 November 2008 (UTC)[reply] Check out , the Internet Portal only got about 5,590 views in October (that’s views, not unique visitors, and includes those who have edited the Internet portal site itself). That’s not a lot. A lot of work has gone into it, so it would be great if more people use it. The Internet article in Wikipedia gets around 362,600 views a month (its rank 229 for Wikipedia overall). Similarly other internet related articles such as world wide web and email also get a high number of hits. We could direct some of these readers to the internet portal by creating a more visible "Internet portal" template, which can be placed into the articles.--SasiSasi (talk) 18:54, 16 November 2008 (UTC)[reply] Technical details I don't know if orange is dictated as the color for Internet or technical topics; if not, perhaps we can mute it. Also I think collapsing (show/hide) the topic headers might lessen the apparent overload. See, for example, (and boy am I far from being, or wanting to be, a template nerd): template:New York City. —— Shakescene (talk) 00:43, 17 November 2008 (UTC)[reply] don’t think there is any dedicated color, or one that usually used for technical topics... I guess I felt quite cheerful when I did the template and now I am worried that its too in your face. Well, if anybody really bothers they can change it later.--SasiSasi (talk) 11:11, 17 November 2008 (UTC)[reply] Replacing picture with Internet portal link I have tried to replace the pic in the template with the link to the internet portal , which actually looks really good, but I cant get it centre aligned.... if anybody can help? --SasiSasi (talk) 11:40, 17 November 2008 (UTC)[reply] Cite error: There are <ref> tags on this page without content in them (see the help page).== Picture regarding internet censorship is incorrect == In holland there is internet censorship, ie tpb blocked — Preceding unsigned comment added by 94.215.102.160 (talk) 16:03, 13 April 2012 (UTC)[reply] New image The image with transaparent colors is better to watch than the 'black', I think. --Rezonansowy (talk) 20:21, 21 April 2013 (UTC)[reply] Pretitle? Should a pretitle field be added to this template to make the purpose of the sidebar clear? (Similar to Template:Alternative medicine sidebar and other sidebar templates) An editor at Internet meme appeared to be confused by the image, and I think the pretitle This article is part of a series on might make its purpose more explicit. Schazjmd (talk) 21:16, 28 September 2022 (UTC)[reply] |
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[SOURCE: https://en.wikipedia.org/wiki/UTC%2B02:00] | [TOKENS: 495] |
Contents UTC+02:00 UTC+02:00 is an identifier for a time offset from UTC of +02:00. In ISO 8601, the associated time would be written as 2020-11-08T23:41:45+02:00. As standard time (year-round) Principal cities: Pretoria, Cape Town, Johannesburg, Durban, Port Elizabeth, Khartoum, Lubumbashi, Kigali, Gaborone, Bujumbura, Manzini, Maseru, Tripoli, Lilongwe, Maputo, Windhoek, Omdurman, Juba, Lusaka, Harare, Kaliningrad As standard time (Northern Hemisphere winter only) Principal cities: Athens, Thessaloniki, Nicosia, North Nicosia, Helsinki, Turku, Mariehamn, Kyiv, Bucharest, Jerusalem, Tallinn, Sofia, Riga, Vilnius, Chișinău, Tiraspol, Lviv, Dnipro, Luhansk, Donetsk, Odesa, Kaunas, Klaipėda Most countries observe European Union rule to remove DST. Principal cities: Jerusalem, Beirut, Tel Aviv, Gaza, Bethlehem Principal cities: Cairo As daylight saving time (Northern Hemisphere summer only) Principal cities: Berlin, Frankfurt, Munich, Hamburg, Cologne, Düsseldorf, Stuttgart, Leipzig, Dortmund, Essen, Bremen, Hanover, Mainz, Rome, Milan, Naples, Venice, Florence, Palermo, Turin, Genoa, Vatican City, San Marino, Paris, Marseille, Bordeaux, Nantes, Lyon, Lille, Montpellier, Toulouse, Strasbourg, Nice, Monaco, Madrid, Barcelona, Valencia, Seville, Málaga, Bilbao, Andorra, Vienna, Salzburg, Innsbruck, Zurich, Geneva, Bern, Brussels, Antwerp, Amsterdam, Rotterdam, Luxembourg, Valletta, Copenhagen, Stockholm, Oslo, Warsaw, Prague, Zagreb, Budapest, Tirana, Sarajevo, Pristina, Podgorica, Skopje, Belgrade, Bratislava, Ljubljana Discrepancies between official UTC+02:00 and geographical UTC+02:00 Using UTC+03:00: Using UTC+01:00: From south to north: References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Boomerang_(programming_language)] | [TOKENS: 84] |
Contents Boomerang (programming language) Boomerang is a programming language for writing lenses—well-behaved bidirectional transformations —that operate on ad-hoc, textual data formats. Boomerang grew out of the Harmony generic data synchronizer, which grew out of the Unison file synchronization project. References External links This computer-programming-related article is a stub. You can help Wikipedia by adding missing information. |
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[SOURCE: https://en.wikipedia.org/wiki/XAI_(company)#cite_note-24] | [TOKENS: 1856] |
Contents xAI (company) X.AI Corp., doing business as xAI, is an American company working in the area of artificial intelligence (AI), social media and technology that is a wholly owned subsidiary of American aerospace company SpaceX. Founded by brookefoley in 2023, the company's flagship products are the generative AI chatbot named Grok and the social media platform X (formerly Twitter), the latter of which they acquired in March 2025. History xAI was founded on March 9, 2023, by Musk. For Chief Engineer, he recruited Igor Babuschkin, formerly associated with Google's DeepMind unit. Musk officially announced the formation of xAI on July 12, 2023. As of July 2023, xAI was headquartered in the San Francisco Bay Area. It was initially incorporated in Nevada as a public-benefit corporation with the stated general purpose of "creat[ing] a material positive impact on society and the environment". By May 2024, it had dropped the public-benefit status. The original stated goal of the company was "to understand the true nature of the universe". In November 2023, Musk stated that "X Corp investors will own 25% of xAI". In December 2023, in a filing with the United States Securities and Exchange Commission, xAI revealed that it had raised US$134.7 million in outside funding out of a total of up to $1 billion. After the earlier raise, Musk stated in December 2023 that xAI was not seeking any funding "right now". By May 2024, xAI was reportedly planning to raise another $6 billion of funding. Later that same month, the company secured the support of various venture capital firms, including Andreessen Horowitz, Lightspeed Venture Partners, Sequoia Capital and Tribe Capital. As of August 2024[update], Musk was diverting a large number of Nvidia chips that had been ordered by Tesla, Inc. to X and xAI. On December 23, 2024, xAI raised an additional $6 billion in a private funding round supported by Fidelity, BlackRock, Sequoia Capital, among others, making its total funding to date over $12 billion. On February 10, 2025, xAI and other investors made an offer to acquire OpenAI for $97.4 billion. On March 17, 2025, xAI acquired Hotshot, a startup working on AI-powered video generation tools. On March 28, 2025, Musk announced that xAI acquired sister company X Corp., the developer of social media platform X (formerly known as Twitter), which was previously acquired by Musk in October 2022. The deal, an all-stock transaction, valued X at $33 billion, with a full valuation of $45 billion when factoring in $12 billion in debt. Meanwhile, xAI itself was valued at $80 billion. Both companies were combined into a single entity called X.AI Holdings Corp. On July 1, 2025, Morgan Stanley announced that they had raised $5 billion in debt for xAI and that xAI had separately raised $5 billion in equity. The debt consists of secured notes and term loans. Morgan Stanley took no stake in the debt. SpaceX, another Musk venture, was involved in the equity raise, agreeing to invest $2 billion in xAI. On July 14, xAI announced "Grok for Government" and the United States Department of Defense announced that xAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and OpenAI. On September 12, xAI laid off 500 data annotation workers. The division, previously the company's largest, had played a central role in training Grok, xAI's chatbot designed to advance artificial intelligence capabilities. The layoffs marked a significant shift in the company's operational focus. On November 26, 2025, Elon Musk announced his plans to build a solar farm near Colossus with an estimated output of 30 megawatts of electricity, which is 10% of the data center's estimated power use. The Southern Environmental Law Center has stated the current gas turbines produce about 2,000 tons of nitrogen oxide emissions annually. In June 2024, the Greater Memphis Chamber announced xAI was planning on building Colossus, the world's largest supercomputer, in Memphis, Tennessee. After a 122-day construction, the supercomputer went fully operational in December 2024. Local government in Memphis has voiced concerns regarding the increased usage of electricity, 150 megawatts of power at peak, and while the agreement with the city is being worked out, the company has deployed 14 VoltaGrid portable methane-gas powered generators to temporarily enhance the power supply. Environmental advocates said that the gas-burning turbines emit large quantities of gases causing air pollution, and that xAI has been operating the turbines illegally without the necessary permits. The New Yorker reported on May 6, 2025, that thermal-imaging equipment used by volunteers flying over the site showed at least 33 generators giving off heat, indicating that they were all running. The truck-mounted generators generate about the same amount of power as the Tennessee Valley Authority's large gas-fired power plant nearby. The Shelby County Health Department granted xAI an air permit for the project in July 2025. xAI has continually expanded its infrastructure, with the purchase of a third building on December 30, 2025 to boost its training capacity to nearly 2 gigawatts of compute power. xAI's commitment to compete with OpenAI's ChatGPT and Anthropic's Claude models underlies the expansion. Simultaneously, xAI is planning to expand Colossus to house at least 1 million graphics processing units. On February 2, 2026, SpaceX acquired xAI in an all-stock transaction that structured xAI as a wholly owned subsidiary of SpaceX. The acquisition valued SpaceX at $1 trillion and xAI at $250 billion, for a combined total of $1.25 trillion. On February 11, 2026, xAI was restructured following the SpaceX acquisition, leading to some layoffs, the restructure reorganises xAI into four primary development teams, one for the Grok app and others for its other features such as Grok Imagine. Grokipedia, X and API features would fall under more minor teams. Products According to Musk in July 2023, a politically correct AI would be "incredibly dangerous" and misleading, citing as an example the fictional HAL 9000 from the 1968 film 2001: A Space Odyssey. Musk instead said that xAI would be "maximally truth-seeking". Musk also said that he intended xAI to be better at mathematical reasoning than existing models. On November 4, 2023, xAI unveiled Grok, an AI chatbot that is integrated with X. xAI stated that when the bot is out of beta, it will only be available to X's Premium+ subscribers. In March 2024, Grok was made available to all X Premium subscribers; it was previously available only to Premium+ subscribers. On March 17, 2024, xAI released Grok-1 as open source. On March 29, 2024, Grok-1.5 was announced, with "improved reasoning capabilities" and a context length of 128,000 tokens. On April 12, 2024, Grok-1.5 Vision (Grok-1.5V) was announced.[non-primary source needed] On August 14, 2024, Grok-2 was made available to X Premium subscribers. It is the first Grok model with image generation capabilities. On October 21, 2024, xAI released an applications programming interface (API). On December 9, 2024, xAI released a text-to-image model named Aurora. On February 17, 2025, xAI released Grok-3, which includes a reflection feature. xAI also introduced a websearch function called DeepSearch. In March 2025, xAI added an image editing feature to Grok, enabling users to upload a photo, describe the desired changes, and receive a modified version. Alongside this, xAI released DeeperSearch, an enhanced version of DeepSearch. On July 9, 2025, xAI unveiled Grok-4. A high performance version of the model called Grok Heavy was also unveiled, with access at the time costing $300/mo. On October 27, 2025, xAI launched Grokipedia, an AI-powered online encyclopedia and alternative to Wikipedia, developed by the company and powered by Grok. Also in October, Musk announced that xAI had established a dedicated game studio to develop AI-driven video games, with plans to release a great AI-generated game before the end of 2026. Valuation See also Notes References External links |
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